Abbildungen der Seite
PDF
EPUB

then examines his cards, and if he thinks them bad, he is at liberty to put them upon the pack, and his adversary scores one point to his game. This, however, should never be done. It is always best to play the first card, and whether your opponent wins it, passes it, or plays one of equal value to it, (which is called a tie,) you are at liberty to put, or not, just as you please, and your adversary only wins one point.

If your opponent should say "I put," you are at liberty either to play or not. If you do not play, your adversary adds a point to his game; and if you də play, whoever wins three tricks, or two out of three, wins five points, which is the game. It sometimes happens that each party wins a trick, and the third is a tie; in that case neither party scores any thing.

Four-handed Put

Is played exactly the same as two handed, only each person has a partner; and when three cards are dealt to each, one of the players gives his partuer his best card, and throws the other two away; the dealer is at liberty to do the same to his partner, and vice versa. The two persons who have received their partners' cards play the game, previously discarding their worst card, for the one they have received from their partners The game then proceeds as at two-handed Put.

[ocr errors]

THE GAME OF CONNEXIONS.

THE Game of Connexions may be played either by three or four persons. If three should play, ten cards are to be given; but if four, then only eight, which are dealt and bear the same value as at whist, with this exception, that diamonds are always trumps.

The connexions are formed in the following manner: 1. By the two black aces.

2. The ace of spades, and king of hearts.

3. The ace of clubs, and king of hearts.

For the first connexion two shillings are drawn from the pool; for the second one shilling, for the third six. pence, and sixpence for the winner of the majority of the tricks. This is supposing gold to be staked in the pool, but when only silver is posted, then pence are drawn.

A trump played in any round where there is a connexion wins the trick, otherwise it is gained by the player of the first card of connexion, and whenever there is a connexión, any following player may trump without incurring a revoke; and also, whatever suit may be led, the person holding a card of connexion is at liberty to play the same; but the others must follow suit, if possible, unless one of them can answer the connexion, which should be done in preference.

No money can be drawn till the hands are finished; then the possessors of the connexions are to take first, according to precedence.

THE GAME OF ALL FOURS

THE Game of All Fours is played by two persons, with an entire pack of cards. It derives its name from the four chances therein, for each of which a point is scored-namely,

High, the best trump out.
Low, the lowest trump o
Jack, the knave of trumps.

Game, the majority of pips reckoned for such of the following cards as the players have in their respective tricks, viz. every ace is counted 4, king 3, queen 2, knave 1, and ten 10.

Laws of the Game.

1. If in dealing, the dealer discovers any of the adversary's cards, a new deal may be demanded.

If he discovers any of his own cards, he must abide by the same.

2. If discovered, previous to playing, that the dealer has given his adversary too many cards, there must be a new deal; or, if both parties agree, the extra cards may be drawn by the dealer from his opponent's hand: and the same if the dealer gives himself too many cards. But, in either case, if a single card has been played, there must be a new deal.

3. No person can beg more than once in a band, unless both parties agree.

4. In playing, you must either follow suit or trump, on penalty of your adversary's adding one point to his game.

5. If either player sets up his game erroneously, it must not only be taken down, but the antagonist is entitled to score four points, or one, as shall have been agreed upon.

6. The person who lays down a high or a low trump, may inquire whether the same be high or low.

Rules for Playing

1. The game consists of ten points. After cutting for deal, at which either the highest or the lowest card wins, as may have been previously agreed upon, six cards are to be given to each player, either by three or one at a time. The thirteenth card is turned up, and

is the trump card.

2. If the card turned up should be a knave, the dealer scores one point to his game.

3. If the eldest hand should not like the cards dealt him, he may say, "I beg," when the dealer must either give him a point, or deal three more cards to each, an turn up the seventh for trump: but if that should prove of the same suit as the first turned up, then three cards more inust be given, and so on until some different suit

occurs.

4. The cards rank as at whist, and each player should strive to secure his own tens and court cards, or take those of the adversary; to obtain which, except when commanding cards are held, it is usual to play a low one; in order to throw the lead into the opponent's hand.

5. Endeavour to make your knave as soon as you can. 6. Low is always scored by the person to whom it was dealt but jack being the property of whoever can win or save it, the possessor is permitted to revoke and trump with that card.

7. Win your adversary's best cards when you can, either by trumping them, or with superior cards of the same suit.

THE GAME OF SPECULATION.

SPECULATION is a noisy round game. It may be played by several persons, with a complete pack of cards, ranking the same as at whist, with fish or counters, on which such a value is fixed as the company may agree upon.

The highest trump in each deal, wins the pool; and whenever it happens that not one is dealt, then the company pool again, and the event is decided by the suc ceeding coup.

After determining the deal, &c. the dealer pools six fish, and every other player four; in the next place, three cards are given to each by one at a time, and another turned up for trump; the cards are not to be looked at except in this manner; the eldest hand shows the uppermost card, which, if a trump, the company may speculate upon or bid for; the highest bidder buying and paying for it, provided the price offered is approved of by the seller.

When this is settled, or if the first card does not prove trump, then the next eldest shows the uppermost card, and so on; the company speculating as they think proper, till all are discovered; when the possessor of the highest trump, whether by purchase or otherwise, gains the pool.

In order to play this game well, little more is required than to recollect what superior cards of that particular suit have appeared in the preceding deals, and ca'sulating the probability of the trump offered pr ving he highest trump out.

« ZurückWeiter »