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6. Four matadores in hearts, king and two small clubs, king and two small spades.

7. Manille, basto, punto, three and four of hearts, king and one club, king and two spades.

8. Manille, basto, punto, knave, three, four, and five of hearts, one small diamond, and two small spades. 9. Manille, basto, punto, queen, three, four, and five of hearts, one small diamond, and two small clubs,

10. Spadille, two, three, four, five, and six of hearts, king and one diamond, king of spades, and king of clubs.

CALCULATIONS.

It is about five to four that your partner holds one card out of two; and five to two that he holds one out of three certain cards.

Application of the above.

1. Suppose you should hold one matadore. It is by the first calculation evident, that it is five to four in your favour that your partner holds one of the two, and consequently you may play your game accordingly.

2. Suppose you have no matadore, but with the assistance of one of them you have great odds of winning the game: you may observe by the second calculation, that it is about five to two that your partner holds one of them.

These calculations apply to a variety of cases, and will be found very useful to the player.

ADDITIONS TO THE GAME OF QUADRILLE.

This game is sometimes played in a favourite suit, which is generally hearts, and which has the preference of playing alone, or the vole; for which an additional fish is paid or lost.

It is also played with roi rendu, called the mediateur, by buying a king you want from any, giving another card and paying a fish for it; with which you play alone, or sans prendre. But these are seldom played, and only render the game more complex and difficult for learners, and often prevent an agreeable party from making a pool.

Solitary quadrille is where it is agreed not to call, but always play sans prendre, with or without the mediateur; and if in any deal no one can play alone, then

the cards are to be dealt again, and such additions made to the stake as may have been agreed upon.

Solitary quadrille by three, or tredrille, is by throwing out all (except the king) of one, and only the six of the red suit; each person playing on their own account, as at three-handed whist

THE GAME OF PIQUET.

The

THE game of piquet is played by two persons, with thirty-two cards; which are, the ace, king, queen, knave, ten, nine, eight, and seven of every suit. ace is the highest, and is equal to eleven points; the king ranks above the queen, and the queen above the knave: they are each equal to ten points. The ten also reckons for ten; the nine for nine; the eight for eight; and so for the rest.

Terms used in the game of Piquet.

Carte Blanche, is when you have not a pictured card in your hand, which reckons for ten points, and takes place of every thing else.

Cards, is the majority of the tricks which reckons for ten points.

Capot, is when either party makes every trick, which counts for forty points.

Huitieme, is eight successive cards of the same suit, and reckons for eighteen points.

Point, is the number of cards of the same suit, the ace as eleven, the pictured cards as ten, and the smaller cards by counting their pips, and counts for as many points as cards.

Pique, is when one player counts thirty in hand, or play before the adversary counts one in which case, instead of thirty, it reckons for sixty, to which are added as many points as may be reckoned above thirty.

Quatorze, is the four aces. kings, queens, knaves, or teus, and reckons for fourteen poin's.

Quart, is four successive cards of the same suit, and reckons for four points. There are five kinds of quarts, viz. ace, king, queen, knave, called quart major, down to knave, ter, nine, eight, seven, a quart minor.

Quint, is five successive cards of the same suit, and reckons for fifteen points. There are four kinds of quints, ace, king, queen, knave, ten, called quint-major, down to knave, ten, nine, eight, seven, a quint minor.

Ripique, is when one of the players counts thirty points before his adversary has counted one, or has claimed either point, sequence, or quatorze, when instead of reckoning thirty he reckons ninety, and proceeds above as many points as he could above thirty.

Sixieme, is six successive cards of the same suit, and reckous for sixteen points. There are three kinds of sixiemes, viz. ace, king, queen. knave, ten, nine, a sixieme-major, down to queen, knave, ten, nine, eight, seven, a sixieme-minor.

Septieme, is seven successive cards of a suit, and counts for seventeen points. There are two sorts, viz. from the ace to the eight inclusive, a septieme-major, and from the queen to the seven inclusive, a septieme. minor.

Tierce, is three successive cards of the same suit, and counts for three points. There are six kinds of tierces, viz. ace, king, queen, called tierce major, down to nine, eight, seven, a tierce minor.

Talon, or stock, is the eight remaining cards, after twelve are dealt to each person.

Laws of the game of piquet, as played in the most fashionable circles.

1. If the dealer turns up a card in dealing, belonging to the elder hand, it is in the option of the elder hand to have a new deal.

2. If the dealer deals a card too many, or too few, it is in the option of the elder hand to have a new deal; but if he stands the deal, he must leave three cards for the younger hand.

3. Whoever deals twice successively, and recollects himself before he has seen his cards, may compel his opponent to deal, though the latter has seen his cards.

4. If there should be a faced card in dealing, there must be a fresh deal.

5. If there should be a faced card in the talon, or stock, the deal must stand good, unless it is the upper card, or the first of the three that belong to the dealer: but in case of two faced cards, a new deal necessarily

ensues.

6. Should the pack be erroneous, that is to say, should there be two tens, or any other two cards of the same suit; or should there be a supernumerary card, o

one deficient, the deal is void; but the preceding deal remains valid.

7. The elder hand is obliged to lay out one card.

8. If the elder hand takes in one of the three cards which belong to the younger hand, he loses the game. 9. If the elder hand, in taking his five cards, should happen to turn up a card belonging to the younger hand, he is to reckon nothing that deal.

10. If the elder or younger hand plays with thirteen cards, he counts nothing.

11. If either of the players has thirteen cards dealt him, it is in the option of the elder hand, either to play the cards, or have a new deal, whichever he should judge most advantageous: but should either of the players have fourteen cards, or more, a new deal must take place.

2. Should the elder hand have thirteen cards, and chooses to play them, he must discard five, and take in four only.

13. If the elder or younger hand reckons what they have not, they count nothing.

14. If the elder hand touches the stock after he has discarded, he cannot alter his discard.

15. Carte blanche counts first, and consequently saves piques, and repiques.

16. In cutting you must cut two cards at the least. 17. If you play with eleven cards, or fewer, no penalty attends it.

18. If you call a point and do not show it, you reckon nothing for it; and the younger hand may show and reckon his point.

19. If the younger hand takes in five cards, it is the loss of the game, unless the elder hand has left two cards.

20. The player who omits, at the beginning, to reckon carte blanche, his points or the aces, &c. or any sequence he may have good in his hand, cannot afterward reckon them.

21. Whoever forgets to show his point, sequence, &c. which he may have better than his opponent, before he plays his first card, cannot count them after. ward.

22. At the conclusion of each game, the players must cut for deal, unless there is a previous engagement to deal alternately throughout the party.

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