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paying to the eldest, who takes the deal of

course.

N. B. An ace may be reckoned either as 11 or 1: every court-card is counted as 10, and the rest of the pack according to their points.

The odds of this game merely depend upon the average quantity of cards likely to come under or exceed 21; for example, if those in hand make 14 exactly, it is 7 to 6 that the one next drawn does not make the number of points above 21, but if the points be 15, it is 7 to 6 against that hand; yet it would not therefore always be prudent to stand at 15, for as the ace may be cal culated both ways, it is rather above an even bet that the adversary's two first cards amount to more than 14. A natural vingt-un may be expected once in seven coups when two, and twice in seven when four people play, and so on according to the number of players,

THE GAME OF LANSQUENET.

THIS game may be played by almost any nume ber of people, although only one pack of cards is used at a time, during each deal. The dealer, who has rather an advantage, begins by shuffling the cards, and having them cut by any other person of the party; after which he deals out two cards on his left-hand, turning them then one for himself, and a fourth, which he places in the middle of the table for the company, called the rejouissance card. Upon this card any, or all of the company, except the dealer, may put their money, either a limited or

up;

unlimited sum, as may be agreed on, which the dealer is obliged to answer, by staking a sum equal to the whole that is put upon it by different persons. He continues dealing, and turning the cards upwards, one by one, till two of a sort appear for instance, two aces, two deuces, &c. which in order to separate, and that no person may mistake for single cards, he places on each side of his own card; and as often as two, three, or the fourth card of a sort come up, he always places them, as before said, on each side of his own. Any single card the company has a right to take and put money upon, unless the dealer's own card happens to be double, which often occurs by this card being the same as one of the two cards which he first of all dealt out on his left-hand. Thus he continues dealing till he brings either their cards, or his own. As long as his own card remains undrawn he wins; and whichever card comes up first, loses. If he draws or deals out the two cards on his left, which are called the hand-cards, before his own, he is entitled to deal again; the advantage of which is no other, than being exempted from losing when he draws a similar card to his own immediately after he has turned up one for himself.

This game is often played more simply without the rejouissance card, giving every person round the table a card to put money upon. Sometimes it is played by dealing only two cards, one for the dealer, and another for the company.

THE GAME OF FARO.

FARO, Pharo, Pharaoh, or Pharaon, is very si milar to Basset, a game formerly much in

vogue.

RULES OF THE GAME.

The banker turns up the cards from a complete pack, deliberately, one by one, laying them alternately, first to his right for the bank, and then to his left hand for the punter, till the whole are dealt out.

The punter may, at his option, set any number of stakes, agreeable to the sum limited, upon one or more cards chosen out of his livret, from the ace to the king inclusive, either previous to dealing the cards, or after any quantity of coups are made, or he may masque his bets, or change his cards whenever he pleases, or finally decline punting, except an event is unsettled when not above eight cards are undealt.

The banker wins when the card equal in points to that on which the stake is set turns up on his right hand, but loses when it is dealt to the left. The punter loses half the stake when his card comes out twice in the same coup.

The last card neither wins nor loses.

The last card but one is called hocly, and forms part of the banker's gain; but now is frequently given up, and generally so in the last deal.

When by accident or design the pack happens to contain more or less than fifty-two cards, or should the last coup be found deficient, owing to any misdeal, however arising, whether discovered at the end or during the game, the bank must

then pay every stake depending at the period when the error is detected, which payment must also be made if the cards are thrown up.

The dealer should hold the cards close in his hand, and always be prepared to inform any punter how many cards remain.

The first card is never valid till the second is dealt.

No person but the, dealer or croupier should ever meddle with the cards, unless to cut them. A paroli, &c. may be purchased by paying a sum equivalent to the stake.

METHOD OF PLAY.

THE tailleur and croupier sit opposite each other, at a large oval table covered with a green cloth, on which is a line marked by coloured tape, or a wooden rim about an inch high, and eight from the edge of the table, for the purpose of separating those cards punted on from the others. Money is placed either loose in a well, or done up in rouleaus. The tailleur is to deal, while the croupier pays and receives, guards against errors, and shuffles another pack of cards.

The game may be played by any number of persons, each punter being furnished with a livret, from which having chosen a card, or cards, and placed the same on the table, just within the line, putting the stake, either thereon, or upon other cards placed face downwards at the head of those betted on. The stakes are answered by the banker, who usually limits the sums according to his capital; and at public tables has generally two or more croupiers. Then the dealer having previously counted and shuffled the cards, and had them cut by a punter, should hold the

pack tight in his hand, and shew the bottom card as a caution to avoid punting on it near the conclusion of the game, and to prevent mistakes, a similar card, with the corners cut off, is usually laid in the middle of the table; next he says play, and proceeds to deal slowly, first to the right, afterwards to the left, mentioning every one as he goes on, and stopping between each two cards, while the croup settles the event,

va,

When a punter gains, he may either take his money or paroli: if he wins again, he may play sept and le va: should he then prove successful, he can paroli for quinze & le va; afterwards for trente & le va; and, finally, for soixante & le which is the highest chance in the game. Should the punter not like to venture so boldly, he may make a paix or pont; afterwards a double or treble paix, &c. or a single, double, or treble paixparoli. When doublets are dealt, the punter may either pay or make a pli.

A reckoning may be kept of the number of times each card is dealt, by properly placing a livret and bending the corners of similar cards, one way for the punter, another way for the dealer.

TERMS USED AT FARO.

BANKER; the person who keeps the table,
COCKING. See Paroli.

COUCHE OF ENJEU; the Stake.

COUP; A Stroke or Pull. Any two cards dealt alternately to the right and left."

CROUPIER; Croup. An assistant to the dealer. DOUBLET. IS when the punter's card is turned up twice in the same coup, then the bank wins half the stake. A single paroli must be taken down, but if there are several, only one retires.

HOCLY; A Certainty. Signifies the last card

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