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KNOWLEDGE MAKES HUMBLE ;

by the seller. After this is settled, if the first card does not prove a trump, then the next eldest is to show the uppermost card, and so on-the company speculating as they please, till all are discovered, when the possessor of the highest trump, whether by purchase or otherwise, gains the pool. To play at speculation well, a recollection only is requisite of what superior cards of that particular suit have appeared in the preceding deals, and calculating the probability of the trump offered proving the highest in the deal then undetermined.

102. Connexions.-Three or four persons may play at this game. If the former number, ten cards each are to be given; but if the latter, only eight are dealt, and bear the same import as at whist, except that diamonds are always trumps. The connexions are formed as follows:

i. By the two black aces.

ii. The ace of spades and king of hearts.

iii. The ace of clubs and king of hearts.

FOR THE FIRST CONNEXION, 2s. are drawn from the pool; for the second, 1s.; for the third, and by the winner of the majority in tricks, 6d. each is taken. These sums are supposing gold staked when only silver is pooled, then pence are drawn. A trump played in any round where there is a connexion wins the trick, otherwise it is gained by the player of the first card of connexions; and, after a connexion, any following player may trump without incurring a revoke; and also, whatever 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.

103. Matrimony.-The game of matrimony is played with an entire pack

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This game is generally played with counters, and the dealer puts what he pleases on each or any chance, the other players depositing each the same quantity, except one that is, when the dealer stakes twelve, the rest of the company lay down eleven each. After this, two cards are dealt round to every one, beginning on the left; then to each person one other card, which is turned up, and he who so happens to get the ace of diamonds sweeps all. If it be not turned up, then each player shows 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 oldest hand has the preference; and, should any chance not be gained, it stands over to the next deal.

-Observe: The ace of diamonds turned up takes the whole pool, but when in hand ranks only as any other ace; and if not turned up, nor any ace in hand, then the king, or next superior card, wins the chance styled best.

104. Pope Joan.-Pope, a game somewhat similar to that of matrimony, is played by a number of people, who generally use a board painted for this purpose, which may be purchased at most turners' or toy shops. The eight of diamonds must first be taken from the pack, and after settling the deal, shuffling, &c., the dealer dresses the board, by putting fish, counters, or other stakes, one each to ace, king, queen, knave, and game; two to ma

IGNORANCE MAKES PROUD;

trimony, two to intrigue, and six to the nine of diamonds, styled Pope. This dressing is, in some companies, at the individual expense of the dealer, though, in others, the players contribute two stakes apiece towards the same. The cards are next to be dealt round equally to every player, one turned up for trump, and about six or eight left in the stock to form stops; as, for example, if the ten of spades be turned up, the nine consequently becomes a stop; the four kings, and the seven of diamonds, are always fixed stops, and the dealer is the only person permitted, in the course of the game, to refer occasionally to the stock for information what other cards are stops in their respective deals. If either ace, king, queen, or knave happen to be the turned-up trump, the dealer may take whatever is deposited on that head; but when pope be turned up, the dealer is entitled both to that and the game, besides a stake for every card dealt to each player. Unless the game be determined by pope being turned up, the eldest hand must begin by playing out as many cards as possible; first the stops, then pope, if he have it, and afterwards the lowest card of his longest suit, particularly an ace, for that never can be led through; the other players are to follow, when they can, in sequence of the same suit, till a stop occurs, and the party having the stop thereby becomes eldest hand, and is to lead accordingly; and so on, until some person parts with all his cards, by which he wins the pool (game), and becomes entitled besides to a stake for every card not played by the others, except from any one holding pope, which excuses him from paying; but if pope has been played, then the party having held it is not excused. King and queen form what is denominated matrimony; queen and knave make intrigue, when in the same hand; but neither these, nor ace, king, queen, knave, or pope, entitle the holder to the stakes deposited thereon, unless played out; and no claim can be allowed after the board be dressed for the suc

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ceeding deal; but in all such cases the stakes are to remain for future determination. This game only requires a little attention to recollect what stops have been made in the course of the play; as, for instance, if a player begin by laying down the eight of clubs, then the seven in another hand forms a stop, whenever that suit be led from any lower card; or the holder, when eldest, may safely lay it down, in order to clear his hand.

105. Cassino.-The game of cassino is played with an entire pack of cards, generally by four persons, but sometimes by three, and often by two. 106. TERMS USED IN CASSINO.i. Great Cassino, the ten of diamonds, which reckons for two points.

ii. Little Cassino, the two of spades, which reckons for one point.

iii. The Cards is when you have a greater share than your adversary, and reckons for three points.

iv. The Spades is when you have the majority of that suit, and reckons for one point.

v. The Aces: each of which reckons for one point.

vi. Lurched is when your adversary has won the game before you have gained six points.

In some deals at this game it may so happen that neither party win anything, 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.

107. LAWS OF CASSINO.-i. The deal and partners are determined by cutting, 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

C

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KNOWLEDGE TALKS LOWLY;

at a time, lays four more, face upwards, upon the board, and, after the first cards are played, four others are to be dealt to each person, until the pack be concluded; but it is only in the first deal that any cards are to be turned up.

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

iv. Each person plays one card at a time, with which he may not only take at once every card of the same denomination upon 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 clear the board before the conclusion of the game, he is to score a point; and whenever any player cannot pair or combine, then he is to put down a card.

v. The tricks are not to be 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.

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

108. Vingt-un.-DESCRIPTION OF THE GAME. The game of Vingt-un, or twenty-one, may be played by two or more persons; and, as the deal is advantageous, and often continues long with the same person, it is usual to determine it at the commencement by turning up the first ace, or any other mode that may be agreed upon.

or youngest hand, should collect those that have been played, and shuffle them together, ready for the dealer, against the period when he shall have distributed the whole pack. The dealer is first to give two cards, by one at a time, to each player, including himself; then to ask every person in rotation, beginning with the eldest hand on the left, whether he stands or chooses another card, which, if required, must be given from off the top of the pack, and afterwards another, or more, if desired, till the points of the additional card or cards, added to those dealt, exceed or make twenty-one exactly, or such a number less than twenty-one as may be judged proper to stand upon. But when the points exceed twentyone, then the cards of that individual player are to be thrown up directly, and the stakes to be paid to the dealer, who also is, in turn, entitled to draw additional cards; and, on taking a Vingt-un, is to receive double stakes from all who stand the game, except such other players, likewise having twenty-one, between whom it is thereby a drawn game; and when any adversary has a Vingt-un, and the dealer not, then the opponent so having twenty-one, wins double stakes from him. In other cases, except a natural Vingt-un happen, the dealer pays single stakes to all whose numbers under twenty-one are higher than his own, and receives from those who have lower numbers; but nothing is paid or received by such players as have similar numbers to the dealer; and when the dealer draws more than twenty-one, he is to pay to all who have not thrown up.

110. NATURAL VINGT-UN.-Twentyone, whensoever dealt in the first instance, is styled a Natural Vingt-un, it should be declared immediately, and entitles the possessor to the deal, besides double stakes from all the players, unless there shall be more than one

109. METHOD OF PLAYING VINGT-natural Vingt-un; in which case, the UN.-The cards must all be dealt out in succession, unless a natural Vingt-un occur, and in the meantime the pone,

younger hand or hands having the same, are excused from paying to the eldest, who takes the deal of course.

IGNORANCE TALKS LOUD;

Observe: An ace may be reckoned
either as eleven or one; every court- King.
card is counted as ten, and the rest of Queen.
the pack according to their points.

111. THE ODDS OF NATURAL VINGTUN merely depend upon the average number of cards likely to come under or exceed twenty-one: for example, if those in hand make fourteen exactly, it is seven to six that the one next drawn does not make the number of points above twenty-one; but if the points be fifteen, it is seven to six against that hand yet it would not, therefore, always be prudent to stand at fifteen, for as the ace may be calculated both ways, it is rather above an even bet that the adversary's two first cards amount to more than fourteen. 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. 112. Quadrille. The game of Quadrille is played by four persons, and the number of cards required is forty; the four tens, nines, and eights being discarded from the pack. The deal is made by distributing the cards to each player, three at a time for two rounds, and four at a time for one round; commencing with the righthand player, who is eldest hand. The trump is made by the person who plays, with or without calling, by naming spades, clubs, diamonds, or hearts, and the suit so named becomes trumps.

Hearts and Diamonds.
Spadille, the ace of

113. THE TWO FOLLOWING TABLES will show the rank and order of the cards, when trumps or when not so. 114. (i.) WHEN TRUMPS :Clubs and Spades. Spadille, the ace of spades. Manille, the deuce of spades or of clubs. Basto, the ace of clubs.

spades.
Manille, the seven
of hearts or of
diamonds.
Basto, the ace of
clubs.

Punto, the ace or
hearts or of dia-
monds.

Knave.
Seven.

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Clubs and Spades.

Hearts and Diamonds.

Six.

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11 in all.

12 in all.

115. (i.) WHEN

NOT TRUMPS:

Clubs and Spades.

Hearts and Diamonds.

Five.

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King.
Queen.
Knave.
Seven.
Six.

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Deuce.
10 in all.

9 in all. 116. FROM THESE TABLES IT WILL BE OBSERVED that spadille and basto are always trumps; and that the red suits have one trump more than the black,-the former twelve, and the latter only eleven.

117. A TRUMP CALLED MANILLE, between spadille and basto, is in black the deuce, and in red the seven; they are the second cards when trumps, and the last in their respective suits when not trumps. Example: the deuce of spades being second trump when they are trumps, and the lowest card when clubs, hearts, or diamonds are trumps, and so of the rest.

118. PUNTO IS THE ACE OF HEARTS or diamonds, which is above the king, and the fourth trump, when either of those suits are trumps; but is below the knave, and ace of diamonds and hearts when they are not trumps. The two of hearts or diamonds is always superior to the three; the three to the four; the four to the five; and the five to the six: the six is only superior to the seven when it is not trumps, for when the seven is manille. it is the second trump.

119. THERE ARE THREE MATADORES, viz., spadille, manille, and basto; whose privilege is, when the player has no other trumps but them, and trumps are led, he is not obliged to play them, but may play what card he thinks proper, provided, however, that the trump led is of an inferior value; but if spadille should be led, he that has manille or basto only is compelled to lead it, which

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KNOWLEDGE IS MODEST, CAUTIOUS, AND PURE;

is the case with basto in respect to manille, the superior matadore always forcing the inferior.

120. TERMS USED IN QUADRILLE. -i. To ask leave is to ask leave to play with a partner, by calling a king.

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

iii. 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.

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

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

vi. Consolation is a claim to the game, always paid by those who lose, whether by codille or demise.

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

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

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

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

xi. 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.

xii. Friend is the player who has the king called.

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

xiv. 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.

xv. Mark means the fish put down by the dealer.

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

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

xviii. Ombre is the name given to him who stands the game, by calling or playing sans appeler, or sans prendre.

xix. Party is the duration of the game, according to the number of tours agreed to be played.

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

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

xxii. Pool. The pool consists of the fishes 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.

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

xxiv. Régle is the order to be observed at the game.

XXV. 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.

xxvi. 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. xxvii. Reprise is synonymous with party.

xxviii. Report is synonymous with reprise and party.

xxix. 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 game is given up must win the game alone.

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

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