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down eleven each. After this, two cards are dealt round to every one, beginning on the left, then to each one other card turned up, and he who so happens to get the ace of diamonds sweeps all; if it is not turned up, then each player shews his hand, and any of them having matrimony, intrigue, &c. takes the counters on that point; and when two or more people happen to have a similar combination, the eldest hand has the preference, and should any chance not be gained, it stands over to the next deal.

THE GAME OF CASSINO.

CASSINO is generally played by four people, but occasionally by three or two; the points consist of eleven, and the lurch is six.

The points are thus calculated:

That party which obtains the great cassino (or

ten of diamonds) reckons .

2 points.

Ditto, little cassino (the deuce of spades) 1

The four aces one point each

The majority in spades

The majority of cards.

Besides a sweep before the end of the game, when any player can match all on the board, reckons..

4

1

3

1

In some deals at this game it may so happen, that neither party wins any thing, as the points are not set up according to the tricks, &c. obtained, but the smaller number is constantly subtracted from the larger both in cards and points, and if they both prove equal, the game commences again, and the deal goes on in rotation:

when three persons play at this game, the two lowest add their points together, and subtract from the highest; but when their two numbers together either amount to or exceed the highest, then neither party scores.

LAWS.

THE deal and partners are determined by cut ting, as at whist, and the dealer gives four cards by one at a time to every player, and either regularly as he deals, or by one, two, three or four at a time, lays four more face upwards on the board, and after the first cards are played, four others are to be dealt to each person till the pack is concluded; but it is only in the first deal that any cards are to be turned up.

The deal is not lost when a card is faced by the dealer, unless in the first round before of the any four cards are turned up on the table; but if a card happens to be faced in the pack before any of the said four are turned up, then the deal must be begun again.

Any person playing with less than four cards must abide by the loss, and should a card be found under the table, the player whose number is deficient is to take the same.

Each person plays one card at a time, with which he may not only take at once every card of the same denomination on the table, but likewise all that will combine therewith; as for instance, a ten takes not only every ten, but also nine and ace, eight and deuce, seven and three, six and four, or two fives: and if he clears the he scores board before the conclusion of the game a point, and whenever any player cannot pair or combine, then he is to put down a card.

:. The number of tricks are not to be examined

or counted before all the cards are played, nor may any trick but that last won be looked at, as every mistake must be challenged immediately.

After all the pack is dealt out the player who obtains the last trick sweeps all the cards then remaining unmatched on the table.

RULES.

THE principal objects are to remember what has been played; and when no pairs or combinations can be made, to clear the hand of court cards, which cannot be combined, and are only of service in pairing or in gaining the final sweep: but if no court cards are left, it is best to play any small ones, except aces, as thereby combinations are often prevented.

In making pairs and combinations a preference should generally be given to spades, for obtaining a majority of them may save the game.

When three aces are out, take the first opportunity to play the fourth, as it then cannot pair; but when there is another ace remaining, it is better even to play the little cassino, that can only make 1 point, than to risk the ace, which may be paired by the opponent, and make a difference of 2 points; and if great cassino and an ace be on the board, prefer the ace, as it may be paired or combined, but great cassino can only be paired.

Do not neglect sweeping the board when opportunity offers; always prefer taking up the card laid down by the opponent, also as many as possible with one; endeavouring likewise to win the last cards or final sweep.

While great or little cassino is in, avoid play. ing either a ten or a deuce.

When you hold a pair, lay down one of them, unless when there is both a similar card on the table, and the fourth not yet out.

Attend to the adversaries score, and, if pos sible, prevent them from saving their lurch, even though you otherwise seemingly get less yourself, particularly if you can hinder them from clearing the board.

At the commencement of a game, combine all the cards possible, for that is more difficult than pairing; but when combinations cannot be made, do not omit to pair, and also carefully avoid losing opportunities of making tricks.

THE GAME OF CONNEXIONS.

THIS game may be played by either three or four people; if the former number, ten cards each are to be given; but if the latter, then only eight a piece, which are dealt and bear the same import as at whist, except that diamonds are always trumps here.

The connexions are formed as follow:
1st. By the two black aces.

2d. The ace of spades and king of hearts.
3d. The ace of clubs and king of hearts.

For the first connexion 2s. are drawn from the pool; for the second 1s.; and for the third, and by the winner of the majority in tricks, 6d. each is taken. These sums are supposing guineas staked, but when only silver is pooled, then pence are drawn.

A trump played in any round where there is à connexion wins the trick, otherwise it is gained by the player of the first card of connexion, and after a connexion any following player may trump without incurring a revoke, and also whatsoever suit may be led, the person holding a card of connexion is at liberty to play the same, but the others must, if possible, follow suit, 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, and those having the majority of tricks take last.

THE GAME OF REVERSIS.

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REVERSIS is played by four persons, with every one a box, containing six contracts, reckoned as 48 fish each, twenty counters 6 fish each, and 32 fish, making in all 400 fish; likewise with two pools, called the great and the little quinola pools, (the great one to be under the little) which are always to be placed on the dealer's right hand. For this game the tens must be taken out from a pack of cards; the deal is to the right; three cards are given to each player the first round, and four to the dealer, afterwards always four, so that the non-dealers will have eleven cards each, and the dealer twelve, with three remaining, to be placed singly in the middle of the table opposite to each non-dealer, who is to put out a card, under the pools, and replace it with the card that is opposite to him on the table: the dealer likewise puts out one, but

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