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Pole, is to get all the tricks, either with the friend or alone, sans prendre, or declared at the first of the deal.

Laws of the Game of Quadrille, as played in the most fashionable circles.

1. The cards are to be dealt by fours and threes, and in no other manner. The dealer is at liberty to begin by four or three. If in dealing there is a faced card, there must be a new deal, unless it is the last card.

2. If there are too many or too few cards, it is also a new deal.

3. No penalty is inflicted for dealing wrong, but the dealer must deal again.

4. If you play with eleven cards, you are basted. 5. He who has asked leave is obliged to play.

6. No one should play out of his turn; if, however, he does, he is not basted for it; but the card played may be called at any time in that deal, provided it does not cause a revoke: or either of the adversaries may demand the partner of him who played out of his turn, or his own partner, to play any suit he thinks fit.

7. No matadore can be forced but by a superior mat; but the superior forces the inferior, when led by the first player.

8. Whoever names any suit for trumps, must abide by it, even though it should happen to be his worst suit. 9. If you play sans prendre, or have matadores, you are to demand them before the next dealer has finished his deal, otherwise you lose the benefit.

0. If any one names his trump without asking leave, he must play alone, unless youngest hand, and the rest have passed.

11. If any person plays out of his turn, the card may be called at any time, or the adversaries may call a suit. 12. If the person who won the sixth trick plays the seventh card, he must play the vole.

13. If you have four kings, you may call a queen to one of your kings, or call one of your kings: but you must not call the queen of trumps.

14. If a card is separated from the rest, it must be played, if the adverse party has seen it; unless the person who separated it plays sans prendre.

15. if the wing called, or his partner, play out of turn, no vale can we played.

16. No one is to be basted for a renounce, unless the trick is turned and quitted; and if any person renoun. ces, and it is discovered, if the player should happen to be basted by such renounce, all the parties are to take up their cards and play them over again.

17. Forced spadille is not obliged to make three

tricks.

18. The person who undertakes to play the vole, has the preference of playing before him who offers to play sans prendre.

19. The player is entitled to know who is his king called, before he declares for the vole.

20. When six tricks are won, the person who won the sixth must say, "I play, or do not play the vole," or

"I ask"-and no more.

21. He who has passed once has no right to play after, unless he has spadille; and he who asks must play, unless somebody else plays sans prendre.

22. If the players show their cards before they have won six tricks, they may be called.

23. Whoever has asked leave, cannot play sans prendre, unless he is forced.

24. Any person may look at the tricks when he is to Jead.

25 Whoever, playing for a vole, loses it, has a right to the stakes, sans prendre, and matadores.

26. Forced spadille cannot play for the vole.

27. If any person discovers his game he cannot play

the vole.

28. No one is to declare how many trumps are out. 29. He who plays, and does not win three tricks, is basted alone, unless forced spadille.

30. If there are two cards of a sort, it is a void deal, if discovered before the deal is played out.

Short Rules for Learners.

1. When you are the ombre, and your friend leads from a matt, play your best trump, and then lead the next best the first opportunity.

2. If you possess all the trumps, continue leading them, except you hold certain other winning cards.

3. If all the matts are not revealed, by the time you have six tricks, do not risk playing for the vole.

4. When you are the friend called, and hold only a matt, lead it; but if it is guarded by a small trump, lead

that. But when the ombre is last player, lead the best trump you possess.

5. Punto in red, or king of trumps in black, are good cards to lead when they are your best, and should either of them succeed, then play a small trump.

6. If the ombre leads to discover his friend, and you have king, queen, and knave, put on the knave.

7. Preserve the suit called, whether friend or foe.

8. When playing against a lone hand, never lead a King unless you have the queen; nor change the suit; and prevent, if possible, the ombre from being last player.

9. You are to call to your strongest suits, except you have a queen guarded, and if elder hand, you have a better chance than middle hand.

10. A good player may play a weaker game, either elder or younger than middle hand.

Manner of playing the game and dealing the cards of the stakes, of speaking, of the bast, &c. &c.

1. Every person is to play as he thinks proper, and most advantageously to his own game.

2. No one is to encourage his friend to pay; but each person should know what to do when he is to play.

3. The stakes consist of seven equal billets or contracts, as they are sometimes called, comprising the ten counters and fishes, which are distributed to each player. A mille is equal to ten fish, and every fish to ten counters: the value of the fish is according to the players' agreement, as also the number of tours; which are usually fixed at ten, and marked by turning the corners of a card.

4. Each player having got his ten cards, he that is on the right hand of the dealer, after examining his game, and finding his hand proper to play, must ask if they play; or, if he has not a good hand, he passes, and so the second, third, and fourth. All four may pass: but he who has spadille, after having shown or named it, is compelled to play by calling a king.

5. If the deal is played in this manner, or one of the players has asked leave, and no one choosing to play without calling, the eldest hand must begin; previously naming his suit, and the king he calls: he who wins the trick must play another card, and the rest of course, till

QUADRILLE.

the game is finished. The tricks are then reckoned, and if the ombre, meaning him who stands the game, has, together with him who has king called, six tricks, they have won, and are accordingly paid the game, the consolation, and the matadores, if they have them, and divide what is upon the game, and the basts if there be any.

6. Should they make only five tricks, it is a remise, and they are basted, what goes upon the game, paying to the other players the consolation and the matadores. When the tricks are equally divided between them, they are also basted: and if they make only four tricks between them, it is a remise. Should they make less, they lose codille, and in that case pay their adversaries what they should have received if they had won; namely, the game, consolation, and matadores, if they have them, and are basted what is upon the game; The bast, and if they win codille, divide the stakes. and every thing that is paid, arise equally from the two losers; one half by him who calls, and the other by him who is called; the same in case of codille as remise, unless the ombre does not make three tricks, in which case, he who is called is not only exempt from paying half the bast, but also the game, consolation, and matadores, if there are any, which in that case, the ombre pays alone, and likewise in case of a codille as a remise. This rule is enforced to prevent unreasonable games being played.

7. A single case may occur, in which if the ombre makes only one trick, he is not basted alone; which is, when not having a good hand, he passes, and all the other players have passed likewise, and he having spadille is compelled to play. In this case, it would be unjust to oblige him to make three or four tricks; wherefore he who is called pays half of the losing; for this reason, he who has spadille, with a bad hand, should pass, in order that if he is afterward obliged to play by calling a king (which is called forced spadille,) he may not be basted singly.

8. The player who was once passed, cannot be allowed to play, and he who has asked leave cannot refuse to play; unless another should propose playing without calling.

9. When a person has four kings he may call a queen to one of his kings, but not that which is trumps. He

who has one or more kings, may call one of those kings; but in this case he must make six tricks alone, and therefore, wins or loses singly. The king of the suit in which he plays cannot be called.

10. When he who is not eldest of hand has the king called, and plays spadille, manille, or basto, or even the king called, in order to show that he is the friend, having other kings that he is apprehensive the ombre may trump, he is not to be allowed to go for the vole; and he is basted if it should appear it is done with that design.

11. No hand is allowed to be shown, though codille may already be won, in order that it may be seen whether the ombre is basted singly. Should the ombre or his friend show his cards before he has made six tricks, judging that he might have made them, and there should appear a possibility of preventing his making them, the other players may compel him to play his cards in what order they choose.

12. Whoever plays without calling must himself make six tricks to win; all the other players being united against him, and therefore exert their combined efforts to distress him. Whoever plays without calling, is permitted to play in preference to any other, who would play with calling: nevertheless, if he who has asked leave will play without calling, he has the preference of him who would force him. These are the two methods of play without calling, which are called forced.

13. He who plays without calling, not dividing the winnings with any other player, consequently when he loses pays all himself. Should he lose by remise, he is basted, and pays each other player the consolation, the sans appeller, (commonly, though erroneously, called the sans prendre,) and matadores, should there be any. Should he lose codille, he is also basted, and pays each player what he would have received from each, if he had won. Those who win the codille divide the gains; and if there be any remaining counters, they belong to the player of the three who may have the spadille, or the highest trump in the succeeding deal. The same rule operates with respect to him who calls one of his own kings: he wins or loses alone, as in the other case, except the sans appeller, which he neither pays, nor receives, although he plays singly.

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