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bonne, and are played double, and all payments what. ever are double, to the person who sits opposite.

12. The payment for the reversis made or broke is eighty fish ; each player paying tweniy, and the oppo. site party forty when the reversis is made : but when broken, the whole is paid by the person whose reversis is broken ; that is, he pays the person breaking it ex. actly the same number of fish he would have received had he won it.

THE GAME OF PUT.

The Game of Put is played with an entire pack of cards, generally by two, sometimes by threc or four persons. At this game the cards rank differently in value from all others : a tray being the best, then a two, then an ace, then king, queen, &c.

Laws of the Game.

1. When the dealer accidentally discovers any of his adversary's cards, the adversary may demand a new deal.

2. When the dealer discovers any of his own cards in dealing, he must abide by the deal.

3. When a faced card is discovered during the deal, the cards must be reshuffled, and dealt again.

4. If the dealer gives his adversary more cards than are necessary, the adversary may call a fresh deal, or he may suffer the dealer to draw the extra cards from his hand.

5. If the dealer gives himself more cards than are his due, the adversary may add a point to his game, and call a fresh deal if he pleases, or draw the extra cards from the dealer's hand.

6. No by.stander must interfere, under penalty of paying the stakes.

7. Either party saying, "I put," that is, 1 play, cannot retract, but must abide the event of the game, or pay the stakes.

Two handed Put.

The game consists of five points: they are generally marked with counters or money, as at Whist.

On the commencement of the game, the parties cut for deal, as at Whist. The deal is made by giving three cards, one at a time, to each player. The non-dealer

then examines his cards, and if he thinks them bad, he is at liberty to put thein 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 io it, (which is called a tie,) you are at liberiy 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 do 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 io each, one of the players gives his partner 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 ihe game, previously discarding their worst card, for the one they have received froin their partners. The game then proceeds as at two-handed Pui.

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 ex. ception, 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 con. nexion wins the trick, otherwise it is gained by the player of the first card of connexion ; and whenever there is a connexion, 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 li. berty to play the samc: 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 trump.. 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 adTersary's cards, a new deal may he demanded.

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

2. If discovered. previous to plaviny, that the dealer has given his adversary too many cards. there must be a new deal; or, if both parties agree, the estra cards may be drawn by the dealer from his opponent's band; and the same if the dealer gives hinselt 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.

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