The holder of the king of trumps scores one point; but it is the rule

that before it is played it shall be declared by the owner, who must

say, as he puts it on the table, "I have the king." Needless to say,

no one announces the possession of the king until the first card has

been played. The elder hand may announce _after_ he has played, so that

in its strictness the above rule applies only to the opponent; still,

should the elder hand's king be covered by the card of his adversary,

_before he has declared_, he cannot that time score the king. As in

other games, the trump always wins the trick. The winner of one trick

also leads on for the next, and thus the playing proceeds until all

five tricks are won.

* * * * *

LOO.

This is a splendid round game, in which almost any number of players

may take part, though, perhaps, to play the game well with real

comfort, the number should not exceed eight or nine.

No great skill is required by the players, indeed success depends so

much upon chance, that perhaps the fact of this being so accounts for

all the fun and excitement that are usually extracted from the game.

There are two kinds of Loo, viz., Limited and Unlimited. The former

being the most popular, it shall receive our first attention.

LIMITED LOO.

This is played with a full pack of fifty-two cards, of which the ace

is highest, then king, queen, knave, &c., as in Whist. The person to

whom the deal falls must place three counters into the pool. The other

players each put in a certain number of counters agreed upon, a number

that should properly be divisible by three.

The cards having been shuffled and cut, the dealer proceeds to give

three cards to each player, one at a time, beginning with the player on

his left. In addition to this, he also deals an extra hand, which is

called a dumby, or miss, and is placed in the middle of the table.

After this the card next turned up is the trump. Before looking at his

own cards, the dealer asks each player, beginning at the elder hand,

and going round to the left, what he intends to do in that round--play

his own hand, take the dumby, or throw up his hand.

Should the elder hand decline dumby, the next player has the choice,

and so on; but whoever takes it must play it; no one may retract after

having declared his intention.

When all have declared their intentions (dealer included), the elder

hand of the players left who have not thrown up their hands plays

his highest trump, or, if he have no trumps, his highest card, each

succeeding player heading the trick. The winner of the trick leads next

by playing his highest trump, and in this way the game goes on until

all the three tricks are taken.

The pool is then divided into three equal parts, and a part given

to the winner of each trick; therefore, any player that should have

taken three tricks would be entitled to the whole pool. Those who are

unfortunate enough to take no trick at all are _looed_, and their share

is deposited by the dealer towards the next pool.

When only two players stand, the last before the dealer is bound to

play either his own hand or _dumby_, and the game is re-commenced.

Sometimes no trump is turned up; the elder hand then plays his highest

card, the next follows suit, if he can, and so on. If all have not been

able to follow suit, the dealer turns up the top card of what is left

of the pack, and the highest card of that suit which has been played

wins the trick. If all players _have_ followed suit, the dealer waits

for an opportunity, when all have _not_ followed suit, to turn up the

trump card. When no trumps have been played, the highest card of the

suit led wins the trick.

UNLIMITED LOO.

The method adopted in playing Unlimited Loo is much the same as that

already described above, excepting that the pool is not divided among

the players. Still, a player must take all three tricks to win the

pool. Therefore, when the tricks are won, should they have been taken

by one person, the pool is his; but if the tricks are divided, the pool

is left untouched, and is added on to the next pool. The players also

who are looed have to pay double the price of the deal into the pool.

Thus the game goes on, until some one winning three tricks takes the

pool. The next hand then becomes _Bold Stand_, and is dealt and played

as first described.

The technical terms used in Loo which must be understood are as

follows:--

_Bold Stand._--To have a bold stand is a method of playing the game in

which it is a rule that whenever there is only the deal to be played

for every person is obliged to stand in order to make a loo for the

next hand. As often as this happens it is a bold stand.

_Dumby._--The spare hand, which must be dealt in the regular order of

the other hands, either first or last but one, and not according to the

dealer's whim.

_Force._--The same as Bold Stand.

_Heading the Trick._--Playing a better card of the suit led, or not

having any of the suit, trumping it.

_Loo._--The Loo is the sum put up by any one that is looed, and is

either limited or unlimited; when unlimited, a person is looed for the

whole amount of the pool; if limited, he is looed for no more than a

certain sum, previously agreed upon, generally the price of the deal;

but he is never looed for more than the pool.

_Looed._--A person playing is looed when he does not take a trick or

when he breaks any laws of the game.

_Miss._--The same as _Dumby_.

_Mis-deal_ is when the dealer gives any of the party more or less

than three cards, or deals too many or too few hands, or deals out of

regular order, or shows a card in dealing.

_Paying for the deal._--At each new deal the dealer puts into the pool

three counters, and this is called the price of the deal.

_Pool._--The pool consists of the counters which are paid for the deals

and of the sums forfeited by those who were looed the preceding hand.

_Revoke._--When a person who can follow suit does not do so.

* * * * *

CASSINO.

In order to understand the simple but highly amusing game of Cassino

it is absolutely necessary that a thorough knowledge of the technical

terms used should be first acquired.

We will, therefore, give a list of them before describing the method of

playing the game.

_Great Cassino._--The ten of diamonds reckons for two points.

_Little Cassino._--The two of spades for one point.

_The Cards._--When you have a greater number than your adversary, three

points.

_The Spades._--When you have the majority of the suit, one point.

_The Aces._--Each of which reckons for one point.

_The Sweep._--Matching all the cards on the board.

_Building up._--Suppose the dealer's four cards in hand to be a seven,

ten, and two aces; his adversary plays a six--the dealer puts an ace

upon it, and says, "Seven," with a view of taking them with his seven;

the non-dealer throws a two upon them, and says, "Nine," hoping to

take them with a nine then in his hand; the dealer again puts upon the

heap his other ace, and cries "Ten," when, if his adversary has ten,

he plays some other card, and the dealer takes them all with his ten.

It will be observed that a player in announcing the denomination of a

build always employs the singular number. Thus--"Nine" or "Ten," not

"Nines" or "Tens." This is called Building up.

_Build from the Table._--Employing cards on the table to continue a

build.

_Call._--Suppose a player to have in his hand two or more cards of

the same denomination, and one or more cards of the same denomination

remain upon the board, he may play one of them on the table, at the

same time calling the denomination, and his opponent is thereby

debarred from taking it with a card of any other denomination. In

calling the denomination, the plural is always used. Thus--"Fours," not

"Four." This is termed _calling_.

_Build._--A card already built up.

_False Build._--A build made without any card in hand to redeem it.

_Combine._--To play a card which will take two or more cards of a

different denomination whose aggregate number of pips or spots exactly

equals those of the card played. Thus: a ten will take a seven, two,

and ace, the combined spots on those cards being precisely ten.

_Last Cards._--Those cards remaining on the board after the last trick

is taken, all of which go to the winner of the last trick.

_Eldest Hand._--The player sitting at the left hand of the dealer, so

called because he is the first to play.

_Mis-deal._--An error in giving out the cards, the penalty for which is

the forfeiture of the game and all depending upon it.

LAWS OF CASSINO.

1. The pack must consist of fifty-two cards.

2. The dealer deals four cards, one after another, to each player,

beginning at the elder hand, after which he deals four cards into the

centre of the table, face upwards. He then gives each player four more

cards, putting no more, however, into the centre of the table.

3. In case of a mis-deal, the dealer forfeits his deal.

4. Any number up to twelve may play, though four is the preferable

number.

The game consists of eleven points, and the player who first attains

this number wins the game.

The score is counted in the following manner:--

The owner of Great Cassino scores 2 points.

" Little " " 1 "

For every ace 1 "

For majority of spades 1 "

" cards 3 "

A clear board reckons 1 "

The player who takes the last trick wins the game.

The following is the method of playing:--

Four cards are dealt to each player, and four more are turned face

upwards in the middle of the table. The elder hand then looks at his

cards to see if he can build, combine, or match any of his own cards

with those turned up on the table.

He may have a _seven and three_, _a five and five_, _a nine and one_,

or these combinations may be on the table. Royal cards can only be

matched by one of their own kind.

If the elder hand can do nothing, he throws down a card on the table,

face upwards, with the other four. The second player then tries what he

can do; though it must not be forgotten that such cards as are taken

must be kept by themselves and not played with again. Thus the game

goes on until all the cards are finished, when the dealer gives four

cards more to each player, but none in the centre.

In case of a clear board, should the player next to the person who has

made the clear board not have any cards to take, he must throw one

down. At the end of the game, the cards that each player has taken are

counted up, and the points made accordingly.

After the last trick has been taken there are sure to be some cards

left on the board, and these go to the winner of the last trick. It

should always be the object of the player to secure as many spades as

possible. For instance--if he has a nine of hearts and a king of spades

in his hand, and there is a nine and a _king_ on the board, he should

take the king in preference to the _nine_, as it will secure him a

spade. It is well, however, to get as many cards as possible. Supposing

a player to have in his hand a nine and a king, and there is a six and

three and king on the board, he would do wisely to take the six and

three, as, that will help to a majority in cards.

* * * * *

PUT.

In one respect the game we are about to describe differs from any other

card game, and that is in the order in which the cards rank.

Three is the best card, then two, and next the ace, king, and all the

rest in succession; four, of course, being the lowest.

Dr. Johnson, in a letter he wrote to his friend Boswell, says:--

"I play at Put, sir, as I indulge in other amusements commonly pursued

in society, rather that I may study the real tempers and dispositions

of mankind than from any overweening love of personal gain, or any

violent desire to take advantage of the ignorance or weakness of my

adversaries; for I hold it an indisputable truth that the characters of

men and women are more fully and completely discerned at the card-table

than in the Senate, the fashionable assembly, or the privacies of

domestic life."

Put is played with a full pack of fifty-two cards, and generally by two

persons, though frequently three and often four people join in it. The

object of the game is to score five points, the player who succeeds

first in doing this being winner. After cutting for deal, the player

who had the lowest card gives three cards, one at a time, to both or

all players, beginning at the non-dealer.

When this is done, if the non-dealer throws up his hand he loses a

point; if he plays, and the dealer does not lay down another card to

it, he gains one point; but if the dealer either win the same, pass

it, or put down one of equal value, making what is termed a tie, the

non-dealer is still at liberty to _put_ (or play), and his adversary

only scores one point.

Such being the state of things, should both players agree to go on, the

one who gains all the three tricks, or two out of the three, scores

five points, which make game. If both players get a trick, and the

third is a tie, neither player scores.

_Four-handed Put_ differs from two-handed in one point--that is, two of

the players give each his best card to his partner, who lays out one of

his. The game is played as in Two-handed Put.

* * * * *

MATRIMONY.

The simple, amusing game of Matrimony is one that always keeps up its

popularity as a pleasant round game. Any number of players may join in

it from five upwards, but the greatest success generally attends it

when there are many players rather than few.

The five chances of which the game consists have to be marked on a

board or a sheet of paper. The lowest card cut has the deal. The first

business is to determine what stakes shall be made. For this purpose

counters are mostly used, after which the dealer places on each or any

chance the sum he intends to venture. The other players then all do the

same, though their stakes must all be one counter at least less than

the dealer's. If the dealer, therefore, should stake nine, they may not

place more than eight counters on the chance.

Having arrived so far in the proceedings, the dealer, beginning with

the player on his left, gives two cards, face downwards, to each

player; then, beginning again on his left, he gives a third card to

each player, face upwards. If the ace of diamonds, which is the best

card, be turned up, the possessor of it gains a clear board; but if the

same card be merely held in the hand, its value is no greater than

that of any other ace. Should the ace of diamonds not be turned up at

all, then the king, queen, or next highest card in that suit wins the

best chance.

BEST.

The ace of diamonds turned up.

+-----------------------------------+

| |

CONFEDERACY. | | MATRIMONY

King and | | King and Queen.

Knave. | |

| |

+-----------------------------------+

PAIRS.

The highest.

All hands are now turned up, the holders of intrigue, matrimony, &c.,

taking the stakes placed on these points.

When two or more players happen to hold similar cards, as king and

queen, king and knave, &c., the stake is gained by the elder hand, but

if any chance be not won, it is left over until the next deal; and on

any unclaimed point the stakes may, if thought desirable, be increased.

The chances rank, it must be understood, as follows:--

Ace of diamonds (_best_).

King and queen (_matrimony_).

King and knave (_confederacy_).

And any pair (_the highest_).

* * * * *

ALL FOURS.

The name by which this game is known was, no doubt, given to it because

of the four chances, or points, of which it consists--namely, _High_,

which is the name given to the best trump; _Low_, the smallest trump in

the round; _Jack_, the name of the trump suit; and _Game_.

The game may be played by either two or four players, but the same

rules apply to each.

It would, perhaps, be as well first of all to describe the technical

terms used in All Fours, as the game cannot be understood without a

knowledge of them.

_High._--The highest trump out; the holder scores one point.

_Low._--The lowest trump out; the original holder of it also scores one

point, even if it be taken by his adversary.

_Jack._--The knave of trumps; the holder scores one point, unless it be

won by his adversary, in which case the winner scores the point.

_Game._--The greatest number that, in the tricks gained, can be shown

by either party; reckoning for

Each ace _four_ towards game.

" king _three_ "

" queen _two_ "

" knave _one_ "

" ten _ten_ "

The other cards do not count towards game; thus it may happen that a

deal may be played without either party having any to score for game,

by reason of holding neither court cards nor tens.

When the players hold equal numbers (_ties_), the elder hand (the

non-dealer) scores the point for game.

_Begging_ is when the elder hand, disliking his cards, uses his

privilege, and says "I beg," in which case the dealer must either

suffer his adversary to score one point, saying "Take one," or give

each three more cards from the pack, and then turn up the next card for

trumps; if, however, the trump turned up be of the same suit as the

first, the dealer must go on giving each three cards more, and turning

up the next until a change of suit for trump takes place.

_Eldest Hand._--This term signifies the player immediately to the left

of the dealer.

The following is the method adopted for playing the game:--

The ace is the highest card, and deuce is the lowest.

After having cut and shuffled a pack of fifty-two cards in the ordinary

way, the dealer gives six to each player. If there be but two players,

he turns up the thirteenth card; but if four players, he turns up the

twenty-fifth card, the suit to which the turn-up belongs being trumps.

Should the turn-up be a knave, the dealer scores one point.

The elder hand then looks at his cards, and either holds it for play or

_begs_, that is to say, that he must be allowed by the dealer to either

score one point, or that all the players should have three more cards

given to them, and that a new trump should be turned up.

When the latter plan is adopted, should the turn-up be of the same suit

as the last, the dealer must go on giving three more cards until a

change of trumps takes place.

The elder hand having decided on his hand, plays a card from any suit

he likes, but must not beg more than once, unless a special agreement

has been made that he should do so.

The dealer to this plays another card, which, if higher, wins the

trick, the winner of it thus becoming the next leader, and so on

throughout the six tricks. According to the modern method of playing,

the trick need not be headed by one of the same suit; the highest card

played wins it.

When the six tricks are played, the points are taken for _High_, _Low_,

_Jack_, or _Game_. Jack counts one to the player who possesses it at

the count-up, and not to the player who owned it originally. High and

low each count one, the players to whom they were dealt deriving the

benefit of them. The deal is taken in turns.

Should no player have either a court card or a ten, the elder hand

scores the point for game. In the case of two players having equal

points towards game, the elder hand of the two scores. If only one

trump should be out, it counts both high and low to the player who

first has it. The science of the game consists, as may easily be seen,

in first winning the knave; second, making the tens; and third, in

taking the adversary's best cards.

BLIND ALL FOURS.

This game is not often played by more than two persons. Six cards are

given to each player, the trump card being the first that is played by

the non-dealer. The points are generally nine or seven, and there is no

begging.

Among some players a rule exists that the sixes and sevens should be

rejected, and that the pips on all the cards should be counted for

game.

ALL FIVES.

This is a game that requires no small amount of skill to play it well,

but when once understood proves to be well worthy of the attention and

admiration bestowed upon it.

Instead of nine or eleven points being played for, as in All Fours,

sixty-one points constitute the game, the marking of which is generally

done on a cribbage-board. The very first card played by the non-dealer

is the trump card.

Any one playing the ace of trumps marks four points to himself; for

king he marks three; for queen, two; for knave, one; for the five of

trumps, five; and for the ten of trumps, ten. When the knave, ten, or

five are taken by superior cards, the points belonging to them are

scored by the winner.

In counting for game, the five of trumps is reckoned as five; all the

other aces, kings, queens, knaves, and tens are counted the same as in

All Fours.

* * * * *

POKER.

The game of Poker is better known in the United States than in England.

Like many other games, it is so closely associated with betting that

its reputation has consequently suffered in no slight degree.

There are several varieties of the game, known as Stud Poker, Straight

Poker, Whiskey Poker, Twenty-deck Poker, and Draw Poker; but as the

last is the game best known, it will, perhaps, be advisable to describe

it first.

DRAW POKER.

A full pack of fifty-two cards are required, and any number of persons

may play, though some players think it better that the number should

not exceed six or seven.

Before dealing, each player is provided with a certain number of

counters, which in America are styled _chips_. The dealer then places

a stake in front of him. A single chip usually constitutes this stake,

and is called the _ante_. Having concluded this preliminary part of the

business, five cards are dealt to each player. As in Loo, all look at

their hands, and declare in turn what they will do. The choice of three

things is given them: They can throw up their hand, and go out of the

game for that deal; keep their cards as they are; or they may change

as many of their own cards as they like for the same number from the

remainder of the pack on the table. In case any one should choose the

latter alternative, no one must look at the rejected cards.

When the dealer's turn comes to make his choice, if he determine to

play, he is bound to add an equal amount to what he had previously

staked. This is called making good the _ante_; by so doing the dealer

places himself on an equal footing with the other players.

Should he rather than raise his stake prefer to go out, the next player

is requested to raise; but should he, like the dealer, also prefer to

go out rather than raise, the next player is asked, and so on, until

some player expresses himself willing to raise. This being the case,

the next player has three alternatives: he must either _go better_,

which means stake some larger amount; _see the raise_, which signifies

staking an equal amount; or he must _go out_. The choice of these three

alternatives is given to each player, until after full opportunity

has been afforded to all of deciding, no one has _gone better_, but

each of those remaining in has elected to see the raise, the stakes

consequently remaining equal.

The person who now is requested to show his hand is the player seated

next to him who last saw the raise, though if such player should not

have a good hand to show, he may, if he likes, go out without showing

his cards.

Perhaps to a greater extent in Poker than in any other card game,

the great aim of a good player is to conceal his system of playing;

therefore, although a player going out relinquishes all hold upon his

stakes, he would rather do that than show an inferior hand.

Many of the technical terms used in Poker being peculiar to the game, a

knowledge of them will be found necessary to the learner.

_Age._--Same as eldest hand.

_Ante._--The stake deposited in the pool by the dealer at the beginning

of the game. At Straight Poker each player puts up an _Ante_.

_Blind._--This name is given to the bet made by the eldest hand before

the cards are cut to be dealt.

The eldest hand alone has the privilege of starting the _Blind_, though

the player to the left of him may, if he likes, double it, and again,

the next player, still to the left, may _straddle_ it, which means

double it again.

Any player refusing to straddle thus prevents any one else doing so

afterwards.

_Bluffing Off._--When a player with a weak hand bets so high that he

makes his opponents believe he has a very strong hand, and they are

deterred from _seeing_ him or _going better_.

_Brag._--To bet for the pool.

_Call._--To call a show of hands is for the player whose say is last to

deposit in the pool the _same_ amount bet by any preceding player, and

demand that the hands be shown.

_Chips._--Another name for counters.

_Draw._--To discard one or more cards, and receive a corresponding

number from the dealer.

_Flush._--Five cards of the same suit, not necessarily in order.

_Fours._--Four cards of the same denomination, as four threes or four

fives.

_Full._--Three cards of the same denomination and a single pair.

_Going Better._--When any player makes a bet, the next player to the

left may raise him or run over his bet, which means that he may deposit

more in the pool than his adversary has done.

_Pair._--Two cards of the same denomination, as two queens.

_A Straight._--Five cards in numerical sequence, though not of the same

suit.

_Triplets._--Three cards of the same denomination, as three aces.

Although the ace is the highest card in this game for sequence

purposes, it may be counted as next to the two or next to the king, as

may best suit the player. The player, however, is not on this account

entitled to use the ace as a connecting link between the king and the

two, so as to form a sequence between them.

STRAIGHT POKER.

Straight Poker, or Bluff, as it is often called, is played according to

the same rules as Draw Poker, though there are one or two particulars

in which it differs from that game.

Not only the dealer, but also every player, "antes" before the cards

are cut for deal. The winner of the pool has the deal. Any player may

pass, and come in again if he chooses to do so, provided that in the

meantime no other player has raised. No one is allowed to discard or

draw any cards.

In case of mis-deal, or when all the players pass, the eldest hand

deals, and a fresh ante is added to the pool by each player making what

is called a double header.

To prevent confusion, and to save trouble also, it is sometimes

arranged that, instead of each player depositing a fresh ante every

time before the cards are cut, one of the players shall take it by

turns to chip for all.

When this is done, the best way is to pass round the table, by way of

memorandum, a _buck_. This name is given to any small article which

may serve as a reminder, and should in the first instance start with

the original dealer. As soon as the dealer has chipped, he hands the

buck to his left-hand neighbour, who keeps it until he in turn has

chipped for all, when he again passes it on. So to the end the game

goes on.

WHISKEY POKER.

Plenty of fun may be extracted from this highly amusing game. To make

the pool is the matter that requires the first consideration, and to

do this each player contributes one counter or chip. After this, the

game is regulated very much by the same rules as those laid down for

Draw Poker, the only exception being that the strongest hand gets the

straight flush.

Five cards, one at a time, are given to each player, besides which an

additional hand, called the _widow_, is dealt, and laid in the middle

of the table.

All the players now look at their hands, and if not satisfied with

them, they each in succession have an opportunity of making a little

change in them, according to the following explanation.

Should it so happen that the eldest hand, after examining his cards,

expresses himself satisfied with them, the next player may, if so

inclined, put down his own cards on the table, and take up the widow

instead. When he has done so, the other players in turn may select any

card they please from the discarded hand in exchange for one of their

own, until some one declares himself satisfied by knocking on the

table. Even after this, however, the rest of the players are allowed

one more chance of drawing before showing the hands.

The strongest hand wins the game.

In case all should declare themselves satisfied without taking the

widow, the dealer turns his hand upwards, and every one may draw a card

from it.

* * * * *

SNIP-SNAP-SNORUM.

The point aimed at in this game by each player is to be the first to

get rid of his cards, as the one who is first out is the winner, and

can claim from all the other players the same number of counters as

they have cards left in their hands.

We cannot recommend to young people fond of noise and excitement a game

more likely to suit them; it is easily learnt, although at the same

time the learner will soon perceive that a certain amount of thought

and judgment must be exercised in order to play to the best advantage.

Any number may play, from six or seven upwards.

First of all, a whole pack of fifty-two cards is dealt out to the

players, the first of whom, after the hands have been examined, begins

by putting down any card he likes, at the same time calling out _Snip_.

Any one holding the next higher card of the same suit now places it

upon the first card, and cries _Snap_; while the person possessing the

higher card still calls out, as he plays it, _Snorum_.

The person holding the next card cries _Hi-cockalorum_; and should a

higher card still be out, the possessor plays it, and cries _Jig_.

The last word signifies a stop; therefore no one afterwards can

continue the sequence.

The ace counts as one (the lowest card); therefore kings are stops.

The player who first succeeds in getting out receives in some instances

not only the separate contribution of each player, but also the

contents of the pool, which has been formed by united donations from

all the players.

When pools exist, by way of enlarging them it will be found advisable

to institute fines, the excitement of the game being, of course,

heightened by the winner of a sequence coming in for a good large

reward.

As it is desirable that the player should keep the lead as long as

possible in his own hand, he will find that in order to do so he must

not play his cards at random, but must use discretion and forethought.

Cards that cannot be led to, such as aces, or cards immediately

following those that have been played, should be brought out early;

while kings and all stops should be withheld as valuable until there is

the chance of disposing of two or three of them together.

The above is the most common method of playing this game, though

another very amusing way is the following:--

Every one places before him five counters, which are considered as

stock.

The aim of every one then is to play a card of equal value with that

of the next player, which is called _snipping_. A third player, having

a card of like value, _snaps_; and a fourth player, being equally

fortunate, _snorums_.

By way of illustration, we will imagine the elder hand to have played

a queen. The second player also plays a queen, in consequence of which

the first player is _snipped_, and has to place a counter in the

pool. The third player then also plays a queen, when his predecessor

(the second player) is _snapped_, and must put two counters into the

pool; then if the fourth player also has a queen, the third player is

_snorumed_, and pays three counters.

As each player becomes bankrupt by having had to pay all his counters,

he must go out of the game, the pool falling to the lot of the player

whose stock holds out the longest.

Every one must snip or snap if he possibly can do so, though no one

must play out of turn.

Sometimes the cards are dealt three or four times before the game is

decided.

* * * * *

COMMERCE.

This game is well named, for it is carried on throughout simply by a

series of exchanges and business transactions.

A full pack of cards is used, which are all dealt one by one to the

players.

The ace counts as eleven, tens and court cards for ten each, and the

rest of the cards according to the number of their pips.

Before dealing, a pool is formed, by each player contributing to it an

equal stake. The eldest hand then begins by exchanging a card with his

left-hand neighbour, who again changes with his left-hand neighbour,

and so on until some one, finding that he has a hand consisting

entirely of one suit, cries out "My ship sails," and thereupon takes to

himself the contents of the pool.

The object aimed at by all the players is one of three things: to make

what is called a _tricon_ (three cards alike), or a _sequence_ (three

cards following each other of the same suit), or a _point_ (which is

the smallest number of pips on three cards of the same suit).

The winner of the pool is the player who has the highest tricon; but

should no tricon be displayed, the highest sequence has it; or in case

of a failure also in sequence-making, then the player who has the best

point takes the pool.

In case of ties, the banker or dealer is regarded as the eldest hand,

but should he hold a lower tricon or sequence than either of the

others, he loses the game, and forfeits a counter to each player higher

than himself.

* * * * *

SIFT SMOKE.

A complete pack of cards is required for this game, the value of which

is the same as at Whist.

The tricks gained are really of no intrinsic value, though every one

must either follow suit or play a trump.

The pack is first divided into two equal parts, one portion of which

is placed on the table, while the others are dealt to the players, the

last card turned up being the trump.

As each trick is gained the winner of it takes a card from the half

pack lying on the table; he who can hold out the longest winning a

stake that shall have been agreed upon at the commencement of the game.

* * * * *

LOTTERY.

This well-known game is generally acknowledged to be one of the most

amusing that have ever been invented. Any number may play, and a

full pack of cards is required: indeed, it is not at all an unusual

occurrence for two or three packs to be mixed together when the company

is more than ordinarily large.

Counters are given in equal numbers to every player, each of whom

contributes something towards a pool.

The cards, containing one, two, or three packs, as the case may be,

are then divided into two equal parts. The person on the left of the

dealer takes one of these parcels, and out of it any one may draw three

cards, which are to be the prizes, and are placed face downwards on the

table. The cards in the other parcel are then sold by the dealer for

a certain fixed price, perhaps a counter for each card, all payments

being placed in different proportions on the prizes. Any cards that

are left after all have been supplied are sold to any one wishing to

purchase them. The players who have been fortunate enough to purchase

cards corresponding with the prizes win the prizes, and also all the

stakes that have been placed upon them.

Another way of playing after the counters have been distributed is

for one pack of cards to be used as tickets and the other as lots or

prizes. Two players then take in their hands the two packs of cards,

which must be shuffled, and each one cut by the left-hand neighbour.

One of them then deals a card, face downwards, to each player, and

these are called the _lots_. On each lot the players all place as many

counters as they like, after which a card to every one is given from

the other pack, and these second cards are called tickets.

Supplies thus being concluded, each player must examine his cards to

ascertain whether the ticket he possesses corresponds with any of the

lots. Any one who finds such to be the case may appropriate the lot or

prize that is marked on that card.

At the close of the round any lots that may be left undrawn are carried

on to swell the next lottery. The cards are collected, and, after

being re-shuffled and cut, are dealt again as before; and thus the game

continues until the fund is all drawn out.

* * * * *

QUINCE.

In some parts of the Continent this game of Quince is very highly

esteemed, much more so than in England.

The method adopted in playing it is very similar to that of Vingt-un,

though in Quince only two persons can play, while in Vingt-un any

number of players can join.

Ace is lowest. A full pack of cards is shuffled and cut, after which

the dealer gives one card to his adversary and takes one himself.

Should the elder hand not approve of the card with which he has been

favoured, he can demand from the dealer as many additional cards as he

imagines will enable him to make fifteen.

The aim of both players is to be first in making fifteen; therefore,

as in Vingt-un, they must be careful, in taking extra cards, not to

overdraw. Should both players overdraw, the game is considered a drawn

one, and the stakes already made are doubled for another attempt.

Although this simple and amusing little game is intended for two

players only, there is no reason why a large number should not join in

it if so inclined.

* * * * *

POPE JOAN.

This really delightful game may be enjoyed by almost any number of

players, though it must be remembered that, in addition to the usual

pack of cards required for all other card games, a round board must be

provided, such as are sold specially for that purpose.

These boards, as will be seen (_see_ figure), are divided into eight

compartments, each of which is meant to hold the counters belonging to

certain cards or combinations.

The names of these divisions are _king, "pope"_ (which is the nine

of diamonds), _knave, game, queen, matrimony_ (which is signified

by the king and queen of trumps), _ace_, and _intrigue_ (the latter

represented by the queen and the knave of trumps held in the same hand).

The first important business requiring attention is the dressing of

the board; and the fifteen counters necessary for this performance are

either supplied by the dealer alone or are contributed by the company,

according to arrangement. Six are given to pope, two to matrimony, two

to intrigue, and one each to ace, king, queen, knave, and game. The

eight of diamonds being taken from the pack of cards, the rest are

dealt out equally to all the players, face downwards, the last card

deciding for trumps.

[Illustration: Pope Joan Board.]

Should either ace, king, queen, or knave happen to be turned up, the

dealer has the privilege of appropriating the counters that have been

allotted to their compartments for himself, and if pope be turned up,

the advantage gained by him is still greater. He takes both it and

_game_, and also can claim a stake for every card dealt to each player.

In addition to the shares allotted to each player, an extra hand is

placed in the middle of the table, to form what is called the stops,

and no one but the dealer has the privilege of looking at them.

The four kings, which are the last of their suit, and the seven of

diamonds, which precedes the eight of diamonds that has been withdrawn,

are always fixed stops, the ace counting only as one in the game.

The players have two objects in view--one of which is, to be the first

to play out all their cards; and the other, to play those cards that

will entitle them to receive the counters with which the board is

supplied.

The dealer's left-hand player begins by playing any card he likes,

choosing one, if possible, that is one of a sequence, so that he may

have the opportunity of ridding himself of, perhaps, several cards at

once. Any other player having the next higher card in sequence plays

it, then another, until either a king, a seven of diamonds, or some

other stop card is played. The person playing a stop always leads next.

At any time during the game, should an ace, king, queen, knave

of trumps, pope, matrimony, or intrigue be played, the owner of

any of these cards is entitled to receive all the counters in the

corresponding compartments of the board. The player who first announces

himself to be without cards is the winner of the game, receiving,

therefore, all the stakes in that compartment of the board, and also

from the rest of the players a counter for each card they may still

have in hand. Among these unplayed cards, however, should one of them

be pope, the holder of it is excused from paying.

Although in the same hand king and queen make matrimony, and queen

and knave intrigue, neither they nor any other good cards entitle

the holders of them to the stakes deposited in their particular

compartments unless played out; and it must also be remembered that

all claims for payment are useless that are not made before the board

has been re-dressed for the next deal. Still, in cases where unclaimed

stakes are left on from one round to another it is quite a common thing

to terminate the game by dealing round the cards, face upwards, and

giving to the holders of the various cards or combinations the pools

corresponding to them, thus making a clear board.

* * * * *

SPINADO.

The game of Pope Joan, although one of the most interesting of games,

is not practicable at all times, simply on account of the necessity

always existing for the presence of a board. To such players as are

fond of the game, but do not possess a board, the game of Spinado will

serve admirably as a substitute.

From a full pack of fifty-two cards all the twos are first extracted,

and also the eight of diamonds. As in Pope Joan, the object aimed at by

the players is to be first out. The lucky person who thus distinguishes

himself is presented with a pool, and also with a counter from every

player for every unplayed card they still hold in their hand.

A peculiar arrangement exists with regard to the pool. It is divided

into three divisions, one of which is intended for the player who is

first out, one for the player of matrimony (which is king and queen of

diamonds), and one for intrigue (king and knave of diamonds).

In order to form this combination of pools each player gives three

counters to each pool (making nine counters in all), excepting the

dealer, who is called upon to contribute two dozen counters. Six of

these go to the first out pool, the same number to intrigue, and twelve

to matrimony.

The card honoured by being called _Spin_ is the ace of diamonds, and

may either be played alone or with any other card. A card played with

it thus becomes a stop, and the possessor of it is entitled to take the

next lead.

As in Pope Joan, an extra hand is placed by the dealer in the middle

of the table to make the stops, and no one must refer to them but the

dealer. After dealing and forming the pools, the game begins, all

vieing with each other who can first get rid of their cards.

The player of spin can demand, before any other card is played, the

payment of three counters from every player; the player of the king of

diamonds two counters from each player; and the players of matrimony

and intrigue receive each the pools that have been specially prepared

for them.

The simple holding of these combinations does not entitle any one to

receive the pool; the cards must be _played_, and payments should all

be made at once as soon as they become due. If at the end of the game

it is discovered that any one still holds in his hand the spin card, he

must pay to every one double for each of his unplayed cards.

* * * * *

OLD MAID.

From a full pack of fifty-two cards take out one queen. Shuffle well

the remainder, and deal them, face downwards, equally to all the

players until the pack is exhausted.

All must then arrange their cards in a fan-shape, to be held in the

hand, and the honour of every one is depended upon not to look at any

cards but his own, because the strictest secrecy must be maintained.

The dealer begins by offering his cards to his left-hand neighbour to

extract from it any card he likes. The drawer then, looking at the

card he has taken, tries to match it with one of those in his hand. If

able to do so, he throws the pair out into the middle of the table;

but if he cannot do so, he places it among his own, and, following the

example of the dealer, offers his own cards in the same way to his

left-hand neighbour, that he also may take any card he likes. Thus the

game goes on until all the cards are paired, excepting, of course, one

card, which is the companion to the banished queen. The unfortunate

individual in whose hand the solitary card is left is surely destined

to be either an old maid or a bachelor. The trial may, of course, be

repeated as many times as agreeable to the company.

Cards specially made for this game are sometimes used instead of Whist

cards, and by some players are much preferred. These real Old Maid's

cards are composed of white thin cardboard, an inch wide and from three

to four inches long, with the end intended for the top of the card made

to form a point.

Upon every card at the pointed end a number is written in very legible

characters. A couple of cards must be 1, another couple 2, another

couple 3, and so on, until as many couples as it is thought will be

required have been figured. On a last single card the words _The Old

Maid_ must be distinctly written, and before beginning to play the

whole must be well shuffled.

* * * * *

SPADE AND GARDENER.

Most young people who have had any experience at all of cards and card

playing are well acquainted with the amusing (though, perhaps, not

highly intellectual) game of _Happy Families_.

Special cards, called "Happy Families," can be bought, containing

family groups of four; but where such cards have not been provided, the

game may be played with quite as much success with a pack of ordinary

Whist cards. Indeed, it is more than probable that in the first

instance the principles of the game made their appearance originally

with cards of this description.

The court cards, aces, and tens of an ordinary Whist pack are selected,

and to each king a name is given. Spade the Gardener for one of their

Majesties will do as well as any other; still, if any better name

suggests itself to the mind of any one, there is no reason why such

should not be adopted in preference. Supposing, however, this name

to be the one chosen, we should have the king of spades for Spade

the Gardener, the queen for his wife, the knave for his son, the ace

for his servant, and the ten of spades for his dog, thus forming a

complete family group. Three other comic names may easily be imagined

for the other three suits, after which the business proceedings must be

commenced.

The dealer gives the cards out all round, one after another, face

downwards, until the whole pack is exhausted, and the aim of each

player must be to win from his friends the whole of the twenty cards.

Supposing the name of "Shah of Persia" to have been given to the

king of diamonds, "The Afghan King" to the king of clubs, and "Good

Jack Faithful" to the king of hearts; the elder hand then begins by

asking from any one of the players he may choose to select a card

which he imagines they may have. He himself may have in his own hand

three members of one family; if so, he must try to get the other two

members, and succeeding in doing so, he must throw the whole family

on the table, and devote his energies to the acquisition of the other

families. The task, however, devolving upon each player of collecting

the different members of the four families is by no means an easy one.

Every time a card is asked for, the player who makes the demand,

in doing so, gives to the company a certain amount of information

respecting his own hand, because he may not lawfully ask for the Shah

of Persia's dog unless he should already possess either the Shah

himself or some other member of the family. If the card asked for be

given him, he may ask for another card from either the same person

who acceded to his request or from any one else; but as soon as he is

refused, his privilege passes on to the person who was unable to give

him what he asked for, and who may possibly request the return of the

very cards he has been called upon to relinquish. Thus the game goes on

until one of the players is left without cards, who retires as out. The

rest of the players proceed in the same way until another is out, then

another, and so on, until at last two players only are left to end the

struggle.

* * * * *

HAPPY FAMILIES.

Although, without doubt, the well-known game of Happy Families is

nothing but a variation of Spade the Gardener, the rules of the game

are not quite the same. In some respects, perhaps, the game of Happy

Families may be the better game of the two, for the reason that, in

consequence of there being many more cards belonging to it, a great

many more players can take part in it. In one of the ordinary Happy

Family packs there are eleven families, though, instead of each family

containing five members, as in Spade the Gardener, there are usually

only four in Happy Families, namely, father, mother, son, and daughter.

A pool is first formed by every player giving a certain number of

counters, and the cards are dealt round one by one, face downwards.

On looking at their cards, the player to the left of the dealer begins

by asking any one in the company to give him a certain card, which he

needs, perhaps, to complete a family or to help to do so, because the

object of each player in this game is to secure for himself as many

tricks as possible.

If the card he asks for be given him, he may go on asking from the same

person or from any one else; but should he be refused, it is the turn

of the person who refused to ask.

It is a rule that no one shall ask for a card unless he be already

supplied with one card, at any rate, of the same suit, and every one

also is bound to produce the card asked for if he can do so.

When the different members of the families are gathered together and

united, the player who has taken the greatest number of tricks wins the

pool.

* * * * *

BÉZIQUE.

Before describing the game of Bézique, which, under the name of

Penuchle, is greatly in favour among the Germans, it will perhaps be

advisable to give a list of the technical terms employed in it.

_Single Bézique_.--The queen of spades and knave of diamonds, which

count 40.

_Double Bézique_.--Two queens of spades and two knaves of diamonds,

which count 500.

_Brisques_.--The aces and tens in the tricks taken count 10 each.

_Common Marriage_.--The king and queen of any suit but trumps, which

count 20.

_Bézique Pack_.--The same as the Euchre, Piquet, or Écarté pack,

composed of thirty-two cards, all under the sevens, except the aces,

being discarded.

_Quint Major_.--Same as sequence.

_Royal Marriage_.--The king and queen of trumps, which count 40.

_Sequence_.--Ace, king, queen, knave, and ten of trumps, which count

250.

_Stock_.-The number of packs of cards corresponding with the number of

players, shuffled together, and ready to be dealt.

_Talon_.--The cards remaining after the dealer has distributed eight to

each player.

_Declaration_.--Showing and scoring any combinations, such as those

mentioned above.

Four aces count 100

Four kings " 80

Four queens " 60

Four knaves " 40

Seven of trumps, when turned or played, counts 10.

Exchanging or playing the seven of trumps counts 10.

The last trick counts 10.

This game is most commonly played by two persons with two packs of

cards; but there must be a pack for every person playing, so that if

four play four packs must be used, from which, as has been said, all

cards under seven have been taken out excepting aces. After shuffling

and cutting, the dealer gives three cards to his adversary and three

to himself, then he gives two, then three again, until both players

are supplied with eight cards each. The remainder of the pack, which

is called the talon, are left on the table, and the top card of it

is turned up for the trump. Should the turn-up happen to be a seven,

the dealer is thereby entitled to score ten to himself. After a trick

has been made, the holder of a seven of trumps can, if so inclined,

exchange it for the trump card, and for the exchange he scores ten.

The value of the cards in making the tricks is as follows: _ace_ (which

takes all other cards), ten, king, queen, knave, nine, eight, seven.

Trumps are of no special value until the last eight tricks are in the

hands of both players.

The player who wins the first trick takes the top card from the talon,

thus completing his original number of eight. The person also who has

lost the trick does the same; and so on, until all the cards in the

talon are exhausted. As in other card games, the winner of a trick is

entitled to the next lead.

When cards of the same value are played at the same round, the first

that was turned up wins the trick, unless, of course, it should be

trumped or beaten by a card higher in value. When a player wishes to

_declare_, he must do so immediately after taking a trick, and before

supplying himself with a new card from the talon; and such cards as

form a combination, after being declared, should be placed on the

table, face upwards; being of the same value as if in the hand, they

may be played away as they are needed. When the talon is exhausted,

the combinations that have been made are taken into the owner's hand,

and the last eight cards belonging to both players are disposed of the

same way as in Whist, the second player following suit, and heading

the trick, if he can possibly do so, either by trumping or playing

a higher card. After Bézique has been declared, the cards forming

that combination cannot be employed to form any other. It is wise,

therefore, to keep back the queen and knave to help to form other

combinations before declaring Bézique, especially when diamonds or

spades happen to be trumps. In that case the queen may assist in making

a royal marriage, a sequence, or one of four queens, while the knave

may help to form a sequence or one of four knaves, both being also used

afterwards in the declaration of Bézique. All kings and queens are

better kept in hand until they can be married; consequently, should

the player be uncertain whether to throw away an ace or a king, if

practicable, let it be the former. Although four aces count more than

four kings, the declaration of four aces is not an easy matter to

accomplish, while it is very probable that an opportunity may arise

for marrying a king, when the pair may be thrown into the adversary's

tricks. The aces and tens of trumps are better reserved for the last

eight tricks, and a player should try to get the lead by taking the

trick previous to exhausting the talon. The adversary will thus be

obliged to part with his aces and tens by playing them on the cards

that are led. The leader, if strong in trumps, may thus secure all the

tricks, and may also earn the privilege of making the last declaration.

BÉZIQUE WITHOUT A TRUMP.

This is very much like the ordinary game, the difference being that the

trump card is decided, not by the last turned up after the deal, but by

the first marriage that is declared. The seven of trumps also does not

count ten points.

The Béziques, four kings, four queens, &c., are counted the same as in

Bézique when the trump is turned, and can be declared before the trump

is determined. It is the same with the other cards which constitute

combinations; their value is the same as in the proper game of Bézique.

* * * * *

SNAP.

The game of Snap may either be played with the ordinary Whist cards or

with special cards prepared for the purpose, though perhaps when the

former are used it is for the simple reason that there are no real

Snap cards at hand. The latter are certainly less bewildering and more

interesting.

Since the first introduction of Snap, the original figures have been

varied and improved upon in many ways, though the rules for playing the

game continue the same. Among the later additions, the Floral Snap (if

not quite so laughable as some of its predecessors) is at any rate as

interesting and artistic.

Each pack consists of about fifty cards, on four, five, or six of which

are represented the same object. A similar number of cards depict

another object, a similar number again another object, and so on with

the whole pack. Thus on four cards may be a rose, on other four a

yellow lily, on other four a geranium, on four more a pansy, and on the

rest of the cards other flowers.

The whole pack is dealt round, face downwards, to any number of

players, who must each place his own cards before him without looking

at them. The first player begins by turning up the top card of the

pile, the next does the same, and so on, but as soon as any one turns

up a card resembling one that has already been exposed, he calls

_Snap_, at the same time winning all the cards that happen to have been

turned up by the owner of the card resembling his own. If, however, the

owner of the card is fortunate enough to call Snap first, the tables

are turned, the first _Snapper_ becoming possessor of the other's cards.

The utmost vigilance is required to play the game at all successfully;

every one must be on the strict look-out in order to let no opportunity

pass that would entitle him to call Snap, because, as will very soon

be discovered, those who do not call Snap frequently will very soon be

_out_, and will only be able to sit by as spectators of the merriment.

The quickest of players will, however, in course of time be obliged to

retire from the scene of action; one by one they will find themselves

destitute of cards, until at last the contest remains to be fought out

by two players only.

At this crisis the excitement has generally reached its highest pitch,

and the fortunate one of these two players left with the cards in his

hand is the winner of the game.

* * * * *

ZETEMA.

In some points Zetema resembles both Cribbage and Bézique; still, in

reality, as will be found after a little experience by the player,

it is like neither; and, although it may not in the estimation of

most card-players be exactly superior to those games, it is quite as

interesting and as exciting.

Proper sets of Zetema cards may be bought of any ordinary card dealer,

though in the absence of them Whist cards may be made to answer the

purpose instead.

The advantage of being supplied with the former, however, lies in the

fact that with them is appended a Table of Scores like the following, a

knowledge of which is indispensable to the player:--

TABLE OF SCORES.

_Assemblies._ _Points._

For an assembly of the five Kings 100

" " Queens 100

" " Knaves 90

" " Aces 80

" " Fives 80

" " Any others 60

MARRIAGES. _Points._

Declaration of marriage 10

Declaration of imperial marriage, that is, the second marriage of

The duplicated suit, after the other has been declared 20

Declaration of two marriages at one declaration 30

Declaration of two marriages at one declaration, of which one is

the imperial marriage 40

Declaration of the two marriages of the duplicated, but at one

declaration 50

Declaration of three marriages at one declaration 60

Declaration of three marriages at one declaration, of which one is

the imperial marriage 70

Declaration of three marriages, of which two are of the duplicated

suit, at one declaration 80

Declaration of four marriages at one declaration 100

Declaration of four marriages at one declaration, of which one is

the imperial marriage 110

Declaration of four marriages, of which two are of the duplicate

suit, at one declaration 120

Declaration of the five marriages at one declaration 150

Declaration of a flush, or of all the cards in hand being of one

suit, which must not be the duplicate suit 30

Declaration of a sequence, or when all the cards in hand follow

each other in order of value or number 30

TRICKS.

King or queen trick (when made) 50

Knave trick do. 20

Ace trick do. 15

Five trick do. 15

All other tricks do. 5

Penalties for playing out of turn or accidentally exposing a card

during play:--

1st.--The card must be left exposed on the table until the player's

turn comes round, when it must be played.

2nd.--The player cannot draw, under any circumstances, at that time

from the pack to complete his hand, but must continue one card short.

3rd.--If the exposed card be a winning card, the score is lost.

4th.--If not a winning card, it will follow the usual course.

On opening a pack of Zetema cards, it will be seen that they are

composed of a full pack of Whist cards, with the addition of a double

set of one of the suits. When ordinary cards are used, it is immaterial

which suit is chosen to be duplicated; all that is necessary is that

before beginning to play the double suit should be declared.

Each trick, therefore, consists of five cards instead of four, and as

some of these tricks are much more valuable than others, the aim of

every player should be to secure the highest tricks. The combination

known as an assembly, and which is mentioned in the score, is simply a

trick not yet played, but still held in hand.

Five cards of equal value do not often fall to the lot of any one,

therefore this combination does not often occur; and in most cases it

is, perhaps, wise for players to be satisfied with something less.

Still, when a player holds in his hand two or three kings or two or

three queens, he is quite justified in making an attempt to secure the

_five_, in order that he may lay claim to the highest score; because,

as will be seen from the list, an assembly, either of five kings or of

five queens, counts 100.

When all the six cards in hand are of the same suit, the owner of them

can lay claim to a score of thirty, though this combination is not a

very common one, because flushes of the duplicated suits do not count.

The most likely time to secure a _flush_ is when not many of the same

suit have been already played.

The _sequence_ combination is generally the best paying of all,

especially when the number of players is only small. The ace may

be counted either as one or as best card, whichever will be most

advantageous to the player.

Therefore, if one, two, three, four, five, six; four, five, six, seven,

eight, nine; or nine, ten, knave, queen, king, ace, be possessed by any

one, the owner of such cards may score thirty. Sequence cards must, of

course, follow in rotation, but they need not be of the same suit; and

after counting a sequence, and also after counting a flush, four of the

same cards may be employed in making another sequence or flush.

In Two-handed Zetema, four, or even five, sequences are often counted

in the playing of one game. A common marriage, which scores ten,

is secured to any one who plays a king and queen of the same suit.

The imperial marriage consists of the second king and queen of the

duplicate suit. The playing of the first king and queen of this suit

constitutes nothing more than a _common_ marriage.

Experience will teach the player that when he holds three or four kings

and queens in his hand, he will gain more by keeping them back until he

can declare them all at once than by declaring them singly, because the

declaration of two or three marriages at the same time score much more

in comparison than if declared singly.

With regard to tricks, the player should make every effort possible to

secure the knave trick, which scores twenty, and the ace trick and the

five trick, which score fifteen each. The person entitled to score the

tricks is the one who plays the last or fifth card of the same value;

by doing so he gains five. It is only possible to make a king or queen

trick when an assembly of one of them has been declared; the others

then being played in the same way as the cards lower in value, the

trick scores fifty. When four or more persons play at Zetema they must

arrange themselves in couples, as at Whist, and sit opposite to each

other, one of each couple undertaking to mark the scores, the other

turning and collecting the tricks; but when only two or three play

every one scores for himself.

When not more than four are playing, the dealer distributes six cards

to each player, placing all the cards that remain face downwards on

the table. Every one then carefully examines the cards given him, to

ascertain what course it would be wise for him to adopt. A study of

the rules will enable him to decide which declaration he will most

likely be able to make. As in Bézique, every player should always have

six cards in his hand. After playing one, therefore, he must take up

a card from the _over cards_ on the table to make up his number. This

must be done, however, at once, immediately after he has played a

card, otherwise he cannot claim it, and must suffer the consequence,

which, doubtless, will be that he cannot in that hand score either a

sequence or a flush. In attempting to form sequences it is advisable,

as in Bézique, to retain, if possible, such cards as would help to make

another sequence. The card drawn sometimes happens to be of the same

value as one of those held in the hand; in that case one of them may be

made to contribute towards an additional sequence.

The player of the fifth card who completes a trick when four cards

have already been played cries "Zetema" as he turns the trick, and

scores for it. Thus the game goes on until all the _over cards_ have

been gradually withdrawn, the taking of the last of these being the

signal for the best part of the game to begin. The playing of the last

six cards and the making of the rest of the marriages and tricks form

usually the most exciting part of the whole affair.

The player most of all to be envied is the drawer of the last card on

the table; for this reason, that as every one else must play their

card first, he has the opportunity of retaining command of an imperial

marriage or of any other good trick until the end of the game.

Although the declaration of two or three marriages is highly

advantageous, still there is no danger in playing one of the cards of a

marriage in one round, and declaring the marriage in the next round,

rather than play them both at once. When there are more than four

players, five cards instead of six must be given to each by the dealer,

the flushes and sequences being, of course, smaller in comparison.

Before attempting to play, a thorough knowledge of the rules must be

acquired, and also great care and prudence must be exercised throughout

the whole game, in order to ensure success.

* * * * *

FRENCH VINGT-UN, OR ALBERT SMITH.

This lively and amusing game is a variation of the ordinary game of

Vingt-un, and is well worthy of the popularity it has gained among

most lovers of card games. For a round game it is especially suitable,

not only because any number of players may join in it, but for the

reason that even while playing it is not necessary for the attention

of the players to be so entirely absorbed in the game as to be unable

to manifest any interest in anything else that may be going on in the

room. It is perhaps longer than most ordinary card games, and should

not therefore be entered upon by players who have not plenty of time at

their disposal.

In making the necessary preparations for it, a good supply of counters

must be provided, and a very excellent plan sometimes adopted is to

limit the number staked to three, the dealer having the privilege at

any time to double the stakes, should he be so inclined.

The eight rounds of which the game consists are all played differently;

the first one resembles the _Ordinary Vingt-un_. The second round is

called _Imaginary Tens_, and also resembles Vingt-un, excepting that

each player, whatever cards have been dealt to him, counts them as

ten more than they really are. As in Vingt-un, one card is given to

each player, and before receiving it he must make his stake. To this

card the imaginary ten is added, and then the players either take more

cards or stand, in order as near as possible to make twenty-one. Third

round, or _Blind Vingt-un_, comes next, in which each player, after

making his stake, has two cards dealt to him. On these two cards he may

either stand or draw more, but whatever decision he makes, it must be

arrived at without looking at his cards. In the fourth round, which is

known as _Sympathy_ or _Antipathy_, every one makes his stake, and then

announces upon which of the two he will stake, Sympathy or Antipathy,

the former being expressed by two cards of the same colour, the latter

by two cards different in colour. He then receives from the dealer two

cards, which, if corresponding with his choice, makes him winner of

_the stake_; if the contrary, he must pay the dealer. Fifth round, or

_Rouge et Noir_, closely resembles the preceding round, excepting that,

instead of two cards, one card only is given to each player, whose

stake has reference to nothing more than the colour of the card. In

some circles three cards instead of one are dealt. When this plan is

adopted the colour is decided by two out of three. In the sixth round,

called _Self and Company_, two cards are put down by the dealer, one

of which he names _self_, and the other _company_. A stake consisting

of a certain number of counters is then placed upon the table by each

player, and if the two cards that have been dealt prove to be pairs

the dealer wins, but if otherwise he must go on dealing until a card

is turned up that pairs with either _self_ or _company_, the card

thus paired being the winner; the dealer receiving or paying, as the

case may be. In the seventh round, or _Pips_, as it is called, there

is no staking whatever. The dealer simply gives two cards all round,

including himself. He then compares his own with those of each of the

company, and every one whose cards are less in value than the dealer's

gives him as many counters as will make the difference, while, on the

other hand, the dealer has to pay in the same way those whose cards are

higher than his. Ties cancel each other, and the ace reckons as _one_,

not as _eleven_. The last and eighth round is called the _Clock_. A

certain stake being agreed upon, each player lays his counters in front

of him. The dealer then begins to deal face upwards, at the same time

counting up to thirteen, or rather up to ten, when he says "knave,

queen, king." During the counting, should he happen to turn up a card

corresponding with the number he is at the time calling out, he wins

all the stakes, but if he counts as far as king, that is thirteen, and

every card has been different to the numbers he has called, he pays all

round the amount that has been staked by each player.

As may be imagined, these eight rounds cannot be played in a very short

space of time. When they are completed the deal is transferred to the

left of the last dealer, who begins again with the first round.

* * * * *

BEGGAR MY NEIGHBOUR.

This game, although requiring no amount of intellectual power, has

been, and no doubt still will be, a source of great amusement. The

cards are dealt, face downwards, equally to as many as wish to join in

the game. The first player begins by putting down the first card. If

it be a one, two, three, or anything but a court card, he continues

putting down one after another, until at last he turns up a court card.

If this turn-up be a king, his neighbour must pay to him three cards,

if a queen two cards, and if a knave one card. When the payment is

made, the first player takes up the whole of the cards that have been

laid down, and puts them underneath those in his hand.

If, however, among the cards that were paid to the first player the

second player should have played a court card, he receives payment in

the same way from the third player; and if when the third player is

playing he puts down a court card, he receives payment from the fourth

player, and so on, the cards being taken up each time by the person who

receives his due in ordinary cards.

* * * * *

CATCH THE TEN.

In this game, which in many circles is known as Scottish Whist, the

aim of every player is to catch the ten of trumps, or to prevent

its falling into the hands of an opponent. Two, three, four, five,

or six persons may play, the arrangement of the party depending, of

course, upon the number of the players engaged. A party, consisting

of four, divide into couples as at Whist. When there are two, three,

or five players, each plays upon his own account. When six play, A,

C, and E are against B, D, and F, or A, and D, B, and E, C, and F

in three partnerships; the partners sitting opposite to each other

with an adversary between each two. Out of a full pack of cards, the

twos, threes, fours, and fives are thrown out, and, if necessary, for

an equal division of the cards, one or more of the sixes. With the

exception of the trump suit the cards value the same as at Whist, and

the method of playing is also the same. Trumps count as follows: The

knave, which is the best, reckons _eleven_; the ten for _ten_; ace,

_four_; king, _three_; and queen, _two_. The trump suit is reckoned,

not as in Whist, by the original possessors of the cards, but to those

who may be fortunate enough to take them during the game. The players

must of course follow suit, and the penalty for a revoke is the loss of

the game. Forty-one is game, the points of which are made by counting

the cards in the tricks taken and the honours of trumps. The surest

way of saving the ten is to play it in a round of trumps, when one of

your partners has played the best trump; or, if you happen to be last

player, and have none of the suit led, trump with your ten, if it will

take the trick, or if your partner has already taken it. Should the

leader happen to have knave and king, or ace and king, he would do

wisely to play two rounds of trumps, so that he may have the chance of

catching the ten in the second round.

* * * * *

CHEAT.

This lively round game may be joined in by any number of players, who

must, first of all, have dealt to them equally a pack of fifty-two

cards. As soon as all have examined their hands, the player on the left

of the dealer begins by playing the lowest card he has, face downwards

(_ace_ counting lowest), at the same time calling out what it is.

The next player puts down a card, face downwards, and calls the next

number; thus, should the first player play a one, the second player,

whatever his card may be, must call out _two_. As it is not necessary

for the card laid down to correspond with the number called, the fun

of the game consists in putting down the wrong card. Any one of the

company is at liberty, however, to challenge a player to show the card

last played, immediately after it has been put down, by calling out

_Cheat_. In this case the player must show his card, and if it should

not be what he said it was, he must take all the cards laid down. As

the player who first finishes his cards wins the game it is greatly to

his disadvantage to have a new number added to his original stock. The

player who is cheated recommences the next call.

* * * * *

TRUTH.

For this capital round game two packs of cards must be provided, one

of which is handed, complete, to a member of the party who consents to

lead the game, and which he must place by his side, face downwards, the

other being dealt to the company, card by card, until it is exhausted.

The leader then begins by putting any question he likes to the players,

the answer to which is obtained by the following method:--When he asks

his question, he at the same time turns up the top card of the undealt

pack. Whatever this card may be the leader calls for the counterpart to

it from one of the players, the one who exhibits it being the one to

reply to the question. Ridiculous personal questions are sure to create

more fun than anything else. For instance, should the leader ask, "Who

is the vainest person in the room?" and, at the same time turn up the

queen of hearts, the player unfortunate enough to possess the similar

card in the other pack is the ill-fated individual who then proclaims

his vanity. As a slight compensation, however, for his ill-luck, he

is entitled to put the next question, which may, of course, be as

unmerciful as the one asked concerning himself. As each question

and answer card are produced they are laid aside; and thus the game

proceeds until both packs are finished.

PARLOUR MAGIC.

CONJURING.

Nowadays Conjuring has its professors and teachers, and may be ranked

as a science, if not as an art. Tricks that have astonished audiences

for a length of time are explained upon the payment of fees, and

instructions are given to amateurs as to how to perform them; but

in these pages we aim at nothing beyond describing certain tricks

and telling how they are done, and we would seriously urge our young

friends to remember that between this and teaching them how to perform

the tricks there is a vast difference. Many of the tricks described

may be performed on the descriptions here given, but any one anxious

to become an adept even in what we describe will be well repaid in the

greater amusement he will be able to provide for his friends if he

takes a few lessons from some professor of magic. Valuable hints may be

obtained from various books, and we heartily recommend, for pleasant

reading as well as for study, the works of Piesse, Hoffmann, Cremer,

and the "Memoirs of Robert Houdin." Perhaps next after personal lessons

in the art, Hoffmann's will be found the most instructive book as to

details; Cremer's gives the best variety of simple tricks adapted to

the drawing-room or parlour; while for general interest and fascinating

reading the "Memoirs of Robert Houdin" will carry off the palm against

many novels and romances.

The following general hints and directions must always be borne in

mind. The simplest trick cannot be performed without much patience

and perseverance; every trick must be practised over and over again

before attempting it in the presence of an audience. It is advisable

to practise the tricks before a looking-glass, and for two reasons:

firstly, to see that you are doing the trick neatly; and secondly, it

is a training in accustoming the eyes not to look at the hands during

the performance of a sleight. A conjurer should always have his eyes

fixed intently on his audience, and keep up during the exhibition

of his tricks an ever flowing talk or "patter." He must never lose

confidence in himself; if so, all is lost. Nor must he call attention

to what is about to be done; but when the trick is really done, he

should then direct the attention of the audience to it, as if it were

about to be done. A trick should not be repeated; if an encore is

called for, a similar trick should be substituted. The object of the

conjurer is always not to be found out.

The cultivation of the art of talking, or the use of "patter," is

a leading essential to success; it is as necessary to rehearse the

conversation to be used as the tricks to be exhibited. The talking,

too, must always be uttered as if that were really the most important

part of the entertainment, the tricks being only accessory thereto.

This judicious "patter" will not only keep the audience amused, but

will prevent them from concentrating their attention more closely than

is desirable upon the manipulations of the performer. If some "clever

fellow" should be present, more intent upon perplexing the performer

than upon being amused, it will be necessary in self-defence to play

off some tricks at his expense early in the entertainment.

The conjurer should dispense with all grotesque attire, ordinary

evening or morning dress being ample. He should also do without

confederates in the audience and assistants on the stage or platform,

but an assistant behind the scenes will sometimes be very necessary.

Showing off merely mechanical or automatic tricks is to be avoided.

Many of them are very wonderful, but the whole credit of them is due

to their inventors. As a general rule, the _Magician's Wand_ and the

_Magician's Table_ are all the materials needed for the practice of

conjuring sufficient to amuse a friendly audience in a drawing-room for

an hour or more. The _wand_ in itself is of no real use, but it serves

as a means of directing the attention of the audience away from the

hands of the performer, when it is judiciously placed upon or removed

from the table, or when pointed at some particular object. It should be

a tapering stick or ruler, from a foot to a foot and a half in length.

The _table_ may or may not be specially prepared, but it should be a

few inches higher than an ordinary table, in order that the operator

may stand at it, and if necessary place his hand behind and below,

without stooping or appearing to arrange anything under it; a drawer

or cloth judiciously placed will sometimes be necessary. With these

general remarks we will proceed with our programme, giving first a few

SIMPLE DECEPTIONS AND MINOR TRICKS.

EATABLE CANDLE-ENDS.

Punch with a metal tube a few pieces out of some apples; place in one

end of each piece a strip of burnt almond, and make the whole look

as much like candle-ends as possible. During the entertainment have

them brought in, and, lighting them one by one, proceed to explain in

the "patter" the relish there is in tallow, and then eat them off as

quickly as possible. The almond strips imitating the wick of the candle

should be slightly oiled, to make them burn readily. A quick lad will

be able easily to extinguish the flame before it reaches his mouth

without letting it appear that the flame is extinguished. The imitation

candle-ends should _not_ be handed round for inspection; but when the

performer is able to make a clever substitution it may be advisable to

allow some _real_ candle-ends to be carefully examined.

The instructions as to _How to Swallow a Flame_ come in appropriately

here. On putting the candle or other lighted object to the mouth,

breathe strongly inwards; the flame will then enter the mouth without

touching or scorching the lips, and as the lips close will become

extinguished.

TO PULL A STRING THROUGH A BUTTON-HOLE.

Tie together the ends of a piece of string about two feet long; pass it

thus tied through a button-hole of the performer's coat; hitch each end

on to one or other of the thumbs, catch up with the little fingers the

upper strings on the thumbs of the opposite hand; then stretching out

the hands will have the effect of giving the string a very complicated

appearance. If the hold of the right thumb and left little finger, or

_vice versâ_, be then loosed, and the hands smartly separated, the

string will come away from, and seem as though it had passed through,

the substance of the coat.

THE CUT STRING RESTORED.

Take a piece of string about four feet long; hold the ends, points

upwards, between the first and second finger and thumb of the left

hand and the first finger and thumb of the right hand, letting the

remainder of the string hang down in a loop; then bring the right hand

close to the left, crossing at right angles that end of the cord held

in the left hand, and continue to pull until half the length of the

string has passed the left hand, at the same time slipping the third

finger of the left hand between the two parts of the string. The first

finger and thumb of the right hand should then seize the string at a

point just below the little finger of the left hand, the third finger

of that hand at the same time drawing back the string towards the palm

of the hand. The part of the string now held horizontally between the

two hands is only the continuation of the end held in the left hand,

although it will appear to be the middle of the string. This piece

of the string some one of the audience should be invited to cut, and

thus apparently cut the string in half, although in fact he will only

be cutting off two or three inches. Place all the ends of the string

between the teeth, withdraw the short piece with the tongue, and show

the remainder--apparently the string as it was at the commencement. Of

course, the string must not be measured, or the trick will be detected.

Some little practice will be needed before the necessary arrangement of

the string can be neatly made.

THE MUSICAL SNAIL.

A common garden snail may be made to perform musical sounds by making

it crawl along a pane of glass placed on rests like a sounding-board;

the sounds emitted will be something like those of a harmonium.

TO EXTRACT A CORK FROM A BOTTLE WITHOUT TOUCHING THE CORK.

Fill a bottle full of water or other liquid, and cork it so tightly

that the bottom of the cork is flush with the liquid. Wrap the bottle

round at the bottom with a thick cloth, and knock it against some

immovable object. The motion of the water acting as a solid body should

force out the cork.

THE BOTTLE FOUNTAIN.

Force a glass tube, one end of which is a trifle larger than the other

end, through the stopper of a bottle, with the small end of the tube

upwards. The bottle should be about two-thirds full of water, and the

tube should reach nearly, but not quite, to the bottom. Blow with

considerable force down the tube, and on quickly removing the mouth the

water will spurt out, forming a fountain of spray so long as any water

remains in the bottle.

TO PLACE WINE UNDER A HAT, AND TO DRINK IT WITHOUT TOUCHING THE HAT.

Cover a glass of wine over with a hat placed on an ordinary table,

and say that you will drink the wine without touching the hat. As

a preliminary, impress upon the company the necessity of every one

abstaining from touching the hat; then get under the table, and pretend

from there to drink the wine by sucking it through the table. After

getting up, request some person (who will not be likely to refuse) to

remove the hat, in order to ascertain whether the wine has disappeared.

Immediately upon this being done, take up the glass and swallow its

contents, claiming to have drunk the wine without lifting the hat. Of

course this deception should not be practised more than once before the

same audience.

* * * * *

CARD TRICKS AND COMBINATIONS.

For Parlour Magic a pack of cards will be found the source of endless

amusement and variety. For the sleight-of-hand card tricks considerable

practice is needed before they can be performed neatly and cleverly,

so as to prevent the detection of the trick. To _palm a card_, to

_make the pass_, to _force a card_, to _make a false shuffle_, to

_sight a card_, are necessary accomplishments for the conjurer to learn

and practise. As a general rule, it will be found more convenient to

exhibit card tricks with a piquet pack of cards, or with an ordinary

pack from which have been thrown out the twos, threes, fours, fives,

and sixes; the pack so reduced can more readily be palmed; indeed, for

a lad whose hand has not attained its full size, the reduction of the

pack from fifty-two cards is absolutely necessary.

TO PALM A CARD.

This consists in bringing a card from the general pack into the hollow

of the hand and keeping it there unperceived. The card it is desired

to palm should first be brought to the top of the pack; hold the pack,

with the faces of the cards downwards, in the left hand, covering the

pack with the right hand. Push the card to be palmed until it projects

beyond the edge of the pack; with the third finger of the left hand

press the card upwards into the right hand, which should be half

closed over it. Slightly bend the card, and it will lie snugly curved

up against the inside of the hand. The better to prevent detection,

then take the pack of cards between the finger and thumb of the right

hand and offer it to be shuffled. If the palmed card is not known by

the performer this will give him an opportunity of seeing it. The

mere motion of taking the pack into the hand will give sufficient

opportunity to return the palmed card into the pack. The possessor of

a large hand with long fingers may in this way, if necessary, palm a

whole pack of cards, and so enable him to increase very considerably

his repertoire of card tricks.

TO MAKE THE PASS.

No one should attempt conjuring tricks with cards until he has

thoroughly mastered this sleight; it requires a good deal of practice

to perform it neatly and without risk of detection. Its object is

to reverse the respective positions of the top and bottom halves of

the pack. There are various methods of producing this result, some

requiring the use of both hands and some of one hand only. Upon the

instructions here given the plan may be varied after experience

has been gained, but M. Robert Houdin states that at least an hour

a day for a fortnight should be devoted to practising the "pass"

before the conjurer appears before an audience. At any rate, it is

useless to attempt card-conjuring until the "pass" has been mastered.

The following description of how to make the pass is derived from

Hoffmann's translation of Houdin's account of the trick:--The cards are

to be held in the left hand, with the faces downwards, and between the

two cards at which the pass is to be made the tip of the little finger

is to be inserted; then cover the whole pack with the right hand, and

at the same time take between the middle finger and thumb of that hand

the opposite ends of the cards forming the lower portion of the pack;

with the little and middle fingers of the left hand draw away and make

the upper packet pass under the lower packet of cards. The whole trick

will, after practice, be done easily, lightly, noiselessly, and in less

than a second. The different motions here separately described will

have to be done simultaneously, and with such rapidity that no motion

of the cards should be apparent.

TO FORCE A CARD.

This means that when offering a pack to one of the audience for him to

draw from it any card he chooses he is made to draw that card which

the performer wants. The trick, although of some difficulty to perform

successfully, is really more dependent upon mental address than upon

manipulation. The card to be forced should be placed either at the top

or the bottom of the pack, and by a cut brought into the middle of the

pack, and should be held by the little finger, as explained in making

the pass, immediately above that finger. Proceed with the pack closed

to some one of the audience, requesting that a card may be taken, at

the same time spreading the whole pack out fan-wise, and very slightly

pushing forward the card to be taken. In all probability the card

offered will be taken, owing to its being slightly more prominent than

the rest; but if it seems that any other card is about to be selected

close the pack up, appear to cut it again, and make the offer a second

time. Be very careful not to spread out the cards until the invitation

to take one has been given--so long as the pack is closed a card

cannot readily be removed--but immediately upon giving the invitation

spread the whole pack out, slightly advancing the desired card as

instructed. If by inadvertence the wrong card is allowed to be taken,

the mistake may be remedied by forcing the desired one upon some other

person. The card to be forced should not be held, while all the other

cards should be tightly secured in one or other of the performer's

hands. The readiness with which the forced card may be removed will

imperceptibly act as an inducement to its removal. If, on the other

hand, the wrong card should be taken--and from the nature of the trick

it is unadvisable to force the right card upon a second person--let the

card taken be again placed in the pack; palm it in accordance with the

instructions given as to palming a card, and manage then, unperceived,

to get a sight of it, when it may answer all the purposes that the card

it was desired to force would have answered.

TO SIGHT A CARD.

As stated above, it is sometimes necessary to sight a given card, and

this has to be done in the presence of, but yet altogether unknown

to, the spectators. The following plan will generally be found to

succeed:--Slip the little finger, as in making the pass, under the card

that it is desired to look at, bend the top half of the pack upwards

and the bottom half downwards, so that in a modified degree they make

two packs, bent in a concave form, thus:--[Illustration]. The cards may

then readily and openly be cut at the desired point, and a careless

wave of the hand holding the pack will enable the performer to get

the necessary sight of the desired card. Houdin's instruction on this

point is apparently simpler, but we think more difficult to attain by

an inexperienced performer. After instructing as to the position of the

little finger, he says that the pack should be opened at that point

with extreme rapidity, and the card ascertained by a swift glance. This

method undoubtedly is better, if it can be safely performed without

detection; but the rapidity of motion and the swiftness of the glance

will be difficulties not easily overcome by an amateur magician.

THE FALSE SHUFFLE.

This is a movement intended to neutralise suspicions that may be

held by spectators to the effect that the cards are retained in a

pre-arranged order. There are several kinds of false shuffles, but the

performer must use his discretion as to which he adopts. Generally

speaking, however, it is only one, or at most a few cards that it

is desired not to lose sight of, and then the neatest so-called

_false shuffle_ will be that which permits the pack, as a whole, to

be genuinely shuffled, while the card or cards to be kept in view

are retained in one position in the pack, secured either at the top

or bottom of the pack, or the place where they may be found may be

designated by means of the little finger, as in making the pass.

Clumsy performers who find a difficulty in mastering the above

preliminaries of card-conjuring sometimes make use of what is called

the _Long Card_.

THE LONG CARD.

This is a card either a trifle longer or wider, or both longer and

wider, than the remainder of the pack; the difference being such

that, although readily distinguishable by the touch of the performer,

it is not perceptible to the eye of the spectator. To make the long

card, have the whole pack, excepting one card, slightly shaved down

at a book-binder's; this can be done in a second by placing the

cards in a book-binder's cutting machine. The use of the long card

should, however, be as much as possible avoided: it encourages the

use of mechanical appliances, when a little diligence will overcome

all difficulties by sleight-of-hand. Remember, as the penny showman

announces at country fairs, that "The true Hart of Conjuring is to make

the And of the performer deceive the Heye of the spectator."

TO GUESS A CARD THOUGHT OF.

This trick can only be successfully performed by introducing it

apparently in a casual manner between tricks of an altogether different

nature. Spread out the cards in such a manner that when they are held

with their faces towards the audience one card only is entirely exposed

to view. Shuffle them about freely, with the faces of the cards turned

continually towards the audience, and request a person in the company

to take a mental note of one of the cards. The probability is that

the majority of those present would fix upon just that card that has

been throughout completely exposed to view. Suppose, for example, it

is the jack of hearts. When one of the audience has expressed himself

as having mentally selected a card, shuffle the pack, carefully

keeping in view the jack of hearts by using the false shuffle already

described. Flourish the cards well about, and finally pick out the

jack of hearts, apparently as a card taken at random. Refrain from

looking at its face in the presence at any rate of the audience, and

place it back uppermost on the table. Again select a card to be noted

by the audience, and proceed as before, until three or four cards have

been placed upon the table. Then request the company present who have

selected cards to name them, and as they do so pick up the respective

cards named from the table. In nine cases out of ten, with an audience

with whom this trick is not familiar, all will proceed smoothly; and

a performer may generally rest satisfied that if the trick should be

known to two or three in an ordinary drawing-room audience, they will

keep silence, to ensure a due share of credit to the performer and

amusement to the rest of the spectators. In the event, however, of a

card other than the one desired having been selected, at once, but

politely, insinuate that the memory of the spectator may perhaps be

deficient, take up the wrong card, and, while continuing with some

appropriate talk or "patter," shuffle the cards as if at random,

keeping the wrong card conspicuously in view of the audience until

sight is obtained of the correct card; palm it at once, or keep it in

view until it can be brought out apparently at random, and changed for

the wrong card in such a way that the change shall not be seen. Then,

still insisting upon the defective memory of the spectator, say that

for his satisfaction the necessary change has been made. If this part

of the trick be cleverly done, it is generally as effective as when

all goes smoothly, it being evidently easier to select by chance a

proper card than to change the spots or designation of one card into

the spots or designation of another; besides which, it often is the

cause of raising a laugh in the performer's favour, which will be of

material assistance in the event of any subsequent trick not going off

altogether satisfactorily.

This trick is usually done with a portion of a pack picked up at

random, necessitating the spectator fixing on a card seen rather than

on any card in an ordinary pack.

TO SHOW THE FIVE CARDS FIVE DIFFERENT PERSONS HAVE SELECTED.

This is a clever variety of the above trick, or rather, the above is a

variety of this. On the top of the pack the performer should put any

card the designation of which he knows--suppose, again, the jack of

hearts; make the _pass_, bring that card to the middle of the pack, and

_force_ it upon some person to whom the pack is offered from which to

draw a card. Take the card back, without, of course, looking at it,

and again repeat the process until the same card has been _forced_ upon

five or more different persons. The persons asked to draw the cards in

this trick should be placed at some distance from each other, and each

should be requested not to make known to any one the card drawn. This

is necessary to prevent the audience from suspecting that a particular

card is being _forced_, but the reason given may be attributed to sharp

hearing on the part of the performer, or some other equally plausible

tale may be invented. Shuffle the whole pack, without, however, losing

sight of the _forced_ card, and deliberately select four cards in

addition to the _forced_ card, or sufficient cards to agree with the

number of persons upon whom the card has been _forced_. Place the

cards selected face downwards on a table, and when all are placed pick

them up, hold them fan-wise towards the audience, and ask each person

alternately whether the card he selected is not held out. Of course

all will answer "Yes." To prevent conversation on the subject of this

trick, proceed at once to some other, prefacing it with some such

observation as, "By a careful attention to the movements of my hands,

the audience will probably detect the secret of the clever little trick

I am about to exhibit." Then show off some very familiar trick in as

roundabout a way as possible, until the jack of hearts is probably

forgotten.

TO TELL THE CARD THOUGHT OF OUT OF THIRTY-FIVE EXPOSED CARDS.

Deal out thirty-five cards, faces uppermost, in seven packs of five

cards in each pack; and when all are placed, desire some person to

select and mentally note any one of the cards dealt out, and to state

in which pack it is situated. We will suppose the card selected is

stated to be in the third pack of seven cards. Pick the cards up in

order, row by row, and proceed to deal them out again in the same order

as that in which they were picked up, but placing them this time in

five packs of seven cards in each pack, placing one card alternately

on each pack, and then again ask in which pack the selected card is

to be found. The card selected should be the third card in the pack

designated--that is to say, in the second dealing the card should be

in the pack at the number corresponding with the number of the pack in

which it was placed after the first deal. To confuse the spectators,

the packs, after the first dealing, may be picked up out of the proper

order, so long as the performer bears in mind in what order the pack

containing the selected card is picked up. This trick can hardly claim

to rank as a conjuring trick; it is nothing but a combination of cards,

but it may fairly be shown in an amateur entertainment of parlour

magic. As one merit of such combinations is their variety, we proceed

with others of a similar nature, again enforcing the hint that no trick

or combination should be shown twice in succession. If the above should

be called for a second time, show instead one of the following.

TO TELL THE CARD THOUGHT OF WHEN THE NUMBER OF CARDS IS NOT FIXED, BUT

WHEN IT IS SOME NUMBER DIVISIBLE BY THREE.

When a card has been mentally noted by one of the audience, proceed to

deal out the cards in three heaps, with the faces of the cards turned

uppermost, and so that the first card shall be first in the first heap,

the second card first in the second heap, the third card first in the

third heap, and so on. When the heaps are completed, ask to be informed

in which heap the selected card will be found, and place that heap in

the middle, and again deal out the cards as before. Again ascertain in

which heap the card noted will be found, and once more let that heap

be placed second among the heaps. Once again form the three heaps, and

once again ask for the same information, making the same arrangement of

the heaps. The card selected should then be the last card of the first

half of the pack, if the whole number of the pack be even--that is to

say, the twelfth in a pack of twenty-four, or the eighteenth in a pack

of thirty-six. The arrangement is somewhat simpler when the number of

cards is odd, as: fifteen, twenty-one, &c., for then the card selected

should be the middle one of the heap in which it is found after the

third time of dealing the cards.

TO TELL THE CARD THOUGHT OF BY ARRANGING THE CARDS IN A CIRCLE.

Arrange the first ten cards of any suit in the manner shown in the

annexed diagram. Request some one present to think of one of the

exposed cards and to touch some other card; desire also that the number

of the card touched may be added to the number of cards exposed,

namely, ten; and then ask him to count that sum backwards, beginning

at the card touched, and reckoning that card as the number thought of.

For example, suppose the three was the card thought of and the six was

the card touched: six added to ten makes sixteen; and if commencing

with three at the sixth card, and counting up to sixteen on the cards

backwards--that is, three on the six, four on the five, five on the

four, six on the three, seven on the two, and so on up to sixteen--it

will be found that the counting will end on the three, the card thought

of.

[Illustration: Cards in Circle Trick.]

TO NAME A CARD NOTED.

Take a number of cards out of a full pack, say from ten to twenty,

carefully counting and remembering the number, and holding them up

with their faces to the audience, and so that the backs only can be

seen by the performer. Open the cards out, commencing from that card

which was uppermost when they were turned faces downwards, and request

some person present to note the designation of any one of the cards

shown, together with its order from the top of the pack, whether it is

first, second, third, fourth, or what order, and to name the order.

Immediately then place the cards face downwards on the table, and place

upon them the remainder of the pack of cards, knocking the sides and

ends well together, or indeed, if it is desired, letting the cards

be knocked together by any of the audience. To find the card noted,

subtract from fifty-two (the number of cards in a full pack) the

number of cards held out at the commencement of the trick, and to the

result add the order number of the card noted; the result will give

the position in the whole pack at which the card will be found. For

example, hold out twenty cards, and suppose that the seventh card from

the top was the card noted; the position of that card in the whole pack

will be found by subtracting twenty from fifty-two, and adding seven

to the result, which will indicate that the card noted will be the

thirty-ninth card in the whole pack. To pick out the card and show it

is, of course, then an easy matter.

TO GUESS THE RESPECTIVE CARDS THOUGHT OF BY DIFFERENT PERSONS.

Show to each person cards equal in number to the number of persons

the performer intends to request to think of a card, and from the

cards shown to each person request that one may be mentally noted. For

example: if three persons are to make selections, to each show three

cards. When the first has made his selection, place on one side the

cards from which his choice was made, and proceed in the same manner

with the second and third. Then deal out the first three cards, placing

them with their faces uppermost, on them deal the second three cards,

and on these again the third three cards. Request each person to name

the heap in which the card he selected is to be found, and the result

will be that the card chosen by the first will be at the bottom, by the

second in the middle, and by the third at the top of the respective

heaps in which the cards are to be found. The more persons selecting

cards the better and more complicated does the trick appear.

TO DISCOVER A CARD BY THE TOUCH OR SMELL.

This is not a first-rate trick, as it is done either with prepared

cards or with the aid of a confederate; as, however, it is a universal

favourite, we give it a place here.

_First Method, with Prepared Cards._--Offer the long card (previously

described) or any other card of which the designation is known, and as

the person who has drawn it holds it in his hand, pretend to feel the

pips with the forefinger, or, if blindfolded, smell it, and declare its

designation.

_Second Method, with the Aid of a Confederate._--Offer, when

blindfolded, to select from a pack of cards all the court or some other

combination of cards. Before commencing, however, arrange some signal

with a confederate that shall be intelligible to the performer, but

that shall remain unnoticed by the audience. Accompany the performance

of the trick with plenty of "patter," the better to keep attention away

from the confederate; expatiate upon the delicacy of the sense of touch

or upon the strength of the sense of smell, directing full attention to

the thoroughness of the blindfolding, and one by one hold up the cards

to the audience, declaring in accordance with the signal given whether

the cards held up are of the designation to be named, or the reverse.

The signal agreed upon may be by touch or sound, according to the

circumstances of the case.

TO TELL ALL THE CARDS WITHOUT SEEING THEM.

This is generally one of the most successful of this series of tricks,

inasmuch as the whole pack of cards is brought into use, and in the

hands of an operator of ordinary intelligence and care it need never

fail. The secret of the whole trick is a pre-arranged order, and if

this be not carefully done the trick, of course, fails. The following

is the order in which the cards may be arranged: 6, 4, 1, 7, 5,

king, 8, 10, 3, knave, 9, 2, queen; but it is, of course, open to

the performer to vary the order, and provided he maintains a uniform

order throughout, and remembers the order, one arrangement is as good

as another. In order to keep the above order in mind, the following

sentence has been prepared to serve as an artificial aid to memory:--

The _sixty-fourth regiment_ beats the _seventy-fifth_;

6 4 1 7 5

up starts the _king_ with _eight thousand_ and

king 8 10

_three men_ and _ninety-two women_.

3 knave 9 2 queen.

In the above sentence it will be seen that certain words which suggest

numbers or particular cards are made to be reminders of those cards.

As this trick only undertakes to designate the value and not the suit

of the cards, it is not necessary in picking up the cards that the

whole of one suit should be lifted before commencing another, and the

numbers only need be according to the series adopted. The cards, being

duly arranged, should be handed round to be cut, with the understanding

that they may be cut whist-fashion only, and not shuffled: that is, a

portion of the cards may be removed from the top to the bottom of the

pack again and again by as many of the audience as may desire to make

the cut. By means of a judicious sleight, all that is necessary for

the performer to do is to sight the bottom card, or if he is clever at

_palming_, the top card will give the necessary key to the whole. The

cards may then be dealt out in the ordinary way from the top card, each

card as it is dealt being named and then turned over. For example: if

the cutting has resulted in leaving a knave at the bottom of the pack,

that will give a three at the top, and taking the key from either of

these two cards, the order will be as follows: 3, 10, 8, king, 5, 7, 1,

4, 6, queen, 2, 9, knave, and so on throughout. When the sequence is

thoroughly mastered a corresponding sequence of suits may be arranged,

so that the full designation of the card may be given.

THE NERVE TRICK.

This is another of the same class of tricks that enables the performer

to name a card selected by some other person. Any one may select a

card. After it has been examined and returned to the pack, make the

pass, and bring the card to the bottom. Then cut the cards in two packs

of about equal size, and to the person who selected the card give

that half of the pack which contains the card selected at the bottom,

requesting him to hold it tightly at the corner between his forefinger

and thumb. Impress upon him the necessity of holding the cards

tightly, as the success of the trick depends entirely upon him, and

all the performer offers to do is to knock all the cards on the floor

except the one that was chosen. When the cards are properly held, the

performer has to strike them sharply, upon which all except the bottom

card should fall to the ground, and that, of course, is the selected

card. The trick of striking the cards in the right place can only be

learnt by practice.

TO MAKE SOME OTHER PERSON DRAW THE CARDS THE PERFORMER CALLS FOR.

We have given several tricks in which the performer finds out the

card or cards selected by the audience, but in this trick we explain

how the performer makes one of the audience select the cards he calls

for. After shuffling the cards, let the performer spread them out

with their faces downwards, without entirely separating them; before,

however, letting them leave his hand, sight and note the designation

of the bottom or some other card--say, for example, the ace of spades.

Then call up any one of the audience, or request that some one of

those present will kindly step forward and assist in the development

of the trick; say that neither he nor you have seen the faces of the

cards on the table, but, nevertheless, you will get him to select

from the pack just those cards called for, and ask him to be good

enough to hand you up some cards one by one, without looking at their

faces, as you call for them. The card the position and designation

of which you know should be first asked for, when probably--indeed,

almost certainly--some other card will be handed in. Suppose the card

handed in is the two of diamonds, then call for the two of diamonds,

and receive, say, the queen of clubs; for the third card call for the

queen of clubs, and perhaps the jack of diamonds will be picked out.

Say now that you will select a fourth card, which shall be the jack of

diamonds, and leisurely examine the cards on the table, finally taking

up the ace of spades, the position of which you have borne in mind.

The four cards in the performer's hand will then be the four cards

that have been named. If, however, the known card should be picked up,

expose at once what you have, and bring the trick to a conclusion.

TO CALL FOR ANY CARD.

Having seen a card, make the pass, and bring the seen card to the

bottom of the pack; place the cards behind the back, and call for

the card that is known, at the same time turning the top card face

outwards. Bring the cards forward, showing the bottom card only to

the audience, and again place the cards behind; call for the top card,

bringing it now to the bottom, and turning over the card which will be

left at the top; and so on proceed until the audience is satisfied that

you are able to discern the cards by the touch.

_Another Method_ of performing this trick is done by the performer

standing in the middle of a room in which there is a mirror, and

while holding the cards high above his head reading them off from the

reflection in the mirror; this form of the trick, however, can only be

expected to deceive very simple or young persons.

TO DISCOVER WHAT CARDS HAVE BEEN TURNED.

Place the court cards and a certain number of diamonds (but not the ace

or seven) in a row on the table, and undertake to go out of the room,

and name upon return which, if any, of the cards have been reversed in

position by being turned during your absence. Except the court cards,

the spades, clubs, and hearts are useless for this trick, inasmuch as

the form of the designation printed on the card is irregular. A very

careful examination of any pack of cards will show that they are not

evenly printed--that is, that the pips of the common cards or the lines

of the court cards are nearer to the outside edge of the card on the

one side than on the other. The cards on which the difference is not

distinguishable reject, placing the others with the broad margin to

the right and the narrow margin to the left hand. Explain that the

position of any one card or cards may be reversed by turning the top

to the bottom, and _vice versâ_, and that upon your return to the room

you will denote the card or cards. This, of course, with the above

explanation as to how the cards are printed, will be an easy matter.

TO SEND A CARD THROUGH A SOLID TABLE.

Request some one of the company to draw a card, examine it, and return

it to the pack. Make the _pass_, and bring the chosen card to the top

of the pack; make a few false shuffles, always leaving the chosen card

at the top of the pack. Place the whole of the pack, face downwards,

on the table, and near to the edge at which the performer is sitting,

the performer being careful to be alone on one side of the table, with

the audience facing him. Slightly moisten the back of the right hand

and sharply strike the cards therewith; the top card will then adhere

to the hand. Bring both hands at once smartly under the table, in such

a way as to prevent the card being seen. Take the chosen card with the

left hand, and bring it up from underneath the table. Show the card,

which will be recognised as the one chosen at the commencement of the

trick.

TO TELL THE PAIRS.

Deal out twenty cards, and request ten persons each to take two cards

during your absence, to return them to the table in pairs, and to

remember their designation. Upon your return collect the pairs, and

distribute the cards according to the numbers in the following table:--

M U T U S

1 2 3 2 4

D E D I T

5 6 5 7 3

N O M E N

8 9 1 6 8

C O C I S

10 9 10 7 4

Upon now being told in which row or rows the cards selected by any

individual are placed, you will be able to point out the pair selected

by that individual. The key to the trick is in the four following Latin

words, "Mutus dedit nomen cocis." In these words it will be seen that

there are ten different letters, each of which is repeated. The figures

under the letters denote the pairs as they are placed. If it is stated

that a pair selected is in the first and third rows, it will be evident

that the cards are those placed under the letters "M" which appear in

those lines. If both the cards are stated to be in the fourth row, it

is evident that they must be the tenth pair, or those placed under the

letter "C." The performer will, of course, understand that the key must

be remembered, and the necessary arrangement of the pairs of cards be

made from memory.

THE FOUR KINGS.

Take the four kings and two knaves out of a pack of cards, and spread

the kings only before the audience, in order that it may be seen that

they are the kings, at the same time hiding the two knaves between the

third and fourth king; then place the six cards at the bottom of the

whole pack, face downwards, on the table. Lift up the pack and remove

the bottom card, which will be the fourth king; let it be seen that

it is a king, and place it on the top of the pack. Take the next two

cards, which will be the knaves, carefully keeping them from being

seen, and one by one place them in different positions in the pack.

This arrangement will leave one king at the top of the pack and three

kings at the bottom, but as the kings only have been shown, it will

appear as though there was one king at the top, one at the bottom, and

the other two in different positions in the pack. Let any one present

cut the cards, and the performer, while placing the bottom cut on the

top, may say that he is now, without apparently altering the relative

position of any of the cards, going to bring the four kings together

into the middle of the pack. Make a few conjuring passes and utter

some conjuring mumblings over the pack, hand it to any person in the

audience, and announce the trick as completed. The four kings will be

found together as promised.

THE TURNOVER.

The turnover is a pretty sleight, and forms an appropriate termination

to some of the before described tricks, in which the card selected by

one of the audience is found and exposed by the performer. When the

card selected has been ascertained let it be brought to the top of the

pack, and held there with its edge somewhat pushed over the remaining

cards, which are to be held with their edges perfectly even. If when

so placed the whole pack is suddenly dropped out of the hand, the

cards, all excepting the top card, will fall on their faces, while the

projection of the top card, finding resistance in the air as it falls

should, during its descent, turn over and fall face upwards.

TO TELL THE TOTAL NUMBER OF PIPS SHOWN AT THE BOTTOM OF PACKS MADE UP

IN A CERTAIN MANNER.

Take the whole pack of fifty-two cards, and let them be well shuffled

by as many persons as care to do so. Explain that if during your

absence any one present will deal out the cards, faces downwards, into

packs made up according to instructions, you will upon your return tell

the aggregate number of pips shown on the bottom cards of the packs,

the court cards being considered as equal to ten pips and the ace as

equal to one pip. The dealing has to be done in this way: Take the

top card, and count it as the number shown upon its face; place upon

it then sufficient cards to make that number up to twelve; then take

the next card, and proceed in the same way, and so on until all are

dealt out, or until the remaining cards are insufficient in number to

make up twelve. The remaining cards must be handed to the performer.

To ascertain the number of pips on the bottom cards, the performer

counts the number of packs on the table, from that number deducts

four, multiplies the remaining number of packs by thirteen, and adds

to the result the number of cards remaining which were insufficient to

make up twelve; the number so obtained will be found to be equal to the

aggregate of the pips on the bottom cards of the packs. This counting

will, of course, be done with many apparently intricate calculations,

founded upon the pips of the cards in the performer's hand combined

with the packs on the table. Below is an illustration of the trick,

which will perhaps make the above more intelligible. Suppose (1) a

seven card is first turned out: it will be placed on the table, with

five cards on the top of it to make up twelve; (2) a court card next,

counting ten, has two cards placed upon it; (3) a two has ten cards

placed over it; (4) a nine requires three more cards, or, in all, four

to form the pack; (5) a five requires seven more cards; (6) a three

requires nine additional cards; (7) an eight card requires four; (8) a

court card and two cards, leaving two cards remaining.

The table annexed will show the pips on the bottom cards of the

respective packs, with the number of cards in each pack:--

Bottom Card Number of Cards

Counts in Pack.

1st pack 7 6

2nd " (Court Card) 10 3

3rd " 2 11

4th " 9 4

5th " 5 8

6th " 3 10

7th " 8 5

8th " 10 3

---- ----

54 50

This arrangement shows eight packs, with two cards over; following the

rule given, deduct four packs from the number of packs, multiply the

remainder by thirteen, add two (the cards remaining), and the result

will be 54, the aggregate number of pips on the bottom cards; thus:

8-4=4×13=52+2=54.

TO ASCERTAIN THE NUMBER OF PIPS ON UNSEEN CARDS.

In these tricks aces count as eleven instead of as one, court cards

count as ten. The piquet pack of thirty-two cards only must be used for

the first method, the ordinary pack of fifty-two for the second method.

_First Method, with three cards out of the piquet pack of thirty-two

cards._ Let any person select three cards, and place them separately,

faces downwards, on the table. On each of these must be placed as many

cards as will, with the number of pips on the card, make fifteen. The

remaining cards are to be handed to the performer, who goes through any

farce he chooses to make the audience believe that his calculations

depend upon the pips of the cards handed to him. The actual result is

obtained by adding sixteen to the number of the remaining cards. For

instance, suppose the cards selected are a king, a ten, and an eight;

on the king (which counts ten) will be placed five cards, on the ten

will be placed five cards, and on the eight will be placed seven cards,

making in all twenty cards used and twelve remaining. The total number

of the pips will be twenty-eight, made up of the king, which equals

ten, the ten, and the eight, _i.e._, 10 + 10 + 8 = 28. The twelve cards

which remain, added to sixteen, also make twenty-eight.

_Second Method, with two cards out of the ordinary fifty-two card

pack._ The two cards must be placed as the three described in the

first method, and each have placed upon it sufficient cards, with the

number of pips on the card, to make up twenty-five. The number of cards

remaining will be the number of pips on the two bottom cards. For

instance: take it that the nine card and the seven card are selected;

on the nine card sixteen other cards will have to be placed, and on

the seven card eighteen other cards, making thirty-six cards in all,

leaving sixteen cards over; thus 52-36 = 16, or 9 + 7 = 16.

LIKE WITH LIKE.

Select from a full pack all the picture cards and aces and one ordinary

card; place the ordinary card in the centre of a table, and proceed

with the following descriptive and illustrated anecdote:--"One dark

night four farmers came to a tavern, represented by the card on the

table, and asked for a night's lodging. The landlord, having four

unoccupied rooms, showed one farmer into each of the rooms." (At this

point place round the card representing the tavern the four knaves).

Proceed: "Not long after, four policemen knocked at the door, and also

requested lodging for the night; but as the rooms were all occupied,

each policeman had to share a room with one of the farmers." (Here

place an ace over each of the four knaves.) "Presently four gentlemen

came with a similar request, and for the same reason a gentleman was

put into each of the already occupied apartments." (Here place a king

upon each ace.) "To add to the crowding and inconvenience consequent

upon these arrangements, four ladies next called and required

accommodation, and the landlord, at his wits' end, placed a lady in

each of the already over-tenanted rooms." (Place a queen above each

king.) "The ladies were naturally indignant, and suggested that it

might at least be arranged that they should be placed together in one

room, similar requests being at the same time made by the kings, the

policemen, and the farmers. The landlord consented, and all were soon

lodged like with like." While finishing the story, place the four

descriptions of cards in heaps, and one heap upon the top of the other,

and let them be cut as often as is desired. If the cards are now told

off in order from the bottom of the pack, and placed around the tavern,

the knaves will be found in one circle, the aces in another, the kings

in a third, and the queens in a fourth.

TO MAKE A CARD COME OF ITS OWN ACCORD OUT OF A PACK.

Cassell's Book of In-door Amusements, Card Games, and Fireside Fun · 第 6 / 8 章