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The best cards for this purpose are, a king, with an ace, six, seven, eight, nine, or ten; or a queen, with an ace, six, seven, eight, or nine; or any cards not likely to form a sequence.

A king is generally esteemed the greater baulk; as, from its being the highest card in the pack, no higher one can come in to form a sequence.

Never lay out a knave for your adversary's crib, when you can possibly avoid it, as it is only three to one, but the card turned up is of the same suit, by which he will obtain a point.

Even though you should hold a pair royal, never lay out for your adversary's crib, a two and three, a five and six, a seven and eight, or a five and any tenth card. Whenever you hold such cards, observe the stage of your game, and particularly if it is nearly ended, whether your adversary is nearly out, or within a moderate show, and it is your deal. When this is the case, you must retain such cards as will, in playing, prevent your adversary from making pairs or sequences, &c. and en able you to win the end-hole, which will often prevent your opponent from winuing the game.

Odds of the Game.

The number of points to be expected from the cards in hand are estimated at rather more than four, and under five; and those to be gained in play are reckoned two to the dealer, and one to the adversary, making in all about six on the average, throughout the game; the probability of those in the crib, are estimated at five; so that each player ought to make sixteen in two deals, and so in the same proportion to the end of the game, by which it appears that the dealer has somewhat the advantage, supposing the cards to run equal, and the players well matched. By attending to this calculation any person may judge whether he is at home or not, and thereby play his game accordingly; either by mak ing a grand push when he is behind and holds good cards, or by endeavouring to baulk his adversary when his hand proves indifferent.

Calculations for laying Wagers.

Before you bet, be careful to ascertain who has the deal, and pay particular attention to the situation of the pegs.

In favour of the Dealer.

Each party being 5 holes going up is

at 10 holes

15 ditto

20 ditto

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When the dealer wants 3, and his adversary 4,
In all situations of the game, till within 15
of the end, when the dealer is five points

ahead

But when 16 of the end

If the dealer wants 6, and the adversary 11,
If the dealer is 10 ahead, it is

And near the head of the game.

When the dealer wants 16, and his opponent 11

Against the Dealer.

When both players are at 56 holes each, is

57
58

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6 to 4

11 to 10

9 to 5

7 to 6 10 to 9

12 to 9

5 to 2 21 to 20

2 to 1 5 to 4

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When the dealer wants 20, and his opponent 17,

When the dealer is 5 points behind previous

to turning the top of the board

When he is 31, and his opponent 36

When he is 36, and his opponent 41

Even Betting.

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5 to 4
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6 to 5

6 to 4

7 to 4

In all points of the game, till within 20 of the end, if

the non dealer is three ahead.

The dealer wanting 14, and his opponent 9.

ditto

11,

ditto 7.

And also when at 59 holes each player.

Three or four hand Cribbage

Differs only from the preceding, as the parties put out but one card each to the crib, and when thirty-one, or as near as can be, have been made, then the next eldest hand leads, and the players go on again in rotation with any remaining cards, till all are played out, before they proceed to show.

Six-Card Cribbage

Is so exactly similar to five-card cribbage, that any person playing one well, must play the other so. It consists of pairs, sequences, flushes, &c., and the points are reckoned and marked precisely in the same manner, except that at the beginning of the game, the nondealer is not to score any holes for the last, and all the cards must be played out: that is, when either party has made the end hole, the remaining cards in hand must be played, scoring for the pairs or fifteens they may form. When last player you should endeavour to re tain close cards in hand, as they may enable you to acquire four points in playing.

The dealer is supposed to have some trifling advantage.

The dealer may expect twenty-five points by his hand,crib, and next hand. Thus at his second deal, if his peg is in the twenty fifth hole of the board, he has his complement of points; the same at his third deal, if he is within eleven points of the game.

If the non-dealer by his first hand attain the eleventh hole in the board, he will have the best of the game; for he is entitled to expect he shall make his second deal, with his front peg in the thirty-sixth hole, by which he will probably win the game, by his hand, crib, and next hand.

If you are dealer, and your adversary has above his complement of points, you must play your game accordingly. Thus, if you have good cards, endeavour to make as many points as possible by pairing, fifteens, &c. On the contrary, if your cards are indifferent, you must play off to prevent your adversary from obtaining points.

Sometimes eight card cribbage is played; but very seldom.

Some ingenious people in London invented a game. which they called playing cribbage by hackney coaches, thus, two persons seating themselves at a window, one takes all the coaches from the right, the other all from the left, the figures on the doors being reckoned as cards in show, and every servant at the back of the coach called a noddy, and scored for

THE GAME OF MATRIMONY.

THE Game of Matrimony is played with an entire pack of cards, by any number of persons, from five to fourteen. The game consists of five chances, viz. Matrimony, which is king and queen. Confederacy, king and knave.

Intrigue, queen and knave.

Pair, two aces, or two kings, &c.

Best, which is the ace of diamonds, after which any other ace is so considered, then king of diamonds, &c. These several chances are marked on a board or sheet of paper, thus:

Best.

Confederacy.

Intrigue.

Matrimony.

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