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After discarding, you cannot take up and change your

card.

You "must invariably" follow suit, if you have it, on penalty of adding one point to your adversary's game.

Explanation of Terms.

Euchre.-Where a party takes up or makes the trump, and fails to secure three tricks, he is "euchred," and adds two points to the game of his adversary.

Order up.-When you have the commanding trumps, which are the two bowers and ace or king, or so many as will in all probability secure three tricks. This should only be done when you have but one point to make, it being your adversary's deal. This is termed stealing the deal.

Turn down.-When you have not sufficient strength in trumps to secure your points, and cannot take the trump turned up.

Pass.-When it is your adversary's deal, and you have not the hand to "order up," and wish to "euchre" him in the want of his taking it.

Assist. The partner of the dealer, if holding good cards, may assist, in which case the dealer must take up the trump.

Dutching.-Is when a red card is turned down by the dealer, and his adversary wishes to make the opposite suit of the same color the trump.

Discarding This should have particular attention, always discarding a single suit, except an ace, and retaining the suit of which you have a commanding card.

Cards away. In playing four-handed, should you think yourself sufficiently strong to secure all the tricks without the assistance of your partner, in the event of being successful, four points are added to your game.

With some players, if a partner assists, the dealer may play alone; with others he has not that privilege-either way is believed to be correct; but to avoid all misunderstanding, it would be proper to determine upon that point at the commencement of the game.

A Bridge. Should your adversaries have four points to make, and you but one, they having the deal, the player on the left of the dealer should order up the trump turned, preferring a "euchre" to the chance of four points scored against him by "cards away." If, however, the player to the left holds the right or left bower guarded, then there is no necessity for ordering up; three to one, or four to nothing, constituting the term Bridge.

A March. Securing all the tricks by partners, which counts two points to your game.

On Leads.

When you hold the commanding cards, they should be led, but if you are only strong enough to secure your point, side cards should be used; put the lowest on your partner's lead, if it be a commanding card; the highest on your adversary's. Never suffer a trick to pass if you are strong enough to secure it. Should your partner have the right bower turned, lead a small trump; by so doing you weaken your adversary's hand.

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POKER, OR "BLUFF,"

Depends more on hazard than any other game played with cards, as it is not always the case that the best hand is the winning one; for if an adversary risks more money than you think your hand would justify you in doing, he wins, although he may have an inferior hand to yours in point of worth; whence the game is termed as above. It is played by a full pack of cards, and by any number of persons under ten.

On Dealing.

In commencing the game, the cards are dealt one to each player, the lowest card designating the dealer. In case a tie occurs, it is decided by another deal; the ace being the lowest card, the deuce next, &c. The dealer commences on his left, and gives "one" at a time, until each player receives "five cards," being the number required. It is at the option of a player either to accept or reject a faced card; in case the latter, it is placed at the bottom of the pack, and the card following the one faced is given him. In case of a misdeal, the "pool" is doubled, each player putting up an additional stake, the deal going to the next one on the left.

On Betting.

An equal stake is deposited in the "pool," which lies in the middle of the table, by each of the parties, who play on their own account. "Counters" or "chips" are generally used, the valuation of which must be agreed upon on commencing; and should no limitation be restricted to in betting, he that puts the largest number of "chips" in the pool, or bets on his hand the highest, is entitled to all that is up, unless met by an adversary, in which case an equal amount must be put up, the better hand of course winning.

Should one of the party over-reach the amount that is in possession of an adversary, a "sight" may be demanded.

Premiums are occasionally played, the amount decided upon at commencement of the game. A "flush" being the lowest hand to which a holder is entitled, next a "full,” all the fours beginning at "deuces," and ending with "four aces." Value of Cards.

One Pair-Two cards of any color being of equal valuethus, two deuces the lowest pair, two aces the highest single pair.

Two Pair is the next in value to a single pair of aces, deuces and trays being the lowest, kings and aces the highest two pair.

Three, of equal value, rank next to the two highest pair Three deuces beat aces and kings.

A Flush, or "five cards" of the same suit, then follows, beating three aces. Should two "flushes" come together, it is decided by the one having the highest cards.

Full Hand, consists of three of equal value, and one single pair-thus, three deuces and two trays beat a "flush."

Deuces,

Four of equal value is the last combination. four of which beat a " full." and rank next in value. The only two certain winning hands are four kings with an ace, and four aces; the fortunate holder of either of these can rest easy in regard to a certainty of getting whatever amount he should stake, together with his adversary's.

Should two or more hands come together of equal value in pairs, the better hand is decided by the highest side cards.

Explanation of Terms.

Pass.-The person on the left of the dealer having the first privilege either to put a certain sum in the pool or pass his hand, and so on in rotation to the dealer, should all decline betting the hands are thrown up, making a "double head," the one on the left taking the deal.

Call. When an adversary wishes to meet the amount put in the pool by any one preceding him, this term is used. Run Over.-Should you wish to bet more or "bluff" off your adversary.

Sight.-Not having funds enough to meet the stake put in the pool, entitles you to see an adversary's hand for such an amount as you have.

Double Head.-Should no one enter for the pool, the stakes are doubled, the deal passing to the left.

Treble Head.-When the cards have been twice dealt, and no bets for the pool, &c., the pool always belonging to the board until a bet is made.

TWENTY-DECK POKER, ETC.

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Blind.-The one left of the dealer has the privilege of putting up a limited number of "chips" before raising his hand, he passing. Should a party see fit to call the blind, must put twice the number in the pool, with the privilege of running over the blind; on coming around, the one who first entered either makes his blind good by putting up equally with the one who called, or passes his hand.Should no party see the blind, he is entitled to the pool.

TWENTY-DECK POKER,

Is played and governed precisely in the same manner that "Bluff" is, with the exception that only twenty cards are used; consequently four is the highest number that can participate in the game. The ace, king, queen, knave and ten, are the cards used.

ARCHERY.

THE principal instruments of archery are the bracer-the shooting glove--the string-the bow, and the shaft: to which are added a belt, a tassel, and a grease-pot. The use of the bow, the string, and the shaft, sufficiently speak for themselves; the bracer is used to save the arm from the stroke of the string: the glove to prevent the excoriation of the fingers; the tassel to wipe off the dirt from the shaft when taken from the ground; and the grease-pot to hold a composition of suet and white wax, to rub occasionally on the fingers of the glove to render them pliable.

The five points of archery as laid down by Ascham, our most classical authority upon the use of the long bow, and to whose treatise we must refer our readers (for the instructions which the want of space, in a work of the nature of the present prevent our giving,) are:

Standing-nocking-drawing-holding, and loosing.When the learner has acquired ease and dexterity in all' these, he may then proceed to fire at a mark. In modern archery the shortest distance is twenty yards. The archer then proceeds to sixty, which last is considered to be the key to all lengths. We rather prefer for practice the Criental method, according to which the learner commences at ten yards, at which he becomes so expert as to hit the smallest mark at that range.

The next thing to be considered is the elevation, which of course must depend on the strength of the arm of the archer, the distance, the power of the bow, &c., and which can only be acquired by practice. Thirty yards are considered a point-blank range: but if the bow be weak, a trifling elevation must be allowed. The direction and the force of the wind require the nicest consideration in order to calculate the allowance to be made for that element, and likewise your footing, by which you may counteract its effects. Thus it will be felt that precept alone will never form an archer; and that proficiency in the use of the weapon is only to be acquired by early training and practice, based upon sound mathematical theory.

There are six different kinds of shooting with the long bow, viz: roving, hoyle shooting, flight shooting, butt shooting. target shooting, and clout shooting.

Target shooting being that which is most in vogue with our modern toxopholites, we shall confine our observations solely to that branch of archery.

Target Shooting.

Modern targets are made of oil-cloths divided into colored circles. Centre gold, then red, and the third white (inner white), the fourth black, and the exterior circles (the outer white). All beyond the last division is named the petticoat the target is sewed upon a boss of straw, twisted as for bee-hives.

Order of the Game.

In ordinary shooting, color stamps no particular value upon the hit, but every hit in any color counts one. At other times, as in prize shooting, the first shot in the gold, or the nearest centre shot during the shooting, wins: and sometimes every color bears a proportionate value. Thus a shot in the gold counts 9, in the red 7, in the inner white 5. in the black 3, and in the outer white 1. the exterior circle being nine times larger than the interior one, and the same proportion being observed in calculating the value of each circle. The centre shot gives the title of captain, the second of lieutenant of the target; the greatest number of hits gives the title of captain, and the second lieutenant of the numbers.

The modern target distance is one hundred yards, anciently it was much greater: in 1583 it was seven score and eight yards. At the Finsbury yearly meeting, the first trial used to be at a distance of eleven score yards. And at every two or three trials it was reduced ten yards, until it reached eight score. The size of the target ought of course to vary in ratio to the distance; at sixty yards its dimen

The greatest elevation is 45 degrees, but when this should begin must depend upon distance, length, and spring of the bow.

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