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THE GAME OF ROUGE ET NOIR.
The Game of Rouge et Noir, or Red and Black, is a modern one. It is so styled, not from the cards, but from the table on which it is played being covered with red and black cloth, in the places marked in the following table.
Any number of persons may play at this game. They are called punters, and may risk their inoney on which colour they please. The stakes are to be placed within the outside line.
The dealer and croupier being placed opposite to each other, as marked in the table, the dealer takes six packs of cards, sbuffles them, and distributes them in various parcels to the different punters round the table, to shuffle and mix. He then finally shuffles them, and removes the end cards into various parts of three hundred and twelve cards, until he meets with a pictured card, which he must place at the end. This done, he presents the pack to one of the punters, to cut, who
places the pictured card where the dealer separates the pack, and that part of the pack beyond the pictured card, he places at the end nearest him, leaving the pictured card by which the punter had cut, at the bottom of the pack.
The dealer then takes a certain quantity of cards, about as many in number as a pack, and looking at the first card, 10 kuow its colour, puts it on the table with its face downwards; he then takes two cards, one red and the other black, and sets them back to back; these cards are turned and placed conspicuously as often as the colour varies in each successive event, for the information of the company.
The punters having staked their money on either of the colours, the dealer says-Votre jeu est il fait? Is your game made? or, Votre jeu est il pret? Is your game ready? or, Le jeu est pret, Messieurs. The game is ready, Gentlemen. He then deals the first card with its face upwards, saying, Poir, and continues dealing, until the cards turned exceed thirty points in number, which he must mention, as trente et un, or whatever it may be.
As the aces reckon but for one, no card after thirty can make up forty: the dealer, therefore, does not de. clare the tens after thirty-one, or upwards, but merely the units, as two, three, &c. and always in the French language, as thus: if the number of points on the cards dealt for noir are thirty-five, he says cinq, or five.
Another parcel is then dealt for rouge in a similar manner : and if the punter's stakes are on the colour that comes to thirty one, or nearest to it, they win, which is announced by the dealer, who says, rouge gagne, red wins; or, noir rigne, black wins. These two parcels, one for each colour, make a coup.
The same number of points being dealt for each colour, the dealer says, apres, after. This is a doublet, or un re fait, by which neither party wins, unless both co. lours are thirty one, which the dealer announces, by saying, un refait trente et un, and he wins half the stakes punted on both colours. He, however, seldom takes the money, but removes it into the middle line, on which colour the punters please: this is called the first prison, or la premiere prison; and if they win the next event, they draw their whole stake. In case of a second dou. blei, the money is removed into the third line, which is called the second prison, or la seconde prison. When this happens, the dealer wins three quarters of the money punted ; and if the puuters win the next event, their stakes are removed to the first prison.
The cards are sometimes cut, for which colour shall be dealt first; but in general the first parcel is for black, and the second red.
After the first card is turned up, no stakes can be made for that event.
The punter is at liberty to pay the proportion of his stake lost, or go to prison.
The banker at this game cannot refuse any stake, and the punter having won bis first stake, may, as at Pharo, make a parolet, and pursue his luck up to a soixante et le va, if he pleases.
Bankers generally furnish punters with slips of card Itaper, ruled in columns, each marked N. or R. at the top, on which accounts are kept, by pricking with a pin, and when un refait happens, the same is denoted by running the pin through the middle. '
The odds against le refait being dealt, are reckoned 63 to 1, but bankers acknowledge they expect it twice in three deals, and there are generally from 29 to 32 coups in eacb deal.
The odds of winning several following times are the same as at Pharo.
THE GAME OF CRIBBAGE.
The Game of Cribbage differs from all other games by its immense variety of chances. It is reckoned useful to young people in the science of calculation. It is played with the whole pack of cards, generally by two persons, and sometimes by four. There are also different modes of playing, that is, with five, six, or eight cards; but the games principally played are those with five and six cards.
Terms used in the Game of Cribbage. Crib, the cards thrown away by each party, and whatever points are made by them, the dealer is entitled to score.
Pairs, are two similar cards, as two aces, or two kings. They reckon for two points, whether in hand or playing."
Pairs royal, are three similar cards, and 'reckon for six points, whether in hand or playing.
Double pairs royal, are four similar cards, and reckon for twelve points, whether in hand or playing. The points gained by pairs, pairs royal, and double pairs royal, in playing, are thus effected. Your adversary having played a seven, and you another, constitutes a pair, and entitles you to score two points; your antagonist then playing a third seven, makes a pair royal, and he marks six ; and your playing a fourth, is a double pair royal, and entitles you to twelve points.
Fifteens. Every fifteen reckons for two points, whether in hand or playing. In hand they are formed either by two cards, such as a five and any tenth card, a six and a nine, a seven and an eight, or by three cards, as a two, a five, and an eight, &c. And in playing thus; if such cards are played as make together fifteen, the two points are to be scored towards the game.
Sequences, are three, four, or more successive cards, and reckon for an equal number of points, either in hand or playing. In playing a sequence, it is of no
consequence which card is thrown down first; as thus; your adversary playing an ace, you a five, he a three, you a two, then he a four, he counts five for the sequence.
Flush, is when the cards are all of one suit, and reckons for as many points as cards. For a flush in the crib, the card turned up must be of the same suit as those in hand.
End-hole, is gained by the last player, and reckons one point when under thirty-one, and for two points when thirty-one. To obtain either of these points is considered a great advantage.
Laws of the Game of Cribbage. 1. In dealing. the dealer may discover his own cards if he pleases, but not those of bis adversary. If he does, that adversary is entitled to mark two points, and call a fresh deal if he pleases.
2. If the dealer gives bis adversary too many cards, the adversary may score two points, and also demand another deal; provided he detects the error previous to his taking up his cards.
3. When any player is observed to have in his hand more than the proper number of cards, in that case the person who discovers it may mark four points to his game, and call a new deal, if he thinks proper.
4. If the dealer gives hinself more cards than he is entitled to, the adversary may score two points to his game, and either call a fresh deal, or draw the extra cards from the dealer's hand.
her party meddle with the cards. from the time they are dealt until they are cut for the turn up card, his adversary is entitled to score two points.
6. If any player scores more than he is entitled to, the other party has a right to put him back as many points as were so scored, and to score the same number ho bis own game.
7. If either party touches even his own pegs unne. cessarily; the adversary may score two points to bis game.
8. If either party take out his front peg, he must place the same behind the other.
9. Either party scoring a less number of points than are his due, loses or takes them as agreed upon before playing.
10. Each player has a right to pack his own cards,