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NOR IS DAY BRIGHT TO THE WICKED.

suit are played successively, the party playing the third scores three points; if the adversary play a fourth of the same suit, then he is to score four, and so on for four, five, six, or as long as the same suit continues to be played in uninterrupted succession, and that the whole number of pips do not reckon thirty-one.

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played; but each party having, during the play, scored his points gained, in the manner before directed, must proceed, the non-dealer first to count and take for his hand, then the dealer for his hand, and also for his crib, reckoning the cards every way they can possibly be varied, and always including the turned-up card. Points.

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For every fifteen
Pair, or two of a sort
Pair-royal, or three of a sort
Double pair-royal, or four ditto 12
Knave of the turned-up suit 1
Sequences and flushes, whatever num-

79. FIVE-CARD CRIBBAGE. - It is unnecessary to describe cribbageboards; the sixty-one points or holes marked thereon make the game. We have before said that the party cutting the lowest card deals; after which, each player is first to lay out two of ber. the five cards for the crib, which always belongs to the dealer; next, the adversary is to cut the remainder of the pack, and the dealer to turn up and lay upon the crib the uppermost card, for which, if a knave, he is to mark two points. The card turned up is to be reckoned by both parties, whether in showing their hands or crib. After laying out and cutting as above mentioned, the eldest hand is to play a card, which the other should endeavour to pair, or find one, the pips of which, reckoned with the first, will make fifteen; then the non-dealer must play another card, and try to make a pair, pair-royal, sequence, flush (where allowed of), or fifteen, provided the cards already played have not exceeded that number; and so on alternately, until the pips on the cards played make thirty-one, or the nearest possible number under that.

80. COUNTING FOR GAME.-When the party, whose turn it may be to play, cannot produce a card that will make thirty-one, or come under that number, he is then to say "Go" to his antagonist, who, thereupon, will be entitled to score one, or must play any card or cards he may have that will make thirty-one, or under; and if he can make exactly thirty-one, he is to take two points; if not, one: the last player has often opportunity this way to make pairs or sequences. Such cards as remain after this are not to be

81. MAXIMS FOR LAYING OUT THE CRIB CARDS.-It is always requisite, in laying out cards for the crib, that every player should consider not only his own hand, but also to whom the crib belongs, as well as the state of the game; for what might be proper in one situation would be highly imprudent in another. When any player possesses a pair-royal, it is generally advisable to lay out the other cards for crib, unless it belongs to the adversary, and they consist of two fives, a deuce and a trois, five and six, seven and eight, five and any other tenth card, or that the game be almost finished. A player, when he does not thereby materially injure his hand, should for his own crib lay out close cards, in hope of making a sequence; or two of a suit, in expectation of a flush; or any that of themselves amount to fifteen, or such as reckoned with others will make that number, except when the antagonist be nearly up, and it may be expedient to keep such cards as probably may prevent him from gaining at play. The opposite method should be pursued in respect to the adversary's crib, which each person should endeavour to baulk, by laying out those cards that are not likely to prove to advantage, unless at such a stage of the game when it may be of consequence to keep in hand cards likely to tell in play, or when the non-dealer would be either out by his hand, or has reason for

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BUSTLE IS NOT INDUSTRY;

judging the crib of little moment. A king is the best card to baulk a crib, as none can form a sequence beyond it, except in some companies, where king, queen, ace, are allowed as a sequence; and either a king or queen, with an ace, six, seven, eight, or nine, are good ones to put out. Low cards are generally the most likely to gain at play; the flushes and sequences, particularly if the latter be also flushes, constitute the most eligible hands, as thereby the player will often be enabled either to assist his own crib, or baulk that of the opponent, to whom a knave should never be given, if with propriety it can be retained.

(always only two) commence on an equality, without scoring any points for the last, retain four cards in hand, and all the cards are to be played out, as in three and four-hand cribbage, with five cards. At this game it is of advantage to the last player to keep as close as possible, in hopes of coming in for fifteen, a sequence, or pair, besides the end hole, or thirty-one. The first dealer is reckoned to have some trifling advantage, and each player may, on the average, expect to make twenty-five points in every two deals. The first non-dealer is considered to have the preference, when he gains ten or more the first hand, the dealer not making more than his average number.

82. THREE OR FOUR-HAND CRIBBAGE differs only from the preceding, 85. THE GREATEST POSSIBLE NUMas the parties put out but one card BER that can be gained by the show each to the crib, and when thirty-one, of any hand or crib, either in five or the nearest approximating number or six-card cribbage, is twenty-nine; has been made, then the next eldest it is composed of three fives and a hand leads, and the players go on again in rotation, with any remaining cards, till all are played out, before they proceed to show. For three-hand cribbage triangular boards are used.

83. THREE - HAND CRIBBAGE is sometimes played, wherein one person sits out, not each game, but each deal, in rotation. In this the first dealer generally wins. The chances in this game are often so great, that even between skilful gamesters it is possible, at five-card cribbage, when the adversary is fifty-six, for a lucky player, who had not previously made a single hole, to be more than up in two deals, his opponent getting no farther than sixty in that time; and in four-hand cribbage a case may occur, wherein none of the parties hold a single point in hand, and yet the dealer and his friend, with the assistance of a knave turned up, may make sixty-one by play in one deal, while the adversaries only get twenty-four; and although this may not happen for many years, yet similar games may now and then be met with.

84. SIX-CARD CRIBBAGE varies from that played with five, as the players

knave, with a fourth five, of the same suit as the knave, turned up; this very seldom happens; but twenty-four is an uncommon number, and may be formed of four threes and a nine, or two fours, one five, and two sixes; and some other combinations that experience will point out.

86. EIGHT-CARD CRIBBAGE is sometimes played, but very seldom.

87. HACKNEY COACH CRIBBAGE.Some ingenious people in London invented a game of chance which they styled playing at cribbage by hackney coaches; that is, two persons placed themselves at a window in some crowded thoroughfare, one would take all the coaches from the right, the other from the left; the figures on the doors of the carriages were reckoned as cards in show, and every person that happened to sit, stand, or hold at the back of any of them, was called a noddy, and scored one.

88. ODDS OF THE GAME OF CRIBBAGE.-The average number estimated to be held from the cards in hand is rather more than four, and under five; to be gained in play, two for the dealer, and one for the adversary, making in

NOR IS IMPUDENCE COURAGE.

all an average of six throughout the game; the probability of the crib is five; so that each player ought to make sixteen in two deals: by which it will appear the dealer has somewhat the advantage, supposing the cards to run equal, and the players well matched. By attending to this calculation, any person may judge whether he be at home or not, and thereby play his game accordingly; either making a grand push when he is behind and holds good cards, or endeavouring to baulk his adversary when his hand proves indifferent.

89 All-Fours is usually played by two persons; not unfrequently by four. Its name is derived from the four chances, called high, low, Jack, game, each making a point. A complete pack of cards must be provided, six of which are to be dealt to each party, three at a time; and the next card, the thirteenth, is to be turned up for the trump by the dealer, who, if it prove a knave, is to score one point. The party who cuts the highest card is to deal first. The cards rank in the same manner as at whist, for whoever scores the first ten points wins. 90. LAWS OF ALL - FOURS.-i. A new deal can be demanded, if in dealing the dealer discovers any of the adversary's cards; if, to either party, too many cards have been dealt in the latter case, it is optional with the parties, provided it be done before a card has been played, but not after, to draw from the opposing hand the extra card. ii. If the dealer expose any of his own cards, the deal is to stand good.

iii. No person can beg more than once in each hand, except by mutual agreement.

iv. Each party must trump or follow svit if they can, on penalty of the adversary scoring one point.

v. If either player score wrong, it must be taken down, and the adversary shall either score four points or one, as may have previously been agreed.

vi. When a trump is played, it is allowable to ask your adversary if it be either high or low.

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vii. One card may count all-fours; for example, the eldest hand holds the knave and stands his game, the dealer has neither trump, ten, ace, nor courtcard; it will follow that the knave will be both high, low, Jack, and game, as explained by

91. TERMS USED IN ALL-FOURSi. High.-The highest trump out, the holder to score one point.

ii. Low. The lowest trump out, the original holder to score one point, even if it be taken by the adversary.

iii. Jack. The knave of trumps, the holder to score one, unless it be won by the adversary, in that case the winner is to score the point.

iv. Game. The greatest number that, in the tricks gained, can be shown by either party, reckoningFour for an ace. Three for a king. Two for a queen

One for a knave. Ten for a ten.

The other cards do not count: thus it may happen that a deal may be played without having any to reckon for game. v. Begging is when the eldest hand, disliking his cards, uses his privilege, and says, "I beg," in which case the dealer must either suffer his adversary to score one point, saying, " Take one,' or give each three cards more from the pack, and then turn up the next card, the seventh, for trumps; if, however, the trump turned up be of the same suit as the first, the dealer must go on, giving each three cards more, and turning up the seventh, until a change of suit for trumps shall take place.

92. MAXIMS FOR ALL-FOURS. — i. Always make your knave as soon as you can.

ii. Strive to secure your tens: this is to be done by playing any small cards, by which you may throw the lead into your adversary's hand.

iii. Win your adversary's best cards when you can, either by trumping or with superior cards.

iv. If, being eldest hand, you hold either ace, king, or queen of trumps, without the knave or ten, play them immediately, as, by this means, you

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NEVER OPEN THE DOOR TO A LITTLE VICE,

have a chance to win the knave or ten.

93. Domino. DESCRIPTION OF THE GAME. This game is played by two or four persons, with twenty-eight pieces of oblong ivory, plain at the back, but on the face divided by a black line in the middle, and indented with spots, from one to a double-six, which pieces are a double-blank, ace-blank, doubleace, deuce-blank, deuce-ace, doubledeuce, trois-blank, trois-ace, trois-deuce, double-trois, four-blank, four-ace, fourdeuce, four trois, double-four, fiveblank, five-ace, five-deuce, five-trois, five-four, double-five, six-blank, sixace, six-deuce, six-trois, six-four, sixfive, and double-six. Sometimes a double set is played with, of which double-twelve is the highest.

94. METHOD OF PLAYING DOMINOES.At the commencement of the game the dominoes are well mixed together, with their faces upon the table. Each person draws one, and if four play, those who choose the two highest are partners against those who take the two lowest; drawing the latter also serves to determine who is to lay down the first piece, which is reckoned a great advantage. Afterwards each player takes seven pieces at random. The eldest hand having laid down one, the next must pair him at either end of the piece he may choose, according to the number of pips, or the blank in the compartment of the piece; but whenever any one cannot match the part, either of the domino last put down, or of that unpaired at the other end of the row, then he says "Go;" and the next is at liberty to play. Thus they play alternately, either until one party has played all his pieces, and thereby won the game, or till the game be blocked; that is, when neither party can play, by matching the pieces where unpaired at either end; then that party wins who has the smallest number of pips on the pieces remaining in their possession. It is to the advantage of every player to dispossess himself as early as possible of the heavy pieces,

such as a double-six, five, four, &c. Sometimes, when two persons play, they take each only seven pieces, and agree to play or draw, i. e., when one cannot come in, or pair the pieces upon the board at the end unmatched, he then is to draw from the fourteen pieces in stock till he find one to suit. 95. Loo. DESCRIPTION OF THE GAME.-Loo, or lue, is subdivided into limited and unlimited loo; it is a game the complete knowledge of which can easily be acquired, and is played two ways, both with five and three cards, though most commonly with five dealt from a whole pack, either first three and then two, or by one at a time. Several persons may play together, but the greatest number can be admitted when with three cards only.

96. METHOD OF PLAYING Loo.-After five cards have been given to each player another is turned up for trump; the knave of clubs generally, or sometimes the knave of the trump suit, as agreed upon, is the highest card, and is styled pam; the ace of trumps is next in value, and the rest in succession, as at whist. Each player has the liberty of changing for others, from the pack, all or any of the five cards dealt, or of throwing up the hand, in order to escape being looed. Those who play their cards, either with or without changing, and do not gain a trick, are looed; as is likewise the case with all who have stood the game, when a flush or flushes occur; and each, excepting any player holding pam, of an inferior flush, is required to deposit a stake, to be given to the person who sweeps the board, or divided among the winners at the ensuing deal, according to the tricks which may then be made. For instance, if every one at dealing stakes half-a-crown, the tricks are entitled to sixpence apiece, and whoever is looed must put down half-a-crown, exclusive of the deal: sometimes it is settled that each person looed shall pay a sum equal to what happens to be on the table at the time. Five cards of a suit, or four with pam, compose a flush, which sweeps the

LEST A GREAT ONE SHOULD ENTER ALSO.

board, and yields only to a superior flush, or the elder hand. When the ace of trumps is led, it is usual to say, "Pam, be civil;" the holder of which last-mentioned card is then expected to let the ace pass. When loo is played with three cards, they are dealt by one at a time, pam is omitted, and the cards are not exchanged, nor permitted to be thrown up.

97. Put. The game of put is played with an entire pack of cards, generally by two, but sometimes by four persons. At this game the cards have a different value from all others. The best card in the pack is a trois, or three; the next a deuce, or two; then come in rotation, as at other games, the ace, king, queen, knave, ten, &c. The dealer distributes three cards to each player, by one at a time; whoever cuts the lowest card has the deal, and five points make the game, except when both parties "I put" say, -for then the score is at an end, and the contest is determined in favour of that party who may win two tricks out of three. When it happens that each player has won a trick, and the third is a tie-that is, covered by a card of equal value-the whole goes for nothing, and the game must begin

anew.

98. Two HANDED PUT. The eldest hand should play a card; and whether the adversary pass it, win it, or tie it, you have a right to say, "I put," or place your cards on the pack. If you accept the first and your opponent decline the challenge, you score one: if you prefer the latter, your adversary gains a point; but if, before he play, your opponent says, "I put," and you do not choose to see him, he is entitled to add one to his score. It is sometimes good play to say, "I put," before you play a card: this depends on the nature of your hand.

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The two persons

ner, and vice versa.
who have received their partners' cards
play the game, previously discarding
their worst card for the one they have
received from their partners. The game
then proceeds as at two-handed put.

100. LAWS OF PUT.-i. When the dealer accidentally discovers any of his adversary's cards, the adversary may demand a new deal.

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

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

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

v. If the dealer give 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.

vi. No bystander must interfere, under penalty of paying the stakes.

vii. Either party saying, "I put❞— that is, "I play,"-cannot retract, but must abide the event of the game, or pay the stakes.

101. Speculation is a noisy round game, at which several may play, using a complete pack of cards, bearing the same import as at whist, with fish or counters, on which such a value is fixed as the company may agree. The highest trump in each deal wins the pool; and whenever it happens that not one is dealt, then the company pool again, and the event is decided by the succeeding coup. After determining the deal, &c., the dealer pools six fish, and every other player four; then three cards are given to each, by one at a time, and another turned up for trump. The cards are not to be 99. FOUR-HANDED PUT. Each looked at, except in this manner: The party has a partner, and when three eldest hand shows the uppermost card, cards are dealt to each, one of the players which, if a trump, the company may gives his partner his best card, and speculate on, or bid for-the highest throws the other two away: the dealer bidder buying and paying for it, prois at liberty to do the same to his part-vided the price offered be approved of

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