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Although, properly speaking, there are but three ma. tadores, yet all those trumps which succeed the three first without interruption, are also called matadores; but the three first only enjoy the privilege above stated.

TERMS USED IN THE GAME OF QUADRILLE. To ask leave, is to ask leave to play with a partner, by calling a king.

Basto, is the ace of clubs, and always the third best trump.

Bast, is a penalty incurred by not winning when you stand your game, or by renouncing; in which cases you pay as many counters as are down.

Cheville, is being between the eldest hand and the dealer.

Codille, is when those who defend the pool make more tricks than those who defend the game, which is called winning the codille.

Consolation, is a claim in the game, always paid by those who lose, whether by codille or remise.

Devole, is when he who stands the game makes no trick.

Double, is to play for double stakes, with regard to the game, the consolation, the sans prendre, the matadores, and devole.

Force; the ombre is said to be forced, when a strong trump is played for the adversary to overtrump. He is likewise said to be forced, when he asks leave, and one of the other plavers obliges him to play sans prendre, or pass, by offering to play sans prendre.

Forced spadille, is when all have passed, he who has spadille is obliged to play it.

Forced sans prendre, is when having asked leave, one of the players offers to play alone, in which case you are obliged to play alone, or pass.

Friend, is the player who has the king called.

Impasse. To make the impasse, is when, being in oheville, the knave of a suit is played of which the player has the king.

Manille is, in black, the deuce of spades or clubs; in red, the seven of hearts or diamonds, and is always the second best trump.

Mark, means the fish put down by the dealer.

Mille, is a mark of ivory, which is sometimes used, and stands for ten fish.

Matadores, or mats, are spadille, manille, and basto, which are always the three best trumps. False matadores, are any sequence of trumps, following the matadores regularly.

Ombre, is the name given to him who stands the game, by calling or playing sans appeller, or sans prendre. Party, is the duration of the game according to the number of tours agreed to be played.

Pass, is the term used when you have not a hand either to play alone, or with calling a king.

Ponto, or punto, is the ace of diamonds, when diamonds are trumps; or hearts, when they are trumps; and is then the fourth trump.

Pool. The pool consists of the fish, which are staked for the deals, or the counters put down by the players, or the basts which go to the game. To defend the pool is to be against him who stands the

game.

Prise, is the number of fish or counters given to each player at the commencement of the game.

Regle, is the order to be observed at the game.

Remise, is when they who stand the game do not make more tricks than they who defend the pool, and then they lose by remise.

Renounce, is not to play in the suit led when you have it; likewise when not having any of the suit led, you win with a card that is the only one you have of that suit in which you play.

Reprise, is synonymous with party.

Report, is synonymous with reprise, and party.

Roi Rendu, is the king surrendered when called, and given to the ombre, for which he pays a fish. In which case the person to whom the king is given up must win the game alone.

Spadille, is the ace of spades, which is always the best trump.

Sans appeller, is playing without calling a king.

Sans prendre, is erroneously used for sans appeller, meaning the same.

Tenace, is to win with two trumps, that must make when he who has two others is obliged to lead; such as the two black aces (spades and clubs) against manille or punto.

Tours, are the counters, which they who win pot down, to mark the number of coups played.

Vole, 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 plays sans prendre.

15. If the king called, or his partner, play out of turn, no vole can be played.

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16. No one is to be basted for a renounce, unless the trick is turned and quitted; and if any person renounces, 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 ask"-and no more.

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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 lead.

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

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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 xing 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

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