mmmm irtVf'^iH oo^ ^">. ^. ,0 o^ a aV ^ -^^^^ .-^^ 5i^ xO°<. "oo^ .-^ ^^.. '/^ ^> -^^ - ■^^ ^ o. ■"". ''o HOYLE^S games: OONTAINING THE RULES FOR PLATING /aig[ii0iiahle dames, VriTH COPIOUS DIRECTIONS EOR BOASTON, BLIND HOOKET^ WHIST, QTJADBILLE, SNIP, SNAP, PIQUET, QUINZB, VINGT-UN, LANSQUENET, jPHARO, I COVENTRY, ROUGE ET NOIR, CRIBBAGE, MATRIMONY, CASSINO, REVERSIS, PUT, CONNEXIONS, ALL POURS, SPECULATION, LOTTERY, POPE JOAN, COMMERCE, EO, PAM-LOO, BRAG, DOMINO, BACK-GAMMON, DRAUGHTS, HAZARD, THIRTY-ONE, CHESS, GOFP, or GOLF, CRICKET, BILLIARDS, TENNIS, FIVE AND TEN, CATCH THE TEN, ECARTE, EUCHRE, BLUFF, or POKEB, TWENTY-DECK POKER, ARCHERY, BOWLS, or TEN- PINS, HORSE-RACING, COCKING. OAREFUILY RETISED FROM THE LAST LONDON EDITION, 51¥i'tj) American ^trtrition»* PHILADELPHIA: J. B. LIPPINCOTT & CO. 1869. §i Bntered, according to Act of Congress, in the year 1867, by HENR\ F. Ar^NERS, |A the Clerk's Office of the District Court of the United States fo: j the Eastern Pistriet of Pennsylvania. <3|ft Amer. Univ.Graduate Schopl Feb. 14, 1933 ADVERTISEMENT TO THE AMERICAN EDITION. The present edition of Hoyle's Games contains all that the English copy does, together with upwards of thirty-five games, mostly American, that have never before been published. Among the Card Games are Euchre, Poker, Division Loo, Draw Poker, &c., &o. No means have been spared, either by taxing pe*. jnal friends, or by the liberal ap- plication of funds, to render this volume perfect. I Philadelphia,* May^ 1857. (3) ADVERTISEMENT TO THE LONDON EDITION. The very high reputation which Hoyle's Gaines have deservedly maintained for nearly a century, has led to innumerable Editions of his Treatises — all, as the phrase is, ^^ revised,^' ^^ corrected,'' "much improved/' and " considerably enlarged." But it seems to have escaped the observation of his numerous Editors, that Hoyle wrote for those who were previously in some measure acquainted with the mode of playing the various games of which he treats, and that his Work was intended rather to enlighten the already instructed, than to instruct tho wholly uninitiated. In this Edition, an attempt has been made — successfully, it is confidently hoped — to incorporate th'i "Reading made Easy" with the " Grammar" and "Philosophy" of Cards — in othe? words, to give such a plain and perspicuous description of each game, from the cutting for deal to scoring the last point, as willl enable the person who never saw a pack of cards, by perusing the three or four prefa- tory pages, and the treatise on the game he wishes to acquire a knowledge of, to under- Btand its principles, and, with a little prac- tice; to play it well. INDEX. Fait BOASTON, Explanation of Terms 1 Table — Mode of Playing 2 BLIND HOOKEY 4 WHIST, The game described.. 5 Terms used in the game 6 Laws of the game. 8 Short rules for learners 10 General rules 11 Particular games 16 When your adversaries turn up an honour 18 The danger of forcing your partner 19 The advantage of a Saw 19 When an honour turned up on your right 20 When a ten or nine is turned up on your right 21 ,■] Necessity for remembering the trump card 23 i! The manner of playing sequences 23 Whether strong or weak in trumps 24 Calculations for Whist 26 Mr. Payne's maxims for Whist 28 Matthews' directions and maxims 39 QUADRILLE, Explanation of terms 68 Maxims — Mode of playing 70 Laws of the game 72 SNIP, SNAP, SNORE »EM 83 PIQUET, The game described ». 84 QUINZE, Description and rules 95 VINGT-UN, Description and manner of playing 96 LANSQUENET, The game described ^ 98 PHARO, Description of the game, and terms used 99 1* (T) /I Vi INDEX. BARL OF COVENTRY 104| ROUGE ET NOIR, or Red and Black 105! CRIBBAGE 108 Laws of Gribbage 109 Method of playing 110 Calculations 112 Tarieties of this game ^ 113 MATRIMONY, Directions for playing the game 116 CASSINO, Terms nsed, and laws of the game m 118 Method and rules for playing 119 REVERSIS, Laws, method and rules for playing 121. 3?UT, Laws of the game 126 Two or four-handed Put 126 CONNEXIONS, The game described 128 ALL FOURS, Laws of and rules for playing. 129 SPECULATION, Method of playing 13X LOTTERY 132 POPE JOAN 133 COMMERCE 135 E0« « 137 PAM-LOO, Terms used in this game 13S Description of this game 139 Laws of the game 141 Of flushes and blazes 144 General rules for playing 152 BRAG, Description of the game 154 Rank of the cards 156 Laws of the game 157 DOMINO 158 BACKGAMMON, Described 161 Calculations of chances 162 How to carry your men home ^ 164 Rules for playing the 36 chances 165 Cautions, observations, and hints ^ 167 Directions for bearing the men 168 The odds of saving or winning the gammon 170 Laws of the game 173 INDEX. Vll Pag« DRAUGHTS, Description of. 175 Twenty games played 176 Critical situations to draw games 196 Critical situations to win games 197 HAZARD, Described « 203 Table of the odds 204 Additional calculations 204 THIRTY-ONE 206 CHESS, Description of the game 207 Laws of the game 203 Hoyle's general rules for Chess 209 Select games at Chess 216 A trick in Chess 255 An anecdote. 255 GOFF, or GOLF, The game described 256 CRICKET, Laws of the game 258 BILLIARDS, General remarks 261 General rules for the game 261 The English, French, and other games. 265 iaSNNIS 274 MVB AND TEN.,. 277 Mode of playing 278 CATCH THE TEN « 279 ECARTE 281 Mode of playing 281 Discarding 282 Laws of the game 283 EUCHRE, On dealing 285 Mode of playing 285 Explanation of terms 288 On leads 287 BLUFF, or POKER, On dealing 287 On betting 288 Value of cards , 288 Explanation of terms 288 TWENTY-DECK POKER 289 ARCHERY 289 Target shooting., m. 289 VIU INDEX. ARCHERY. P,^, Order of the game , 290 Rules of the games 291 BOWLS, or TEN PINS 293 Rules of the game 294 Nine hall game 295 Match game 29d Without the centre pin 296; Cocked Hat 296; Four pin game. 296 To leave centre pin standing 296 Boston game 296 For the smallest number 296 Counting old and new 297 HORSE-RACING 298 COCKING.. 303 RUSSIAN BAGATELLE, OR COCKAMAROO TABLE, 309 BAGATELLE GAMES 310 La Bagatelle 310 Sans Egal 311 Mississippi 31ti Trou Madame 31! LOTO 31 COMPANION TO THE CARD-TABLE 31< HISTORY OF CARDS 3lf HOYLE^S GAMES. BOASTON. The game of Boaston is played by four persons, with a eomplete pack of cards, which are dealt in the same manner as at whist, except that the last is not to be turned up. The players put 8 counters or fish each into the pool, and the dealer four additional. During each deal, the person oppo- site to the dealer should shuffle another pack to be cut by his right hand neighbor, and turn up a card for the First Preference; the suit of the same color, whether red or black, is styled Second Preference, and the other two are common suits. The player who misdeals puts four sounters more Into the pool, and deals again. EXPLANATION OF TERMS. Boaston. — To get five or more tricks. JPetit Misere. — To lose the whole twelve tricks after having put out one card, which is not to be shown. Grand Misere.— To lose every trick without putting out a card. Petit Misere Ouvert. — To put out a card, then exhibit youf hand, play it, and lose the 12 tricks. Grand Misere Ouvert. — To lose every trick without putting out a card, your hand being exhibited. Grand Slam, — To gain every trick. The following table exhibits these chances in the order in which they rank or supersede each other:— (1) 2 BOASTON. i THE BOASTOX TABLE Tricki to be Beckoning for the M Game. [| wor tl i a S 5 6 7 8 9 10 11 12 13 le 1 3 "4 6 11 £ 4 8 12 16 20 24 28 82 36 ■11 2 1 6 8 10 12 14 16 18 1 2 3 4 5 6 7 8 9 i s "4 "i 16 32 = 1 Boaston , Petit Misere Boaston BoastoD Grand Misere Boaston Boaston Petit Misere Ouvert Boaston Boaston Grand Misere Ouvert Boaston Grand Slam MODE OF PLAYING. f If neither of the players undertake any of the above chances, they say in rotation, beginning with the elder hand, "Pass," and there must be another deal, the new dealer putting four more counters into the pool. If, on the contrary, the elder hand thinks he can get five tricks, he says "1st Boaston." But if the second player undertakes "Petit Misere," he supersedes the first, and may in his turn be superseded by the third engaging to get six or seven tricks, which he announces by saying "Boaston,'* and naming the number of tricks. The fourth hand or dealer may also supersede the third by undertaking Grand Misere, or any of the chances lower down on the table. In short, whoever undertakes to do more than the other players has the preference. If he is to play Boaston he leads, and names which ever suit he pleases for trump; but if he is to play Misere, the elder hand leads, and in this case there are no trumps. Boaston likewise, if he has not undertaken more than 7 tricks, may say whether he chooses to have a partner ; and if so, auy person who engages to get the requisite number of tricks (two less than Boaston has undertaken, as appears from the table) may answer "Whist," the right of answering beginning with Boaston's left hand neighbour. When this is settled, the playing BOASTON. 3 goes on as at whist, except that the partners need not sit opposite to each other, and every one is to take np his own tricks. If Boaston and his partner get the nnmber of tricks they undertook, or more, they are entitled to the counters in the pool at the time, called the Bets ; and besides, the number of tricks they have won, added to the honours they both held, is to be multiplied by the number in the table oppo- site to the tricks they undertook, and under the name of the suit the trumps was in ; the product must then be divi- ded by 10, and the quotient shows the number of counters they are each entitled to receive from the other players. — Should the product be less than 10, one counter is to be paid to each; if 16, and under 25, two counters; if 25, and tinder 35, three counters ; and so on. For example, suppose they undertake 5 and 3 tricks, and get 9, having two honours, the trump in second preference ; 9 tricks and two honours added make 11, which multiplied by 2 (the figure under Second Preference, opposite to Boaston 6) gives 22, considered as 20, being under 25 ; divided by 10, the quotient is 2, and each of the players receives two counters from the other two. Nearly the same process shows what each pays to the other players when they fail to get the requisite number of tricks. The number of tricks deficient is added to the number undertaken, and the honours being added to that, the sum is multiplied and divided as before, and the quo- tient shows the number of counters to be paid by the unsuc- cessful players to the rest of the party. For instance, sup- pose they undertake 6 and 4, having 4 honours, the trump in the first preference ; if they get but 8, the 2 deficient, added to the 10 undertaken, with four honours, make 16, which multiplied by 8, as in the table, the product is 128, considered 130 ; and this divided by 10, gives 13 counters payable by them to each of the other players. Besides this, they pay a Baste to the pool, equal to the number they would have taken from it had they been successful ; this is not put directly into the pool, but kept in reserve to replenish it when exhausted, and each baste is kept sepa- rate, and the largest put in first. It must be observed that these losses are defrayed jointly when both player and partner fail to get their requisite number of tricks ; but if one succeeds and the other not, the party failing bears the whole loss. But if one gets a trick less than his number, and the other a trick more, they are Jom% successful, and share the gains equally; and when Boaston plays alone, or without a partner, the gain or loss is of course all his own, and he pays to or re- ceives from each of the other three players the counters won or lost, besides the pool. In playing any of the four modifications of "Misere," the player loses or gains^ as he is successful or otherwisej the 4 BOASTON. contents of the pool, and pays to or receives from each of the other three, the number of counters opposite to the chance he plays, and under the head Misere, in the table. The gain or loss in playing "Grand Slam" is calculated in the same way as Boaston. As soon as a trick is gained ia playing Misere, or one lost in playing Grand Slam, the deal is at an end. When the pool happens to he exhausted, and no baste in reserve, it must be furnished afresh as at first. If there are several bastes on the table, and the parties vish to finish the game, they may either share the counc ters, or put them all into the pool at once. rfVN/N/»0'N'N'N/W»rfWNr./>/SO/V>/N/WWVWVVV^VVWW^ BLIND HOOKEY. This is purely a game of chance, without any limit as to ; the number of players, but is best suited to a party of four, six, or ten. Each player cuts for the deal, which is decided in the same manner as at Whist. The pack being thea shuflBled by the player on the dealer's right hand, may b«. again shuffled by the dealer himself, and being cut by th» right hand player, is placed by the dealer before the player on his left hand. He cuts a parcel for himself, consisting of not less than four cards, nor of more than shall allow aa equal number at least to all the players, and lays them be- , fore him with the faces downwards. All the players having done the same, and a small parcel being left for the dealer, he also lays it before him, face downwards. Each player then places upon the parcel of cards before him, the stake which he is inclined to go for, and all the party having fol- lowed his example, the dealer forthwith turns up his parcel, for he is obliged to set the players in the amount they decide to venture. The dealer having turned up his parcel, the left-hand player does the same, and whoever turns up the highest card wins the stake, but should the cards " tie,** that is, be of equal value, the dealer wins. This is a con- siderable advantage, and consequently the deal is many points in the favor of the holder. It may be sold, and the buyer being out, which results from his turn-up card being lower than any that is turned up by any of the players, ii returns to the player on the left-hand of the dealer who sold it. This is the principle upon which Blind Hookey is com- . mouly played. i THE GAME OF WHIST, Whist is a well-known game at cards, which requires great attention and silence: hence the name. It is play- ed by four persons, who cut the cards for partners. The two highest and the two lowest are together, and the partners sit opposite to each other. The person who cuts the lowest card is to deal first. In cutting, the aco is lowest. Each person has a right to shuffle the cards before the deal ; but it is usual for the elder hand only, and the dealer after. The pack is then cut by the right hand adversary ; and the dealer distributes the cards, one by one, to each of the players, beginning with the person who sits on his left hand, till he comes to the last card, which he turns up, being the trump, and leaves on the table till the first trick is played. The person on the left hand side of the dealer is call- ed the elder hand, and plays first; whoev.er wins the trick, becomes elder hand, and plays again; and so on, till the cards are played out. The tricks belonging to each party should be turned and collected by the respective partner of whoever wins the first trick. Ail above six tncks reckon towards the game. The ace, king, queen, and knave of trumps, are dialled honours: and if three of these honours hav« been p>ay- cd between, or by either of the two partr>ers, they reckon for two points towards the game ; and if the four ho- nours have been played between, or by either of the two partners, they reckon for four points towards the game. The game consists often points. No one, before his partner has played, may mform him that he nas, or has not, won the trick : even the B 6 WHIST, attempt to take up a trick, though won, before the last partner has played, is deemed very improper. No intimations of any kind, during the play of the cards, between partners, are to be admitted. The mis- take of one party is the game of the other. There is, however, one exception to this rule, which is in case ojf a revoke. If a person does not follow suit, oht trumps a suit, the partner is at liberty to inquire of him, whether he has none of that suit in his hand. This indulgence i must have arisen from the severe penalties annexed to ? revoking, which affects the partners equally, and is now generally admitted. TERMS USED IN THE GAME OF WHIST. Finessingy is the attempt to gain an advantage thus s ; if you have the best, and third best card of tire suit led, , you put on the third best, and run the risk of your • adversary's having the second best : if he has it not, which is two to one against him, you then gain a trick. Forcing, is playing the suit of which your partner, or adversary, has not any, and which he must trump in order to win. Long Trump, means the having one or more trumps in your hand, when all the rest are out. Loose Card, is a card of no value, and consequently the most proper to throw away. Points^ ten of them constitute the game : as many as are gained by tricks or honours, so many points are set up to the score of the game. Quart, is four successive cards in any suit. Quart-Major^ is the sequence of ace, king, queeni and knave. Quint, is five successive cards in any suit. Quint-Major, is a sequence of ace, king, queen, knave, and ten. See-Saw, is when each partner trumps a suit, and when they play those suits to each other for that pur- pose. Score, is the number of points set up. The following is the most approved method of scoring ; 123456789 00 000 00 000 0000 00 000 Slam, is when either party wins every trick. S I WHIST. 7 Tenace^ is possessing the first and third best cards, and being last player: you consequently catch the adversary when that suit is played : as, for instance, in case you have ace and queen of any suit, and youi adversary leads that suit, you must win two tricks, by having the best and third best of the suit played, and being last player. Terce, is three successive cards in any suit. Terce-Major, is a sequence of ace, king, and queen. AN ARTIFICIAL MEMORY, FOR THOSE WHO PLAY AT THE GAME OF WHIST. As the great art of playing this game well, depends on a proper recollection of the cards that have been played, and also of those remaining in the hand, we particularly recommend the following seven Rules to the attention of the learner : 1. Place your trumps on the left of all other suits in your hand; your best or strongest suit next; your second best next ; and your weakest last on the right hand. 2. If, in the course of play, you find you have the best card remaining of any suit, place it to the right of them, as it will certainly win a trick, after all the trumps are played. 3. VVhen you find you are possessed of the second best card of any suit to remember, place it on the right hand of that card you have already to remember as the best card remaining. 4. When you are possessed of the third best cards of any suit, place a small card of that suit between the second best card and your third best. 5. In order to remember your partner's first lead, place a small card of the suit led, entirely to the left of your trumps. 6. When you deal, put the trump turned up, to the left of all your trumps, and keep it as long as you are able, that your partner may know you still have that trump left. 7. As a revoke is of material consequence in the game, a strict observance of the following rules will enable you to discover when and in what suit your ad- versary has revoked. Suppose the two suits on your right hand to represent b WHIST. your adversaries in the order they sit, as to your right and left hand. When you have reason to suspect that either of them have made a revoke in any suit, clap a small card of that suit among the cards representing that adversary. By this means you record, not only that there may have ; been a revoke, but also, which of them made it, and in what suit. LAWS OF THE GAME OF WHIST. Of Dealing, 1. If a card is turned up in dealing, the adverse party may call a new deal, unless they have looked at or^ touched the cards, so as to occasion it — but if any card 1 is faced except the last, there must be a new deal. 2. If any player have only twelve, and does not find it out till several tricks are played, and the rest have their right number, the deal stands good, and the person who plaj'ed with the twelve cards is to be punished for each revoke he has made. But if either of the players should have fourteen cards, the deal is lost. 3. The dealer should leave his trump card upon the table, till it is his turn to play ; and after he has mixed it with his other cards, no one has a right to demand ' what card was turned up, but may ask what is trumps. 4. If any player take up, or look at the cards while they are dealing out, the dealer, if he should misdeal, has a right to deal again, unless it is his partner's fault. 5. If the dealer does not turn up the trump card, the deal is lost. Of playing out of turn, 6. If any person plays out of his turn, it is in the option of either of his adversaries to call the card so {jlayed, or to require of tiie person who ought to bave ed, the suit the said adversary may choose. 7. If a person supposes he has won the trick, and leads again before his partner has played, the adversary may oblige his partner to win it if he can. 8. If a person leads, and his partner plays before bis turn, the adversary's partner may do the same. 9. If the ace or any other card of a suit is led, and the last player should play out of his turn, whether his partner has any of the suit led or not, he is neithei entitled to trump it, nor to win the trick. I WHIST. 9 Of Revoking, 10. If a revoke is made, the adversary may add three to their score, or lake three tricks from the revoking party, or take down three from their score ; and if up, notwithstanding the penalty, they must remain at nine j the revoke takes place of any other score of the game. 11. If any person revokes, and discovers it before the cards are turned, the adversary may call the highest or lowest of the suit led, or call the card then played. 12. No revoke can be claimed till the trick is turned and quitted, or the party who revoked, or his partner have played again. 13. If a revoke is claimed by any person, the adverse party are not to mix their cards, upon forfeiture of the revoke. 14. No person can claim a revoKe after the cards are cut for a new deal. 15. No player is to play the card called, if it cause a revoke. Of calling Honours. 16. When you are eight, if you have two honours dealt you, you may ask your partner before you play a card, if he has one, if he has, he shows it, and the game is won. 17. J f any person calls except at the point of eight, the adversary may call a new deal. 18. If the trum^p card is turned up, no person must remind his partner to call, on penalty of losing one point. 19. If any person calls at eight, after he has played, it is in the option of the adverse party to call a new deal. 20. If any person calls at eight, and his partner answers, and the adverse party have both thrown down their cards, and it appears they have not the honours, they may either stand the deal or have a new one. 21. If any person answers without having an honour, the adversary may consult and stand the deal or not. 22. No honours in the preceding deal can be set up, after the trump card is turned up, unless they were be- fbre clamed. Of separating and showing the Cards, 23. If any person separates a card from the rest, the adverse party may call it. orovided he names it, and 2 b2 10 WHIST. proves the separation ; but if he calls a wrong card, he or his partner is liable for once to have the highest or lowest card called in any suit led during that deal. 24. Jf any person, supposing the game lost, throws his cards upon the table with their faces upwards, he may not take them up again, and the adverse party may call any of the cards. 25. If any person is sure of winning every trick in his hand, he may show his cards, but he is then liable to have them called. OfomitUng to play a Trick, 26. If any person omits playing to a trick, and it ap- pears he has one card more than the rest, it is in the option of the adversary to have a new deal. Respecting who played a particular Card. 27. Each person, in playing, may require each person to lay his card before him, but not inquire who played any particular card. SHORT RULES FOR, LEARNERS. Before we enter upon the more complex points of the game^ we recommend the learner to commit thefolloW' ing twenty four Rules to memory. 1. Lead from your strong suit, and be cautious how you change suits. 2. Lead through an honour when you have a good hand. ( - ^ 3. Lead through the strong suit, and up to the weak, but not in trumps, unless you are very strong in them. 4. Lead a trump, if you have four, or five, or a strong hand ; but not if weak. 5. Sequences are eligible leads, and begin with the highest. 6. Follow your partner's lead ; but not your advei « sary's. 7. Do not lead from ace queen, or ace knav«?. 8. Do not lead an ace, unless you have the king. 9. Do not lead a thirteenth card, unless trumps are out. 10. Do not trump a thirteenth card, unless you are last player, or want the lead \\. Play your best card third hand. WHIST. 11 12. When you are in doubt, win the trick. 13. When you lead small trumps, begin with the highest. 14. Do not trump out, when your partner is likely to trump a suit. 15. Having only a few small trumps, make them when you can. 16. Make your tricks early, and be cautious how yoy finesse. 17. Never neglect to make the odd trick when in you3' power. 18. Never force your adversary with your best card, unless you have the next best. 19. If you have only one card of any suit, and but two or three small trumps, lead the single card. 20. Always endeavour to keep a commanding card to bring in your strong suit. 21. When your partner leads, endeavour to keep the command in his hand. 22. Always keep the card you turned up as long as you conveniently can. 23. If your antagonists are eight, and you have no honour, play your best trump. 24. Always attend to the score, and play the game accordingly. GENERAL RULES FOR BEGINNERS. 1. When it is your lead, begin with your best suit. If you have sequence of king, queen, and knave, oi queen, knave, and ten, they are sure leads, and will always gain the tenace to yourself, or partner, in other suits. Begin with the highest of a sequence, unless you have five : in that case, play the lowest (except in trumps, when you must always play the highest,) in order that you may get the ace or king out of your part- ner's or adversary's hand ; by which means you make room for your suit. 2. Wherr you have five small trumps, and no good cards in the other suits, trump out. It will have this good effect, to make your partner the last player, and by that means give him the tenace. 3. When you have only two small trumps, with ace and king of two other suits, and a deficiency of the fourth suit, make as many tricks as you can immedi- 12 WHIST. ately ,• and if your partner should refuse either of your suits, do not force him, as that may weaken his game too much. 4. It is seldom necessary for you to return your part- ner's lead immediately, if you have good suits of your own play ; unless it be to endeavour to save or win a game. A good suit is when you have sequence of king, queen, and knave, or queen, knave, and ten. 5. When you are each five tricks, and you are certain of two tricks in your own hand, do not fail to win them in expectation of scoring two that deal ; because if you lose the odd trick it makes a difference of two, and you playtwarto one against yourself There is, however, one exception to this rule, and that is, when you see a probability of saving your lurch, or of winning the game ; in either of which cases you are to risk the odd trick. 6. If you have a probability of winning the game, always risk a trick or two : because the share of the stake which your adversary has by a new deal, will amount to more than the point or two which you risk by that deal. 7. When your adversary is six or seven love, and it is your turn to lead, in that case you ought to risk a trick or two, in hopes of putting your game upon an equality; therefore admitting you have the queen or knave, and one other trump, and no good cards in any other suit, play out your queen or knave of trumps ; by which means you strengthen your partner's game if he is strong in trumps, and if he is weak, you do him no injury. 8. When you are four of the'game, you must play for an odd trick, because it saves one half of the stakes you are playing for ; and, in order to win the odd trick, though you are [iretty st.ongin trumps, be very careful how you trump out. What is meant by being strong in trumps, is in case you have one honour and three trumps. 9. When you are nine of the game, and though strong in trumps, observe that there is a chance of your part- ner's trumping any of the adversary's suits, in that case do not trump out, but give him an opportunity of trump- ing those suits. If your game is scored, 1, 2, or 3, you must play the reverse ; and also at 5, 6, or 7; because in these two last recited cases, you play for more than one point. WHIST. 13 10. When you are last player, and observe that the third hand cannot put a good card on his partner's lead, provided you have no good game of your own to play, return your adversary's lead. This will give your part- ner the tenace in that suit, and very often forces the ad- versary to change suits, and consequently gains the tenace in that suit also. 11. When you have ace, king, and four small trumps, begin with a small one ; because it is an equal chance that your partner has a better trump than the last player ; if so, you have three rounds of trumps, if not, you cannot fetch out all the trumps. 12. When you have ace, king, knave, and three small trumps, begin with the king, and then play the ace, (except one of the adversaries refuses trumps) because the odds is in your favour that the queen falls. 13. When you have king, queen, and four small trumps, begin with a small one; because the chance is in your favour that your partner has an honour. 14. When you have king, queen, ten, and three small trumps, begin with the king ; because you have a fair chance that the knave will fall in the second round, or you may wait to tinesse your ten upon the return of trumps from your partner' 15. When you have queen, knave, and four small trumps, you must begin with a small one; because the chance is in your favour that your partner has an honour. 16. When you have queen, knave, nine, and three small trumps, you must begin with the queen ; because you have a fair chance that the ten falls in the second round ; or you may wait to finesse the nine. 17. When you have knave, ten, and four small trumps, you mui&t begin with a small one; because the chance is in your favour that your partner has an honour. 18. When you have knave, ten, eight, and three small trumps, you must begin with the knave, in order to prevent the nine from making a trick ; and the odds is in your favour that the three honours fall in two rounds. 19. When you have six trumps of a lower denomina- tion, begin with the lowest, unless you should have ten, nine, and eight, and an honour turns up against you ; in that case, if you are to play through the honour, be- gin with the ten, which obliges your adversary to play his honour to his advantage, or leaves it in your part- ner's option whether you will pass it or not. 14 WHIST, 20. When you have an ace, king, and three small trumps, begin with a small one, for the reason assigned in No. 15. 21. When you have ace, king, and knave, and two small trumps, begin with the king ; which, next to a moral certainty, informs your partner that you have ace and knave remaining ; then putting the lead into your partner's hand, he plays you a trump ; upon which you are to finesse the knave, and no ill consequences can attend such play,unless the queen lies behind you single. 22. When you have a king, queen, and three small trumps, begin with a small one, for the reason assign- ed in No. 15. 23. When you have king, queen, ten, and two small trumps, begin with the king, for the reason assigned in No. 21. 24. When you have queen, knave, and three small trumps, begin with a small one, for the reason assign- ed in No. 15. 25. When you have queen, knave, and nine, and two small trumps, begin with the queen, for the reason assigned in No. 16. 26. When you have knave, ten, and three small trumps, begin with a small one, for the reason assigned in No. 15. 27. When you have knave, ten, eight, and three small trumps, begin with the knave, because in two rounds of trumps it is odds but the nine falls; or, upon the return of trumps from your partner, you may finesse the eight. 28. When you have five trumps of a lower denomina- tion,begin with the lowest,unless you have a s-equence of ten, nine, and eight ; in that case begin with the highest. 29. When you have ace, king, and two small trumps, begin with a small one, for the reason assigned in No. 15. 30 When you have ace, kmg, and knave, and one small trump, begin with the king, for the reason as- signed in No. 21. 31. When you have king, queen, and two small trumps, begin with a small one, for the reason assign- ed in No. 15. 32. When you have king, queen, ten, and one small trumpj begin with the king, and wait for the return of WHIST. 16 trumps from your partner, when you are to finesse youT ten, in order to win the knave. 33. When you have queen, knave, nine, and one tmall trump, begin with the queen, in order to prevent the ten from making a trick. 34. When you have knave, ten, and two small trumps, begin with a small one, for the reason assigned in Nq. 15. 35. When you have knave, ten, eight, and one small trump, begin with the knave, in order to prevent the nine from making a trick 36. When you have ten, nine, eight, and one small trump, begin with the ten, which leaves it in your part- ner's discretion whether he will pass it or not. 37. When you have ten, and three small trumps, be- gin with a smallone. EIGHT PARTICULAR RULES. 1. When you have ace, king, and four small trumps, with a good suit, play three rounds of trumps, otherwise you are in danger of having your strong suit trumped. 2. When you have king, queen, and four small trumps, with a good suit, trump out with the king; be- cause, when you have the lead again, you will have three rounds of trumps. 3. When you have king, queen, ten, and three small trumps with a good suit, trump out with the king, in hopes of the knave's falling at the second round ; and do not wait to finesse the ten, lest your strong suit should be trumped. 4. When you have queen, knave, and three small trumps, with a good suit, you must trump out with a small one. 5. When you have queen, knave, nine, and two small trumps, with a good suit, trump out with the queen, in hopes that the ten will fall at the second round; and so not wait to finesse the nine, but trump out a second time, for the reason assigned in No. 3. 6. When you have knave, ten, and three small trumps, with a good suit, trump out with a small one. 7. When you have knave, ten, eight, and two small trumps, with a good suit, trump out with the knave, in hopes that the nine will fall at the second round. 8. When you have ten, nine, eight, and one smaH Irump, with a good suit, trump out with the ten. 16 WHIST. PARTICULAR GAMES. Games whereby you are assured that your partner has no more of the suit played either by yourself or him ; with Observations, 1. Suppose you lead from queen, ten, nine, and two small cards of any suit, the second hand puts on the knave, your partner plays the eight ; in this case, you having queen, ten, and nine, it is a demonstration, if he plays well, that he can have no more of that suit. By this discovery, therefore, you may play your gatne ac- cordingly, either by forcing him to trump that suit, if you are strong in trumps, or by playing some other suit. 2. Suppose you have king, queen, and ten of a suit, and you lead your king, your partner plays the knave, this clearly demonstrates that he has no more of that suit. 3. Suppose you have king, queen, and several more of a suit, and you begin with the king; in some cases it is good play in your partner, when he has the ace, and only one small card in that suit, to win his partner's king with his ace ; for suppose he is very strong in critmps, by taking his partner's king with his ace, he trumps out, and after he has cleared the board of trumps, he returns his partner's lead ; and having parted with the ace of that suit, he has made room for his partner to make that whole suit; which possibly could not have been done, if he had kept the command in his harvd. 4. And supposing his partner has no other good caro in his hand beside that suit, he loses nothing by the ace'a taking his king; but if it should so happen that he ha^ a good card to bring in that suit, he gains all the tricks which he makes in that suit, by this method of play. And as your partner has taken your king with the ace, and trumps out upon it ; you have reason to suppose be has one of that suit to return you: therefore do not throw away any of that suit, even to keep a king or queen guarded. Games both to endeavour to deceive and distress your adversaries^ and to demonstrate your srame to your partner. | 1. Suppose T play the ace of a suit of which I have ace, kmg, and three small ones ; the last player does DOt i ,1 WHIST. n etioose to trump it, having none of the suit ; if I am noi strong enough in trumps, I must not play out the king, but keep the command of that suit in my hand byplay ing a small one ; which I must do in order to weaken his game. 2. If a suit is led, of which I have none, and there is a great probability that my partner Has not the best of that suit, in order to deceive the adversary, I throw away my strong suit ; but to clear up doubts to my part- ner when he has the lead, I throw away my weak suit. This method of play will generally succeed, unless with very good players ; and even with them you will more frequently gain than lose by this method of play ' Particular games to be played by which you run the risk of losing one trick only to gain three. 1. Suppose clubs to be trumps, a heart is played by your adversary ; your partner having none of that suit, throws away a spade ; you are then to judge that his hand is composed of trumps and diamonds; and sup- pose you win that trick, and being too weak in trumps, you dare not force him ; and suppose ynu should have king, knave, and one small diamond, and further, sup- pose your partner to have queen, and five diamonds; in that case, by throwing out your king in your first lead, and your knave in your second, your partner and you may win five tricks in that suit ; whereas if you had led a small diamond, and your partner's queen having been won with the ace, the king and knave remaining in your hand obstructs the suit; and though he may have the long trump, yet by playing the small diamond, and his long trump having been forced out of his hand, you lose by this method of play three tricks in that deal. 2. Suppose in the like case of the former, you should have queen, ten, and one small card in your partner's strong suit, (which is to be discovered by the former ex- ample,) and suppose your partner to have knave and five small cards in his strong suit ; you have the lead, are to play your queen ; and when you play again you are to play your ten ; and suppose him to have the long trump, by this method he makes four tricks in that suit. 3. In the above examples you are supposed to have the lead, and by that means have had an opportunity of throwing out the best cards in your hand of your part- ner's strong suit, in order tQ niake room for the whole 18 WHIST Buil ; we will now suppose your partner is to lead, and in the course of pJay it appears to you that your partner nas one great suit; suppose ace, king, and four small ones, and tiiat you have queen, ten, nine, and a very small one of that suit ; when your partner plays the ace, you are to play the nine; when he plays the king, you are to play the ten ; by which means you see, in the third round you make your queen, and having a small one remaining, you do not obstruct your partner's great Buit ; whereas, if you had kept your queen and ten, and the knave had fallen from the adversaries, you had lest two tricks. 4. If, as in the former case, you find your partner hap one great suit, and that you have king, ten, and a small one of that suit; your partner leads the ace, in that case play your ten, and in the second your king : this method is to prevent a possibility of obstructing your partner's great suit. 5. If your partner has ace, king, and four small cards in his groat suit, and you have queen, ten, and a small card in that suit; when he plays his ace, play your ten, and when he plays his king, play your queen ; by which method of play, you only risk one trick to get four. Particular games to be played when either of your adr versaries turns up an ho7iour. 1. If the knave is turned up on your right hand, and you have king, queen, and ten ; in order to win the knave, begin to play with your king: by this play, your partner will suppose you have queen and ten remain- ing ; especially if you have a second lead, and do not proceed to your queen. 2. If the knave is turned up as before, and you have ace, queen, and ten, play the queen, which answers the purpose of the above rule. 3. If the queen is turned up on your right hand, and you have ace, king, and knave, by playing the king, it also answers the purpose of the above rule. 4. If an honour is turned up on your left hand, and you should hold no honour, in that case, play trumps through that honour ; but in case you should hold an honour, (except the ace) be cautious how you play trumps, because in case your partner holds no honouri your adversary w Ul play your own game upon you. WHIST. 19 A ease to demonstrate the danger of forcing your partner* Suppose you have a quint- major in trumps, with a quint-major and three small cards of another suit, and have the lead ; if your adversaries have only fivo trumps in either hand, in this case you will win every trick. On the contrary, suppose your left hand adversary has five small trumps, with a quint- major and three small cards of another suit, and that he has the lead, and forces you to trump first, you will win only five tricks. A case to demonstrate the advantage to he gained by c Saw. Suppose A and B partners, and that A has a quart* major in clubs, they being trumps, another quart-majol in hearts, another quart-major in diamonds, and the ace of spades. And let us suppose that the adversa- ries C and D to have the following cards; viz. C hag four trumps, eight hearts and one spade; D has fivo trumps and eight diamonds; C being to lead, plays a heart, D trumps it; D plays a diamond, C trumps it; and thus, pursuing the saw, each partner trumps a ^Uart-major of A's, and C being to play at the ninth trick, plays a spade, which D trumps : thus C and D have won the nine first tricks, and leave A with his quart major in trumps only. This case shows, that whenever you can establish a saw, it is your interest to embrace it. JDirections Jbr putting up at second handy King, Queens Knavej or Ten, of any suit^ Sfc. 1. Suppose you have the king, and one small card of any suit, and your right hand adversary plays that suit; if he is a good player, do not put up the king, unless you want the lead ; because a good player seldom leads from a suit of which he has the ace, but keeps it in his hand (after the trumps are played out) in order to bring in his Strong suit, 2. If you have a queen, and one small card of any suit, and your right hand adversary leads that suit, do not put on the queen; because, suppose the adversary has led from the ace and knave, in that case, upon the return of that suit, your adversary finesses the knave, 20 WHIST. which is generally good play, especially if his partner has played the king, you then thereby make your queen ; but by putting on the queen, it shows your adversary that yoii have no strength in that suit, and, consequent- ly, puts him upon finessing upon your partner through- out that suit. 3. In case you should have the knave, or ten of any Buit, with a small card of the same suit, it is generally bad play to put up either of them at second hand ; be- cause it is five to two that the third hand has either ace, king, or queen of the suit led ; it therefore follows that as the odds against you are five to two, and though you may sometimes succeed by this method of play, yet in the main you must be a loser; because it demonstrates to your adversaries, that you are weak in that suit, and, consequently, they finesse upon your partner throughout the whole of that suit. 4. Suppose you have ace, king, and three small cards of a suit; your right hand adversary leads that suit; upon which you play your ace, and your partner plays the knave. If you are strong in trumps, return a small one in that suit, in order to let your partner trump it : by this means you keep the command of that suit in your own hand, and at the same time it gives your partner an intimation that you are strong in trumps; and, therefore, he plays his game accordingly. Directions how to play when an Ace^ King^ or Queen^ is turned up on your right hand. 1. If the ace is turned up on your right hand, and you have ten and nine of trumps only, with ace, king, and queen of another suit, and eight cards of no value, be- gin with the ace of the suit of which you have the ace, king, and queen, which is an intimation to your partner that you have the command of that suit ; then play yoOf ten of trumps, because it is five to two that your partner has king, queen, or knave of trumps; and though it is about seven to two that your partner has not two ho- nours, yet, should he chance to have them, and they prove to be the king and knave, in that case, as your partner will pass your ten of trumps, and as it is thir- teen to twelve against the last player's holding the queen of trumps, if your partner has it not, in that case, when your partner has the lead, he plays to your strong suit, and upon your having the lead, you are to play the WHIST. 21 nine cf trumps, which puts it in your paiiner's power to be almost certain of winning the queen, if he lies be- hind it. 2. The like method of play may be used, if the king Of queen is turned up on your right hand : but you are always to distinguish the difference of your partner's capacity; because a good player will make a proper use of such play, but a bad one seldom, if ever. 3, If the adversary on your right hand leads a king of trumps, and you have the ace and four small trumps, with a good suit, in this case it is your interest to pass the king, and though he should have king, queen, and knave of trumps, with one more, if he is ia moderate player, he will play the small one, supposing that his partner has the ace : when he plays the small one, you are also to pass it, because it is an equal chance that your partner has a better trump than the last player. U so, and he happens to be a tolerable player, he will judge you have a sufficient reason for this method of play- ing, and consequently, if he has a trump left, he will play it, if not, he will play his best suit. Directions how to play when the Ten or Nine is turned up on your right hand. 1. When the ten is turned up on your right hand, and you have king, kuave, nine, and two small trumps, with eight other cards of no value, and it is proper to lead trumps, in that case, begin with the knave, in order t"; prevent the ten from making a trick ; and thougn it is but about five to four that your partner holds an honour, yet if that should fail, by finessing your nme on the re- turn of trumps from your partner, you have the ten lii your power. 2. If the nine is turned up on your right hand and you should have knave, ten, and eight, and two small trumps, by leading the knave, it answers the like purpose of the above case. 3. You must always make a distinction between a \cad of choice, and a forced lead of your partner's : be- cause, in the first case, he is supposed to lead from his best suit, and finding you deficient in that suit, and not being strong enough in trur,/ps, nor daring to force you, he ilien plays his next best suit ; by which alteration oi play it is next to a certainty that he is weak in trumps ; V>ut should he persevere, by playing off his first lead 2c 22 WHIST. if he is a good player, you &re to judge him strong in trumps, and it is a direction for you to play your game accordingly. 4. Nothing is more injurious to you, than to change suits often ; because in every new suit you run the risk of giving your adversary the tenace : and, therefore, though you lead from a suit of which you have the queen, ten, and three small ones, and your partner puts up the nine only, in that case, if you should happen to be weak in trumps, and have no tolerable suit to lead from, it is your best play to pursue the lead of that suit by playing your queen, which leaves it in your partner's option whether he will trump it or not, in case he has no more of that suit; but in your second lead, if you ehould happen to have the queen or knave of any other suit, with one card only of the same suit, it v/ould be better play to lead from your queen or knave of either of these suits, it being five to two that your partner has one honour at least in either of those suits. 5. When you have ace, king, and one small card of any suit, with four trumps, if your right hand adversary leads that suit, pass it : because it is an equal chance that your partner has a better card in that suit than the third hand : if so, you gain a trick by it ; if otherwise, as you have four trumps, you need not fear to lose by it, because when trumps are played, you may be supposed to have the long trump. A caution not to part with the command of your Adver* sary^s Great Suit. Be very cautious how you part with the command of your adversary's great suit, if you are weak in trumps, and it does not appear that your partner is very strong in them : for suppose your adversary plays a suit ol Rrhich you have the king, queen, and one small card only, the adversary leads the ace, and upon playing the same suit, you play your queen, which makes it almost certain to your partner that you have the king : and sup- pose your partner refuses to that suit, do not play the king ; because if the leader of that suit, or his partner, have the long trump, you risk the losing of three tricks to gain one. WHIST, 23 Necessity of remembering the Tt ump Card. It is so highly necessary that the trump card should be remembered by the dealer and his partner, that we think it proper vo repeat, that the dealer should always 80 place his cards as to be certain of having recourse ic it ; for example, suppose it to be only a five, and thai the dealer has two more, viz. the six and nine ; if his partner trumps out with ace and king, he ought to play his six and nine ; because if your partner has ace, king, and four small trumps, in this case, by his knowing you have the five remaining, you may win many tricks. The manner of playing Sequences explained. 1. In trumps it is necessary to play the highest of your sequence, unless you have ace, king, and queen; in that case play the lowest, in order to let your partner into the state of your game. 2. In suits which are not trumps, if you have a se- quence of king, queen, and knave, and two s«nall ones, whether you are strong in trumps or not, it is best to begin with the knave, because by getting the ace out of any hand, you make room for the whole suit. .3. If you are strong in trumps, and have a sequence of queen, knave, ten, and two small cards of any suit ; in that case you ought to play the highest of your se- quence; because, if either of the adversaries should trump that suit in the second round, by being strong in trumps, you fetch out their trumpr, and consequently make the remainder of that suit. 4. For the same reason, if you have a sequence of knave, ten, nine, and two small caxds of any suit, play the highest of your sequence. 5. If you have a seq«ijence of king, queen, knave, and one small card of any suit, play your king, whether you are strong in trumps or not ; and do the like by any in- ferior sequence, if you have only four in number. 6. If you are weak in trumps, you must always begin with the lowest of the sequence, in case you have five in number; for suppose your partner to have the ace of that suit, he then makes it. If you are very strong in trumps, you may play your game as backward as you please; but if you are weak in trumps, you must play the reverse. 24 WHIST. What is meant by being strong or weak in Trumps. You may be understood to be strong in trumps wbdB. you have Ace, king, and three small trumps. King, queen, and three small trumps. Queen, knave, and three small trumpSL Queen, ten, and three small trumps. Knave, ten, and three small trumps. Queen, and four small trumps. Knave, and four small trumps. If you have only two or three small trumps, you ar© then understood to be weak in trumps. A case which often occurs. If you have two trumps remaining, when the adver- saries have only one, and your partner appears tc have a strong suit, you should play trumps, although you have the worst, in order to pave the way for your partner's suit, by drawing the trumps from your adversaries. How to play for an Odd Trick. If you are elder hand, and have the ace, king, and three small trumps, with four small cards of another suit, three small cards of the third suit, and one small card of the fourth suit; quere, how are you to play? You are to lead the single card, which, if won by the last player, induces him to play trumps, or to play to you< weak suit, in which case, you and your partner gain the tenace. . The like case for an Odd Trick when your partner is to lead. Suppose he plays the ace of the suit of which you have only one, and proceeds to play the king of the same suit, and your right hand adversary trumps it with the queen, knave, or ten, you should not overtrump him, but throw away the smallest card of your weakest suit, as this will leave your partner the last player, and give him the tenace in your weak suit. The like case^ supposing you wantfour or five points, and are elder hand. V*lay a small trump, and if your partner has a bettea trump than the last nlaver, and returns the lead, put m your kmg of trumps, and then play the suit of which J you possess four cards. WHIST, 25 A seco7id case, A. and B are partners against C and D : twe.ve trumps are played out, and seven cards only remain in each hand, of which A has the last trump, and likewise the ace, king, and four small cards of a suit ; quere, whe- ther A should play the ace and king of that suit, or a small one ? A should play a small card of that suit, as it is an equal bet his partner has a better card of that suit than the last player, and, in this case, if four cardti of the suit are in either of the adversaries* hands, by this manner of playing he will be enabled to make five tricks in that suit. Should neither of the adversariei have more than three cards in that suit, it is an equal chance that he wins six tricks in it. If A and B are partners against C and D, and eight trumps have been played out, and A has four trumps re- r^aining, C having the best trump, and is to lead, .should C play his trump or not? No: because as he leaves three trumps in A's hand, if A's partner has any capital suit to make, by C's keeping the trump in his hand, he can prevent his making that suit. A case of curiosity. Supposing three hands of cards, containing three cards in each hand, let A name the trump, and let B choose which hand he pleases, A having the choice of either of the other two hands, will win two tricks. Clubs are trumps; first hand, ace, king, and six of hearts ; se- cond hand, queen and ten of hearts, with ten of trumps; third hand, nine of hearts, with two and three of trumps; the first hand wins of the second, the second wins of the third, and the third wins of the last. Calculations^ which direct with moral certainty how io play any hand at Whist, by showing the chances of your partner* s holding certain winning cards. 1. It is about five to four that your partner holds one card out of any two. 2. So it is five to two that he holds one card out of three. 3. It is about four to one that he holds one card out of any four. 4. It is two to one that he does not hold a certain card, 6. It is about three to one that he does not hold two cards out of any three. 6. It is about three to two that he does not hold two cards out of any four. 3 26 WHIST. Computations for laying Wagers. The odds of the game calculated with the deal. The odds in favour of the deal at starting are 21 to 20 / love 11 to 10 2 love •• 5 to 4 Slove 3 to 2 4 love c 7 to 4 5 love is 2 to 1 of the game, aud one of the lu(ch 2 to 1 6 love 5 to 2 7 love 7 to 2 8 love 5 to I 9 love not quite 5 to 1, but about • • • • 9 to 2 2tol • • • • • 9 to 8 3 to 1 • 9 to 7 4tol 9 to 6 5tol 9 to 5 6tol • 9 to 4 7 to 1 t • • • • 3 to 1 8 tol . . • • • 9 to 2 9 to 1 is about •••••••••• 4tol 3 to 2 8 to 7 4 to 2 4 to 3 5 to 2 • •• dtoS' 6 to 2 ••••••• 2 tor 7to2.«. •• 8 to 3 8 to 2 • • • • 4tol 9 to 2 • • 7 to d 4 to 3 7 to 9 5 to 3 • 7 to 5 6 to 3 • 7 to 4 7 to 3 • • . . . 7 to 3 8 to 3 7 to 2 9 to 3 is about •••••••••• 3tol 5 to 4 ••••••• 6 to 5 6 to 4 ••• 6 to 4 7 to 4 2tol 8 to 4 • • 3 to 1 9 to 4 is about ^ to 2 WHIST. 27 6 to 5 5 to 4 7 to 5 5 to 3 8 to 5 • 5 to 2 9 to 5 • • • • 2tol 7to6... •••« 4 to 3 8 to 6 • • • 2 to 1 9 to 6 7 to 4 8 to 7 is above •••• 3 to 2 9 to 7 is about 12 to 8 ^ to 8, or rather 8 to 9, is about three and a half in the hundred in favour of 8 with the deal ; against the deal, the odds are still, though small, in favour of 8. The odds of the game, calculated for htiiing through the whole rubber, with the deal. fif the first game of a rubber is won, with 9 love of the second, on the same side, the odds of the rubber are nearly 13 to 1 Ditto, the first game, and 8 love of the second, are rather more than 13 to 1 Ditto, and 7 love of the second, nearly • • • 8 to 2 Ditto, and 6 love of the second, about • • . 6 to 1 Ditto, and 4 love of the second, about . • . 5 to 1 Ditto, and 3 love of the second, about . • . 9 to 2 Ditto, and 2 love of the second, about • • • 4 to 1 Ditto, and 1 love of the second, about . . • 7 to 2 The odds of the game, calculated for betting through the whole rubber, against the deal. With the first game, and 9 love of the second, about 1 1 to 1 Ditto, and 8 love of the second, rather more than 1 1 to 1 Ditto, and 7 love of the second 9 to 1 Ditto, and 6 love of the second 7tol Ditto, and 5 love of the second • • • . . 5 to 1 Ditto, and 4 love of the second • . • . . 9 to 2 Ditto, and 3 love of the second . • . . 4 to 1 Ditto, and 2 love of the second . . . . , 7 to 2 Ditto, and 1 love of the second, nearly . . 13 to 4 28 WHIST. MR. PAINE'S MAXIMS FOR WHIST Leader, 1. Begin with the suit of which you have most in number. For when the trumps are out, you will proba* bly make several tricks in it. 2. If you hold equal numbers in different suits, begin with the strongest. Because it is the least liable to in- jure your partner. 3. Sequences are always eligible leads. Because they support your partner's hand, without injuring your own. 4. Lead from a king or queen rather than from an ace. For since the adversaries will lead from those suits which you do not, your ace will do them most harm. 5. Lead from a king rather than from a queen, and from a queen rather than a knave. For the stronger the suit, the less is your partner endangered. 6. Lead not from ace queen, or ace knave, till it be- comes necessary. For if that suit is led by the adver- saries, you have a good chance of making two tricks in it. 7. Jn all sequences to a queen, knave, or ten, begin with the highest. Because it will frequently distress your left hand adversary. 8. Having ace, king, and knave, lead the king. For if strong in trumps, you may wait the return of that suit and finesse the knave. 9. Having ace, king, and one small card, lead the small one. For by this lead your partner has a chance to make the knave. 10. Having ace, king, and two or three small cards, play ace and king, if weak in trumps, but a small card if strong in them. For when strong in trumps you may give your partner the choice of making the first trick. 11. Having king, queen, and one small card, play the small one. For your partner has an equal chance to win the trick, and you nee'd not fear to make king or queen. 12. Having king, queen, and two or three small cards, lead a small card if strong in trumps, and the king, if weak in them. For strength in trumps entitles you to play a backward game, and to give your partner the WHIST. 29 chance of winning the first trick ; but if weak in trumps, it is necessary to secure a trick in that suit, by jeading tiie king or queen. 13. Having an ace with four small cards, and no other good suit, play a small card, if strong in trumps, and tlw ace if weak. For strength in trumps may enable you to make one or two of the small cards, although your partner shoi^ld not be able to support the lead. 14. Having king, knave, and ten, lead the ten. For if your partner holds the ace, you have a good chance of making three tricks, whether he passes the ten or not, 15. Having king, queen, and ten, lead the king. For if it falls upon the return of that suit from your partner, by putting on the ten, you have the chance of making two tricks. 16. Having queen, knave, and nine, lead the queen. For upon the return of that suit from your partner, by putting on the nine you will probably make the knave. Second Hand. 1. Having ace, king, and small ones, play a small card if strong in trumps, but the king if weak in them. For otherwise your ace or king might be trumped in the latter case, and no hazard should be run with few trumps but in critical cases. 2. Having aoe, queen, and small cards, play a smuU one. For upon the return of that suit you will proba- bly make two tricks. 3. Having ace, knave, and small cards, play a small one. For upon the return of that suit you will proba- bly make two tricks. 4. Having ace, ten, or nine, with small cards, play a small one. For by this method you have a chance ol making two tricks in the suit. 5. Having king, queen, ten, and small cards, play the queen. For by playing the ten upon the return of the suit, you will probably make two tricks in it. 6. Having king, queen, and small cards, play a small card if strong in trumps, but the queen if weak in them. For strength in trumps warrants playing a backward game, and it is always advantageous to keep back your adversaries' suit. 7. If you hold a sequence to your highest card in the suit, play the lowest of k. F'or by this means youf partner is informed of your strength in that suit. 30 WHIST. 8. Having queen, knave, and small cards, play the knave. Because you will, in great probability, secure Sk Irick in that suit. 9. Having queen, ten, and small ones, play a smali one. For your partner has an equal chance to win the trick. 10. Having either ace, king, queen^ or knave, with email cards, play a small one. For your partner has an equal chance to win the trick. 11. Having either ace, king, queen, or knave, with ine small card only, play a small one. For otherwise he adversary will finesse upon you in that suit. 12. If a queen is led, and you hold the king, put it on. for if your partner holds the ace, you do no Imrm ; and if the king is taken, the adversaries have played two ho- nours to one. 13. If a knave is led, and you hold the queen, put it on. For, at the worst, you bring down two honours foi one. 14. If a king is le(}, and you hold the ace, knave, and small ones, play the ace. For it cannot do the adver- saries a greater injury. Third Hand. 1. Having ace and king, play the ace, ancr return the king. Because you are not to keep the command of pour partner's strong suit, 2. Having ace and queen, play the ace, and return the queen. For although it may prove better in some cases to put on the queen, yet, in general, your partner ig best supported by the above method. 3. Having ace and knave, play the ace, and return the knave. The knave is returned in order to strengthen your partner's hand. 4. Having king and knave, play the king ; and if it wins, return the knave. Because it will strei»gthen youi partner's hand. 5. Always put on the best when your partner leads a email card. Because it best supports your partner's band. C. If you hold the ace and one small card only, and your partner leads the king, put on the ace and return the small one. For otherwise your ace will be an ob- struction to his suit. 7. If you hold the king and one small card only, and WHIST. 31 your partner leads the ace ; if the trumps are out, it is good play to put on the king. For by putting en the king, there is no obstruction to the suit. Fourth Hand. 1. If a king is led, and you hold ace, knave, and a small card, play the small one. For supposing the queen to follow, you will probably make both ace and knave. 2. When the third hand is weak in his partner's suit, you may often return that suit to great advantage. But this fule must not be applied to trumps, unless you are very strong indeed. Oases in which you should return your Partner^s Lead immediately, 1. When you win with the ace, and can return an honour. For then it will greatly strengthen his hand. 2. When he leads a trump. In which case return the best remaining in your hand (unless you hold four ori- ginally :) an exception to this arises if the lead is through an honour. 3. When your partner has trumped out. For then it is evident he wants to make his great suit. 4. When you have no good card in any other suit For then you are entirely dependent on your partner. Cases in which you should not return your Partner'* s Lead immediately, 1. If you win with the king, queen, aod knave, and nave only small cards remaining. Vax the return of a email card will more distress than strengthen your partner. 2. If you hGid a good sequence. For then you may show a strong suit, and not injure his hand 3. If you have a strong suit. Because leaJing from a Strong suit is a direction to your partner, and cannot in- jure him. 4. If you have a good hand. For in this case you have a right to consult your own hand, and not your partner's. 5. If you hold five trumps. For then you are war* ranted to play trumps, if you think it right. 32 WHIST. Of leading Trumps. 1. Lead trumps from a strong hand, but never from a weak one. By which means you will secure your good cards from being trumped. 2. Trump not out with a bad hand, although you hold five small trumps. For since your cards are bad, it is only trumping for the adversaries' good ones. 3. Having ace, king, knave, and three srpall trunips, play ace and king. For the probability of the queen's falling is in your favour. 4. Having ace, king, knave, and one or two small trumps, play the king, and wait the return from your partner to put on the knave. This method is in ordei to win the queen ; but if you have particular reasons to wish the trumps out, play two rounds of trumps, and then your strong suit. 5. Having ace, king, and two or three small trumps, lead a small one. Ttiis method is with a view to let your partner win the first trick ; but if you have good reason for getting out the trumps, play three rounds, or play ace and king, and then proceed with your strong suit. 6. If your adversaries are eight, and you hold no ho- nour, throw off your best trump. For if your partner has not two honours, you have lost the game, and if he holds two honours, it is most advantageous for you to lead a trump. 7. Having ace, queen, knave, and small trumps, play the knave. For by this means only the king can make against you. 8. Having ace, queen, ten, and one or two small trumps, lead a small one. For it will give your partnei a chance to win the trick, and keep the command in your own hand. 9. Having king, queen, ten, and small trumps, lead the king. Or if the king is lost, upon the return of trUmps you may finesse the ten. 10. Having king, knave, ten, and small one?:, lead the knave. Because it will prevent the adversaries from making a small trump. 11. Having queen, knave, nine, and smaller trumps, lead the queen. Foi if your partner holds the ace, you have a good chance of making the whole suit. 12. Having queen, knave, and two or three smaM WHIST. 33 trumps, lead the queen. For if your partner nolds the ace, you have a good chance for making the whole suit. 13. Having knave, ten, eight, and small trumps, lead the knave. For on the return of trumps you probably may finesse the eight to advantage. 14. Having knave, ten, and three small trumps, lead the knave. Because it will most distress your adversa- ries, unless two honours are held on your right hand; the odds against which are about three to one. . 15. Having only small trumps, begin with the high- est. By this play you will support your partner all ycu can. 16. Having a sequence, begin with the highest. By this means your partner is best instructed how to play his hand, and cannot possibly be injured. 17. If an honour is turned up on your left, and the game much against you, lead a trump the first opportu- nity. For your game being desperately bad, this method is the most likely to retrieve it. 18. In all other cases it is dangerous leading through an honour, utiless you are strong in trumps, or have a good hand. Because all the a-dvantage of trumping through an honour, lies in the finessing of your partner. Suppose it proper to lead Trumps, 19. If an honour is turned up on your left, and you hold only one honour with a small trump, throw off the honour, and next the small one. Because it will greatly strengthen your partner's hand, and cannot hurt your own. 20. If an honour is turned up on the left, and you bold a sequence, lead the highest of it. Because it will prevent the last hand from injuring your partner. 21. If a queen is turned up on the left, and you hold ace, king, and a small one, lead the small trump. Be- cause you will have a chance for getting the queen. 22. If a queen is turned up on your left, and you hold the knave, with small ones, lead the knave. For the knave can be of no service, since the queen is on your left. 23. If an honour is turned up by your partner, and you are strong in trumps, lead a small one; but if weak in them, lead the best you have. By this play the weak- est hand will support the strongest. 24. If an ace is turned up on your right, and you hold d2 84 WHIST. king, queen, and knave, lead the knave, for it is a se» cure lead. 25. If an ace is turned up on the right, and you hold king, queen, and ten, lead the king; and upon the re- turn of trumps, play the ten. For by this means you show a great strength to your partner, and will probably make two tricks in them. 26. If a king is turned up on the right, and you hold a queen, knave, and nine, lead the knave ; and upon the return of trumps, play the nine. Because it may pre- vent the ten from making. 27. If a king is turned upon your right, and you hold knave, ten, and nine, lead the nine. Because this me- thod will best disclose your strength in trumps. 28. If a queen is turned up on the right, and you hold ace, king, and knave, lead the king ; and upon the re- turn of trumps, play the knave. Because you are cer- tain to make the knave. 29. If a queen is turned up on the right, and you hold ace, king, and small ones, lead the king; and upon the return of trumps, you may finesse, unless the queen falls, for otherwise the queen will make a trick. 30. If a knave is turned up on the right, and you hold king, queen, and ten, lead the queen ; and upon the re- turn of trumps, play the ten. For by these means you will make the ten. 31. If a knave is turned up on the right, and you hold king, queen, and small ones, lead the king; and if that comes home, play a small one. For it is probable yom partner holds the ace. 32. If a knave is turned up on the right, and you hold king ten, or queen ten, with two small cards, lead a small on«5; and upon the return of trumps, play the ten. For it is five to four that your partner holds one honou?. WTicn you turn up an Honour. 1. If you turn up an ace, and hold only one small trump with it, if either adversary leads the king, put on the ace. For it can do the adversaries no greater injury. 2. If you turn up an ace, and hold two or three small trumps with it, and either adversary lead the xiing, put on a small one. For if you play the ace, you give up the command in trumps. 3. If you turn up a king, and hold only one small trump with it, and your right hand adversary leads a WHIST, 35 trump, play the king. This case is really somewhat doubtful, and very good players think differently. 4. If you turn up a king, and hold two or three small trumps with it, if your right hand adversary leads a trump, play a small one. It being the best way of se- curing your king. 5. If you turn up a queen or a knave, and hold only small trumps with it, if your right hand adversary leads a trump, put on a small one. it being the securest play. 6. If you hold a sequence to the honour turned up, play it last. By this means your partner will be the best acquainted with your strength in trumps. Of playing for the Odd Trick, 1. Be cautious of trumping out, notwithstanding you have a good hand. For since you want the odd trick only, it would be absurd to play a great game. 2. Never trump out if your partner appears likely to trump a suit. For it is evidently best to let your part- ner make his trumps. 3. If you are moderately strong in trumps, it is right to force your partner. For by this means you probably gain a trick. 4. Make your tricks early, and be cautious of finess- ing. That you may not be greatly injured, though you fail of making the odd trick. 5. If you hold a single card of any suit, and only two or three small trumps, lead the single card. For it will give you a chance of making a small trump. General Rules. 1. Be very cautious how you change suits, and let no artifice of the adversary induce you to it. 2. Keep a commanding card to bring in your strong suit when the trumps are out, if your hand will admit of such pretensions. 3. Never keep back your partner's suit in trumps, bu» return them the first opportunity. 4. If you hold a strong suit, and but few trumps, ra- ther force your adversaries than lead trumps, unless you are strong in the other suits likewise. 6. Be sure to make the odd trick when it is in youi power. .6. Always consider the score, and play your hand ac- cordingly. 7. In a backward game, you may otten risk one trick do WITIST; in order to win two, but in a forward game you are to be more cautious, unless you have a good probability of getting up. 8. In returning your partner's lead, play the best you have, when you hold but three originally. 9. Remember what cards drop from each hand, how many of each sort are out, and what is the best remain* gcard in each. 10. Lead not originally from a suit of which you hav« ace and queen, ace and knave, or king and knave; li you hold another moderate suit. 11. If neither of your adversaries will lead from the above suits, you must do it yourself with a small card. 12. You are strong in trumps, with five small ones, or three small ones and one honour. 13. Do not trump acard when you are strong in trumps, and the more especially if you hold a strong suit. 14. If you hold only a few small trumps, make them if you can. 15. If your partner refuses to trump a suit of which he knows you have not the best, lead him your best trump the first opportunity. IH. if youi partner has trumped a suit, and refuses to play trumps, lead him that suit again. 17. Never force your partner but when you are strong in trumps, unless you have a renounce yourself, oi want only the odd tiick. 18. if tne adversaries trump out, and your partner has a renounce, give him that suit when you get the lead, if you think he has a small trump left. 19. Lead not from an ace suit originally, if you hold four in number of another suit. 20. When trumps are either returned by your partner, or led by the adversaries, you may finesse deeply in them ; keeping the command all you can, in your own hand. 21. If you lead the king of any suit, and make it, you must not thence conclude that your partner has the ace. 22. It is sometimes proper to lead a thirteenth card, m order to force the adversary, and make your partner last player. 23. If weak in trumps, make your trumps soon; but when strong in them, you may play a more back wardgame. 24. Keep a small card of your partner's first lead, if possible, in order to returr\ it when the trumps ax^'.out. WHIST, 37 25. Ne7er force your adversary with y^ur best card of a suit, unless you have the second best also. 26. In your partner's lead, endeavour to keep the command in his hand, rather than in your own. 27. If you have a saw, it is generally better to pursue it than to trump out: although you should be strong Ia trumps, with a good suit. 28. Keep the trump you turn up as long as yoa pro- perly can. 29. When you hold all the remaining trumps, play cme of them to inform your partner ; and then put the lead into his hand. SO. It 13 better to lead from ace and nine, than from ace and ten. 31. It is better to lead trumps through an ace or king, than through a queen or knave. 32. If you are reduced to the last trump, some win- ning cards, and one losing card only, lead the losing card. 33. If only your partner has trumps remaining, and he leads a suit of which you have none ; if you have a good quart, throw away the highest of it. 34. K you have an ace with one small card of any suit, and several winning cards in other suits; rather throw away some winning card than that small one. 35. If you hold only one honour with a small trump, and with the trumps out, lead the honour first. 36. If trumps have been led thrice, and there be two remaining in the adversaries' hands, endeavour to force them out. 37. Never play the best card of your adversaries' lead at second hand, unless your partner has none of that suit. 38. If you have four trumps and the command of a suit, whereof your partner has none, lead a small card, in order that he may trump it. 39. If you hold five trumps with a good hand, play trumps, and clear your adversaries' hands of them. 40. If you hold the ace and three small trumps, when the adversaries lead them, and have no particular rea- son for stopping the suit, let them quietly make king and queen, and on the third round play the ace. 41. Supposing yourself leader with three small trumps, one strong suit, one moderate suit, and a single card, begin with the strong suit, and next lead the single card. 42. Be careful how you sort your cards, lest a sharp 88 WHIST. and curious eye should discover the number of yona trumps. Three persons sometimes play at whist, one of them undertaking an ideal partner called dumby, whose cardi are turned up to view on the table, which is reckoned an advantage to a good player, but rather detrimental to an indifferent one. Three handea whist is a game requiring but little skill. It is played by discarding all the deuces, threes, aitd fours, with one five; each person acting alone; in this way every trick above four, and each honour, is reckon- ed. In other respects, these modes do not vary from the usual methods and rules. 39 MATHEWS'S DIRECTIONS, &c. Mr. Maihtws {London) having published ^^Insf ructions to the Young Whist Player,'*^ which have been very highly approved by good players, it has been thought expedient to add them to this work, that (he student may compare them with HoyWs and Payne's maxims and directi^ns^ and follow such as appear most reason- able and practical INTRODUCTION. The follo-^ing definition of the game of Whist is re- eammended to the attentive perusal of the reaner, pre- vious to his studying the maxims; as nothing will faci- litate his comprehension of them so much as a clear idea of the jresult to which they all tend. ^ Whist is a game oi calculation^ observation^ and pod- Hon or tenace. Calculation teaches you to plan your game, and lead originally to advantage; before a card is played, you suppose the dealer to have an honour and three other trumps, the others each an honour and two others. The least reflection will show, that as it is two roone that your partner has not named a card ; to lead on the sup- position he has it, is to play against calculation. Whereas the odds being in favour of his having one of two named cards, you are jostified in playing accordinrly. Calcu- lation is also of use on other occasions, which the max- ims will elucidate ; but after a few leads have taken place, it is nearly superseded by observation. Whera the set are really good players, before half the cards are played out, they are as well acquainted with the mate- rial ones remaining in each other's hands, as if they were to see them. Where two regular players ara matched against two irregular ones, it is nearly the Same advantage as if they weve permitted to see each 40 WHIST. other's cards, vvhile the latter were denied the sarii« piivilege. it is an axiom, that the nearer your play approaches what is called the dumb man, the better. These may be called the foundation of the game, and are so merely mechanical, that any one possessed of a tolerable memory may attain them. After which comes the mrre difficult science of posi- tion, or the art of using the two former to advantage; without which, it is self evident, they are of no use. At- tentive study and practice will, in some degree, ensure success; but genius must be added before the whole finesse of the game can be acquired — however, Est quiddam ^)rodire tenus^ st non datur ultra. -\ t I WHIST. 41 MATHEWS'S Directions and Maxims for Beginners. 1. Study all written maxims with the cards placed before you, in the situations mentioned. Abstract di- rections puzzle, much oftener than they assist, the be- ginner. 2. Keep in your mind that general maxims presup- pose the game and hand at their commencement; and that material changes in them frequently require that a different mode of play should be adopted. 3. Do not attempt the practice, till you have acquired a competent knowledge of the theory; and avoid as much as possible, at first, sitting down with bad play- ers. It is more difficult to eradicate erroneous, than to acquire just, ideas. 4. Never lead a card without a reason — though a wrong one : it is better than accustoming yourself to play at random. 5. Do not at first puKsle yourself with many calcula- tions. Those you will find hereafter mentioned are suffi- cient, even for a proficient. 6. Do not accustom yourselftojudge by consequences. Bad succeeds sometimes, when good play would not. When you see an acknowledged judge of the game play in a manner you do not comprehend, get him to explain his reasons, and while fresh in your memory, place the same cards before you ; when once you can compre- hend the case, you will be able to adapt it to similar si- tuations. 7. Before you play a card, sort your hand carefully, look at the trump card, and consider the score of the game, the strength of your own hand, and form your plan on the probable situation of the cards, subject how- ever to be changed, should any thing fall to indicate a different one: after which, never look at your hand till you are to play. Without attending to the board, no maxims or practice can make even a toleiable whist player. 8. Observe, silently and attentively the different sys- tems of those with whom you commoi»ly play : few but have their favourite one, the knowledge of which will give you a constant advantage •, one leads by preference 42 wnrsT. from an ace; another never but through necessity. This will often direct you in putting on the king second. The players of the old school never lead from a single card without six trumps; many do from weakness; some have a trick of throwing down high cards to their adversary'? lead, and then affect to consider (though they have no alternative) to deceive. Observation will enable you o counteract this, and turn it to your own profit. 9. The best leads are from sequences of three carrffl or more. If you have none, lead from your most nu- merous suit, if strong in trumps, and rather from one headed by a king than a queen ; but with three or four small trumps. I should prefer leading from a single card to a long weak suit. N. B. Thisiscontrary to the usual practice, especially of the players of the old school. 10. The more plainly you demonstrate your hand to your partner, the better. Be particularly cautious not io deceive him in his or your own leads, or when he is likely to have the lead — a concealed game may now and then succeed in the suits of your adversaries; but this should not be attempted before you have made a considerable proficiency ; and then but seldom, as its frequency would destroy the effect. 11. At the commencement of a game, if you have a good hand, or if your adversaries are considerably ad- vanced in the score, play a bold game ; if otherwise, a more cautious one. 12. Be as careful of what you throw away, as what you lead ; it is often of bad consequence to put down a tray, with a deuce in your hand. Suppose your partner leads the four, your right hand adversary the five, and you put down the tray, it ought to be to a certainty, that you ruff it next time; but if he finds the deuce in your hand, and you frequently deceive him bv throwing down superior cards, it will destroy his confidence, and pre* vent his playing his game on similar occasions. I would wish to inculcate these minor qualificntions of whist playing to the beginners, because they are attainable by every body; and when once the great advantage of this kind of correctness is seen, the worst player would prac- tise it as constantly as the best, attention being all that is necessary. 13. Do noi lead trumps, merely because an honour is turned up on your left, or be deterred from it if on youi I wiiisT. 43 right lianrl. Either is proper, if the circumstances of your hand require trumps to be led ; but neither other* wise. 14. Finesses are generally right in trumps, or (if strong in them) in other suits; otherwise they are not to be risked but with caution. 15. Never ruff an uncertain card, if strong, or omit doing it if weak, in trumps; this is one of the few uni- versal maxims, closely adhered to, even did you know the best of the suit was in your partner's hand : it hai the double advantage of making a useless trump, and letting your partner into the state of your hand, who will play accordingly. 16. Keep the command of your adversary's suit, as long as you can with safety ; but never that of your partner. 17. Do not rufFa thirteenth card second hand if strong, but always if weak in trumps. 18. Always force the strong, seldom the weak, but never the two; otherwise you play your adversaries' game, an«r5 give the one an opportunity of making his small trumps, while the other throws away his losing cards. It is a very general as well as fatal error, but the extent of it is seldom comprehended by unskilful play- ers, who, seeing the good effects of judicious forces, practise them injudiciously to their almost constant dis- advantage. The following effect of a force is too obvi- ous not to be instantly comprehended. I have only to tell the student, that the same principle operates through the fifty-two cards, however various their combinations; and that a steady consideration of it, as one of the first necessary steps towards acquiring an insight into the game. A has a sizieme major in trumps, a quart-major in a second, and a terce major in a third suit. B, li is ad- versary, has six small trumps, and the entire command of the fourth suit; in this case it is obvious, that one force on A gains the odd trick for B, who without it loses a slam. Though so great an effect may seldom be pro- duced, still there is scarcely a rubber where the truth of the maxim is not experimentally demonstratcn. 19. When, with a very strong suit you lead trumps, in hope your partnier may command them, show your suit first. If you have the strength in trumps in your hand, play them originally. 44 WHIST. 20. With the ace and three other trumps, it is seldom right to win the first or second leads in that suit, if made oy your adversaries, unless your partner ruffs some other. 21. With a strong hand in trumps, particularly if you have a long suit, avoi-d ruffing, and still more over-ruff- ing your right hand adversary, as much as possible. Ag this is a maxim less understood, less practised, and more indispensably necessary, than almost any other, I will endeavour to explain it to beginners, as clearly as I am capable : — Cards being nearly equal, the point to which all the manoeuvres of a good whist player lend, is to es- tablish a long suit, to preserve me last trump to bring it into play, and to frustrate the sanue play of his adversa- ries. With an honour (or even a ten) with three other trumps, by well managing them, you have a right to ex- pect success. In this case, do not overtrump your right hand adversary early in the hand; but throw away a Josingcard, by which, there remaining buttwelve trumps, your own hand is strengthened, and your partner has the tenace in whatever suit is led; whereas, had you over-ruffed, you would have given up the whole game to secure one trick. But there are reasons for breaking this rule. 1st. If your left hand adversary has shown a decided great hand in tr-umps, (in which case make your tricks while you can) or, 2dly. If your partner decidedly means to force you. To understand if this is the case, you are to observe, if your partner plays the winning or losing card of the suit you have refused. If the for- mer, it is by no means clear he means to force you, and play your own game. If the latter, you are to suppose him strong in trumps, and depend on him to protect your long suit: a due reflection on this, wiH convince you of the value of that maxim, which enjoins you ne- 1 ver to play a strong game with a weak hand, or vijce versa. A few deviations from this effectually destroys that confidence necessary between partners, and intrO' duces a confusion and consequences that cannot be too carefully avoided, or too strenuously deprecated. 22. If the circumstances of your hand require two certain leads in trumps, play off your ace, let your other trumps be what they may. 23. It is a general maxim not to force your partner, unless strong in trumps yourself. There are, howeveif [] many exceptions to this rule : as» WHIST. 45 1st. If your partner has led from a single card. 2rl. If it saves or wins a particular point. 3d. Jf great strength in trumps is declared agams! you. 4th. If you have a probability of a saw. 5ih. If your partner has been forced and did not trump out. 6th. It is often ri^ht in playing for an odd trick. 24. It is often difficult to judge when to lead tru-mps. The following situations will assist the beginner to rea- son, and, in general, direct him properly : 1st. With six trumps, on supposition your partner has a strong suit. 2d. If strong in other suits, though weak in trumps yourself. 3d. If your adversaries are playing from weak suits. 4th. If your adversaries are at the point of eight, and you have no honour, or probability of making a trump by a ruff. 25. It is easy soon to discover the different strengths of good players, but more difficult with bad ones. When your adversary refuses to trump, and throws away a small card, you conclude his hand consists of a strong suit in trumps, with one strong and another weaker suit. If he throws an honour, you know he has two suits only, one of which is trumps. In the lattei case, w';n tricks when you can. Avoid leading trumps, or to his suit; force him, and give your partner an opportunity to trump, if possible. This maxim cannot be too maturely considered, as there is a fault which is constantly com- mitted by bad players, and is among those most fatal in their consequences. The moment an adversary refuses to ruff, though a winning card, they, in violation of com- mon sense, trump out, and not unfrequently give away five or six tricks, which a judicious force would have prevented. 26. If you are strong in trumps, and have the ace, king, and two or more of your right hand adversary's lead, there are two ways to play, either to pa^s it the first time, or else to put on the ace, and play the suit on to force your partner. If weak in trumps, put on the ace, but do not continue the suit. 27. If you win your partner's lead with the queen. Unless in trumps, do not return it ; it is evident the ace E ^ 46 WHIST. or king lies behind him, and you give the tenace to the adversary. 28. To lead from only three cards, unless in sequence, is bad play, and only proper when you have reason to think it is your partner's suit ; in which case, play oflf the highest, though the king or queen. N. B. This is contrary to the general practice, but undoubtedly right. 29. The first object should be to save the game, if it appears in probable danger ; the next to win it, if you have a reasonable hope of success, by any mode of play, though hazardous. If neither of these is the question, you should play to the points or score of the game. In other words, you should not give up the certainty of the odd trick, or scoring five or eight, for the equal chance of two, six, or nine ; whereas you should risk an equal finesse that will prevent your adversaries from these scores by its success. 30. It is generally right to return your partner's lead in trumps, unless he leads an equivocal card, such as nine or ten. These are called equivocal^ because they are led with propriety, both from strong and weak suits.. With a quart to a king — or nine, ten, knave, and king of a suit, you lead the nine, as you do when it is the best of two or three of a suit. 31. With only four trumps do not lead one, unless your strong suit is established, except that with a lerce- major, and another trump, and a sequence to the king of three or more, it is good play to lead trumps twice, and then the knave of your suit, and continue till the ace is out. 32. If you remain with the best trump, and one of your adversaries has three or more, do not play out, as it may stop the suit of your other adversary. If they both have trumps, and your partner none, it is right to take out two for one. 33. If strong in trumps, with the commanding card of your adversaries' suit, and small ones, force your partner, if he has none of that suit, with the small ones, and kee^ the commanding cards till the last. 34. If your partner leads !he ace and queen of a suit, of which you have the king and two others, win his queen, that you may not stop his suit. 35. If your right hand adversary wins, and returns his partner's lead, should you have the best and a smaU WHIST. 47 one, play the latter. If your partner has the third best, he will probably make it. If your adversary is a bad player, I would not advise this, as they never finesse when they ought to do it. N. B. if weak in trumps, you should not venture this in other suits. 36. If your right adversary calls, and your partner leads through him; with ace or king, the nine, and a small one, you should finesse the nine. 37. Jf your partner calls before his turn, he means you should play a trump. Take every opportunity to show your partner that you can command the trumps. In this case he will keep his own strong suit entire; whereas, if the strength of trumps is with tlie adversaries, his play would be to keep guard on their suits, and throw away from his own. 38. With ace, knave, and another trump, it is right to finesse the knave to your partner's lead ; and if strong in them, you should do the same in any suit. I f he leads the ten of any suit, you pass it invariably with the ace and knave ; unless one trick saves or wins any pariicu- Jar point. 39. It is better to lead from ace nine, than ace ten, as you are more likely to have atenace in the latter suit, if led by your adversary. 40. If the partner to your winning card throws away the best card of any suit, it shows he wishes you to know he commands it; if the second best, it is to tell you he has no more of that suit. 41. If very strong in trumps, it is always right to in- form your partner of it as soon as possible, if fourth player, you are to win a small trump, and you have a sequence of three or more, win it with the highest, and play the lowest afterward. 42. If strong in trumps, do not ruff the second bestol any suit your partner leads, but throw away a losing card, unless you have an estabJished saw. 43. If ten cards are played out, and there remains one entire suit, and your partner leads, if you have king, ten, and another, and six tricks, you have a certainty to make the odd one, if you play right, let the cards lie how they will ; should your right hand adversary put on an honour, you must win it, if not, put on the ten; with five tricks, put on the king. 44. Many good players, in playing teres majors, be* 48 WHIST. gin with the king and queen. This is often productive of mischief, as, when played at other limes from king and queen only, the ace is kept up, and while each thinks his partner has it, and has played accord i^ngly, it unex- pectedly appears from the adversary, and disappoints their whole plan. 45. If the fourth player wins his adversary's lead, it is better to return it than to open a new suit, unless strong enough to support his partner. 46. With ace, knave, and another, do not win the king led by your left hand adversary. You either force him to change his lead, or give you the tenace in his own suit. 47. With ace, queen, &c. of a suit of which your right hand adversary leads the knave, put on the ace in- variably. No good player, with king, knave, and ten, will begin with the knave; of course it is finessing against yourself, to put on the queen, and as the kir\g is certainly behind you, you give away at least the lead, without any possible advantage. 48. With only three of a suit, put an honour on an honour : with four or more you should not do it— except the ace should not be put on the knave. 49. With king and one more, good players sometimes put it on second, sometimes not : if turned up, it should invariably be put on, and generally in trumps. But queen or knave should never be played, unless a sup€?» rior honour is turned up on the right. 50. in playing for an odd trick, you play a closer game than at other scores. You lead from single cards, and force your partner, when at other times you would not oe justified. It is seldom in this case proper to lead trumps; and few finesses are justifiable. It is a nice part of the game, and experience, with attention, will alone teach it with effect. 51. If the trumps remain divided between you and your partner, and you have no winning card yourself, it is good play to lead a small trump, to put it in his hand to play off any that he may have, to give you an oppor* tunity to throw away your losing cards. A remains with two or more trumps, and two losing cards; his partner with a better trump, and two win- ning cards. It is evident, if he plays off a losing card, he will merely make his own trumps; but if he plays an inferior trump, and put it into his partner's lead, he WHIST. 49 «nll play ofl »ois winning cards, and give A an opportu- nity to throw away his losing ones. N. B. This continually occurs, and is necessary to be comprehended. 52. When your partner leads, win with the lowest of a sequence, to demonstrate your strength in his suit^ but it is often right to win your adversary's lead with I the highest, to keep him in ignorance. \. 53. When your partner plays a thirteenth card^ and most of the trumps are unplayed, he in general means you should put on a high trump to strengther his own hand. 54. When you have but a moderate hand yourself, sacrifice it to your partner; he, if a good player, will act in the same manner. 55. With three, return the highest; with four, the lowest of your partner's lead. This answers two purpcses, by giving your partner an opportunity to finesse, and show- ing him you have but three at most in his suit. 66. With the ace, queen, and others of your right hand adversary's lead, put on a small one, except he leads the knave, in which case put on the ace. 57. When at eight, with two honours, look at your adversaries' score, and consider if there is a probability they should save their lurch, or win the game, notwith- standing your partner holds a third honour ; if not, you should not call, as it gives a decided advantage against you in playing for tricks. 68. Finessmg in general is only meant against one card. There are, however, situations when much deeper are required ; but theory alone, can never enable the beginner to discover these. Supposirig it necessary you should make two out of the last three cards in a suit not yet played, your partner leads the nine, you have ftce, ar.d a small one — Query, what are you to do? Arj- fiwer, pass it though the finesse is against three ; for if J'our partner has an honour in the suit, you make two Iricks. l{ not, it is impossible by any mode of piay whatever. 59. With king, queen, &c. of your right hand adver- lary's lead, put on one of them : with queen, knave, tnd another, the knave; with two or more small ones, ihe lowest. 60. The more critically you recollect the cards the bet- ter i at least you should remember the trumps, and tiie 50 WHIST. commanding card of each suit, ft is possible to assist the memory by the mode of placing the cards remain- ing in your hand — viz. Place the trumps in the back part of youi hand, your partner's lead the next, your adver- sary's next, and your own on the outside. It is also right to put the thirteenth cards in some known situation. 61. It is highly necessary to be correct in the leads. When a good player plays an eight and then a seven, I know he leads from a weak suit; the contrary, when he plays the seven first : the same even with a tray or deuce. This is what bad players always err in, as they never can see the difference. 62. If left with the last trumps, and some winning cards, with one losing one, play the first, as your adver- sary may finesse, and the second best in your partner's hand make the trick, which could not be kept till the last. 63. Should your partner refuse to trump a certain winning card, try to get the lead as soon as you can, and play out trumps immediately. 64. Good players never lead a nine or a ten but for one of three reasons, 1st. From a sequence up to the king. 2d. From nine, ten, knave, and king. 3d. When the best of a weak suit not exceeding three, in number. if you have either knave or king in ycur own band, you are certain it is for the latter reason, and that the whole strength of the suit is with your adversary, and play your game accordingly. 65. If your partner leads the nine or ten, and you have an honour, with only one more, put it on : if with two or more, do not : with the ace and small ones, win it, invariably ; for it is better that he should finesse, in his own suit, than you. 66. Unless you have a strong suit yourself, or reason to suppose your partner has one, do not trump out, un- less you have six trumps. 67. There are situations where even good players dif- fer; if a queen is led on your right hand, and you have ace or king and two small ones, you should certainly win it : but having king or ace, ten, and a small one, I inva- riably pass it, and for the following reasons- -by passing it, if your partner has the ace, or king, you clearly lie tenace, and ^.he leader cannot possibly make a trick in WHIST. 51 the suit, which he must have done had you even the first trick, as he would lie tenace over your partner. II your partner has the knave, you lose a trick, but the . odds are greatly against this. 68. it is seldom right to lead from a suit in which you have a tenace. With ace, queen, (fee. of one suit ; king, knave, &c. of a second ; and third weak one, the best play is to lead from the latter. 69. When it is evident the winning cards are betwixt you and your adversaries, play an obscure game; but as clear a one as possible, if your partner has a good hand. 70. It is equally advantageous to lead up to, as through an ace ; not so much so to a king, and disadvantageous to the quecm turned up. 71. Avoid at first playing with those who instruct, or rather i:nd fault, while the hand is playing. They ge- nerally are unqualified by ignorance, and judge from consequences ; but if not, advice, while playing, does more harm than good, by confusing a beginner. 72. It is seldom right to refuse to ruff when your part- ner, if a good player, visibly intends you should do it. If a bad one, your own hand should direct you. 73. If you have ace, king, and two more trumps, and your partner leads them originally, ensure three rounds m trumps; but if he leads (in consequence of youi showing your strength) a nine or any equivocal card, in that case, pass it the first time ; by which you will have the lead, after three rounds of trumps; a most materia advantage. 74. There is often judgment required in taking the penalties of a revoke. Before the score is advanced, if the party revoking has won nine tricks, the least consi- deration will show, that the adversaries should take three of them, for if they add three to their own score, they will leave the odd trick to the former: but if the re- Yoking party are at eight, it is better for the adversary to score three points, as the odd trick leaves the former at nine, which is in every respect a worse point than eight. On other occasions, it is only to calculate how the dif- ferent scores will remain after each mode of taking the penalty ; and it will be obvious which will be the most advantageous — never losing sight of the points of the game ; i. e. scoring eight oi five yourself, or preventing vour adversary from doing so. 52 WHIST. 75. With ace, queen, and ten, of your right hand ad- versary's lead, put on the ten. 76. When your left hand adversary refuses to trump a winning card, for fear of being overtrumped by your partner, and throws away a losing card, if you have the commanding card of the suit he discards, play it out be- fore you continue the former. 77. When all the trumps are out, if you have the com- manding card of your adversaries' suit, you may play your own, as if you had the thirteenth trump in your own hand. 78. If A, your right hand adversary, leads a card, and his partner B, putting on the knave or queen, yours wins with the king — should A lead a small card of that suit again, if you have the ten, put it on. It is probable, that by doing this, you keep the commanding card in your partner's hand, and prevent the second best from making. 79. If weak in trumps, keep guard on j^our adversa- ries' suits. If strong, throw away from them, and dis- card as much as possible from your partner's strong suits in either case. 80. Should your left hand adversary lead the king, to have the finesse of the knave, and it comes to your lead, if you have the queen and one more, it is evident the finesse will succeed. In this case, play the small one through him, which frequently will prevent him from making the finesse, though he has originally played for it. 81. If your partner shows a weak game, force him, whether or no you are otherwise entitled to do it. 82. W^hen you are at the score of four or nine, and your adversaries, though eight, do not call, you have no honour, it is evident your partner has two at least. It is equally so if you have one, that he has at least ano- ther. If both parties are at eight, and neither calls, each must have one. A little reflection will enable the beginner to make a proper advantage of these data. 83. When your partner leads a card of which you have the best and third, and your right hand adversary puts on the fourth, the second only rennaining — it is a commonly received, but erroneous opinion, that the chance of succeeding in the finesse is equal; but here calculation will show, that as the last player has oae WHIST, 53 card more than his partner, it is that proportion in fa- vour of his having it. With three cards, it will be three to two against making the finesse. 84. Moderate players have generally a decided aver- sion to dart with the best trump, though single ; think- ing, that as they cannot lose it, and ii can make but ono trick, it is immaterial when it does so; this is a dan- gerous fault. When your adversary plays out his strong iBuit, ruff it immediately, before you give his partner an opportunity to throw off his losing cards. Do not, how- ever, go into the contrary extreme, or trump with the best trump» with small ones in your hand, for fear of being overtrumped. This is a nice part of the game, and can only be understood from practice and attentive reasoning. 85. It frequently happens that your partner has an opportunity to show his strong suit, by renouncing to a lead. If you have a single card in this, play it before you force him, let your strength in trumps be what it may; as it is the way to establish the saw, which is al- most always advantageous; should the second player put on the ace to prevent it, still it is of great utility by establishing your partner's suit. 86. A has ace, knave, ten, and a small card of the suit led by the right hand adversary. Query — Which is he to play.? Answer — In trumps, the ten; in other suits the small ones. For this reason — in trumps, a good player, with king, queen, &c. leads the lowest ; in other suits the king; and in the latter case, of course an honour must be behind you ; and he it in either hand, you can do no good by putting on the ten ; by keeping the three together you render it impossible for your adversary to make one trick in the suit. 87. It often happens that with only three cards re- maining in his hand the leader hasthe worst trump, and ace, queen, or some tenace of another suit. In this case he should lead the trump, to put it into his adver- sary's hand to play. By these means he preserves the tenace. This, though self evident on proper considera- tion, is what none but good players ever think of. 88. Though it is certainly more regular to win your adversary's as well as partner's lead with the lowest of a sequence, still I recommend occasional deviations from that maxim ; as it is of the greatest advantage to give your partner every information in his, or your own, so 54 WHIST. it is often to deceive 3^our adversaries in their suits. It will now and then deceive your partner also ; but if done with judgment, it is, I think, oftener attended with good than, bad effect. There aio also other situations, where it is highly ne- cessary to deceive the adversary. A, last player, has a aterce major, and a small trump; a terce major, with two others of a second suit; king, and a small one of a third ; with queen or knave, and a small one of the fourth, of which his adversary leads the ace. It is so very material for A to get the lead, before he is forced, that he should without hesitation throw down the queen, as the most likely method to induce his aoi^ersaryto change his lead. But this mode of play should be re- served for material occasions, and not by its frequency give cause for its being suspected. 89. Beginners find it difficult to distinguish between original and forced leads. When a player changes his original suit, he commonly leads his strongest card of another, to give his partner the advantage of a finesse. In this case you are to play this, as if it was your own or adversary's lead— keep the commanding card, ten ace, &c. and do not return it, as if it was an original lead. 90. There is nothing more necessary to explain to the beginner, than what is usually denominated underplay^' as it is a constant engine in the hands of the expe rienced, to use successfully against the inexperienced player. In other words, it is to return the lowest of your left hand adversary's lead, though you have the highest in your hand, with the view of your partner's making the third best, if he has it, and still retaining the com- manding card in your hand. 91. To explain this further, suppose A fourth player has ace and king of his left hand adversary's lead : to underplay, he wins the trick with the ace, and returns the small one, which will generally succeed, if the leader has not the second and third in his own hand. You will see by this, if you lead from a king, &c. and your right hand Stdversary, after winning with a ten or a knave, re- turn it, you have no chance to make your king, but by putting it on. 92. The following is another situation to underplay : A remains with the first, third, and fourth cards of a suit, of which he has reason to suppose his left liand adversary has the second guarded ; by playing the WHIST 55 fourth, it is often passed, and A makes eve.y tiick m the suit. N. B. This sort of plav is always right in trumps: but if weak in them, it is generally the best play to make your certain tricks as fast as you can : or if you have not your share of them, somebody must have more than his own, and of consequence be weak in some other suit, which probably is your strong one. 93. Keep the trump card as long as you can, if your partner leads trumps; the contrary, if your adversary leads them. In the former instance, supposing the eight turned up, and you have the nine, throw away the lat- ter ; in the last, (though you have the seven or six,) play the card you turned up. 94. When your partner is to lead, and you call before he plays, it is to direct him, if he has no honour, to play off the best trump he has. 95. Though, according to the strict laws of whist, all words and gestures are prohibited, yet. like all other laws not enforced by penalties, they are continually violated. There are, indeed, few players who do not discover, in some degree, the strength of their game, or their appro- bation or disapprobation of their partner's play, &c. As this is on one side often a material advantage to the party transgressing, so it is quite allowable for the ad- versaries to make use of it. Attentive and silent obser- vation will frequently give an early insight into the game, and enable you to play your hand to more advantage, than by adhering to more regular maxims. 96. Though tenace, or the advantage of position, can- not be reduced to a certainty, as at piquet ; and that it is often necessary to relinquish it for more certain ad vantages; still no man can be a whist player who does not understand it. The principle is simple, but the combinations are various. It is easily conceived, that if A has ace, queen, and a small card in a suit, of which B has king, knave, and another; if A leads the small card, he remains tenace, and wins two tricks ; whereas, *f he plays the ace, he gives it up, and niakes but one. But if B is to lead, he has no tenace, and lead which card he will, he must make one trick, and can make no more. This easy instance, well considered, will ena* ble the player, with some practice, to adapt it to more ajjparently intricate situations. 97. The following cases, which happen freqi^ently, 66 WHIST. will further explain this: A is left with four cards and the lead, viz. the second and fourth trump, and the ace and a small card of a suit not played. Nine trumps be- ing out, B, his left hand adversary, has the first and third trump, king, and a small one of the suit of which A leads the ace. Query — What card should B play f Answer — The king ; by which he brings to an equal chance whether he wins three tricks or two ; but if he keeps the king, he cannot possibly win three. By placing the cards, you will perceive that if B*s partner has a better card than A's, it prevents A from making either of his trumps, which, had B retained the king, he must have done. 98. A has three cards of a suit not played, (the last remaining,) viz. king, queen, and ten ; B ace, knave, and another; A leads the king; if B wins it, he gives up tenace, and gets but one trick ; whereas, if he does not, he makes his ace and knave by preserving it. 99. A has ace, knave, and ten, of a suit which his partner leads. Query — Which should he put on ? An- swer — The ten, particularly if it is a forced lead ; by this he probably wins two tricks. If he puts on the ace, and his partner has no honour in his suit, he gives up Ihe tenace, and can only win one. 100. Tenace is easily kept against your right hand, but impossible, without great skill, against your left hand adversary. 101. To explain wnat is meant by playing to points, place the following points before you : A has the two lowest trumps, and two forcing cards, with the lead. The two best demonstrably in the adversaries' hand; though uncertain if in the same, or divided. Nine cards being played, and no other trump remaining — Query — What is A to piay .'* Answer — This can only be decided by the situation of the score, and whether or no it jus- tifies the hazarding two tricks for one. The least con- sideration will convince the player, that before the score is much advanced, it would be highly improper for A to play a trump, because he manifestly ventures two tricks for one ; of course he should secure two tricks by play- ing a forcing card. But suppose A to be at the score of seven, and that he has won six tricks, he should then as clearly venture to play the trump, because, if the trumps are divided, he wins the game, or otherwise re- mains at seven, which is preferable to the certainty of WHIST. 57 storing nine. But if the adversary is at nine, this should not be done, as by hazarding the odd trick, you hazard the game. N. B. This mode of reasoning will in general direct 50U where and why finesses are proper or improper. For there is scarcely one, though ever so right in gene- ral, but what the different situations of the score and hand may render dangerous and indefensible. 102 The following critica' stroke decided one of the most material rubbers that was ever played, and is re- commended to the attentive perusal even of proficients: The parties were at nine. A had won six tricks, and remained with knave and a small trump, and two dia- monds, with the lead. B, his left hand adversary, with the queen and ten of trumps, and two clubs. C, his partner, with two small trumps, and two diamonds. D, last player, with ace and a small trump, a club, and a heart. A led a diamond, which being passed by B, was to be won by D. Query — How is D to play, to make it possible to win the odd trick.? Answer — D saw it was not possible, unless his partner had either the two best trumps, or the first and third, with a successful finesse. He therefore trumped with the ace, led the small one, and won the game. N. B. In another score of the game, this vrould not be justifiable, as the chance of losing a trick is greater than that of gaining one by it. 103. The attentive perusal (in the mode prescribed) of these maxims, will, i think, with a little practice, en- able a beginner to play with very good cards to consi- derable advantage. The difficulty of the game does not consist in this; for aces and kings will make tricks, and no skill can make a ten win a knave. But there are hands which frequently occur, when skilful players win, where bunglers lose their points ; and (unJess when the cards run very high) it is on the playing of such success depends, viz. ace or king, and three other trumps, a terce- niajor, with others of a second suit, and a probable trick in a third — The player's plan should be, to remain ei- ther with the last trump, or the last but one, with the lead ; and to accomplish this last, he must not win the second lead with the commanding trump, but reserve it for the third. Nothing then but five trumps in one hand, can probably prevent his establishing his long suit, for ne forces out the best trump, and the thirteenth brings 5 r2 58 WHIST. in his suit again, which (without the lead after ii^e third round of trumps) would be impossible. 104. As this maxim is of the utmost consequence, the following cases, which happen frequently, are added, to make it more clearly understood : 1st. A has ace and three trumps, a strong suit, head- ed by a terce-major, and a probable trick in a third, with the lead. Query — How should this hand be play- ed.** Answer— A should lead a trump; but if his part- ner wins and returns it, A should not put on his ace, but suffer it to be won by his adversary. When either A or his partner gets the lead, he of course plays a trump, which being won by A, he remains with the lead, and one, but not the best trump, though they should not be equally divided. This (his strong suit having forced out the best) establishes it again, notwithstanding the adversary may command the other suits, which are by these means prevented from making. N. B. Had the ace been put on the second lead, the force would have been on A, and his strong suit entirely useless. 2d. A, with a similar hand, has ace, kin^;, and two small trumps. If the adversaries lead trumps, he should not win the first trick, even if last player. By this, af- ter the second lead, he still retains the best for the third, according to the maxim, and establishes hi? suit, (though the best trump keeps up against him) unless there are five in one hand originally. 3d. With ace, queen, and two small trumps, do not win the knave led on your left hand, but let it be played again ; according to the same maxim. As the following, or nearly similar situations, frequent- ly occur, T recommend them to the attentive perusal of those students, who feeling within themselves that they comprehend what I called the alphabet, wish to procure a gradual insight into the game. The whole combina- tions of which, T cannot too often repeat, proceed from plain and simple principles ; but it requires much reflec- tion to comprehend the same maxim, when applied to inferior cards, that appear self evident in the superior. There is scarcely a plaver, who if he has the ace, king, and knave of the suit of which his right hand adversary turns up the queen, but will lead the king and wait for the return to finesse his knave. But with ace, queen, and ten, (the knave being turned up on his right hand) WHIST. 5d the same pla5^er will not see that his lead, if he plays a trump, is the queen, and that one and the same princi- ple actuates the players on both occasions, and so on through the suit. It constantly happens, that the adversary on the right hand having won his partner's lead with the ace or king, returns the knave. In this case do not put on the queen, as the probability is against its being finessed. But on fill these occasions, play without hesitation, which con- Btantly directs a skilful adversary where to finesse to advantage. It frequently happens when you have led from six trumps, that after your second lead you remain with threeorfourtrumps, thebest in your adversaries' hand; in these situations play a small trump, which has these two advantages — 1st. To prevent the stopping of your partner suit — 2d. To give you the tenace, in whatever suit is led by the adversary. This mutatis mutandis will show that it is bad play to play out the best trump, leaving others in the hand of one of your adversaries. It may do good to keep it up, by stopping a suit, and can answer no good purpose whatever to play it out. A remains with the best trump, (say the ten) and a Small one, with some losing cards, B, his partner, hav ing clearly the second best, (say the nine) with some winning cards. The adversaries having one smaL trump and winning cards of the other two suits. A i forced. Query — How is he to play.? Answer — A is tt ruff with his best, and lead out his small trump, by which he puts it into his partner's hand, to make his winning cards, and renders those of his adversaries of no use whatever. This mode of play would sometimes be right, even when it was not certain whether the second best trump were in his partner's or his adversary's hand ; but the fine player alone can be expected to distinguish on so nice an occasion. There are points where good players disagree. Some play what is called a forward — others a more timid game. Some commonly put on a king, second; others, but rarely. In these cases, a man may play either way, without committing error ; but where all good players «re of the same opinion, it should be received as an axiom — no good player puts on a queen, knave, or ten second ; of course, it should on all occasions be care- fully avoi ied. 60 WHiST. 105. The possession of the last trump is of most ma- cerial advantage in the hands of a good player. A has tne thirteenth trump, with the ace and four small ones of a suit not played, of which the adversary leads the king and queen : by passing them both, A probably makes three tricks in the suit; but had he won the king, he could not possibly make more than one. 106. When it is in your option to be eight or nine, it is material always to choose the former score. 107. Observe carefully what is originally discarded by each player, and whether, at the time, the lead is with the partner or adversary. If with the former, it is in- variably meant to direct the partner — if with the latter, it is frequently intended to deceive the adversary, and induce him to lead to his strong suit. 103. You are not only to take every method to pre- serve the tenace or advantage of position to yourself, when it is evident that the winning cards lie between you and your adversary ; but also to give it, as much as pos- sible, to your partner, when you perceive the strength, in any suit, is in the hands of him and your left hand adversary ; always keeping in your mind, that when the latter or you lead, it is for the adversary. It frequently happens, that by winning your partner's trick, when last player, you accomplish this. A has king, knave, (or any other second and fourth card) with a small one of a suit, that B, his left-hand adversary, has the first and third, aod another with the lead. If A leads hissmallcard, and B, your partner, wins it, you, last player, should, if possible, win the trick, though it is your partner's. By which means you prevent A from making a trick, which he must have done had the lead remsr.ined with B. 109. As I have ventured to recommend occasional de- viations from what is considered as one of the most clas- sic maxims, i. e. the leading from sin{»le cards, without that strength in trumps hitherto judged indispensably necessary to justify it, I give the reasons that influence my opinion nj favour of this practice, with those gene- rally alleged against it, leaving the reader to determine between them. Two objections are made, which it cannot be denied, may aod do happen. The first, that if your partner has the king of the suit guarded, and the ace behind it, he loses it ; which would not be the case, if the lead came from the adversary. The second, and most essential it, that your partner, if be wins the trick WHIST. 61 may lead out trumps, on the supposition it is your strong suit ; or tiie adversaries from suspecting your intention. On the contrary, the constant and certain advantages are the preservation of the tenace in the other two suits, which I suppose you to have, and the probable one of making your small trumps, which you could not other "wise do. A has four small trumps, ace, queen, &c. of the second suit; king, knave, &c. of a third; and a shigle card of the fourth. In these sort of hands, I am of opi- nion, that the chance of winning, or leading the single card, is much greater than of losing tricks. And I ap- peal to those who are in the habit of attending whist tables, whether they 3o not frequently see the players, who proceed exactly according to the maxims of Hoyle, &;c., after losing the game, trying to demonstrate that this ought not to have happened, and that they have been vanquished by the bad not good play of their ad. versaries. I do not recommend, in general, leading from single cards, unless very strong in trumps; but with such hands as I have mentioned, I am convinced it may be occasionally done with very great, though not cer- tain, advantage. It may not be unnecessary to inform the reader, that most of Hoyle's maxims were collected during what may be called the infancy of whist ; and that he himself, so far from being able to teach the game, was not fit to sit down even with the third rate players of the present day. I shall conclude these maxims by a short recapitu- lation of the most material ones, by way of fixing them in the minds of the readers. 1st. Let them be assured, that without comprehend ing the leads, modes of playing sequences, and an at tentive observation of the board, it is as impossible to make any progress in the science of whist, as to learn to spell before they knovi'' their alphabet. 2d. That accustoming themselves to reason by ana- logy, will alone teach them to vary their play according to circumstances: and show them, that the best play in Eome, is the worst in different situations of the game. It is common to see even good players hazard the game, merely to gain the applause of ignorant bystanders, by making as much of their cards as they are capable of, and this pitiful ambition cannot be too much guarded against. Avoid also the contrary extreme, the fault of the old, and many of the imitators of the new school 62 WHIST. These never part with a tenace, or certain trick, ihoug|» for the probability x)f making several ; and are like fen- cers who parry well, but cannot attack. No players of this kind can ever excel, though they reach mediocrity. I must also repeat my advice to proficients, to vary their play according to the set they are engaged with ; and recollect that it would be of no advantage to speak French like Voltaire, if you lived with people who ar« ignorant of the language. On Leads, 1. The safest leads are, from sequences of three or more cards lead the highest, and put on the lowest to your partner's lead ; put the highest on your adversary's. Wiih a terce to the king and several others, begin with the knave. 2. With ace, king, knave, and three small trumps, play the ace and king — with only two the king, and wait for the finesse of the knave. In other suits, without great strength in trumps, or with the hopes of a particu- lar point, do not wait for the finesse. 3. Ace, king, and five others, lead the ace in all suits. With four or less, the lowest of trumps. In other suits, always the ace, unless all the trumps remaining are with you and your partner; in this case, a small one. 4. Ace, queen, knave, &c. in all suits the ace. Ace, queen, ten, with others, in trumps, a small one; but \i with three, unless very strong in trumps, lead the ace in other suits. b. Ace, knave, with small ones, lead the lowest in trumps; in other suits, if with more than two, lead the ace, unless very strong in trumps. 6. Ace, with four small ones in trumps, lead the low- est. If with four or more, in other suits, and net very Itrong in trumps, the ace. N. B. It is the general custom with ace and one other to lead the ace ; this is right if you have reason to think il your partner*s suit, otherwise lead the small. 7. King, queen, ten, &c. in all suits, lead the king; but if it passes, do not pursue the lead, as certain the ace is in your partner's hand, and it is often kept up, but chanijeyour lead, and wait for the return from your partner, when you have the finesse of the ten, if necessary. 8. King, queen, and five others, in all suits, the king. With four or less in trumps, lead the lowest. In othei WHIST. 03 tuUs always the king, unless you have the two only re- maining trumps, if so, you may play a small one. 9. King, knave, ten, &c. in all suits, lead the ten. King, knave, and two or more small ones, the lowest. N. B. You should not lead from king, knave, and a small orve, unless it is clearly your partner's suit, in which case, play your king and knave. 10. Queen, knave, nine, and others, lead the queen. Queen, knave, with one other, the queen. Queen, knave, with two more, the lowest. Queen, ten, and two others, the lowest. Queen, and three small ones, the lowest. Queen or knave, with only two, the queen or knave. N. B. The trump card sometimes occasions a devia- tion from these rules. A has the acfc or king, with a sequence from the ten downwards, of the suit of which his left hand adversary turns up the knave or queen— A should lead the ten. If the knave or queen be put on, you have a finesse on the return, with the nine ; if not, your partner, with an honour, will pass it, and is cither way advantageous. The following Calculations art svfficienifor a beginner; deeper ones frequently puzzle even the proficient. That either player has not one named card not in your band is " 2 to 1 5 to 4 in favour of his having. 1 of 2 5 to 2 1 in 3 4 to 1 1 in 4 N. B. The odds are so considerable, that no player has two or more named cards, that scarce any situation justifies playing on this supposition, except the impossi- bility of saving or winning the game otherwise : of course, further calculations are more for curiosity than utility. The odds of the game are calculated according to the points, and with the deal : 1 love 10 to 9 2 love 10 to 8 and so on, except that nine is considered as something worse than eight. It is three to one in favour of the first game. N. B. Notwithstanding that calculations are in gene- ral accurate, it is difficult to conceive that 10 in 20 is 3 to 7, while 5 in the 10 is 2 to 1, and even 6 in 10® Dui 5 to 2. 1 am convinced whoever bets the 5 to 1, wSI. 64 WHIST. lose on a long run : and on the contrary, he who bctf the 2 to 1, and 5 to 2, will gain in the same proportion. The odd trick has always been supposed in favour ot the leader ; but this is an error, as the dealer has the ad- vantage in this, as in every other score. [Mr. Mathews's laws differ from Mr. Hoyle's only in stating that mistakes in tricks may be rectified at any lime during the game, whether called or not — and that the trump card may be called if left on the table after the first round.] PROPOSED LAWS. Though the established laws are excellent as far ad they go, yet experience convinces us that they are ina- dequate to meet the various cases that continually oc- cur at whist tables. Hence disputes, wagers, referen- ces, &.C. arise, which are often decided differently by different referees, unsatisfactorily to the i^isputants, and sometimes unaccountably to those interested. It has therefore long been a desideratum, that a code should be attempted, which, having undergone the ordeal of examination by proper judges, should, with any addition they may think proper to make, be hung up in the va- rious club rooms, as a classical authority to be referred to on all occasions. As nobody has undertaken this necessary task, whose acknowledged judgment would prevent all difference of opinion, 1 have attempted something of the kind. The cases, with their decisions, I know to have happened ; and the consequent rules which r endeavour to establish, are founded on the fol- lowing principles of all laws, viz. That penalties should be in exact proportion to the advantages possible to ac- crue from the transgression. Whether these regulations are adopted or not, if they stimulate some person more capable of the task to ac- complish what I fail in, I shall by no means regret the trouble I have taken, or be mortified at the rejection of my opinions. Case 1. The parties v/ere each at the score of 8. A, the elder hand, called, having but one honour in his hand, and his partner did not answer it. B, the next ad- versary, though he had two honours, did not call, as he of course thought that it could be to no purpose. The game being played out, was won against the honours. This was referred on the spot, and decided in ff^vouT v>f WHIST. 65 the tricks ; out in my opinion, so improperly, thit I do not hesitate to propose the following Law to be added to the present Code ; — " Whoever calls, having only one honour in his hand, should forfeit in proportion to any advantaga that actually does or may possibly accrue from the fault. Should it prevent the adversaries from callmg, aftfer the hand is played out, the honours shall take place of the tricks." Case 2. The dealer, after showing the trump card, through awkwardness, let it fall on its face. It was de- termined on the spot that the deal should not stand goofi, but the card having been seen, as there could be no pos- sible advantage made by the mistake, I am of a different opinion, and propose the following addition to the 5th law, as it now stands in this book — " But if the card is shown, and falls on its face by accident afterward, then the deal to stand good.*' Case 3. A playing out of his turn, B his partner 'vas directed to play a trump. B however led another suit, and three or four cards were played before it was disco- vered that B had a trump in his hand. It was referred to me on the spot, as no printed laws reached the case. 1 decided that the cards should be taken up again, snd a trump led by B, as directed. This decision was pp proved by both parties, and 1 propose it as a law on ao} similar occasion. Case 4. A called at 8, his partner did not answfi, though he had an honour, having a bet on the odd trick. The adversaries contended that the deal should .lol stand, and a wager was laid in consequence, and re'er- red to nte. I decided that the game was fairly won, because there could be no possible advantage made of the circumstance as far as related to the game, though it might as to the trick, had that been the case referred. I think it impossible to object to the following law, viz — " No one is obliged to answer to his partner's call, even though he has the other two honours in his hand." Case 5. A at the score of 8, on gradually opening his hand, saw two honours in it immediately, and told his f)artner of it, who did not answer. A continuing to ook through his cards, found a third honour, and show- ed them down. It was contended that he had no right to do this, and decided, as T hear, against him ; but I 5 C6 wiiisT. am fully convinced improperly, and I proj)ose as a Law, that " No man having three honours in his hand can be precluded from taking advantage of them at any time Frevious to his playing a card." shall now attempt to frame a Law, which if agreed to, will, in my opinion, put a stop to a practice that, though perhaps not meant so, is in itself absolutely un- iTaiir, and what is still worse, is the parent of all those unpleasant disputes and altercations which form the only objections to a game in every other respect calculated for rational amusement. I need scarcely add, that I mean the discovery, by words or gestures, of your approbation or dislike to your partner's play, before the deal is abso- lutely finished. 1 do not mean to prevent talking over the last hand between the deals, but that it should be absolutely prohibited under a severe penalty to say a word between tlie turning up of the trump card and playing the last card of the deal, except what is already allowed by tne rules of the game — such as to ask what are trumps, to desire the cards may be drawn, &c. The law I propose is this — " Whoever shall by word or gesture, manifestly dis- cover his approval or disapprobation of his partner's mode of play, or ask any questions but such as are spe- cifically allowed by the existing laws of Whist, the ad- versary shall either add a point to his own score, or de- duct one from the party so transgressing at his option. " CONCLUSION. I have been desired by some beginners to whom this book is particularly addressed to give a minute defini- tion of two words, which, though universally used, are not generally understood — I mean Tenace and Finesse. Indeed the game depends so much on the comprehen- sion of their principles, that any man desirous of ob- taining even a competent knowledge of it, will never re- gret the trouble of the study. Many parts of whist are mechanical, and neithei maxims nor instructions are necessary to inform the be- ginner, that an ace wins king, or that you must follow the suit played, if you have one in your hand. The principle of the Tenace is simple. Jf A has ihe ace and queen of a suit, and B his adversary, has the king and knave, the least consideration will show that WHIST. 67 if A leads, B wins a trick, and vice versa, nf coiiise, in every such situation it is the mutual plan of players by leading a losing card to put it into the adversary's hand to oblige him to lead that suit, whereby you preserve the tenace. So far is easily comprehended ; but it requires attention with practice to apply the principle so obvious in the superior, to the inferior cards, or see that the same tenace operates occasionally with the seven and five, as the ace and queen, and is productive of the same advan- tage : A, last player, remains with the ace and queen of a suit not played, the last trump, and losing card. E, bis left hand adversary, leads a forcing card. Query — How is A to play ? Answer — If three tricks win the game or any particular point, he is not to ruff, but throw away his losing card, because his left hand adversary being then obliged to lead to h^is suit, he remains tenace, and must make his ace and queen. But upon a suppo- sition that making the four tricks gains him the rubber, he should then take the force, as in these situations you are justified in giving up the tenace for an equal chance of making any material point. The Finesse has a near affinity to the tenace, except tiiat the latter is equally the object where two, and the former only where there are four players. A has the ace and queen of a suit led by his partner, now the dullest beginner will see it proper to put on the queen: and this is called finessing it, and the intention is obvi- ously to prevent the king from making, if in the hand of his right hand adversary. Should it not be there, it is evident you neither gain nor lose by making the finesse; but few players carry this idea down to the inferior cards, or see that a trick might be made by a judicious finesse, against an eight as a king — but to know exactly when this should be done, requires more skill than in the more obvious cases, united with memory and obser- vation. Another case of finesse even against two cards fre- quently occurs, and the reason on reflection is self *^vident, A leads the ten of a suit of which bis paimer rns the ace, knave and a small one ; B should finesse or let the ten pass ; even though he knows the king or queen ate in his left hand adversary's hand : because he preserves the tenace, and probably makes two tricks ; whereas had he put on his ace, he could make but one — iu short, tenace is the game of position, and finesse the art of placing yourself in the advantageous one. 68 THE GAME OF QUADRILLE. The Game of Quadrille is played by four persons. The number of cards required are forty. The four tens, nines, and eights, are 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 right-hand player, who is eldest hand. The trump is made by him or her who plays, with oi without calling, by naming spades, clubs, diamonds, or hearts, and the suit so named become trumps. The two following tables will show the rank and order of the cards, when trumps, or when not so. RANK AND ORDER OF THE CARDS WHEN TRUMPS. Clubs and Spades, Spadille, the ace of spades. Manille, the deuce of spades or of clubs. Basto, the ace of clubsL Hearts and Diamonds. Spadille, the ace of spades. Manille, the seven of hearts or of diamonds, Basto, the ace of clubs. Punto, the ace of hearti oi of diamonds. King Queen Knave Deuce Three Four Five Six- 11 in all 12 in all QUADRILLE. 69 RANK AND ORDER OF THE CARDS WHEN NOT TRUMPS. Gubs and Spades* Hearts and Diamonds* King King Queen Queen Knave Knave Seven Ace Six Deuce Five Three Four Four Three Five Deuce Six Seven 9 in all 10 in all 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, the latter only eleven. There is a trump between spadille and basto, which is called manille, and 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. Ex- ample : the deuce of spades being second trump, when they are trumps, and lowest card when clubs, hearts, or diamonds are trumps; and so of the rest. Punto is the ace of hearts or diamonds, which are above the king, and the fourth trump, when either of those suits are trumps; but are below the knave, and called ace of diamonds or hearts when they are not trumps. The two of hearts or diamonds is always su- perior 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. 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 play it, which is the case with basto in respect to manille, the superior matadore always .orcing the inferior. ^ ' g2 70 QUADRILL*;. Although, properly speaking, there are but three ma tadores, yet all those trumps which succeed the three first without interruption, are also called matadores; bu* the three first only enjoy the privilege above stated. TERMS USED IN THE GAME OF QUADRILLE. To ask leave, is to ask leave to play with a partner, by calling a king. Basto, is the ace of clubs, and always the third best trump. Basty 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. ChevillCf is being between the eldest hand and the dealer. Codille^ is when those who defend the pool make more tricks than those who defend the game, which is called winning the codille. Consolation, is a claim in the game, always paid by those who lose, whether by codille or remise. Devole^ is when he who stands the game makes nc trick. Double^ is to play for double stakes, with regard to the game, the consolation, the sans prendre, the matadores, and devole. Force ; the ombre is said to be forced, when a strong trump is played for the adversary to overtrump. 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 ofFerins; to play sans prendre. Forced spadille, is when all have passed, he who has spadille is obliged to play it. 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. Friend, is the plaver who has the king called. Impasse. To make the impasse, is when, being in cheville, the knave of a suit is played of which the player has the king. ManiUs is, in black, the deuce of spades or clubs; in red, the seven of hearts or diamonds, and is always the second best trump. Mark, means the fish put down by the dealer. Mille, is a mark of ivory, which is sometimes used, and stands for ten fish QUADR*LLE. 71 Matadores, or mats, are spadille, manille, and basto, which are always the three best trumps. False mata- dores, are any sequence of trumps, following theraata- dores regularly. Omhre^ is the name given to him who stands the game, by calling or playing sans appeller, or sans prendre. Party, is the duration of the game according to the number of tours agreed to be played. Pass, is the term used when you have not a hand ei- ther to play alone, or with calling a king. Ponto, or jffwn^o, is the ace of diamonds, when dia- monds are trumps; or hearts, when they are trumps; and is then the fourth trimnp. Pool. The pool consists of the fish, 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. Prise, is the number of fish or counters given to each player at the commencement of the game. Regie, is the order to be observed at the game. 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. 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. Reprise, is synonymous with party. Report, is synonymous with reprise and party. 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 king is given up must win the game alone. Spadille^ is the ace of spades, which is always th« best trump. Sans appeller, ]s playing without calling a king. Sans prendre, is erroneously used for sans appeller, meaning the same. Tenace, is to win with two trumps, that must make when he who has two others is oblisred to l«ad ; such as the two black aces (spades and clubs) ay;iiinst mamlle or punto. Tours, are the counters, which they who ^m put down, to mark the number of coups played. "7^ aUADRILLE. FoUy IS to get all the tricks, either with the friend of ajyne, sans prendre, or declared at the first o{ the deal. Laws of the Game of Quadrille^ as played its the most fashionable circles. 1. The cards are to be dealt by fours and tfuees, and »n no other manner. The dealer is at liberty to begin by four or three. If in dealing there is a faced ctird, there must be a new deal, unless it is the last CQrd. 2. If there are too many or too few cards, it U also a new deal. 3. No penalty is inflicted for dealing wrong, but th# dealer must deal again. 4. If you play with eleven cards, you are basted. 5. He who has asked leave is obliged to play. 6. No one should play out of his turn ; if, however, he does, he is not basted for it ; but the card played may be called at any time in that deal, provided it does not cause a revoke : or either of the adversaries may de- mand the partner of him who played out of his turn, or his own partner, to play any suit he thinks fit. 7. No matadore can be forced but by a superior mat ; but the superior forces the inferior, when led by the first player. 8. Whoever names any suit for trumps, must abide by it, even though it should happen to be his worst suit. U. If you play sans prendre, or have matadores, you are to demand them before the next dealer has finished his deal, otherwise you lose the benefit. 0. If any one names his trump without asking leave, he must play alone, unless youngest hand, and the rest have passed. 11. If any person plays out of his turn, the card may be called at any time, or the adversaries may call a suit, 12. If the person who won the sixth trick plays the seventh card, he must play the vole. 13. If you have four kings, you may call a queen to one of your kings, or call one of your kings: but you must not call the queen of trumps. 14. If a card is separated from the rest, it must be played, if the adverse party has seen it; unlfcss the per- son who separ;ited it plays sans prendre. 15. If the kingcaljed, or his partner, play out of turrji no vole can be played. QTJADKILLfi. 73 16. No one is to be basfed for a renounce, unless the trick is turned and quitted ; and if any person renoun- ces, and it is discovered, if the player should happen to be basted by such renounce, all the parties are to take up their cards and play them over again. 17. Forced spadille is not obliged to make three tricks. 18. The person who undertakes to piay the vole, hai the preference of playing before him who offers to play sans prendre. 19. The player is entitled to know who is his king called, before he declares for the vole. 20. When six tricks are won, the person who won the sixth must say, " I play, or do not play the vole," or ** I ask" — and no more. 21. He who has passed once has no right to play after, unless he has spadille; and he who asks must play, unless somebody else plays sans prendre. 22. If the players show their cards before they have won six tricks, they may be called. 23. Whoever has asked leave, cannot play sana prendre, unless he is forced. 24. Any person may look at the tricks when he is tc lead. 25 Whoever, playing for a vole, loses it, has a righL to the stakes, sans prendre, and matadores. 26. Forced spadille cannot play for the vole. 27. If any person discovers his game he cannot play the vole. 28. No one is to declare how many trumps are out. 29. He who plays, and does not win three tricks, \b baated alone, unless forced spadille. 30. If there are two cards of a sort, it is a void dealy if discovered before the deal is played out. Short Rules Jor Learners. 1. When you are the ombre, and your friend 'leads from a matt, play your best trump, and then lead the 4ext best the first opportunity. 2. if you possess all the trumps, continue leading ihem, except you hold certain other winning cards. 3. If all the matts are not revealed, by the time }^u have six tricks, do not risk playing for the vole. 4. When you are the friend called, and hold only a matt, lead it; but if it is guar(jed by a small trump, lead 74 aUADRILLE. that. But when the ombre is last player, lead ^% best trump you possess. 5. Punto in red, or king of trumps in black, ar« good cards to lead when they are your best, and sho-j Id either of them succeed, then play a small trump. 6. If the ombre leads to discover his friend, and you have king, queen, and knave, put on the knave. 7. Preserve the suit called, whether friend or foe, 8. When playing against a lone hand, never lead a King unless you have the queen; nor change the sait; and prevent, if possible, the ombre from being ]ii8t player. 9. You are to call to your strongest suits, except you have a queen guarded, and if elder hand, you have a better chance than middle hand. 10. A good player may play a weaker game, eithei elder or younger than middle hand. J\/[anner of playing the game and dealing the cards of ike stakes^ of speakings of the bast, Sfc. SfC. 1. Every person is to play as he thinks proper, and most advantag'^ously to his own game. 2. No one is to encourage his friend to p ay; but each person should know what to do when he is to play. 3. The stakes consist of seven equal billets or con- tracts, as they are sometimes called, comprising the ten counters and fishes, which are distributed to each player. A mille is equal to ten fish, and every fish to ten counters: the value of the fish is according to the players' agreement, as also the number of tours; which are usually fixed at ten, and marked by turning the corners of a card. 4. Each player having got his ten cards, he that is on the right hand of the dealer, after examining his game, and finding his hand proper to play, must ask if they play; or, if he has not a good hand, he passes, and so the second, third, and fourth. All four may pass: but he who has spadille, after having shown or named it, is compelled to play by calling a king. 5. If the deal is played in this manner, or one of the players has asked leave, and no one choosing to play without calling, the eldest hand must begin ; previously naming his suit, and the king he calls : he who wins the trick must play another card, and the rest of course, till QUADRILLE 70 the game is frnished. The tricks are then reckoned, and if the ombre, meaning him who stands the game, has, together with him who has king called, six tricks, they have won, and are accordingly paid the game, the consolation, and the matadores, if they have them, and divide what is upon the game, and the basts \i ther« be any. 6. Should they make only five tricks, it is a remise, and they are basted, what goes upon the game, paying to the other players the consolation and the matadores. When the tricks are equally divided between thetn, they are also basted : and if they make only four tricks between them, it is a remise. Should they make less, they lose codilie, and in that case pay their adversaries what they should have received if they had won ; namely, the game, consolation, and matadores, if they have them, and are basted what is upon the game ; and if they win codilie, divide the stakes. The- bast, and every thing that is paid, arise equally from the two losers; one half by him who calls, and the other by him who is called ; the same in case of codilie as remise, unless the ombre does not make three tricks, in which case, he who is called is not only exempt from paying half the bast, but also the game, consolation, and ma- tadores, if there are any, which in that case, the ombre pays alone, and likewise in case of a codilie as a remise. This rule is enforced to prevent unreasonable games being played. 7. A single case may occur, in which if the ombre makes only one trick, he is not basted alone ; which is, when not having a good hand, he passes, and all tho other players have passed likewise, and he having spa- dille is compelled to play. In this case, it would be unjust to oblige him to make three or four tricks; wherefore he who is called pays half of the losing; for this reason, he who has spadille, with a bad hand, should pass, in order that if he is afterward obliged to play by calling a king (which is called forced spadille,) he may not be basted singly. 8. The player who was once passed, cannot be allow- ed to play, and he who has asked leave cannot refuse to play ; unless another should propose playing without calling. 9. When a person has four kings he may call a queen to one of his kings, but not that which is trumps. He 76 QUADRILLE. who has one or more kings, may call one of those kings; but in this case he must make six tricks alone, and therefore, wins or loses singly. The king of the suit in which he plays cannot he called. 10. When he who is not eldest of hand has the king called, and plays spadilie, maniile, or basto, or even the king called, in order to show that he is the friend, having other kings that he is apprehensive the ombra may trump, he is not to be allowed to go for the v^le; and he is basted if it should appear it is done with thaS design. 11. No hand is allowed to be shown, though codillt may already be won, in order that it may be seen whether the ombre is basted singly. Should the ombre or his friend show his cards before he has made six tricks, judging that he might have made them, and there should appear a possibility of preventmg his making ihem, the other players may compel him to play his cards in what order they choose. 12. Whoever plays without calling must himself make six tricks to win ; all the other players being united against him, and therefore exert their combined efforts to distress him. Whoever plays without call- ing, is permitted to play in preference to any other, who would play v/nh calling: nevertheless, if he who has asked leave will play without calling, he has the pre- ference of him who would force him. These are the two methods of play without calling, which are called forced. 13. He who plays without calling, not dividing the winnings with any other player, consequently when he loses pays all himself Should he lose by remise, he is- basted, and pays each other player the consolation, the sans appeller, (commonly, though erroneously, called the sans prendre,) and matanures, should there be any, Snould he lose codille, he is also basted, and pays each player what he would have received from each, if he had won. Those who win the codille divide the gains; and if there be any remaining counters, they belong to the player of the three who may have the spadilie, or the higiiesi rump in the succeeding deal. The same rule operates with respect to him who calls one of hia own kings : he wins or loses alone, as in the other case, except the sans appeller, which he neither pays, nor re- ceives, although he plays singly. QUADRILLE. 77 14. Should he play sans appellor, thou|h he may have a sure game, he is compelled to name his suit; if he does not, though he shows his cards and says, " 1 play sans appeller," eith-er of the players can oblige him to play in which suit he chooses, though he should nof have a trump m that suit. 15. No player is compelled to trump, when he is not possessed of any of the suit led, nor obliged to play a higher card in that suit if he has it ; although he is the last player, and the trick belongs to the om.bre ; but he is compelled to play in the suit led if he can, otherwise he renounces. Should he separate a card from his game and show it, he is compelled to play it ; if by not doing it, the game should be prejudiced, or give any in- telligence to his friend, but particularly if it should be a matadore. He who plays sans appeller, or by calling himself, is not subject to this rule. 16. One player may turn the tricks made by the others, and reckon what has been played; but only when it is his turn to play. Should he, instead of turning a player's tricks, turn and see his game, or show it to the other players, he is basted, together with him whose cards he turned ; each paying a moiety to the loss. 17. He who renounces is basted as often as detected ; but no renounce takes place till the trick is turned: Should the renounce be discovered before the deal is finished, and has proved detrimental to the game, the cards must be taken up again, and the game replayed from that trick where the renounce began. But should all the cards be played, the bast still is made, and the cards must not be replayed, unless there should be several renounces in the same deal. In this case they are to be played again, unless the cards should have Deen previously mixed together. When several basts appear in the same deal, they all go together, unless a Jiffereat agreement is made ; and in cases of basts, th*' greatest is first reckoned. PARTICULAR GAMES. Having made the learner acquainted with the rules necessary to a perfect knowledge of the game of quad* rille, we shall now present him with a copious collec- tion of such cases as give a fair chance of winning the 78 QUADRILLS. game by calling ^ king; with directions at the end of each case what trump is necessary to lead. Gam.es in red, which may he played^ calling a king. 1. Spadille, manille, two small hearts or diamonds, the queen of clubs, and one small one, and four smal cards of the other suits. Lead a small trump. 2. Spadilli, manille, two small hearts or diamonds, with the knave and two small clubs, and three small ^rds of th3 other Guits. Lead a small trump. S. Spadille, manille, two small hearts or diamonds, three small cJubs, and three small cards of the other suits. Lead a small trump. 4. Spadille, punto, king, queen, and one small heart or diamond, three small clubs, the queen and one spade. Lead punto. 5. Spadille, punto, king, knave, and one small heart or diamond, the knave and two small clubs, and two small spades. Lead punio. 6. Spadille, king, queen, knave, and one small heart or diamond, with the queen, knave, and one small club, and two small spades. Lead the king of trumps. 7. Spadille, three, four, five, and six of hearts or dia- monds, king of clubs and one more, queen and two small spades ; whether elder or any other hand, when you „ liave the lead play a small trump ; in the second lead play spadille. 8. Manille, basto, punto, and two small hearts or dia- monds, three small clubs, and the knave and one spade. Lead manille. 9. Manille, basto, king, and two small hearts or dia- monds, queen and one small club, and three small spades. Lead manille. 10. Manille, basto, queen, and two small hearts ot diamonds, queen and two small clubs, knave and one tpade. Lead manille. 11. Manille, basto, with the three smallest hearts oi diamonds, queen and one small club, knave and two small spades. Play a small trump. 12. Manille, punto, king, and two small hearts or diamonds, queen, knave, ajnd one small club, king and one small spade. Lead manille. 13. Manille, punto, queen, and two small hearts or diamonds, queen and one small club, king and two small spades. Play a small trump QUADRILLE 79 14. Manille, purito, and three small hearts or dia- monds, knave and one small club, king, queen, and one Fniall spade. Play a small trump. 15. Manille, and the four smallest hearts or diamonds, queen and one small club, king, queen, and one small spade. Play a small trump. 16. Basto, punto, king, and two small hearts or dia- monds, king and queen of clubs, queen and two small «pades. Lead basto. 17. Basto, punto, queen, and two small hearts or dia- monds, queen, knave, and one small club, king and queen of spades. Lead basto. 18. Basto, punto, and three of the smallest hearts or diamonds, king and queen of clubs, queen, knave, and one small spade. Play a small trump. 19. Basto, and the four smallest hearts or diamonds, king and queen of clubs, queen, knave, and one small spade. Play a small trump. 20. Punto, king, queen, and two small hearts or dia nionds, king and queen of clubs, queen, knave, and one small spade. Lead punto. 21. Punto, king, and three small hearts or diamonds, king and queen of clubs, queen, knave, and one small Bpade. Play a small trump. Games in blacky which may be played^ calling a king* 1. Spadille, manille, and two small clubs or spades, queen and two small hearts, and three small diamonds. Lead a small trump. 2. Spadille, manille, and two small clubs or spades, queen and two small hearts, and three small diamonds. Lead a small trump. 3. Spadille, manille, and two small clubs or spades, three small hearts, three small diamonds. Lead a small trump. 4. Spadille, king, queen, and two small clubs or spades, with the queen and one small heart, three small diamonds. Lead the king of trumps. 5. Spadille, king,* knave, and two small clubs, queen ar»d two diamonds, two small hearts. Play a small trump. 6. Spadille, queen, and three small clubs or spades, queen and two small hearts, two small diamonds. Play a small trump. 7. Spadilie, and the four smallest clubs or spades, 80 QUADRILLE. king and one small heart, queen and two small dia. nionds. Play a small trump. 8. Manille, basto, king< and two small cl-ubs or spades, three small hearts, and two small diamonds. Lead manille. 9. Maoiile, basto, queen, and tv/o small clubs or spades, three small hearts, queen and one small dia- mond. Lead manille. 10. Manille, basto, knave, and two small clubs oi spades, knave and one heart, three small diamonds. Lead manille. 11. Manille, basto, and three small clubs or spades, queen and two small hearts, knave and one small dia- mond. Lead manille. 12. Manille, king, queen, and two small clubs or spades, king and one small heart, queen, knave, and one small diamond. Lead manille. 13. Manille, king, knave, and two small clubs or spades, king and one small heart, queen and two small diamonds. Lead manille. 14. Manille, king, and three small clubs or Sf>adeSi queen and two small hearts, king and one small dia- mond. Play a small trump. 15. Manille, and the four smallest clubs or spades, king, queen, and one small heart, two small diamonds. Flay a small trump. 16. Basto, king, queen, and two small clubs or spades, queen and two small hearts, king and one small dia- mond. Lead basto. 1 7. Basto, king, knave, and two small clubs or spades, knave and one heart, king and two small diamonds. Lead basto. 18. Basto, king, and three small clubs or spades, king and queen of hearts, queen and two small diamonds. Play a small trump. 19. Basto, and four of the smallest clubs or spades, king and queen of hearts, queen, knave, and oi>e small diamond. Play a small trump. 20. King, queen, knave, and two small clubs or spades, king and queen of hearts, knave and two small dia- monds. Lead the king of trumps. 21. King, queen, seven, six, and five of clubs or spades, king and queen of hearts, queen, knave, and one small diamond. Lead the king of trumps. Remember to call your strongest suits, excepting when QUADRILLE. 91 you have a queen guarded. If yon are elder hand, you have a fairer chance to win, than if middle hand, be- cause you hav« an opportunity of leading a trump, which frequently obliges your adversaries to play against each other. Games sans prendre^ or alone in blacky elder hand lead- ing a trump. 1. Spadille, manille, basto in clubs, king and six of diamonds, king and six of hearts, king, live, and six of epades. 2. Three matadores, and three of clubs, king and six of diamonds, king and six of hearts, two small spades. 3. Three matadores, three and four of clubs, king and six of diamonds, three small hearts. 4. Three matadores, with three, four, and five of clubs, two small diamonds, and two small hearts: 5. Spadille, manille, queen, knave, three, and four of dubs, two small diamonds, and two small hearts. 6. Spadille, manille, king, three, four, and five of clubs, two small diamonds, and two small hearts. 7. Manille, basto, queen, three, four, and five of clubs, king and six of diamonds, and two small hearts. 8. Spadille, three, four, five, and six of clubs, king and asmall diamond, king of spades, king and one small hea-t. 9. Manille, king, queen, two small spades, king and one small heart, queen, knave, and one small diamond. 10. Manille, king, knave, an-d two small spades, king and one small heart, queen and two small diamonds. 11. Basto, king, queen, and two small spades, queen and two small hearts, king and one small diamond. 12. Basto, king, knave, two small spades, king and queen of hearts, queen and two small diamonds. Games sans prendre^ or alone, in red, elder hand. 1. Three matadores in hearts, king and one small diamond, king and one spacle, king and two clubs. 2. Three matadores, and three of hearts, king and one small diamond, king and queen of clubs, two small spades. 3. Three matadores, three, four, and five of hearts, two small diamonds, and two small clubs. 4. Spadille, manille, two, three, four, five, and six of hearts, king and one club, and two small diamonds. 5. Spadille, manille, two, three, four, five, and six of hearts, king and two small diamonds, and one small club. h2 82 QUADRILLE, 6. Four nriatadofes]in hearts, king and two sniall clubs, king and two small spades. 7. Manille, basto, pimto, three and four of hearts, king and one club, king and two spades. 8. Maniile, basto, punto, knave, three, four, and five of hearts, one small diamond, and two small spades. 9. Maniile, basto, punto, queen, three, four, and five of hearts, one small diamond, and two small clubs, 10. Spadille, two, three, four, five, and six of hearts, king and one diamond, king of spades, and king of clubs. CALCULATIONS. It is about five to four that your partner holds one card out of two ; and five to two that he holds one out of three certain cards. Application of the above. 1. Suppose you should hole one matadore. It is by the first calculation evident, that it is five to four in your favour that your partner holds one of the two, and con- sequently you may play your game accordingly. 2. Suppose you have no matadore, but with the assist- Ince of one of them you have great odds of winning 6\e game: you may observe by the second calculation, that it is about five to two that your partner holds one of them. These calculations apply to a variety of cases, and will be found very useful to the player. ADDITIONS TO THE GAME OF QUADSILLE. This game is sometimes played in a favourite suit, which is generally hearts, and which has the preference of playing alone, or the vole; for which an additional fish is paid or lost. It is also played with roi rendu, called the mediateur, by buying a king you want from any, giving another card and paying a fish for it; with which you play alone, or sans prendre. But these are seldom played, and only render the game more complex and difficult for learners, and often prevent an agreeable party from making a pool. Solitary quadrille is where it is agreed not to call, but always play sans prendre, with or without the media- teur ; and if in any deal no one can play alone, then I SNIP, SNAP, SNORE 'EM. 83 the cards are to be dealt again, and such additions made to the stake as may have been agreed upon. Solitary qnadrille by three, or tredrille, is by throwing out all (except the king) of one, and only the six of the red suit; each person playing on their own account, as at three-handed whist. '»i/\/>^»/V^^/>.>\/\/V>/S/\/V/\/S/S/V/VN/S/>/V/\/\/>^^^ SNIP, SNAP, SNOEE 'EM. This is a very laughable game, and is extremely simple. It may be played by any number of persons, and with a complete pack of cards. Each places before him Jive cents or counters as his stock, and all the cards are dealt out in the usual order. The game consists in playing a card of equal value with the person immediately before you, which snips him; if the player next to you has a third card of the same value, you are snapped ; and the fourth produces a snore. Tor example, if the elder hand A plays a six, and B like- ■wise plays a six, A is snipped, and puts one into the pool. — If C has also a six, B is snapped, and pays two in the pool ; and if D has the other six, is snored, and pays in three. — The fourth of course is safe, because all the four sixes are now played. No person can play out of his turn; but every one must snip or snap when it is in his power. When any one has paid into the pool his five cents, he retires from the game; and the pool becomes the property of the person whose stock holds out longest. The cards are sometimes dealt three or four times before the game is decided ; but if the players are reduced to two or three, they only get 13 cards each. 84 THE GAME OP PIQUET. The game of piquet is played by two persons, wiifi tliirty-two cards; which are, the ace, king, queen, knave, ten, nine, eight, and seven of every suit. The ace is the highest, and is equal to eleven points; the king ranks above the queen, and the queen above the knave : they are each equal to ten points. The ten also reckons for ten ; the nine for nine; the eight for eight; and so for the rest. Terms used in the game of Piquet, Carte Blanche^ is when you have not a pictured card in your hand, which reckons for ten points, and Cakes place of every thing else. Cards, is the majority of the tricks which reckons for ten points. Capot, is when either party makes every trick, which counts for forty points. Huitiemey is eight successive cards of the same suit, and reckons for eighteen points. Pointy is the number of cards of the same suit, the ace as eleven, the pictured cards as ten, and the smaller cards by counting their pips, and counts for as many points as cards. Pique, is when one player counts thirty in hand, or play before the adversary counts one; in which case, instead of thirty, it reckons for sixty, to which are added as many points as may be reckoned above thirty. Quatorze, is the four aces, kings, queens, knaves, or tens, and reckons for fourteen points. Quart, is four successive cards of the same suit, and reckons for four points. There are five kinds of quarts, viz. ace, king, queen, knave, called quart -major, down to kn?ve, ten, nine, eight, seven, a quart minor. Quint, is five successive cards of the same suit, and reckons for fifteen points. There are four kinds oi quints, ace, king, queen, knave, ten, called quin(-major, down to knave, ten, nine, eight, seven, a quint minor. piauET. 85 Ripique, is when one of the players counts thirty points before his adversary has counted one, or has claimed either point, sequence, or quatorze, v.hen in stead of reckoning thirty he reckons ninety, and pro- ceeds above as many points as he could above thirty. Sixieme^ is six successive cards of the same suit, and reckons for sixteen points. There are three kinds of sixiemes, viz. ace, king, queen, knave, ten, nine, a six- ieme- major, down to queen, knave, ten, nine, eight, seven, a sixieme-minor. Septiemey is seven successive cards of a suit, and counts for seventeen points. There are two sorts, viz, from the ace to the eight inclusive, a septieme-major, and from the queen to the seven inclusive, a septieme- nainor. Tierce^ is three successive cards of the same suit, and counts for three points. There are six kinds of tierces, viz. ace, king, queen, called tierce- major, down to nine, eight, seven, a tierce- minor. Talon, or stock, is the eight remaining cards, after twelve are dealt to each person. Laws of the game of piquet, as played in the most fashionable circles, 1. If the dealer turns up a card in dealing, belonging to the elder hand, it is in the option of the elder hand to have a new deal. 2. If the dealer deals a card too many, or too few, it 18 in the option of the eider hand to have a new deal ; but if he stands the deal, he must lekve three cards for the younger hand. 3. Whoever deals twice successively, and recollects himself before he has seen his cards, may compel his opponent to deal, though the latter has seen his cards. 4. If there should be a faced card in dealing, there must be a fresh deal. 5. If there should be a faced card in the talon, or stock, the deal must stand good, unless it is the upper card, or the first of the three that belong to the dealer: but in case of two faced cards, a new deal necessarily ensues. * 6. Should the pack be erroneous, that is to say, should there be two tens, or any other two cards of the same suit ; or should there be a supernumerary card, oi 8b PiaUET. one deficient, the deal is void ; but the preceding deal remains valid. 7. The elder hand is obliged to lay out one card. 8. If the elder hand takes in one of the three cards which belong to the younger hand, he loses the game. 9. If the elder hand, in taking his five cards, should happen to turn up a card belonging to the younger hand, he is to reckon nothing that deal. 10. If the elder or younger hand plays with thirteen cards, he counts nothing. 11. If either of the players has thirteen cards dealt him, it is in the option of the elder hand, either to play the cards, or have a new deal, whichever he should judge most advantageous : but should either of the players have fourteen cards, or more, a new deal musi take place. 2. Should the elder hand have thirteen cards, and chooses to play them, he must discard five, and take in four only. 13. If the elder or younger hand reckons what they have not, they count nothing. 14. if the elder hand touches the stock after he has discarded, he cannot alter his discard. 15. Carte blanche counts first, and consequently eaves piques, and repiques. 16. In cutting you must cut two cards at the least. 17. If you play with eleven cards, or fewer, no penalty attends it. 18. If you call a point and do not show it, you reckon nothing for it ; and the younger hand may show and reckon his point. 19. If the younger hand takes in five cards^ it is th« loss of the game, unless the elder hand has eft two cards. 20. The player who omits, at the beginning, to reckon carte blanche, his points or the aces, (fcc. or any sequence he may have good in his hand, cannot afterward reckon them. 21. Whoever forgets to show his poii.t, sequence, &-C. which he may have better than his opponent, before he plays his first card, cannot count them after- ward.. 22. At the conclusion of each game, the players must Cut for deal, unless there is a previous engagement t* deal alternately throughout the party. PIQUET. 87 2S. Neither player can discard twice ; and if he has touched the stock, whatever cards he has discarded, cannot again be taken in. 24. No player may see the card he is to take in before he has discarded ; wherefore, when the elder hand leaves any of the take-in cards, he must specify what number he takes in, or how many he leaves. 25. He who calls his game wrong, and does not cor- rect himself before he begins to play, reckons nothing he has in his game : for if the adversary discovers it, at the beginning, middle, or end of the deal, he shall not only prevent his adversary from reckoning, but he shall him- self reckon all he has good in his game, which the other cannot equal. 26. Any card which is separated, and has touched the board is deemed to be played. Nevertheless, if a card is played to the antagonist's lead, of a suit different from what has been played, he is entitled to take it up, and play another of the proper suit ; for there is no penalty for a renounce, there cannot be any in this case. But if the player should have none of the suit led, arid plays a card he did not intend, he is not per mitted to take it up again after he has once quitted it. 27. Whoever says, " I play in such a suit," and afterward does not play that suit which he should play, in order to see the cards the dealer has left, is liable to be compelled by his opponent to play in what suit the latter chooses. 28. The player, who, by accident, or otherwise, turns or sees a card appertaining to the stock, is to play in what suit his antagonist may fix on. Manner of playing the game ofPiquti. 1. The game consists of one hundred and one points. The usual mode of marking them is by cards, such as the six and the three of any suit to denote the units, and the six and the three of an opposite suit for the tens. 2. On commencing the game, the cards are shuffled, and the parties cut for deal. The person who cuts the lowest is the dealer. The non-dealer has a considerable advantage from being elder hand. 3. The dealer then shuffles the cards and presents them to his adversary, who may shuffle them if he thinks proper; but the dealer must have the last shuffle. They are then cut by the adversary, and the dealer 88 PIQUET. gives two cards alternately, until each party has twelve The remaining eight cards are placed upon the table, and are called the talon, or stock. 4. The first thing to be considered, after sorting the cards, is whether you have a carte blanche. When that is the case you must let your adversary discard, and when he is going to take his share from talon, you must, before he has touched it, lay your twelve cards on the table, counting them one after another ; and your adversary must not touch the cards he has dis- carded. 5. After the players have examined their hands, the elder hand discards the five cards which seem the least necessary for his advantage, and takes as many from the talon ; and the youngest hand lays out three, and takes in the last three of the talon. 6. The first intention, with skilful players, in discard- ing, is to gain the cards, and to have the point, which most commonly induces them to keep in that suit of which they have the most cards, or that which is the strongest suit ; for it is convenient, sometimes, to prefer forty one in one suit to forty- four in another, in which a quint is not made; sometimes, even having a quint, it is more advantageous to hold the forty-one, where, if one card only is taken, it may make it a quint-major, gain the point, or the cards, which could not have been done by holding the forty- four, at least without an ex- traordinary taken»in. 7. In discarding you must also endeavour to get a quatorze, that is, four aces, kings, queens, knaves or tens; each of which counts fourteen, and is therefore called a quatorze; the four aces prevent your adversary counting four kings, &c. and enables you to count a iesser quatorze, as of tens, although your adversary may have four kings, &c. because the stronger annuls Ihe weaker: and you may also count three aces, three kings, three queens, three knaves, or three tens. Three aces are better than three kings; and he who has them may count his three tens, although the adversary may have three kings, 8. The same is to be observed in regard to the huitiemes, septiemes, sixiemes, quints, quarts, and tierces, to which the player must have regard in his discarding, so that what tie takes in may make them fot him. PIQUET. 8Q 9. The poin* being selected, the elder han-d declares what it is, and asks if it is good : if his adversary haa not so many, he answers, ** it is good;" if he has just as many, he answers, "it is equal ;" but if he has more, he answers, ** it is not good." The player who has the best, counts as many for it as he has cards which com- pose it ; and whoever has the point counts it first, whether he is eldest or youngest. 10. The points, tierces, quarts, quints, &c. which are good are to be shown on the table, in order that their value may be seen and reckoned : but you are not obliged to show quatorzes, or three aces, kings, &c. 11. When each has examined his game, and the eldest, by the questions he asks, sees every thing that is good in his hand, he begins to reckon : first the carte blanche, then the point, then the sequences, and lastly the quatorzes, or threes of aces, kings, (fee. ; after which be begins to play his cards, counting one point for every figured card or ten. 12. When the elder hand has led his first card, the younger shows his point, if it is good : also the sequences, quatorzes, or threes of aces, kings, htra, is near 5 to 4 > 21 to 17 against him, or . . . . S *• 6. If an elder hand has two aces and two kings dealt him, what are the odds that he takes in two aces or two kings remaining? Agst. him. For hira. It is about 17 to 2. 7. If the elder hand has neither ace nor king dealt him, what is his chance to take in both an ace and a king in 2, 3, 4, or 5 cards? Agst. him. For him. In 2 cards, it is about 11 to 1. In 3 cards, . • . • 4 to 1. In 4 cards, •••••..«•• 9 to 5. In 5 cards, 33 to 51. 8. That a younger hand takes in two certain cards, is 62 to 1 against him. 9. That a younger hand takes in three certain cards, is 1139 to 1 against him. 10. The vounger hand having no ace dealt him, tha chance of his taking one is 28 to 29 for him. * l2 t 94 piauET. 11. If the younger hand has one ace dealt him, what are the odds of his taking in one or two of the three re- maining acesf Agst. him. For him. That he takes in two of them is about . , 21 to 1. At least one of them . 3 to 2. 12. The odds that the younger hand takes in one certain card is 17 to 1 against him. 13. The odds of a carte blanche are 1791 to 1 against bim. Computations Jbr laying wagers, 1. That the elder hand wins the game is 5 to 4. 2. That the elder hand does not lurch the younger hand is about 2 to 1. 3. That the younger hand does not lurch the elder hand is near 4 to 1. 4. Suppose A and B make a party at piquet. A has the hand : what are the odds that A wins the party? About 23 to 20. 5. If A has one game, and B one game, he who is eldest hand has about 5 to 4 to win the party. 6. If A has two games love before they cut for the deal, the odds are about 4 to 1 that he wins the party. 7. If A has two games love, and has the hand, the odds are about 5 to 1 that he wins the party. 8. If B has the hand wheh A is two love, the odds in favour of A are about 37 1-2 to 1. 9. If A has two games, and B one, before they cut, the odds in favour of A are about 2 to 1. 10. If A has the hand, and two games to one, the odds are about 11 to 4. 11. If B has the hand when A is two games to one, the odds in favour of A are about 9 to 5. 12. If A is one game love, and elder hand, the odds in favour of A are about 17 to 7. 13. If A has one game love, and younger hand, the iodds in favour of A are about 2 to 1. 9& THE GAME OF QUINZE. This is a French game. It is usually played by only two persons, and is much admired for its simplicity and fairness ; as it depends entirely u^^n chance, is soon decided, and does not require that attention which most other games on the cards do; it is, therefore, particularly calculated for those who love to sport upon an equal chance. It is called Quinze from fifteen being the game; which must be made as follows ; 1. The cards must be shuffled by the two players, and when they have cut for deal, which falls to the lot of bim who cuts the lowest, the dealer has the liberty a* this, as well as at all other games, to shuffle them again. 2. When this is done, the adversary cuts them ; after which the dealer gives one card to his opponent, and one to himself. 3. Should the dealer's adversary not approve of his card, he is entitled to have as many cards given to him, one after the other, as will make fifteen, or come nearest to that number; which are usually given from the top of the pack ; for example : If he should have a deuce, and draws a five, which amount to seven, he m*ust go on, in expectation of coming nearer to j&fteen. Tf he draws an eight, which will make just fifteen, he, as be- ing eldest hand, is sure of winning the game. But if he overdraw himself, and make more than fifteen, he loses, unless the dealer should happen to do the same ; which circumstance constitutes a draw game, and the stakes are consequently doubled. In this manner they per- severe, until one of them has won the game, by stand- ing and being nearest to fiiteen. 4. At the end of each game, the cards are packed and shufflpd, and the players again cut for deal. 5. The advan'age is invariably on the side of the elde\ hani. 96 THE GAME OF VINGT-UN. The Game of Vingt-un, or twenty-one, resembles tha game of Quinze. It may be played by two or more persons, and as the deal is advantageous, and often continues for a considerable time with the same person, it is customary to determine it at the commencement by the first ace turned up, or in any other mode that may be agreed upon. The cards are all dealt out in succession, unless a na- tural vingt-un occurs; and in the meantime the pone, or youngest hand, should collect those that have been play- ed, and shufQe them together, in order that they may be ready for the dealer against the period when he shall have distributed the whole pack. In the first place the dealer is to give two cards, by one at a time, to each player, including himself. He is then to ask every person in rotation, beginning with tha eldest hand on the left, whether he stands or wishes ta have another card ; which, if required, must be given from ofx the top of the pack, and afterward another, oi more if desired, till the points of the additional card of cards, added to those dealt, exceed or make twenty-ono exactly, or such a number less than twenty-one as may be judged proper to stand upon. But when the points exceed twenty-one, then the cards of that individual player are to be thrown up di- rectly, and the stake paid to the dealer, who also is in turn entitled to draw additional cards, and on taking a vingt-un is to receive double st&xes from all who stand the game, excepting such other players as may chance to have twenty one ; between whom it is thereby a drawn game. When any adversary has a vingt-un, and the dealei has not, in that case, the opponents© having twenty-one wins double stakes from him. In the other cases, excepting where a natural vingt-un happens, the dealer nays single stakes to all whose num' VINGT-UN. 97 bers unc^er twenty one are higher than his own, and re- ceives from those who have lower numbers. But no- thing is paid or received by those who happen to have siiiiilar siumbers with the dealer; and when the dealei draws more than twenty one, he is to pay to all who have not thrown up their cards. Wneiiever twenty one is dealt in the first instance, it is styled a natural vingt un, and should be declared im- mediately. It entitles the possessor to deal, and also to dou^)!e stakes from all players, unless there shall be more tha>n onenatural vingt un. In this case the younger hand or hands so having the same, are excused from paying to ihe eldest ; who takes the deal of course. An ace msy be reckoned either as eleven, or as one. The coiirJ cards are counted as ten, and the rest of the pack according to their points. The otWs of this game depend merely upon the ave- rage quantity of cards likely to come under, or to ex- ceed 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 twen* ty-one: but if the points be fifteen, it is seven to six against that hand. Yet it would not therefore, in all cases, be prudent to stand at fifteen ; for as the ace may be calculated both ways, it is rather above an even wa ger 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 limes, when four persons play ; and so on in proportion to the Dumber ol plajera. 98 THE GAME OF LANSQUENET. The Game of Lansquenet may be played by alrnosJ ftny number of persons, alihongn only one pack of cards is used at a time ; that is to say, during the deal. The dealer, who, soi\ie think, has an advantage, Commences by shuffling the cards, and having them cut by any one of the party. He tiien deals out two cards on his left hand, turning them up, then one for himself, and a fourth, which he places in the middle of the tabl9 for the company, which is called the rejouissence card. Upon this card, any, or all the company, excepting the dealer, may put their money, which the dealer is obli- ged to answer by staking a sum equal to the whole that is put upon it by different persons. He continues deal* ing, and turning the cards up, one by one, till two of a sort appear; for instance, two aces, two deuces, di-c. which, in order to separate, and that no perso:? 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 be- fore mentioned, on each side of his own. Any single card the company has a right to take and put their mo- ney 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 han(i 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 a.e called the hand cards, be- fore his own, he is enr;. 'ad to deal ag^in : the advantage of which is no other rhan his being exempted from los- ing wben he draws a similar card to his ov/n, immedi- ately after he has turned up ore for himself This game is often played nmre siirjply without the rejouissri!\ce card ; givins; every person round the fable a card to put their monev upon. SometiiriPS it is played by dealing onlv two cards, one for the dealer, and ano- ther ff)r the company. It snonld likewise beobservid, that the sum to be placed UDon any card, or number of cards, is sometimes limited, above which the dealer is not obliged to ansvi'er. 99 THE GAME OF PHARO The Game of Pharo, or Faro, is very similar to BaS' eet, a game formerly much in vogue. It may be played by any number of persons ; and each player, or punter, as he is termed, is furnished with a suit of cards de- '^•>rninafed a livret, and four other cards which are call- ed figures; viz. the first is a plain card, with a blue cf ss, and is called the little figure, and designates the ace, deuce, and three. The second is a yellow card, and answers for the four, five, and six. The third is a plain card, with a black lozenge in the centre ; and de- signdte? the seven, eight, nine, and ten. The fourth is a red card, and answers for the king, queen, and knave. The game may be played without these figures, ag every punter has a suit of cards : but they are conveni- ent for those who wish to punt, or stake upon seven cards at a time. The money placed on the cards by the punter i. answered by a banker, who limits the sums to be played for according to the magnitude of his bank. At public tables, the banker, according to the number of punters has two, three, or more assistants called croupiers, whose business it is to watch the games of the severaj punters. Terms "used in the Game ofPharo. Baiiker, the person who keeps the table. Couche, or Knjeu, the stake. Coupf any two cards dealt alternately to the right Oi left. Croupier, an assistant to the dealer. Doublet, is when the punter*s card is turned up twic m the same coup; in which case the bank wins hall the stake. A single parolet must be taken down, but i there are several, only one retires. Hockley, signifies the lastpard but one, the chance 100 PHARO. which the banker claims, and may refuse to let the pun ter withdraw a card when eight or less remain to be dealt. Livrety a suit of thirteen cards, with four others, called figures, viz. one named the little figure, has a blue cross on each side, and represents ace, deuce, trois; another yellow on both sides, styled the yellow figure^ signifies 4, 5, G ; a third with a black lozenge in the centre, named the black figure, stands for 7, 8, 9, 10, and a red card, called the great, or red figure, for knave, queen, king. Vune pour Uautre^ means a drawn game, and is taid when two of the punter's cards are dealt in tho same croup. Masque^ signifies turning a card, or placing another face downwards, during any rumber of coups, on that whereon the punter has staked, and which he may afterward display at pleasure. Oppose, is reversing the game, and having the cards on the right for the punter, and those on the left for the dealer. Paix^ equivalent to double or quits; is, when the punter having won, does not choose to parolet and risque his stake, but bends or makes a bridge of his card, signifying that he ventures his gains only. A double paix is, when the punter having won twice, bends two cards one over the other. Treble paix, thrice, &c. A paix may follow a sept, &c. or quinzc, &c. &,c. Paix Parolet, is when a punter has gained a paro- let, wishes then to play double or quits, and save his original stakes; double paix parolet succeeds to winning a paix-parolet; treble paix parolet follows double, &c. Parolet, sometimes called cocking, is when a punter, being fortunate, chooses to venture both his stake and gains, which he intimates by bending a corner of his card upwards. PH, is when a punter having lost half his stake by a doublet, bends a card in the middle, and setting it up with the points and foot towards the dealsr, signifies thereby a desire either of recovering the moiety, or of /osing all. Pont, the same as Paix. Punt, the punter or player. Quinzeeileva^ is when the punter having won a septj PHARO. 101 d:,c., bends the third corner of the card, and ventures for fifteen times his stake. Sept, et le va, succeeds the gaining of a parolet, by wnich the punter being entitled to thrice his stake, risks the whole again, and bending his card a second time, tries to win a sevenfold. SoixaniCj et le va, is when the player having obtained a trente, ventures all once more, which is signified by making a fifth parolet, either on another card, if he has paroleted on one only before, or by breaking the side of that one which contains four, to pursue his luck in the next deal. Tailkur, the dealer ; generally the banker. Trenie, et le va, follows a quinze, &c., when the punter again tries his luck, and makes a fourth pa- rolet. Method of Dealing, Rules of the Game, S^c* 1. The dealer, who is generally the banker, is seated at such a part of the table where he can best observe the games of the several punters. He then takes an entire pack of cards, which he ought invariably to count, lest there should be one card more or less than fifty-two. When this happens to be the case the dealer forfeits his deal, and the bank must then pay every stake depending on the cards of the different punters. 2. After the cards are counted, the dealer must shuffle and mix them well, as no one but himself, or one of the bankers, is suffered to touch the cards, ex- cept to cut them ; which is generally done by one of the punters. 3. After the cards are cut, the dealer shows the bot- tom card to the company, and leaves one of the same •ort turned up on the table, that every one may know what card is at the bottom, without asking the dealer. The punters having made their game, the dealer an- nounces that he is about to begin his deal, by saying "play." 4. He now proceeds to turn the cards up from the top of the pack, one by one, placing tiie first card on his tight hand, the second on his left; thus continuing, till he has turned up every card in the pack, laying twenty- six on one side, and twenty six on the other. He also specifies the cards he turns up, as thus, ace, queen, &,c. The first card which is placed on the right side, is foi 102 priARO. the bank : the second, which is placed on the left side, is for the punters, and so on alternatel}, until ihe whole pack is dealt out, stopping at the end of every second card, to observe if an event has taken place : in that case, to receive or pay, and to give the punters an op poriunity of making their games. 5. When the punier wins upon his card, and does not desire to receive his money from the bank, but wishes to proceed on with his game, he makes a paix, or a pa* rolet. A paix is made by doubling his card, and leav- ing his stake on it, which, if he wins a second time, en- tities him to receive double the amount of his stake ; and if he loses upon the second event, he saves his ctake, having only lost what he had won upon the first ©vent. 6. If having won a second, he ventures to proceed, he doubles another card, and places the card he plays on at the head of his double paix, and so on, as often as an event in his favour takes place, still continuing to save his original stake, if he loses, with the right to change his card, after every event ; or even without an event, it is never refused, by asking leave of the dealer. 7. The parolet is made by cocking one corner of your card, and if you win the second time, it entitles you to three times the amount of your stake ; but by the same rule, if you lose, you not only lose what you bad won, upon the first event, but your stake likewise. 8. After making a successful parolet, it not unfre* qusntly happens that the punter, in order to save his stake upon the next event, makes a paix- parolet; which is done by doubling his card as before, after he has made his first cock, and which, if he wins, entitles him to re- ceive six times the amount of his stake. 9. But if the amount of the stake should be inconsi- derable, he makes a second cock on his card, instead of doubling it, and which, if he wins, entitles him to re- ceive seven times the amount of his stake, and is called Sept et le va. 10. If he should happen to win a third time, and de- t-ermines to proceed, he either makes a paix to his Sept et le va. or puts a third cock on his card, which is called a Qtiinze et le va, and which, if he wins, entitles him to fifteen times the a-mount of his stake: and so on, as often as an event in favour of the punter takes place, and he continues his game without receiving from the PHARO. 103 oank the amount of his winnings as they arise. Dou- bling every time the amount of what he was enlitled to receive upon the last event, besides including his stake at his own option, either to paix upon his parolets, or to add another cock to his card ; which is called Trente et le va, and entitles him to receive thirty-one times the amount of his stake. 11. If after this they continue fortunate, it very sel- dom happens they make a fifth cock : but this has been done by cutting the card in the side, and making a cock from that part of the card. But in general, those who play so bold as to venture to the fourth cock, and are fortunate enough to win upon that event, double their card with the four cocks ; which will entitle them, if they win, to sixty-two times the amount of their stake, with this reserve, in case they lose, they save their stake. This is called a Soixante et Ic va. 12. It is the duty of the dealer to be particularly at- tentive to the punters, to observe that they do not, by mistake, double or cock a card when they are not enti- tled to do so, as it is considerably against the bank. 13. The dealer ought also to be extremely careful to bold the cards close and tight in his hand ; as a person, with a keen eye, by placing himself on the right hand of the dealer, may discover the cards going to be turn- ed, and make his game accordingly. 14. The dealer must always be ready to answer how many cards remain to be dealt, when he is asked by any of the punters, in order that they may know how to proceed ; as it is considerably against them to make a fresh game^ a paix, or a parolet, when the cards are nearly out. 15. When the left hand card turned up is like that on the right, as two kings,' two queens, &c. it is called a doublet, and the punter thereby loses half his stake. This is greatly in favour of the bank. 16. When this happens with a card on which a pun- ter has made a parolet, he must take it down, but does not lose his stake. When there are more parolets than one, the punter is to take down but one corner of hi« card. Odds at the Game*qf Pharo. The chances of doublets vary according to the num- ber of similar cards remaining among those undeaJt 104 THE EARL OF COVENTRY, The odds against the punter increases with every coup that is dealt. When only eight cards are remaining, it is 5 to 3 in favor of the bank. When only six cards, it is • • . . 2 to 1. When only four cards 3 to 1. That the punter does not win his first stake is an equal bet. That he does not win twice following, is • 3 to 1. Three times following, is , , , , 7 to 1. Four ditto, is . . , , . , . 15 to 1. I"ive ditto, is , . . . . , . 31 to 1. Six dittOj is 63 to 1. wk/\A/s/\/v\/ws/v^s^>i«N«\A/>/N/N/\/\/\/\yv/>y\/>/%/»k^ THE EARL OP COYENTRY Is a trifling little game, but may amuse for a short time. The pack must be complete, and alL the cards dealt out.— The elder hand begins, and the game consists in playing in Buccession the four cards of corresponding rank, accom- panying the playing by a rhyme. Thus suppose the first to play a Ten, he says, " There's a good ten." The 2d, "There's another as good as he.'* 3d, " There's the best of all the three. " 4th, " And there's the Earl of Coventry. " The player of the 4th card begins again, and the playing goes on in regular order, passing those who have not cor>« responding cards. The person who is first out wins from all the others a counter for each card they hold respeo* tively. 4 105 THE GAME OF ROUGE ET NOIR The Game of Rouge et Noir, or Red and Black, is a modern one. It is so styled, not from the cards, but from the table on which it is played being covered with red and black cloth, in the places marked in the follow mg table. THE TABLE. Rouge. Noir. Rouge. Noir. Rouge. Noir. 'a ' Noir. Rouge. Noir. Rouge. Noir. Rouge. O ! "2. ( *^ 1 Any number of persons may play at this game. They are called punters, and may risk their money on which colour they please. The stakes are to be placed within the outside line. The dealer and croupier being placed opposite tc each other, as marked in the table, the dealer takes sir packs of cards, shuffles them, and distributes them ir« various parcels to the different punters round the table, to shuffle and mix. He then finally shuffles them, and removes the end cards into various parts of three hun- dred and twelve cards, until he meets with a pictured card, which he must place at the end. This done, he presents the pack to one of the punters, to cut, who 106 JROUGE ET NOIR. places the pictured card where the dealer separates the pack, and that part of the pack beyond the pictured card, he places at the end nearest him, leaving the pic- tured card by which the punter had cut, at the bottom of the pack. The dealer then takes a certain quantity of cards, about as many in number as a pack, and looking at the first'card, to know its colour, puts it on the table with its face downwards ; he then takes two cards, one red and the other black, and sets them back tc back ; these cards are turned and placed conspicuously as often as the co- lour varies in each successive event, for the information of the company. The punters having staked their money on either of the colours, the dealer says — Votre jeu est ilfait? Is your game made? or, Votre jeu est il pret? Is youi game ready ? or, Lejeu est pret^ Messieurs. The game is ready, Gentlemen. He then deals the first card with its face upwards, saying, Noir, and continues dealing, until the cards turned exceed thirty points in number, which he must mention, as trente et un, or whatever it may be. As the aces reckon but for one, no card after thirty can make up forty; the dealer, therefore, does not de» clare the tens after thirty-one, or upwards, but merely the units, as two, three, &,c. and always in the French language, as thus : if the number of points on the cards dealt for noir are thirty-five, he says dnq, or five. Another parcel is then dealt for rouge in a similar manner : and if the punter's stakes are on the colour that comes to thirty-one, or nearest to it, they win, which is announced by the dealer, who says, rouge gagnCy red wins ; or, noir gagne^ black wins. These two parcels, one for each colour, make a coup. The same number of points being; dealt for each co- lour, the dealer says, apres^ after. This is a doublet, or un rejaitj by which neither party wins, unless both co- lours are thirty one, which the dealer announces, by saying, wn rejaii trente etun, and he wins half the stakes punted on both colours. He, however, seldom takes the money, but removes it into the middle line, on which colour the punters please : this is called the first prison, or la premiere prison,' and if they win tlie next event, they draw their whole stake. In case of a second dou- blet, tne mon«y is removed into the third line, which it B0U6E ET NOIB. 207 called the second prison, or la seconde prison. When this happens, the dealer wins three quarters of the mo- ney punted ; and if the puuters win the next evenly their stakes are removed to the first prison. The cards are sometimes cut, for which colour shalj be dealt first ; but in general the first parcel is for black, and the secpnd red. After the first card is turned up, no stakes can be mide for that event. The punter is at liberty to pay the proportion of hit stake lost, or go to prison. The banker at this game cannot refuse any stake, and the punter having won his first stake, may, as at Pharo, make a parolet, and pursue his luck up to a soixante et le va, if he pleases. Bankers generally furnish punters with slips of card paper, ruled in columns, each marked N. or R. at the top, on which accounts are kept, by pricking with a pin, and when un refait happens, the same is denoted by running the pin through the middle. The odds against le refait being dealt, are reckoned 63 to 1, but bankers acknowledge they expect it twice in three deals, and there are generally from 29 to 32 coups in each deal. The odds of winning several following times are th« same as at Pharo. 108 THE GAME OF CRIBBAGE. The Game of Cribbage differs from all other games by its immense variety of chances. It is reckoned use- ful to young people in the science of calculation. It is played with the whole pack of cards, generally by two persons, and sometimes by four. There are also differ- ent modes of playing, that is, with five, six, or eight cards ; but the games principally played are those witt five and six cards. Terms used in the Game of Cribbage, Crib, the cards thrown away by each party, and whatever points are made by them, the dealer is entitled to score. Pairs^ are two similar cards, as two aces, or two kings. They reckon for two points, whether in hand or playing. Pairs royal, are three similar cards, and reckon for six points, whether in hand or playing. Double pairs royal, are four similar cards, and reckon for twelve points, whether in hand or playing. The points gained by pairs, pairs royal, and double pairs royal, in playing, are thus effected. Your adversary having played a seven, and you another, constitutes a pair, and entitles you to score two points ; your antago- nist then playing a third seven, makes a pair royal, and he marks six ; and your playing a fourth, is a double pair royal, and entitles you to twelve points. Fifteens. Every fifteen reckons for two points, whe- ther in hand or playing. In hand they are formed either by two cards, such as a five and any tenth card, a six and a nine, a seven and an eight, or by three cards, as a two, a five, and an eight, &,c. And in playing thus; if such cards are played as make together fifteen, the two points are to be scored towards the game. Sequences, are three, four, or more successive cards, and reckon for an equal number of points, either in hand or playing. In playing a sequence, it is of no CRIBBAGE, 109 consequence which card is thrown down first ; as thus; your adversary playing an ace, you a five, he a three, you a two, then he a four, he counts five for the sequence. Flush, is when the cards are all of one suit, and reck- ons for as many points as cards. For a flush in the crib, the card turned up must be of the same suit aa those in hand. End-hole^ is gained by the last player, and reckons one point when under thirty-one, and for two points when thirty-one. To obtain either of these points if considered a great advantage. Laws of the, Game of Crihhage. •" 1. In dealing, the dealer may discover his own cards V he pleases, but not those of his adversar)^ If he does, that adversary is entitled to mark two points, and call a fresh deal if he pleases. 2. If the dealer gives his adversary too many cards, the adversary may score two points, and also demand another deal ; provided he detects the error previous to bis taking up his cards. 3. When any player is observed to have in his hand more than the proper number of cards, in that case the person who discovers it may mark four points to his game, and call a new deal, if he thinks proper. 4. If the dealer gives himself more cards than he is cntided to, the adversary may score two points to his game, and either call a fresh deal, or draw the extra cards from the dealer's hand. 6. if either party meddle with the cards, from the time they are dealt until they are cut for the turn-up card, his adversary is entitled to score two points. 6. If any player scores more than he is entitled to^ the other party has a right to put him back as many points as were so scored, and to score the same number to his own game. 7. If either party touches even his own pegs unne- cessarily, the adversary may score two points to bia game. 8. If either party take out his front peg, he must place the same behind the other. 9. Either party scoring a less number of points than are his due, loses or takes them as agreed upon before playing. 10. Each player has a right to pack his own cardSi 110 CKIBBAGE. and should he place them on the pack, and omit scoring for them, whether band or crib be must not mark for them after ward. Method of playing Jive card Cribbage, The Cribbage board is so universally known, tha It is unnecessary liere to describe it, and the sixty-one points, or boles marked thereon, which constitute the game. At the commencement of the game the parties cut for deal. The person cutting the lowest cribbage card is dealer, and the non-dealer scores three points, which is called three for the last^ and may be marked at any period of the game. The deal is made by dealing one. card alternately until each party has five. Each player then proceeds to lay out two of the five cards for the crib, v nich always belong to the dealer. This done, the nrn-dealer cuts the remainder of the pack, and the dealer turns up the uppermost. This card, whatever it may be, is reckoned by each party in hand or crib. If a knave, the dealer scores two points to bis game. After laying out and cutting as above mentioned, the eldest hand plays a card, which the other endeavours to pair, or to find one, the points of which, reckoned with the first, will make 15 ; then the non-dealer plays another card, trying to make a pair, pair royal, fiush, where allowed of, or 15, provided the cards already played have not exceeded that number, and so on al- ternately till the points of the cards played make 31, or the nearest possible number under that. When the player whose turn it is to play has no card which will make 31, or come in under that number, he says " Go;" if his adversary then plays and makes 31, he takes two points ; if under 31, he takes one for the end- hole or last play ; and besides, the last player has o/^en opportunities to make pairs, or sequences. Such cards as remain after this are not to be played ; bul each party having, during play, scored his points, gain- ed, in the manner as hereafter directed, proceeds, the non-dealer first, then the dealer, to count and take for his hand and crib, as follows, reckoning his cards every way they possibly can be varied, and always incltiding tie turned- up card. CBIBBA6E. Ill For every 15 ... 2 joints • • • . pair, or two of a sort ... 2 poii»n: • • . . pair royal, or three of a sort . 6 points • • • . double pair royal, or 4 of a sort 12 points • • • • sequence of any sort, according to the No • • • • flush according to the No. • • • • knave or knoddy, of the same suit as was turned up, 1 point ; but when turned up, it is not to b# reckoned again, nor is any thing to be taken for it wheo Maxims for laying out tJie Crib Cards, It is always highly necessary, in laying out cards foi the crib, that every player should consider not only his own hand, but also whom the crib belongs to, and what is the state of the game ; because what might be pro- per in one situation would be extremely imprudent in another. If you should happen to possess a pair royal, be sure to lay out the other two cards, for either your own or your adversary's crib; except you hold two fives with the pair royal : in that case it would be extremely inju dicious to lay them out for your adversary's crib, un- less the cards you retain ensure your game, or your ad- versary being so near home, that the crib becomes of no importance. It isgenerally right to flush your cards in hand, when- ever you can ; as it may assist your own crib, or baulk your opponent's. Endeavour always to retain a sequence in your hand, and particularly if it is a ;3ush. Always lay out close cards, such as a three and four, a Ave and six, for your own crib, unless it breaks your hand. As there is one card more to count, in the crib, at five-card cribbage, than there is in hand, be sure to pay great attention to the crib, as the probability of reckoning more points for the crib than hand is five to four. For your own crib, always lay out two cards of the same suit, in preference to two of different suits, as this will give you the chance of a flush in the crib. Never lay out cards of the same suit for your adver- sary's crib. Endeavour alwaj^ tc baulk your opponent's crib. 112 CRIBCAGE. The best cards for this purpose are, a king, with an ace, six, seven, eighi, nine, or ten ; or a queen, with an ace, six, seven, eight, or nine ; or any cards not likely to form a sequence. A king is generally esteemed the greater baulk ; as, from its being the highest card in the pack, no highei one can come in to form a sequence. Never lay out a knave for your adversary's crib, when you can possibly avoid it, as it is only three to one, but the card turned up is of the same suit, by which he will obtain a point. Even though you should hold a pair royal, never lay out for your adversary's crib, a two and three, a five and six, a seven and eight, or a five and any tenth card. Whenever you hold such cards, observe the stage of your game, and particularly if it is nearly ended, whe- ther your adversary is nearly out, or within a moderate show, and it is your deal. When this is the case, you must retain such cards as will, in playing, prevent youi adversary from making pairs or sequences, &c. and en- able you to win the end- hole, which will often prevent your opponent from winning the game. Odds of the Game. The number of points to be expected from the cards ,(\ hand are estimated at rather more than four, and un- der five ; and those to be gained in play are reckoned two to the dealer, and one to the adversary, making ia all about six on the average, throughout the game; the probability of those in the crib, are estimated at five; so that each player ought to make sixteen in two deals, and so in the same proportion to the end of the game, by which it appears that the dealer has somewhat the advanta-ge, supposing the cards to run equal, and the players well matched. By attending to this calculation any person may judge whether he is at home or not, and thereby play hisgame accordingly; either by mak- ing a grand push when he is behind and holds good cards, or by endeavouring to baulk his adversary when his hand proves indifferent. Calculations for laying Wagers, Before you bet, be careful to ascertain who has the deal, and pay particular attention to the situation of ibc pegs. CRIBBAGE. 113 In favour of the Dealer, Elach party being 5 holes going up is • • • 6 to 4 * . - . . at 10 holes 12 to 11 • • • • .15 ditto • • • • • v.? to 4 20 ditto 6 to 4 .25 ditto 11 to 10 30 ditto 9 to 5 36 ditto .•••••. 7 to 6 • 40 ditto 10 to 9 45 ditto . 12 to 9 50 ditto 5 to 2 Each party being 55 holes going up is . . .21 to 20 at 60 holes 2 to 1 When the dealer wants 3, and his adversary 4, 5 to 4 In all situations of the game, till within 15 ) of the end, when the dealer is five points > 3 to 1 ahead ) But when 16 of the end 8 to 1 If the dealer wants 6, and the adversary 11, 10 to 1 If the dealer is 10 ahead, it is 4 to 1 And near the head of the game 12 to 1 When the dealer wants 16, and his oppo- > a-t ^q gn nent 11 •••.,......^ Against the Dealer, When both players are at 56 holes each, is • 7 to 5 57 7 to 5 . 58 3 to 2 When the dealer wants 20, and his opponent 17, 5 to 4 When the dealer is 5 points behind previous > g ^q c to turning the top of the board ... \ When he is 31, and his opponent 36 . • . . 6 to 4 When he is 36, and his opponent 41 • . • • 7 to 4 Even Betting, In all points of the game, till within 20 of the end, If the non- dealer is three ahead. The dealer wanting 14, and his opponent 9. ditto 11, ditto 7. And also when at 59 holes each player. L 114 CBIBBAGE. Tkree or /bur hand Crihhage Differs only from the preceding, as the parties put out out one card each to the crib, and when thirty-one, ot as near as can be, have been made, tnen the next eldest hand leads, and the players go on again in rotation with any remaining cards, till all are played out, before they proceed to show. Six- Card Cribbagt Is so exactly similar to five-card cribbage, that any per- son playing one well, must play the other so. It con- sists of pairs, sequences, flushes, &.C., and the points are reckoned and marked precisely in the same man- ner, except that at the beginning of the game, the non- dealer is not to score any holes for the last, and all th« cards must be played out : that is, when either party has made the end-hole, the remaining cards in hand must be played, scoring for the pairs or fifteens they may form. When last player you should endeavour to re- tain close cards in hand, as they may enable you to ac- quije four points in playing. The dealer is supposed to have some trifling advan- tage. Th« dealer may expect twenty-five points by his hand ,crib, and next hand. Thus at his second deal, if his peg is in the twenty-fifth hole of the board, he has his complement of points ; the same at his third deal, if he is within eleven points of the game. Tf the non-dealer by his first hand attain the eleventh hole in the board, he will have the best of the game; for he is entitled to expect he shall make his second deal, whh his front peg in the thirty-sixth hole, by which he will probably win the game, by his hand, crib, and next hand. If you are dealer, and your adversary has above his complement of points, you must play your game ac- cordingly. Thus, if you have good cards, endeavou^ to make as many points as possible by pairing, fifteens, &c. On the contrary, if your cards are indifferent, you must play off to prevent your adversary from ob- taining points. COMMIT. 115 Sometimes eight card cribbage is played; "but very sel- dom. Some ingenious people in London invented a game which they called playing cribbage by hackney coaches, thus, two persons seating themselves at a window, one takes all the coaches from the right, the other all from the left, the figures on the doors being reckoned as cards in show, and every servant at the back of the coach called a noddy, and scored for. COMMIT. Tms game may be played by any number of persons, with a complete pack of cards, which are all dealt out ex- cept the eight of diamonds, and a spare hand is dealt in the middle of the table, for the purpose of making stops in the playing, which is by sequences. When an ace or a king is played, the person who plays it receives from each of the party a counter, or whatever may have been mutually agreed on ; and whenever any one has played out all his cards, the game is at an end ; and the person who is out (or has played all his cards) levies from all the rest of the party a counter for each card they hold, except that the nine of diamonds exempts the holder of it from paying.— This nine has also the privilege of being played in lieu of any other card, so as to prevent a stop ; but if played out, it does not exempt from paying for the cards in hand. The seven of diamonds and the four kings being certain stops, are of course eligible cards for the elder hand to play if he holds them ; or sequences which will lead to them ought of course to be preferred. Thus,' suppose A to play the nine of hearts, — he calls for the ten— E plays it — A plays the knave— D the queen — and A the king, who then receives a counter from each player, and is entitled to begin a new sequence. Whenever a stop occurs to interrupt a sequence, the person who has played the last card begins again. JSfote. — Aces are not necessarily stops, though kings are, being the highest cards, but both entitle the players of them to counters from all round. 116 THE GAME OF MATRIMONY. The Game of Matrimony is played with an entire pack of cards, by any number of persons, from five to fourteen. The game consists of five chances, via. Matrimony, which is king and queen. Confederacy, king and knave. Intrigue, queen and knave. Pair, two aces, or two kings, &,c. Best, which is the ace of diamonds, after which any other ace is so considered, then king of diamonds, &c. These several chances are marked on a board oi •beet of paper, thus : Best. 1 reckons for S 2. On the commencement of the game, each party cuts for deal, which is determined as at the game of whist. The dealer then gives each player one card, and turns up one on the board, and thus, alternately each player has four cards, and four on the board. It is only &n the first deal, that any cards are turned up on the Doard. 3. When the cards are thus dealt, examine your hand, aind also those on the board, in order to see if you can pair them, or make up a number of pips from the cards on the table, equal to the card you lay down ; if so, you take them up, and place them before you with their faces downwards. 4. Always remember to take up spades in preference to any other suit. 5. Always endeavour to remember the cards p)avedl and those which remain in ; which will be of great ser- vice to you in playing. 6. ^Vhen by playing a card you can match all on the 120 CASSINO. board, that is, suppose they are eight or tei cards, which will make three or four distinct tens, and you play a ten, you take them all up, and in consequence of clear* ing the board, you are entitled to add one point to your score. 7. If you cannot pair, nor take up any cards, then play such a card as will not assist to make up an eight, nine, or ten, &c. when this is the case, it is best to play a pictured card, or a small one, but not an ace. 8. Provided you hold a pair, and a similar card is on the table, in that case, you should, if the fourth is out, (but not otherwise,) lay down one of them, wait yout turn to play the other, and then take up the three to- gether. 9. Take up the card laid down by your adversary in preference to any other on the table. 10. Forbear to play a ten, or a two, while greater lit- tle cassino remain in. 11. If you have a pair, play one of them. 12. Take up as many cards as you possibly can with one card, and try to win the last cards. 13. Even if you should have it in your power to play your cards to advantage, nevertheless avoid doing it, when it may give your adversary an opportunity of clearing the board. 14. When you happen to take up a pair, always en- deavour to separate them, by placing them in different parts of the cards before you, in order to prevent their coming in pairs the next deal. 15. Attend to the adversaries' score, and if possible prevent them from saving their lurch, even though you should otherwise seemingly get less yourself; particu- larly if you can hinder them from sweeping the board. 16. When four persons play, each has a partner the same as at whist, and the game is marked in a similar manner, allowing the subtraction above mentioned. 17. When three persons play, each party scores sepa- rately, and the two lowest add their points together, and subtract them from the highest. 18. When two persons play, each party marks for himself; allowing also for the subtraction before men tioned. 121 THE GAME OF REVERSIS. The Game of Reversis is played by four persons, each Having a box, containing six contracts, reckoned as for- ty-eighl fish each, twenty counters six feet each, and thirty- two fish, making in all four hundred fish; the two pools, called the great and the little quinola pools, (the great one to be under the litde) are always to be placed on the dealer^s right hand. Laws of the Game of Reversis. 1. Whoever misdeals, loses bis deal. 2. If any person takes his card without having put out to the discard, the deal is void. 3. The eldest hand takes care that all the players have put their stakes into the pools ; if he does not, he must make good the deficiency. 4. The discard cannot be changed after being put cut. 5. The elder hand must not play a card till the dis- card is complete ; should he have played, he is permit- ted, if nobody has played to it, to take it up, and play another. 6. No one may play before his turn. 7. If at the end of the game, there should be an errot in the discard, the deal must be made again. 8. It is too late to ask for any payments after the carda are cut. 9. The player who throws down his game, conceiv- ing he can win the remaining tricks, is to pay for any ace or quinola that has or can be placed or given ; and, In case «if undertaking a reversis, the person who might hr*»ak > can oblige him to play the cards is he who can Qveks. i shall direct. 9 122 REVERSIS. 10. If a player, whether thinking he has wen the party or not, ask for the aces or quinolasied out, before the person who has really won the party has demanded Ihem, he is to pay for him who might otherwise have been called upon to pay. 11. Before you play a card, it is always allowable to ask how the cards have been played, but it is not per- mitted to observe it to others who may not make the inquiry. 12. The player may examine all his own tricks at any time, but not look at those of any other person, ex* cept the last trick. Method of play in^^ Rules of the Game, SfC, 1. In playing 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; afterward always four, so that the non- dealers will have eleven cards each, and the dealer twelve, with three remaining, which are placed singly in the middle of the table opposite to each non-dealer, who is to put 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 does not take in ; should, however, three remises or stakes be in the pools, then it is in any player's option to take a card or no?; if he does not, he may see the card, before the same is placed to the discard ; then, previous to playing any card, the opposite parties exchange one with each other. 2. The cards rank as at whist, and the points in the tricks are forty, each ace reckoning four, king three, queen two, and knave one. 3. The points in the discard, which form the party, reckon as in the tricks, except the ace of diamonds, and the knave of hearts, as great quinola ; the former reck- oning five, and the latter four. The player having the fewest points wins the party. If two should happen to have the same number of points, then he who has the fewest tricks has the preference ; if points and tricks are equal, then he who dealt last wins ; but ho who has not a trick has the preference over a trick with- out points : and the espagnoleite played, and won, KEVERSIS. 123 gains the party in preference to the last dealer. When every trick is made by the same person, there is no party ; and this is called making the reversis. 4. The great quinola pool is to consist of twenty-s:x fish, and to be renewed every time th« same is cleared, or has fewer in it than the twenty fix; this st?ke is at- tached to the knave of hearts, or gredx quiroia, wtilch cannot be put to the discard, unlets there are three stakes, or a hundred fish in the pool. The little qui- nola pool, consisting of thirteen fish, attached to the queen of hearts, as little quinola, is to be renewed in the same manner, in proportion as the other, and the little quinola cannot be put to the discard, unless there are three stakes, or fifty fish in the pooL 5. Each time either or both of the quinolas are pla- ced or played on a renounce, they are entitled to the stakes attached to them, except wb?n there are three stakes in the pool, then the great qn noif. s to receive a hundred fish, and the little quinoln fifty. On the con- trary, each time the quinolas are forced, the stakes are to be paid in the same proportion as they would have been received, except in the single instance of the per- son who played the quinolas making the reversis, when the quinola, to be entitled to any benefit, must be played bef- re the two last tricks. 6. Every trick must be made by one person to make the reversis, which is undertaken when the first nine ricks are gained by the same person ; there is an end )f the party, and of the quinolas if held by him, except ne has played both or either of them before the two last tricks; but, on the contrary, should his reversis be bro- ken, he is then not only to pay the reversis broken, but the stakes to the pools, for the quinolas he may have played before the reversis was undertaken. All conso- lations which are paid for aces or quinolas, by the per- son undertaking the reversis, are to be returned on winning it. 7. The espagnolette is either simply four aces, three aces and one quinola, or two aces and two quinolas. The player having the same, has a right to renounce in every suit, during the whole game, and if he can avoid winning any trick, and there is no reversis, he of course wins the party in preference to him who is better pla- ced ; but if he is obliged to win a trick, he then pays 124 RE VERBIS. the party to the other, and returns the consolations n« may have received for aces or quinolas ; and if he has a quinola, he must pay the stake to the pool, instead of receiving it. The player having the espagnolette is at liberty to waive his privilege, and play his game as a common one, but forfeits that privilege the moment he has renounced playing in suit. The player of the es- pagnolette receives consolation in any part of the game, if he forces the quinola. 8. When the reversis is won or broke, the espagnol* ctte pays singly for all the company. When the person holding the espagnolette can break the reversis, he is paid, as before mentioned, by the persons whose rever- sis he broke. If the espagnolette has placed his qui- nola, and there is a reversis either made or broken, he is not to receive the stake ; for when the reversis is at- tempted, the stakes are neither received nor paid, ex- cept by him who undertakes the same. If, by another player having the ace or king of hearts, the espagnol- ette has, in any part of the game, either of his quinolas forced, he pays the slake and his consolation to him who forces, except there is a reversis. 9. The dealer always puts two fish into the great qui- nola pool, and one into the little ; besides which every player, at the commencement, puts into the former six fish, and into the latter three ; and each time the stakes are drawn, or when there are fewer fish in the pool than the original stake, the pool must be replenished as at first. To the points in the discard, four are to be added for the party. The person who gives an ace upon a re- nounce, receives a fish from the person who wms the trick: if it happens to be the ace of diamonds, he re- ceives two. The person who forces an ace, receives the same payments from all the players. 10. The great quinola placed upon a renounce re- ceives six fish ; the little quinola three ; and if either of them is forced, the person who forces receives the same payment from each player; and these payments are made immediately with asking for them. 11. One or more aces, or either of the quinolas play- ed or led out, pay the same as if they had been forced lo the person who wins the party, but it is for him to recollect or demand them. When either ace or quinola are placed, played, or first card led out, it is called a la RETERSIS. 121 bonnCy and are played double, and all payments what ever are double, to the person who sits opposite. 12. The payment for the reversis made or broke is eighty fish ; each player paying twenty, and the oppo- site party forty when the reversis is made : but when broken, the whole is paid by the person whose reversis is broken ; that is, he pays the person breaking it ex- actly the same number of fish he would have received had he won iu 126 THE GAME OF PUT. The Game of Put is played with an entire pack oi cards, generally by two, ssometimes by three or four persons. At this game the cards rank differently in va- lue from all others ; a tray being the best, then a two, then an ace, then king, queen, &,c. LaiM of the Game, 1. When the dealer accidentally discovers any of his adversary's cards, the adversary may demand a new ijeal. 2. When the dealer discovers any of his own cards in dealing, he must abide by the deal. 3. When a faced card is discovered during the deal, the cards must be reshuffled, and dealt again. 4. If the dealer gives his adversary more cards than are necessary, the adversary may call a fresh deal, or he may suffer the dealer to draw the extra cards from his hand. 5. If the dealer gives himself more cards than arc fiis 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. 6. No by slander must interfere, under penalty ol paying the stakes. 7. Either party saying, *' 1 put," that is, 1 play, can- not retract, but must abrde the event of the game, or pay the stakes. Two handed Put The game consists of five points : they are generally marked with counters or money, as at Whist. On the commencement of the game, the parties cut for deal, as at Whist. The deal is made by giving three cards, one at a time, to each player. The non- dealer PUT. 127 then examines his cards, and if he thinks them bad, he is at liberty to put them upon the pack, and his adver- sary scores one point to his game. This, however, should never be done. It is always best to play the first card, and whether your opponent wins it, passes it, or plays one of equal value to it, (which is called a tie,) you are at liberty to put, or not, just as you please, and your adversary only wins one point. If your opponent should say **I put," you are at liberty either to play or not. If you do not play, your adversary adds a point to his game ; and if you do play, whoever wins three tricks, or two out of three, wins five points, which is the game. It sometimes hap- pens that each party wins a trick, and the third is a tie; in that case neither party scores any thing. Four-handed Put Is played exactly the same as two-handed, only each person has a partner; and when three cards are dealt to each, one of the players gives his partner his best card, and throws the other two away ; the dealer is at liberty to do the same to his partner, and vice versa. The two persons who have received their partners' cards play the game, previously discarding their worst card, for the one they have received from their parlnersK The game then proceeds as at two-handed Put. 128 THE GAME OF CONNEXIONS. The Game of Connexions may be played either by three or four persons. Tf three should play, ten cards are to be given ; but if four, then only eight, which are dealt and bear the same value as at whist, with this ex- ception, that diamonds are always trumps. The connexions are formed in the following manner* 1. By the two black aces. 2. The aoe of spades, and king of hearts. 3. The ace of clubs, and king of hearts. For the first connexion two shillings are drawn from the pool; for the second one shilling, for the third six- pence, and sixpence for the winner of the majority of the tricks. This is supposing gold to be staked in the pool, but when only silver is posted, then pence are drawn. A trump played in any round where there is a con- nexion wins the trick, otherwise it is gained by the player of the first card of connexion ; and whenever there is 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 li- berty to play the same ; but the others must follow suit, if possible, 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 firsti according to precedence. 139 THE GAME OF ALL FOURS The Game of All Fours is played by two persons, with an entire pack of cards. It derives its name from the four chances therein, for each of which a point if Bcored — namely, Highy the best trump out. Low, the lowest trump out. Jacki the knave of trumps. Game, the majority of pips reckoned for such of tnd following cards as the players have in their respective tricks, viz. every ace is counted 4, king 3, queen 2, knave 1, and ten 10. Laws of the Game, 1. If in dealing, the dealer discovers any of the ad- versary's cards, a new deal may be demanded. If he discovers any of his own cards, he must abide by the same. 2. If discovered, previous to playing, that the dealer has given his adversary too many cards, there must be a new deal ; or, if both parties agree, the extra cards may be drawn by the dealer from his opponent's hand: and the same if the dealer gives himself too many cards. But, in either case, if a single card has been played, there must be a new deal. 3. No person can beg more than once in a hand, un- less both parties agree. 4. In playing, you must either follow suit or trump, on penalty of your adversary's adding one point to his game. 5. If either player sets up his game erroneously, it must not only be taken down, but the antagonist is en- titled to score four points, or one, as shall have been agreed upon. 6. The person who lays down a high or a low trump, may inquire whether the same be high or low. m2 130 ALL F0UK8. Rules for Playing 1. The game consists of ten points. After cutting for deal, at which either the highest or the lowest card wins, as may havj been previously agreed upon, six cards are to be given to each player, either by three or one at a time. The thirteenth card is turned up, and is the trump card. 2. If the card turned up should be a knave, the dealer scores one point to his game. 3. If the eldest hand should not like the cards dealt him, he may say, " I beg," when the dealer must either give him a point, ordeal three more cards to each, and turn up the seventh for trump : but if that should prove of the same suit as the first turned up, then three cards more must be given, and so on until some different suit occurs. 4. The cards rank as at whist, and each player should strive to secure his own tens and court cards, or take those of the adversary ; to obtain which, except when commanding cards are held, it is usual to play a low one ; in order to throw the lead into the opponent's band. 5. Endeavour to make your knave as soon as you can. 6. Low is always scored by the person to whom it was dealt ; but jack being the property of whoever can win or save it, the possessor is permitted to revoke and trump with that card. 7. Win your adversary's best cards when you can, either by trumping them, or with superior cards sf the same suit. 131 THE GAME OF SPECULATION. Speculation is a noisy round game. It may be played by several persons, with a complete pack of cards, ranking the same as at whist, with fish or counters, on which such a value is fixed as the company may agree upon. The highest trump in each deal, wins the pool ; and whenever it happens that not one is dealt, then the com- pany pool again, and the event is decided by the suc- ceeding coup. After determining the deal, &c. the dealer pools six fish, and every other player four ; in the next place, three cards are given to each by one at a time, and an- other turned up for trump ; the cards are not to be look- ed at except in this manner; the eldest hand shows the uppermost card, which, if a trump, the company may speculate upon or bid for ; the highest bidder buying and paying for it, provided the price offered is approved pf ty the seller. When this is settled, or if the first card does not prove trump, then the next eldest shows the uppermost card, and so on ; the company speculating as they think proper, till all are discovered ; when the possessor of the highest trump, whether by purchase or otherwise, gains the pool. In order to play this game well, little more is required than to recollect what superior cards of that particular suit have appeared in the preceding deals, a-nH calcu- lating the probability of the trump offered proving tne highest trump out. 133 THE GAME OF LOTTERY. LoTTEKY may be played by a large company, witii two complete packs of cards, one for the prities, tha other for the tickets, and dealt by any two of the party, as the dealer has no advantage. Each player takes a certain number of counters, on which a settted value ii put : these are placed in a pool, as a fund for the lot- tery : after shuffling the cards they are cut from the left hand, one dealer gives each a card, face downwards, for the prizes, on which are to be placed different num- bers of counters from the pool, at the option of the per- son to whom such card has been given : afterward the second dealer distributes, from the other pack, a card to each player, for the tickets : next the prizes are turn- ed by one of the managers, and whosoever possesses a corresponding card receives the stake placed thereon, and those remaining undrawn are added to the fund in the pool ; the dealers then collect the cards and pro- ceed as before, until the fund is exhausted, when the party pool again, and those who have more counters than they want, receive the difference in money. Another method is, to take, at random, three cards out of any pack, and place them, face downwards, on a board or in a bowl upon the table for prizes ; then every player purchases, from the pack, any number of cards for tickets as may be most agreeable, paying a fix- ed sum, or certain quantity of counters, for each, which are put in different proportions, on the three prizes to be gained by those who may purchase corresponding Cards ; those not drawn are to be continued till the next deal. It may be played with a single pack, separating it into two divisions, each containing a red and black suit. THS GAME OF POPE, OR POPE JOAN. Pope, a game somewhat similar to that of Matrimo- ny, (see p. 116) is played by any 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 matrimony, two to intrigue, and six to the nin^ 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 each 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 slops in their respective deals. f either ace, king, queen, or knave happen to be tunied-up trump, the dealer may take whatever is de- posited on that head; but when pope is 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 afterward the lowest card of his longest suit, particularly an ace, for that never can be led through ; the other players are tu follow when they can, in se- quence of the same. suit, till a slop occurs, and the party 134 POPE, OR POPK JOAN having the stop thereby becomes the eldest hand, and is to l3ad accordingly, and so oo, until some person part with all his carcJs, by which he wins trie pool, 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 has been denominated Ma- trimony ; 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 noclainzcan be allow- ed after the board be dressed for the succeeding 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 coiiise of the play; as, for instance, if a player begins by laying down the eight of clubs, then the seven in another hand forms a Slop; whenever that suit be led from any lower card, or the holder, when eldest, may safely lay it down, io order to clear his band. 135 THE GAME OF COMMERCE. Of this there are two'distinct methods of playing, the new and the old mode. The new way is played by any number of persons, from three to twelve, with a complete pack of fifty- two cards, bearing the same im- port as at whist, only the ace is reckoned as eleven. Every player has a certain quantity of counters, on which a fixed value is put, and each, at every fresh deal, lays down one for the stake. Sometimes the game is continued until, or finished when, one of the players has lost all the counters given at the commencement ; but, in order to prevent it from being spun out to an un- pleasant length, or concluded too soon, it is often cus- tomary to fix the duration to a determinate number of tours, or times, that the whole party shall deal once each completely round. After determining the deal, the dealer, styled also the banker, shuffles the pack, which is to be cut by the left- hand player; then three cards, either all together, or one by one, at the dealer's pleasure, are given to each person, beginning on the right hand, but none are to be turned up. If the pack prove false, or the deal wrong, ot «»hould there be a faced card, then there must be a fre^h deal. At this game are three parts; 1st, that which takes place of all others, called the tricon, or three cards of the same denomination, similar to pair-royal at crib- bage ; 2dly, the next in rank is the sequence, or three following cards of the same suit, like tierce at piquet ; and lastly, the point, being the greatest number of pips on two or three cards of a suit in any one hand ; of all jvhich parts the highest disannuls the lower. After the cards have been dealt round, the banker in- quires. Who vnll trade ? which the players, beginning with the eldest hand, usually and separately answer, b^ saying, For ready nwneyy or I barter. Trading ii 136 COMMERCE. money is giving a card and a counter to the banker, who places the card under the stock, or remainder of the pack, styled the bank, and returns in lieu thereof ano- ther card from the top. The counter is profit to the banker, who, consequently, trades with the stock free from expense. Barter is exchanging a card without pay with the next right-hand player, which must not be refused, and so on ; the party trade alternately, till one of them obtains the object aimed at, and thereby stops the commerce ; then all show their hands, and the highest tricon, sequence, or point, wins the pool. The player who first gains the wished for tricon, ether hat card be included in his discard or not. If it is, you may be sure that he runs either for a blaze, or for a flush, in a suit that is not trumps ; and if he do not obtain a flush or blaze, it is almost certain that he has a weak hand. Of discarding the Dealer's sixth Card, 1. If you have one or more trumps, and have a sin- gle card of any other suit, discard that single card, un- less it be an ace. Because when that suit is led, you will probably get safe by transposing it. 2. If you have no trump, discard the lowest card, in that suit of which you have the most. Because, as you cannot trump, you must endeavour to keep a card in every other suit, that you may have as many chances as possible of getting safe. You will seldom have more than one chance of saving yourself on the same suit. 3. If, however, you have two or three high trumps, and are sure of getting safe, it will he as well not to dis- card a good card, though it be a single card of any suit. Because, as your high trumps will give you the lead, when all the trumps are out, the high cards of othei suits will then be nearly as good in your hand as trumps. 4. Never show the card that you throw out, nor let any one know to what suit it belongs. Because, the conclusion would be, that it was the only card you had of that suit; the elder hand would, of course, avoid leading from that suit ; — whereas it is for your interest that he should lead from it, as you would be almost cei» tain, from being last player, of taking the trick by trump* ing it. Of knowing the state of your Adversaries^ Hands. In ofderto play with judgment, it is necessary to have some idea of the state of each person's hand. This is PAM-LOO. 151 to be obtained, partly from the run of the cards, but principally from observing what number of cards each person calls in. Some assistance may be deiived from the following observations. 1. If you have been able to keep the run of the cards with tolerable accuracy, you may calculate from your own call, what are the cards which others "have called in, 2. If any person call for only one card, he probably bad four flush or blaze cards (generally the latter) and it is three to one that they are not trumps ; so that if he does not get a blaze or flush, you may safely calcu- late that he has not more than one trump : it is three to one that he has none. 3. If any one call for two, he probably had three low trumps; and it is three to two that he did not obtain another trump. 4. If any person call for three, it is beyond a doubt that he had two trumps, one of which, at least, is a good one ; and it is an equal chance that he called in another trump. 5. If any one call four, he had probably either pam, ace, or king ; and it is about six to five that he called in another trump. 6. The dealer will always stand on a poorer hand than any other person. From these calculaiit)ns yoo may be able to play in guch a manner, as to get safe on a weak hand ; and you may, from the same knowledge, frequently loo one or two persons more than you otherwise wouldt Of playing your Cards. In playing your cards, there are three objects which you should always have in view. The first, and prin- cipal one, is to get safe. Consequently, if you have not pam, or some other sure card in your hand, you must, in the first place, endeavour to win a trick. The second and next important object, after being safe, is to loo as many persons as you possibly can, even though you lose several tricks by it. This is called playing for the good of the loo, and is invariably practised by generous and honourable players. The third and last is, when all dre safe, or when there is no chance of looing any one, to win as many of the remaining tricks as possible. 152 BAM-LOO. Always recollect what number oi carJs each person called ill, and play accordingly. Elder Hand. If you are elder hand, and have only one or two low trumps (especially if you have but one) lead a trump. For if you should lead from a suit that is not trumps, it is almost certain that it will be trumped by somebody; in which case, the winner will (according to an invari- able rule, " as soon as you are safe, play for the good,") lead a trump ; and whoever wins that trick will lead another trump, which will bring out both of yours; and as they are low, it is impossible that they should win either of the tricks. Whereas, if you begin by leading a trump, you not only loo a greater number, (which is particularly in your favour, as you will deal next,) but you bring out the trumps sooner, and by that means have a much better chance of getting safe on sOme other suit that may be led, of which probably you hold the best card, and which might otherwise be trumped. It is also generally understood, that a person has a good hand when he leads a trump; consequently the other players will not be so likely to endeavour to loo him. If you have no trump, lead from a suit in which you have no high card ; unless mere should be but two or three playing, in which case lead your best card. If you have ace and king, call pam be civile and lead the ace, after which lead your king, and if you have another trump left lead that. If you have pam and king, lead pam ; after which lead the king, as the ace, you being safe, vi^ill not be played upon it. \i you have a safe hand, always lead a trump. If you have the ace of trumps, and not the king oi , pam, do not lead your ace. I If you have pam and no other trump, do not lead pam. If you have pam and another trump, lead pam ; after which, lead your other trump. General Rules for Playing, As soon as you are safe, play for the good oi the loa If you are safe, lead a trump, if you have one,* other* Viise, lead your best card. PAM-LOO. 153 If a trump be led, and you have ace and king, say pam be civily and play your ace ; after which lead your king. if a trump be led, and you have pam and anothei truimp, play pam ; after which lead your trump. If a trump be led, and you have pam and no other Irump, do not play pam. If the ace has been played in a previous trick, and you have king and queen remaining, lead or play your king^ calling ^am be civil. Tf the ace, king, or queen be led or played, without calling jDa?n be civile put on pam, whether you have ano- ther trump or not. After winning a trick, if you have the best trump in, always lead or play that trump ; whether pam be out or not. Always endeavour to prevent any one that is not safe, from winning a trick, especially if you are last player. It is a general rule, never to take a winner'' slij't^ unless all are safe. That is, if you are last player, and the trick belongs to one who is safe, you ought not to waste your valuable cards by taking it. Or if a winner lead or play a card which you know to be the best in, except what you hold in your own hand, you ought to pass the trick. This rule, however, is not to be observed, if you think that by taking such a trick you can loo a greater number than by passing it. If you have pam and queen, with no other trump, and the ace or king be led or played with the call pam be civilf play pam notwithstanding; after which, lead your queen, as the kivig will not be played on your queen, if the holder have any other trump. You will do the same, if a person who is safe lead the king, whether the ace be out or not. You will do the same, if you have para and king only, and one who is safe should lead or play the ace. If you have the ace, or the king, or the queen, with only one or two low trumps, and are not safe, be cau- tious of playing your high card while the higher ones are in ; especially do not lead it, nor play it the second hand 11 02 154 THE GA.ME OF BRAG. This game is played with an entire pack of cards, which rank as at Whist, except the knaves and nines, which are called braggers, and rank the same as any cards they may he held with. Thus, an ace and two knaves or nines, or one of each, are called three aces; a deuce and two braggers three deuces ; a king and one bragger, two kings, and so on. The number of playera is usually from four to eight. The cards are cast round for the deal, and the first bragger deals first, and after- ward in succession to the left. The person on the left of the dealer then puts into the pool any sum he pleases, which is called the ante. If the next player chooses, he may put in double the sum, the third may double again, and so each in his turn ; but this must be done before the deal commences. The ante being paid, three cards are dealt to each player, one by one. Each player, in rotation, having examined his hand, decides whether he will go in; if he does, he puts into the pool the amount of the ante ; if he does not go in, he throws up his cards, unexposed, and waits
^/VX'VX>'%/\'VVX/^'«/V%^/v\,x/^fcrwx'x/x«^v^/^/w^%rv%/ww%/V\lVW»V'W\i V>/^i^ VW%/V%i W\»%t%/V\/%/VW^ JB 182 DRAUGHTS. GAME THE SEVENTH, t\ 'x/%/x/x'wx/\'w^/x'VW%'v\ a N c F T N c F T 1 w 22 18 19 vv 23 18 2 B 11 15 20 B 11 16 3 W 18 11 21 W 27 23 4 B 8 15 22 B 16 20 6 W 21 17 23 W 32 27 6 B 4 8 24 B 10 14 7 W 17 13 25 W 17 10 8 B 8 11 26 B 7 14 9 W 23 19 27 W 18 9 10 B 9 14 28 B 5 14 11 W 25 21 29 W 13 9 12 B 14 18 30 B 6 13 13' w 26 23 31 W 19 15 14 B 18 22 32 B 1 6 15 W 30 26 33 W 24 19 16 B 15 18 34 B 3 7 17 W 26 17 35 W 28 24 18 B 18 22 36 B 22 25 37 38 39 40 41 42 F T I 29'22| 14 18 23 14| 6 101 15 6 J!_25^ 19 15| 25 30 1 27 23| 20 275 31 24 1 3026J 23 181 26 225 18 14{ 12 16 15 11 , drVra I 43 44 45 46 47 48 49 50 51 52 53 6lc DRAUGHTS. 183 GAME THE EIGHTH. N C F T N C F 22 18 11 15 IS 11 8 15 21 17 4 8 7 8 9 10 11 12 |23 19 8 11 |17 18 9 14 25 21 14 18 13 14 15 16 17 18 26 23 !l8 22 23 18 |11 16 118 11 116 23 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 dec 27 18 7 16 24 20 16 19 18 15 19 23 15 11 10 14 11 8 22 26 31 22 14 17 21 14 6 9 13 6 126 8 4 dr'wn N C F T 184 DRAUGHTS. GAME THE NINTH K -V%/V^ •**/%/%/» V N c P T N c F T N C P T 1 w 22 17 19 w 30 26 2 B 11 1& 20 B 6 9 3 W 25 22 21 W 19 15 4 B 8 11 22 B 11 16 5 W 29 25 23 w 25 21 6 B 9 13 *24 B 16 19 7 W 17 14 25 w23 16 8 B 10 17 26 b12 19 9 W 21 14 27 w 32 28 10 B 4 8 28 B 1 6 11 w 24 19 29 W 15 11 12 B 15 24 30 B 7 16 13 W 28 19 31 W 14 10 14 B 11 16 32 B 6 15 15 W 22 18 33 W 18 11 ' 16 B 16 20 34 B 2 6 . 17 W 26 22 35 W 7 10 ! 18 B 8 11 &c loses. ^V^WW%/^/XW>>^XrW\lX/>'VX<«/^/X/W%lW % \/v^/vv/*/vwvw*.g| « By this move Black loses the game. DRAUGHTS. 185 GAME THE TENTH. ^g>«W«'W%/X'W%/%'VX/^/« W%/%VW*IV% %/*iVX/X/X*W%/X^/W%'V^ 3 7 8 9 10 11 12 13 14 15 16 17 18 11 15 22 17 8 11 25 22 11 16 23 18 P T 3 8 18 11 8 15 24 19 15 24 27 11 7 16 22 18 9 14 18 9 5 14 28 24 N 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 &c F T 4 8 24 19 16 23 26 19 8 11 31 26 2 7 26 23 11 16 32 28 15 24 28 19 7 1] 30 26 11 15 19 16 12 19 dr'wn N F T [V%^«IWV%lWV«»VX^V\.VW>tWV\l W^/W% \/WW WX-«i'V^/lk/W\^'vx/v\'vw\4rs /\ a N ~1 2 3 4 6 6 i 8 10 I 11 I 12 jl3 I 14 1 15 i 16 I 17 I 18 22 17 11 15 25 22 9 13 23 18 6 9 18 11 8 15 27 23 9 14 30 25 5 9 24 19 15 24 28 19 7 11 22 18 13 22 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 &c 26 17 3 8 32 28 11 15 18 11 8 24 28 19 4 8 17 13 2 6 w25 22 8 11 w 31 26 Bll 16 w 22 17 B 14 18 w23 7 dr'wn N F T gV%/V%V%/V\lV^k/WV«/^/^V«/VWWXiV^VX/VWV«/V'V'V'VX'V%/X/%'X/«L/«/X'\/V'X/X>VV'X/*'%/%/X/«rv'V>lL/Xf%/%^ N c P T 1 B 11 15 2 W 22 17 3 B 8 11 4 W 17 13 5 B 4 8 6 W 23 19 7 B 15 18 8 W 24 20 9 B 11 15 10 W 28 24 11 B 8 11 12 W 26 23 13 B 9 14 14 W 31 26 15 B 6 9 16 W 13 6 17 B 2 9 18 W 26 22 N 19 20 21 22 23 24 c B W B W B W F T 9 13 32 28 1 6 21 17 14 21 23 14 N C P T 25 26 27 28 29 30 B W B W B W 10 26 19 1 13 17 30 23 2130 1 6 31 32 33 34 35 &c B W E W B 3 8 6 2 7 10 23 19 10 14 dr'wn r2 190 DRAUGHTS* GAME THE FIFTEENTH. g'V\/V*'VW*'%/^/*/X«VX/X/*KAU€IHT8« GAME THE SEVENTEENTH. N c F T N c F T 1 w 22 18 19 w 23 16 2 B 11 16 20 B 14 23 3 W 25 22 21 W 27 18 4 B 10 14 22 B 20 27 5 W 29 25 23 W 31 24 6 B 8 11 24 B 1127 7 W 24 19 25 W 32 23 8 B 16 20 26 B 7 10 9 W 19 15 27 \v 15 11 10 B 4 8 28 H 8 15 11 W 22 17 29 W 18 11 12 B 12 16 30 B10 15 13 W 17 10 31 w 21 17 14 B, 7 14] 32 B 3 7 15 w 26 22 33 W 11 2 16 B 2 7 34 B 9 13 17 W 28 24 35 W 2 9 18 B 16 19 36 B 5 21 Ti C F tI 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 23 18i 15 19 18 14f 19 23 22 18J 13 17} 18 15^ 23 26? 30 23? 21305 14 10l 30^1 23 191 26 23 J 19 16f 23 18 16 115 di'wnl Kvx/V\lVX/V\/V%<^/VK/%/WVWUX/X<^i^V%/WV«IW^i/%%/%/WV«/WVX/W| ar DRAUGHTS. 193 GAME THE EIGHTEENTH. N c F T N c F T N jC f'"'t 1 B 11 15 19 B 4 8 37|B 6 9 ; 2 W 22 17 20 W 25 22 38'w 32 23 3 B 9 13 21 B 8 11 39|b 9 271 4 W 17 14 22 W 22 18 &c. w loses. 5 B 10 17 23 B 11 16 6 W 21 14 24 W 27 23 7 B 8 11 25 B 16 20 8 W 24 19 26 W 31 27 9 B 15 24 27 B 13 17 10 11 W 28 19 28 W 30 26 B 11 16 29 B 1 6 12 W 25 21 ^30 W 18 15 13 B 6 9 ~3T B 20 24 14 W 29 25 22 W 27 20 15 B 9 18 33 B 7 10 16 W 23 14 34 W 14 7 17 B 16 23 35 B 2 27 18 w 26 19 i 36|w| 21 14 ai \ 30 Here the game is lost by White 194 DRAUGHTS* GAME THE NINETEENTK* t% '\/*/«i/*"»/vx/x'w%/^'>/%/v%'V* 3 1 ^ c F T N c F T N c F T 1 B 11 15 19 B 4 8 37 B 7 11 1 2 W 22 17 20 W 25 22 38 W 15 8 3 B 9 13 21 B 8 11 39 B 3 19 i: 4 W 17 14 22 W 22 18 40 W 27 23 i; 5 B 10 17 23 B 11 16 41 B 18 27 1 6'w 21 14 24 W 27 23 &c dr'wn 1 7 B 8 11 25 B 16 20 1 8 W 24 19 26 W 3127 1 9 B 15 24 27 B 13 17 ii 10 W 28 19 28 W 30 26 1 11 B 11 16 29 B 1 6 i; 12 W 25 21 30 W 19 16 p3 B 6 9 31 B 12 19 '; 14 w 29 25 32 W 23 16 1 15 B 9 18 33 B 6 9 16 W 23 14 34 W 18 15 17 lis B 16 23 35 B 9 18 W 26 19 36 W 21 14 BKAUGHTS. 195 GAME THE TWENTIETH. N CF T N CF T NCFT 7 8 9 10 11 12 13 14 15 16 17 18 11 16 22 18 16 19 23 16 12 19 24 15 10 19 25 22 9 14 18 9 5 14 22 17 7 10 27 24 2 7 24 15 10 19 17 10 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 B 7 14 w32 27 3 7 27 24 7 10 w 24 15 Bil0 19 w ,31 27 bJ 811 w 29 25 b| 6 10 w 27 23 Bill 16 w ,25 22 3jl0 15 w22 17 B 15 18 dr'wn 196 DRAUGHTS. Crttteal situation to draw Games, It is recommended to the student to place the men in the following situations, and endeavour to 'find out the movps without the book. First. On No. 3f 4 black kings: on No. 15 a white king, and white to move. wl5,ll b3,8 wll,7 b8,12 w 7, 11 &c. Second. No. 5 a black man, 9 a black king ; 7 a white king, and white to move. w7. 10 b9.13 wl0,14 b 13, 9 w 14, 10 &c. Third. No. 3, 4, 12 black kings ; 10, 11 white kings, and black to move. b3.8 wlO, 15 b8,3 w 15, 19 b 12. 8 w 19, 15 6lc. Fourth. No. 13 a black man, 14, 15 black kings ; 22, 23 white kings, and black to move. bl4, 17 w23,26 b 15 w 22, 25 b 17, 21 w 25, 22 blO, 14 w 28, 30 b 14, 17 w 22, r o 17, 14 &c. Fifth. No. 18, 19 black kings, 28 a black man ; 27,32 white lings. &•? white to plav w27,24 bl8, 15 w 24, 20 b 15, 11 w 20, 24 b 19, 23 w 24, 20 15, 18 w 5, 9 b 1, 5 w 9, 6 b 18, 15 w 21, 17 b 5, 1 w 6, 9 b 15, 18 w 9, 5 bl8,22 wl7, b 1, 6 w 5, 1 b 6, 2 wl4, 10 b22, 18 w 1, 5 b 13, 14 Place the men as before. b 6, 1 w 5, 9 b 10, 15 w 21, 17 b 15, 18 wl7, 13 bl8, 15 w 9,14 b 1, 5 w 14, 17 bl5, 10 wl7,22 b 10, 14 w22,25 b 5, 1 w25,22 198 DRAUGHTS. b 1, 6 w 22, 25 b 6, 10 w 2i», 39 blO, 15 w30,25 bl5, 18 &c. Fifth. No. 1 a white king, 30 a white man, 9, 10 black kings^ and b!ack being to play, may win. b 9, 6 w 1, 5 b 6, 1 w 5, 9 b 1, 5 w 9, 13 blO, 14 w 13, 9 bl4, 18 w 9, 6 bl8, 15 w 30, 25 bl5, 18 w25, 21 b 6, 1 w 6, 9 bi3,22 w 9, 5 b 1, 6 w 5, 1 b 6, 9 w 1, 5 b 9, 14 w 5, 1 b22, 18 w 1, 6 bl8. 15 w 5, 1 bl5, 10 w 1, 5 blO, 6 w 5, 1 bl4, 10 w 1, 5 Now black has the fourth situation^ and must con8 6,24 DKAIJGHTS. igg SITUATIONS FOR STROKES. First, On No. 17 a black man, on No. 30 a black king; 13. 27 white kings, and white to play. wl8,22 bl7, 26 w 27, 31 Stcond. No. 17, 27 white kings, 18 a black man, 29, 30 black kings, and white to play. w 17, 22 b 18, 25 w 27, 23 Third. No. 18, 19 white kings, 28 a white man ; 31, 32 black kSCgSf 20 a black man, and white to move. w 19,24 b20,27 wl8,22 Fourth, No. 9, 11, 2i black men, 29 a black king; 18, 24, 26, 30 white men, and white to move. wl8, 14 b9, 18 w26,22 b 18,25 w 24, 19 Fifth. No. 12, 21 black men, 27, 31 black kings; 20,30 white men, 15, 18 white kings, Tnd white to move. w30, 26 b31,22 w 18, 25 b 21, 30 w 20, 16 b 12, 19 w 15, 31 Sixth, K<5. 7, 23 black kings, 9, 13 black men ; 8, 21, 5J white men, 17 a white king, and white to move. w22, 18 bl3,22 w 8, 6 b 23, 14 w 3,26 Seventh, No. 2 13, 14 black men, 24 a black kmg; 15,28 •rhite kings, 19, 21 white men, and white to move. x'21, 17 bl4,21 wl5, 18 b24, 16 wl8,ll. 200 DKAUGHTS. Eighth, No. 1, 8, 9 black men, 13 a black king:, 7 a WDite king, 13, 15 white men, and white to olav. wl5, 10 b6. 15 wl3, 6 'b 1, 10 w 7,23 J^inth, No. 6, 7 white kings, 9 a white man ; 5 a black maa, 14, 15 black kings, and while to play. w 7, 10 b 14, 7 w 6, 2 b 5, 14 w2, 9 Tenth, No. 2, 6, 8, 22 black men ; 15, 27, 30, 32 white men. and white to plav. wl5, ll'b 8,15 w30, 26 b 22, 31 w32, 28 b31, 24 w 28, 1 Eleventh, No. 6. 26 white men, 22 a white king; 7, 15 black kings, 21 a black man, and white to play. w22,25 b21,30 w 6, 2 b 30, 23 w 2,27 Twelfth. No. 2 a black man, 27, 31 black kings; 10 a white man, 14, 19 white kings, and white to move. w 10, 7 b 2, 11 w 19, 15 b 11, 18 w 14, 32 Thirteenth, No. 3, 13 black men, 25, 26 black kings: 11 a white man, 15, 16 white kings, and white to move. w 11, 7 b 3, 19 w 16, 21 Fourteenth. Nq, 3 a black man, 26, 27 black kings; 11 a white man, 15, 16 white kings, and white to move. wU, 8 b3, 19 wl5,22 Fifteenth, • N. 1, 3, 5 black men, 25 a black king; 10, 14 17 whire men, 13 a white king, and white to move. DRAUGHTS. 201 wlO, 6 b 1,10 wH 7 b3, 10 wl7, 14 blO, 17 wl3,29 to. Stxieenth, No. 1, 6, 7, 10, 12, 14, 15 black men ; 19, 20, 21, 22, 23, 26, 30 white men, and white to move. w20,16 bl5,24 w 22, 18 b 12, 19 wis, 2 • Seventeenth. No. 2, 3, 16, 23 black men, 14 a black king ; X & white kings, 9, 29, 31 white men, and black to movfa b 23, 27 w 31, 24 b 16, 19 w 24 15 bl4, 10 wl5, 6 b 3, 7 w 29, 25 b 7,10 W25.22 b 12, 14 Ktghteenih, No. 10, 13, 17 black men, 27 a black king; 19, 22, 26, 30 white men, and white to play. w26, 23 bl7, 26 w 19, 16 b27, 18 h w30, 7 J^ineteenth, No. 1, 6, 10, 19, 20 black men ; 13, 15, 27, 28, 31 vvhite men, and white to play. wl3, 9 b 6,13 wl5, 6 b 1, 10 w27,24 b20,27 w 31, 6 Twentieth. No. 1, 3, 5, 6, 7, 12, 20, 21 black men; 14, 15, 19, 23; 26, 27, 30 white men, and white to play, wl9, 16 b21,30 wl4, 10 b 7, 14 w27, 2 bl2, 19 w23, 16 b30,23 Twenty-first, No. 3, 6, 10, 13, 14, 17, 19 black men ; 7, 20, 21, 22, 28 30 white men, and black to move. bl9,23 w26, 19 bl7, 26 w 30, 23 bl4, 18 w23, 14 blO, 17 w21, 14 b 3,17 14 S2 202 DKAUGHTS. Twenty -second. No. 2, 7, 10, 11, 12, 13, 14, 21 black men ; 9, 20, 22, 23, 26, 30, 31, 32 white men, and white to move. w20, 16 bll, 20 wl9, 15 b 10, 19 w23,16 bl2, 19 w22, 17 b 13, 22 w26, 3 • Twenty 'third, Ko. 3, 5, 8, 10, 11, 15, 16, 22 black men , 17, 18, 20, 27, 28, 29, 31, 32 white men, and white to move. w31,26 b22, 31 w 18, 14 bSl, 24 wl4, 7 b 3,10 w23, 3 Ticenty fourth. No. .5, 12 b;ack men, "•4, 29, 32 black kings ; 8^ 9, 30, SI while men; 15 a white king, and white to move. w31, 27 b32,23 w 30, 25 b 29, 22 w 15, 10 b 14, 7 w 8, 3 b 6, 14 w 3 19 203 THE GAME OF HAZARD. Any number of persons may play at this gama He who takes the box and dice throws a main, i. e. a chance §or the company, which must exceed four, and not be more than nine, otherwise it is no main ; he conse- quently must keep throwing tih he produce five, six, se- ven, eight, or nine; this done, he must throw his own chance, which may be any above three, and not ex- ceeding ten ; if he should throw two aces or trois ace, (commonly termed crabs) he loses his stakes, let the company's chance, which we call the main, be what it may. If the main should be seven, and seven or eleven is thrown immediately after, it is called a nick, and the caster (the present player} wins out his stakes. If eight be the main, ar^ eigl:>* or twelve should be thrown di- rectly after, it is failso termed a nick, and the caster wins his stakes. The caster throwing any other number for the main, such as are admitted, and brings the same number immediately afterward, it is a nick, and he gams wnatever siases ne nas made. Every inree suc- cessive mains the caster wins he pays to ihe boK, or iifurnisher of the dice, the usual fee. The meaning of a stake or bet at thiay be going to cast, on condition neither of the dice is seen ; but if one die should be discovered, the caster 204 HAZARD. must throw the other to it, unless the throw is barred in proper time. TABLE OF THE ODDS. If seven is the main and four the chance, it is two ^o one against the thrower. 6 to 4 is 5 to 3 5 to 4 is 4 to 3 7 to 9 is 3 to 2 7 to fi J 3 to 2^ barring two trois. / 6 to 5, with the two trois. 7 to 5 is 3 to 2 6 to 5 J even, barring two trois. / 5 to 4, with two trois. 8 to 5 \ even, barring two fours. } 5 to 4, with two fours. 9 to 5 is even. 9 to 4 is 4 to 3. The nick of seven is seven to two, sometimes laid tesj to three. The nick of six and eight is five to one. It is absolutely necessary to be a perfect master of these odds, so as to have them as quick as thought, fo" the purpose of playing a prudent game, ana to make Use of them by way of ensuring bets, in what is termed hedging, in case the chance happens to be not a likely one; for a good calculator secures himself, by taking the odds, and often stands part of his bet to a certaintv. For instance, if seven is the main, and four the chance, and he has five dollars depending on the main, by tak- ing six dollars to three, he must either wm two dollars or one; and on the other hand, if he does not like his chance, by laying the odds against himself he must save in proportion to the bet he has made. Additional Calculations on Hazard, If 8 and 6 are main and chance, it is nearly 11 to 12 that either one or the other is thrown off in two throws. U 5 and 7, or 9 and 7, are main and chance, the pro- babilitv that they will be thrown in two throws, is neaf 11 to 12. (f 5 and 3, or 9 and 8. or 5 and G, or 9 and 6, are HAZARD. 205 main and chance, the probability of throwing one of them m two throws is as 7 to 9 exactly. And if 7 and 4, or 7 and 10, are main and chance, the probability that they will be thrown out in two throws is also as 7 to 9. if 7 and 8, or 7 and 6, are mam and chance, you may lay 15 to 14 that one of them is thrown in two throws. But if 5 and 4, or 5 and 10, or 9 and 4, or 9 and 10 are main and chance, he that engages to throw either main or chance in three throws has the worst of the lay ; for it is very near as 21 to 23. If the main be 7, the gain of the setter is about one and one-third per cent. If the main be 6 or 8, the gain of the setter is about two and a half per cent. If the main be 5 or 9, the gain of the setter is about one and a half per cent. But should any person be resolved to set up on the first main that is thrown, his chance is about one and seven-eighths per cent. Hence the probability of a main to the probability of no main, is as 27 to 28, or very nearly. If a person should undertake to throw a six or an ace with two dice in one throw, he ought to lay 5 to 4. Another table displaying the odds against winning any number of events successively ; equally applicable to Hazard, Faro, Rouge et Noir, Billiards, or other games of chance. 1. It is an even bet that the player loses the first time 2. That he does not win twice together, is 3 to 1 Three successive times 7 to 1 Four ditto 15 to 1 Five ditto 31 to 1 and in that proportion to any number, doubling the odds every time with the addition of one for the stake. 206 THIRTY-ONE Is a Tery simple agreeable game. It is played with an entire pack of cards, and by any number of persons under 17. Each player puts an equal stake into the pool; three cards are dealt to each, and a spare hand in the middle of the table, which is turned up. The object of the game is to get thirty-one, or as near it as possible, reckoning as fol- lows : the ace stands for 11, each of the honors for 10, and the other cards for the number of spots on them respeo- tively; thus ace, king, and 6 of any one suit reckon 27 : ace, with two honours, or 1 honour and the ten, for thirty- one; an honour, a ten, and a five, for 25; and so on: but observe that all the three cards must be of one suit; and three cards of equal value, as three kings, tens, fives, twos, or aces, are better than 30, but inferior to 31. Each player in turn, beginning at the elder hand, exchanges one of his cards for one out of the spare hand ; and this goes on till some one has got thirty-one, or stops changing. When any one gets game, or 31, he shews his hand, and takes the pool, which finishes the game. If one stops without being 81, the other players can change once m^re only, or till it comes to the turn of the person who stopt, and then all show their hands, and he who is nearest to 31 gets the pool. In the event of two or more being equal, the elder hand has the preference, only that three aces, kings, &c., rank preferably to three queens, or lower cards. Another mode is as follows :— Instead of depositing a stake, each player has two or three counters ; and when all stop, the person who is lowest puts one of his counters in the pool; and he who has one or two left, after all the other players have paid in their three, is winner, and takes the whole, as in the following game of Snip, Snap, Snore 'em. When two or more happen to be equally low, they tach pay a counter. 207 THE GAME OF CHESS. This Game is played on a board the same as that used in draughts or chequers, containing sixty-four equares. The board must be so placed that each player will have a white square at his right hand. The squares are named from the pieces, viz. that on which the king is placed is called the king's square, and that on which the king's pawn is placed, the king's second square,that before the pawn the king's third square, and the next the king's fourth, and so of all the pieces of each side. Each player has eight pieces and eight pawns, which are thus placed ; the white king on the fourth square from the right hand, which is black, and the queen on the fifth, which is white, the black king on the fifth square from the right hand on the other side the board, directly opposite the white king, and the queen on the fourth, opposite the white queen ; each queen being on a square of her own colour. The bishops, one on the third and one on the sixth square of each side ; the knights on the second and seventh, and the rooks on the first and eighth, or corner squares ; the pawns on the lines of squares immediately in front of the pieces of each side. The pieces and pawns before the king, and on his side the board, are called the king's pawn, king's bishop, king's bishop's pawn, &c.; those before the queen, and on her side, are called the queen's pawn, queen's bishop, queen's bishop's pawn, &c. The white queen being on the left of her king, and the black queen on the right of hers, players should accustom themselves to play with either colour. The pawns VROYe forward only ; they may move one or two squares the first move, but afterward only one , the pawns can only take by moving angularly forw^ard. The knights move obliquely three squares at a time, vaulting over any piece which may be in their way, from black to white, and from white W> black ; a mov9 208 CHESS. which may be better learnt from the games hereafter stated, than from description. The bishops move angularly, forward or backward, on the colour on which they are originally placed. The rooks move in straight lines, forward, back- ward, or sidewise. The queen has the moves of the bishop and of the rook. The king moves in every direction, but one square only at a time, except in castling. He may castle once m the game, which is done by placing the rook with which he castles, on the square next to the king, and then placing the king on the square next the other side of the rook. The queen, rooks, and bishops, move the whole ex- tent of the board, unless impeded by some other piece or pawn. The player is not compelled, as at draughts, to take any piece offered him, but may refuse if he thinks proper. When any piece is captured, it is removed from the board, and the capturing piece placed in the same square. When the king is exposed to the attack of any of the adversary's pieces or pawns, he is said to be in cheeky and if he is unable to avoid the attack, by taking the attacking piece, interposing one of his own, or retiring out of check, he is check-mated, and his adversary wins the game. When the pieces and pawns on each side are so much reduced, or so situated, that neither party can check-mate the other's king, the game is drawn. When a player has no piece or pawn which he can move, except his king, and his king not being in check, is yet so situated that he cannot move without going into check, he is stale-mated. Phillidore, Hoyle, and many others, say that he who is stale-mate wins the game; but Sarratt, in his vA^ork, published in London, 1808, states, that " in Italy, France, Germany, &c., and by all Italian players of eminence, stale-mate is considered a drawn game ;" and gives this as an established law. Laws of the Game. 1. If the board, or pieces, be improperly placed, the mistake cannot be rectified after fo-ur moves on each side are played. CHESS. 209 2. When a player has touched a piece, tie must move it, unless it is only to replace it ; when he must Bayt*^Xadoube,^' or I replace. 3. When a player has quitted a piece, he cannot recall the move. 4. If a player touch one of his adversary's pieces, without saying J'adoube, he may be compelled to take it, or if It cannot be taken to move his king. 5. When a pawn is moved two steps, it may be taken by any adversary's pawn which it passes, and the cap- turing pawn must be placed in that square over which the other leaps. 6. The king cannot castle if he has before moved if he is in check, if in castling he passes a check, ot if the rook has moved. 7. Whenever a player checks his adversary's king, he must say Check, otherwise the adversary need not notice the check. If the player should, on the next move, attack the queen or any other piece, and then say check, his adversary may replace his last move, and defend his king. 8. When a pawn reaches the first row of the adver- sary's side, it may be made a queen, or any other piece the player chooses. 9. If a false mov^ is made, and is not discovered until the next move is completed, it cannot be recalled. 10. The king cannot b^ moved into check, nor with- in one square of the adverse king, nor can any playet move a piece or pawn that leaves his king in check Mr. Hoyle's General Rules for the Game of Chess, 1. Before you stir your pieces, you ought to move your pawns, and afterward bring out your pieces to support them. Therefore, in order to open your game well, the king's, the queen's, and the bishop's pawns should be first played. 2. you are not, therefore, to play out any of your pieces in the early part of your game, because you thereby lose moves, in case your adversary should have it in his power by playing a pawn upon them, to make them retire, which also opens his game at the same t/me ; more particularly avoid playing your queen out, until your game is tolerably well opened. T 210 CHESS. 3. Nevei give check unless some advantage is there- by gained, because you lose the move if he is able cither to take or drive your piece away. 4. Do not crowd your game by having too manv pieces together, choking up your passage, so as to im- pede your advancing or retreating your men as occa- fiion may render necessary. 5. If your game is crowded, endeavour to free it by making exchanges of pieces or pawns, and castle your king as soon as possible. 6. Endeavour, on the other hand, to crowd your adversary's game, thus : when he pLiys out his pieces before he does his pawns, attack them as soon as you caii with your pawns, by which you may make him lose moves, and thus crowd him. 7. If the adversary attacks your king, and itshouk' not be in your power to attack his, offer exchanges with him : and if he retires w hen you present a piece to exchange, he may lose a move, and thus you gain an advantage. 8. Play your men in so good guard of one another, that if any man you advance be taken, the adverse piece may be taken also by that which protected yours, and with this view, be sure to have as many guards to your piece as you perceive your adversary advances pieces upon it ; and if you can, Jet them be of less consideration than those he attacks with. If you find that you cannot well support your piece, see if by assailing one of his that is better, or as good, Vou cannot thereby save yours. ' 9. Avoid making an attack unless well prepared for it, for you open thereby your adversary's game, and make him ready prepared to pour in a strong attack upon you when your weak one is over. 10. Never play any man till you have examined whether you are free from danger by your enemy's last move : nor offer to commence an attack till you have considered what injury he would be able to do you by his next moves, in consequence of yours, that you may frustrate his designs, if hurtful, before it is too late. 11. When your attack is prosperous, never be di- verted from following up your scheme (if possible) on to giving him mate, by taking any piece, or other ad- vantage, your adversary may purposely throw in your CHESS. 211 way, witli this intention, that by your taking that bait he might gain a move that would make your design prove abortive. 12. When you are pursuing a well-conceived attack but judge it necessary to lorce vour way through your adversary's defence with the loss of a few pieces; ii\ upon reckoning as many moves forward as yor can, you see a prospect of success, rush on boldly, and sa- crifice a piece or two to achieve your object : these bold attempts make the finest games. 13. Never let your queen so stand before your king, as that your adversary, by bringing a rook or a bishop, might check your king, if she was not there, for you hardly have a chance to save her. 14. Let not your adversary's knight (particularly if duly guarded) come to check your king and queen, or your king and rook, or your queen and rook, or your two rooks at the same time : for in the first two cases, the king being compelled to go out of check, the queen or the rook must be lost : and in the last two cases, a rook must be lost, at best, for a worst piece. 15. Be careful that no guarded pawn of your adver sary's fork two of your pieces. 16. When the kings have castled on different sides of the board, the enemy must advance upon the other king the pawns he has on that side of the board, taking care to bring up his pieces, especially his queen and rooks, to support them; and the king that has castled is not to stir his three pawns till compelled to k. 17. Endeavour to have a move as it were in ambus- cade, in playing the game : that is, place the queen, bishop, or rook, behind a pawn, or a piece, in such a way, as that upon playing that pawn, or piece, you discover a check upon your adversary's king, and thus get a piece, or some other advantage by it. 18. Never protect an inferior piece with a better, if you can do it wiih a pawn, because that better piece may in such a case be, as it were, out of play ; on the eame account, you ought not to guard a pawn with a piece, if you have it in your power to guard it with a pawn. 19. A pawn passed, and well supported, frequently costs the adversary a piece. And if you piay to win the game only, whenever you have gained a pawn, ox 213 CHESS. any other advantage, and are not in danger ^.^f losing ihe move thereby, make as frequent exchanges of pieces as possible. 20. If you have three pawns each upon the board, and no piece, and you have one of your pawns on ono side of the board, and the other two on the opposite, and your adversary's three pawns also are opposite to your two, march with your king as soon as possible, to take his pawns ; and if he tries with his king to J^rotect them, go on to queen with your single pawn ; aind if he goes to prevent it, take his pawns, and push ^e others to queen. 21. Toward the end of a game, each party having inly three or four pawns on opposite sides of the board, whe kings should endeavour to gain the move, in order JO win the game. For instance, if you bring your king apposed to your adversary's king, with only one square between you, you will have gained the move. 22. When your adversary has his king and one pawn on the board, and you have your king only, you can not lose that game, if you can bring your king to be opposite to your adversary's when he is directly eithei before or on one side of his pawn, and there is only one square between the kings. 23. When your adversary has a bishop and one pawn on the rook's line, and bishop is not of the colour that commands the square his pawn is going to, and you have only king, if you can get into that corner, that game cannot be lost, but may be won by a stale. 24. When the game is to your disadvantage, having only your queen left in play, and your king is in the position of stale-mate, keep giving check to your ad- versary's king, taking especial care not to check him where he can interpose any of his pieces that make the stale ; you will at last force him, by so doing, to take your queen, and then you conquer by being in a Btale-mate. (Seep. 208.) 25. Never cover a check with a piece that a pawn pushed upon it may take, for fear of only getting thai pawn for it. 26. Always be careful that your adversary's king has a move : therefore do not crowd him up with youjr pieces, for fear you inadvertently give stale-mate CHESS. 213 Explanatory Observations on some of the preced\,ng Rules, 1. Whether it is the open or the close game you play be sure bring out all your pieces into play before you commence the assault; for if you do not, and your adversary does, you wiU attack or be attacked always disadvantageously ; this is so decided, that you had bet- ter forego a benefit than deviate from it, and no one will ever play well at this game, who does not put this rule strictly in practice. It must not be concluded that these preparatory moves are useless, because you receive not an immediate success from them; they are equally important as it is at Whist to deal thirteen cards round beibre play. With a view of bringing out your pieces properly, push on your pawns first, and support them with your pieces, and you will receive this advantage from It, that your game will not be choked. By this I mean, that all your pieces will be at liberty to play and assist each other, and thus co-operate towards com- pleting your purpose ; and this may be farther ob- served, that, either in your attack or defence, you bring them out so as not to be driven back again. 2. When you have brought out your pieces, which you will have done very well, if you have your choice on which side to caslle, (which I would always recom- mend to do) you should then stop and consider tho roughly your own and your ad versary 's game, and from his situation, and noticing where he is weakest, you should not only make your decision where to castle, but also where to begin your attack ; and it is certainly clear you cannot do it in a better place than where you are strongest, and your adversary weakest. By this mode, it is very probable that you will be able to break through your adversary's game, in which contest some pieces must of course be exchanged. But now rest awhile, and survey both games attentively, and do not let your impetuosity hurry you away with this first suc- cess ; and my advice to you in this critical juncture (especially if you still find your enemy pretty strong) ji to rally your men again, and put them in good order for a second or third attack, if requisite, still keeping your men close and well connected together, so as to be of use to each other: for want of this method, and t2 214 CHESS. a little coolness, I have often known an almost sure victory snatched out of a player's han{ls,*and a total overthrow the consequence. But if, after all, you cannot penetrate so far as to win the game, neverthe- less, by observing these rules, you may still be sure of having a well-disposed game. 3. And now that I am arrived at the last period of the game, which abounds also with difficulties and niceties, it must be remarked, where your pawns are strongest, most united together, and nearest to queen, you must likewise bear in mind how your adversary's pawns are disposed, and their degree of preferment, and compare these things together ; and if you find you can get to queen before him, you must proceed with- out hesitation; if not, you must hasten on with your king to prevent him. I speak now, as supposing the noblemen to be gone : if not, they are to attend your pawns, and likewise to hinder your adversary from going to queen. Some other General Rules, 1. Do not be over cautious about losing a rook for an inferior piece : although a rook is better than any other, except the queen, yet it does not often come into play, so as to operate, until the end of the game ; and therefore it often turns out that it is better to have a les*) good piece in play than a better out. 2. When you have moved a piece, so that your ad- versary drives you away with a pawn, you may be sure (generally speaking) that it is a bad move, your enemy gaining that double advantage over you of advancing himself, and making you retire : I think this merits at- tention ; for although between equal and good players the first move may not be much, yet the loss of one or two more, after the first, makes the game almost irretrievable. Also, if you defend and can recover the move, or the attack, (for they both go together,) you are in a fair way of winning. 3. If you make such a move as that, having liberty to play again, you cari make nothing of it, take it for granted, it is an exceeding bad one j for in this nice game every move is important. 4. If your game is such, that you have scarcely any thing to play, it is your own fault, either for having CHESS. 215 brought out your pieces wrong, or, which is worse, not at all ; for had they been brought out right, you must have sufficient variety to play. 5. Do not be too cautious of doubling a pawn ; three pawns together are strong,but four,that make a square, with the help of other pieces, well managed, create an invincible strength, and in time of need may probably produce you a queen : on the other hand, two pawns, with an interval between, are no better than one ; and if, carelessly, you should have three over each other in a line, your game cannot be in a worse plight: examine this on the table, and the truth will be self-evident You are therefore to keep your pawns closely cement- ed and well connected together: and it must be great strength on your adversary's side that can overpower them. 6. When a piece is so attacked as that you cannot save it, give it up, and bestow your thoughts how to annoy your enemy elsewhere, while he is taking it: for it frequently occurs, that while your adversary is running madly after a piece, you either get a pawn or two, or such a situation as ends in his discomfiture. 7. Supposing your queen and another piece are at tacked at the same time, and by removing your queen, you must lose your piece: in this situation, if you can get two pieces in exchange for your queen, you should rather do it than retire ; for it is the difference of three pieces, which is more than the value of a queen; be- sides that, you keep your game entire, and preserve your situation, which very often is better than a piece; nay, rather than retire, I would give my queen for a piece, and a pawn or two, nay, almost for what I can get; for observe this one thing, among good players, (to convince you this advice is not bad,) that when the attack and defence is well formed, and every thing prepared for the storm, if he that plays first is obliged by the act of the person that defends to retire, it gene- rally ends in the loss of the game of the attacked side. 8. Do not aim at changing without sufficient reason , ft is so far from being right, that a good player will take this advantage of it, that he will spoil your situation, and of course mend his own ; but it is quite right in these following cases ; when you are strongest, espe- cially by a piece, then every time you change your 216 CHESS. advantage is increasing; this is so plain, it requires no argument. Again, when you have played a piece, and your adversary opposes one to you, change directly, i'or it is clear he wants to remove you; preveut him, therefore, and do not lose the move. 9. Cast up your game every now and then, make a balance, and then take your measures accordingly. 10. At the conclusion of the game especially, re- member your king is a capital piece, and do not let him be idle ; it is by his means, generally, you get the move and the victory. 11. Notice this also, that as the queen, rook, and bishop, operate at a distance, it may not always be necessary in your attack to have them near your ad- versary's king ; they do better at a distance, cannot be driven away, and prevent a stale-mate. 12. When a piece presents that you can take, and that cannot escape you, avoid being in too great a hurry; see that there is not a better move elsewhere and take it at your leisure. 13. To take your adversary's pawn with your king is not always right, for it very often turns out to be a safeguard and protection to your king. 14. If you can take a man with different pieces, do it not hastily with the first that occurs, but consider thoroughly with which you had best take it. SELECT GAMES AT CHESS. THE FIRST GAME ; Beginning with white. Illustrated hy observations on the most material moves ; and two back games ; one commencing at the \Wi, and the second at the 21th move. 1 White. The king's pawn two steps. Black. The same. 2v W The king's bishop at his queen's bishop's 4th square. B The same. 3. W The queen's bishop's pawn one move B The Iving's knight at his bishop's 3d square CHESS. 217 4. W The queen's pawn two moves, a B The pawn takes it. 5. W The pawn retakes the pawn, h B The king's bishop at his queen's knight's third square, c 6. The queen's knight at hia bishop's 3d square. B The king castles. 7. W The king's knight at hia king's 2d square, d B The queen's bishop's pawn one move. 8. W The king's bishop at his queen's 3d square, e a This pawn is played two moves for important rea- sons ; 1st, to hinder the adversary's king's bishop from playing upon your king's bishop's pawn ; 2d, to place the strength of your pawns in the middle of the board ; of great consequence to achieve the making of a queen. h When the game is in this situation, viz. one of your pawns at your king's, and another at your queen's 4th square, do not push either of them before your adver- sary proposes to change one for the other : in such case advance the attacked pawn. Pawns, when sustained in a front line, obstruct very much the adversary's pieces from entering in our game, or taking a desirable post. C If he gives check with his bishop instead of with- drawing it, you are to cover the check with your bishop, in order to retake his bishop with your knight, in case he takes yours ; your knight will then defend your king's pawn, otherwise defenceless. But perhaps he may not choose to take your bishop, because a good player en- deavours to retain his king's bishop as long as possible. d You should not play your knights at your bishop* Sd square before the bishop's pawn has moved two steps, because the motion of the pawn is hindered by the knight. e Your bishop retires to avoid being attacked by the black queen's pawn, which would force you to take ^hat pawn with yours ; and thus decrease the strength *f your game, spoiling entirely the project already nentioned, in the 1st and 2d observations. 15 218 CHESS. B The queen's pawn two moves. 9. The king's pawn one move. B The king's knight at his king's square. 10. W The queen's bishop at his king's 3d square. B The king's bishop's pawn one move.y 11. W The queen at her 2d square, g B The king's bishop's pawn takes the pawn, h 2. VV The queen's pawn retakes it. B The queen's bishop at his king's 3d square, i f He plays this to give an opening to his king's rook, , which cannot be avoided, whether you take his pawn i or not. g If you should take the pawn, in lieu of playing J your queen, you would commit a great error, for yourr royal pawn would then lose its line ; whereas if yourr king's pawn is taken by the adversary, that of yourr queen supplies the place, and you may sustain it withp iJiat of your king's bishop; these two pawns will evi-- dently win the game, because they can now no morea be parted without the loss of a piece, or one of therai will make a qu This move is played to concentrate all your pawiw together, and push them afterward with vigour. 220 CHESS. B The king's rook's pawn one move, p 21. W The queen's knight's pawn one niove. B The queen's rook's pawn one move. 22. W The king's knight's pawn two steps. B The king's knight at his queen's 4th square. 23. W The knight at his king's knight's 3d square, e^ B The king's knight at the white king's 3d square, f 24. W The queen's rook takes the knight. B The pawn takes the rook. 25. VV The queen takes the pawn. B The queen's rook takes the pawn of the opposite rook. 26. W The rook at his king*s place, s B The queen takes the white queen's knight's pawn, 27. W The queen at her king's 4th square. B The queen at her king's 3d square, t 28. W The king's bishop's pawn one move. B The pawn takes it. 29. The pawn takes again, u B The queen at her 4th square, x p He plays this paw^n to hinder your knight from entering in his game, and forcing his queen to remove; else your pawns would have an open way. g You should play this knight in order to push your king's bishop's pawn next: it will be then strengthened by three pieces, the bishop, the rook, and the knight. r He plays this knight to subvert your scheme by breaking the strength of your pawns, by pushir.g his king's knight's pawn ; but baulk his design by chang- ing your rook for his knight, s Play your rook to protect your king's pawn, which 40. W The king at his rook's 2d square. B The knight at the white queen's bishop*? 3d square. 41. W The kniglit at the king's bishop's 4th squaie. B The knight at the white king's 4th square. ^. W The knight takes the pawn. B The rook at its king's knight's 4th square. 4^ W The king's pawn one move, and gives check. B The kin a at hi' Js.'.ihop's 2d square. 44. W The bishop gives check at the Mack king's 3d square. B The king takes the bishop. 45. W The king's pawn makes a queen, and wins th game. GAME THE SECGIVD. Ccymmencing with the black; wherein is seen that play- tng the king^s knight, the second move, is wrong play , hecause it gives the advantage of tht attack to the ad versary. The learner will see by these three different back games^ that a good attack keeps the adversary ^ways embarrassed. I. B The king's pawn two steps. W The same. 224 CHESS. 2. JR Tile king's knight at his bishop*B 3d square. W The queen's pawn one mave. 3. B The king's bishop at the queen's bishop's 4th square. W The king's bishop's pawn two moves, a 4. B The queen's pawn one move. W The queen's bishop's pawn one move. 5. B The king's pawn takes the pawn. 6 W The queen's bishop retakes the pawn. 6. B The queen's bishop at the white king's knight' 4th square. W The king's knight at his bishop's 3d square. 7. B The queen's knight at his queen's 2d square W The queen's pawn one move. a Had your adversary played any thing else, this wai still your best i^r^ove, it being highly advantageous to change your king's bishop s pawn for his royal pawn, because your king and queen's pawns place tiiemselveg in the middle of the chess board, and are tiius enabled to stop all the progress of your adversary's pieces; be- sides this, you gain the attack by his having played his king's knight at the second move. You have also ano- ther advantage by losing your king's bishop's pawn for his king's pawn ; viz. when you do castle with your king's rook, the same rook finds itself instantly free and fit foi action. This will be made clear by the first back game, the third move. b Observe, if he refuses taking your pawn, leave it exposed in the same situation and place; unless he should choose to castle with his king's rock, in such case you must undoubtedly push that pawn forwards, in order to attack his king with all the pawns of your right wing. The effect will be best understood by a se- cond back game, beginning from this fifth move. Take notice again, as a ger)eral rule, not easily to push on the pawns either of your right or left v;ings before your ad- versary's king has castled, otherwise he will retire where your pawns are less strong or less advanced. c If he takes your knight, you must take his wiln your pawfl^ which being joiiyGd to his increases theii stren^tii. CHESS. 225 8. B The bishop retires. W The king's bishop at his queen*s 3d square, d 9. B The queen at her king's 2d square. W The same. 10. B The king castles with his rook, e W The queen's knight at his queen^ 2d square. 11. B The king's knight at his rook's 4th square. jT W The queen at her king's 3d square. 12. B The king's knight takes the bishop, g W The queen retakes the knight. 13. B The queen's bishop takes the knight, h W The pawn retakes the bishop. d This is the best square your king's bishop can choose, except the fourth of his queen's bishop, parti- cularly when you have the attack, and it is not in youi adversary's power to hinder that bishop from playing on his king's bishop's pawn. e Had he castled on his queen's side, then it would have been your game to castle on your king's side, that you might attack him more conveniently with youi pawns on the left. Be cautious in pushing your pawns forward till they are well sustained both by one another, and also by your pieces. The form of this attack at your left will be best understood by a third back game, commerjcing from this tenth move. f He plays this knight to make room for his king's by shop's pawn, in order to advance it two steps, and thus to break the chain of your pawns. g" Had he pushed his king's bishop's pawn instead of taking your bishop, in that case you must have attacked his queen with your queen's bishop, and pushed your king's rook's pawn the next move upon his bishop, to force him to take your knight : in which case your best game is to retake hh bishop with your pawn, in ordc? lf> support your royal pawn, and replace it in case it be taken. h If he did not take your knight, his bishop woald remain imprisoiied by your pawns, or he would lose a* least three' moves to set him at liberty u2 I 236 CHESS. 14. B The kings bishop's pawn two mores. W The queen at her king's knight's 3d square. 15. B The pawn takes the pawn. W The bishop's pawn retakes it. 16. B The king's rook at its king's bishop a 30 square, i W The king's rook's pawn two steps, k 17. B The queen's rook at its king's bishop's square W The king castles with his queen's rook. 18. B The queen's bishop's pawn two sleps. W The king's pawn. one step. I i He plays this rook either with an intention to duo- We it, or to remove your queen. k You push this pawn two steps to give your qiiepa more room, who, being attacked, can retire behind this pawn, and then remain, menacing her adversary's king's rook's pawn. Your pawn advancing afterward will become dangerous to your adversary's king. I This move is most difficult to comprehend as well as to explain. You are to observe, when you find your* self with a chain of pawns succeeding one another upon one and the same coloured squares, the pawn who has the van must not be abandoned, but should strive to keep his post. Here again observe, that your king's pawn being not in the line of his comrades, your adver- sary has pushed his queen's bishop's pawn two steps, for two reasons. The first, to engage you to push that of your queen forwards, which, in this case, would be always stopped by that of his queen, and thus leaving behind that of your king, would render it totally use- ess. The second is, to hinder your king's bishop from altering his king's rook's pawn ; it is best, therefore, to push your king's pawn upon his rook, and lose it; because then your adversary, by taking it, opens a free passage to your queen's pawn, which you are to ad- vance immediately, and support, in case of need, with your other pawns, with a view to make a queen with it, or draw some other valuable advantage to win the game. His queen's pawn (now become his king's) apparently has the same advantage of having no opposition from your pawns to make a queen- the difference, however, CHESS. 227 19. B The- queen's pawn takes the pawn, W The queen's pawn one move. 20. B The bishop at his queen's bishop's 2a square. W The knight at his king's 4th square- m 23. B The king's rook at the white king's bishop's 3d square. W The queen at her king's? knight's 2d square. 22. B The queen at her king's bishop's 2d square, n W The knight at the black king's knighi'& 4th square. 23. B The queen gives check. W The king at his queen's knight's square- 24. B The rook takes the bishop, o W The rook retakes the rook. 25. B The queen at her king's bishop's 4th sfjUare. W The queen at her king's 4th square, p JS great, because his pavvrn being entirely parted from his comrades will always be in danger in his road, by a muhilude of your pieces all waging war against it. m In order to stop his king's pawn, it became neces- S'ary to play that knight ; the more, becau&e this veiy pawn, in its present situation, blocks up the passage o/ his own bishop, and even of his knight. n He plays his queen to give check next: but if he had played his king's rook's pawn tr frustrate the at- tack of your knight, you must then have attacked his bishop and his queen with your queen's pawn ; hence he would have been forced to take your pawn, and you should have retaken his bishop with your knight, wnich he could not have taken with his queen, because she would have been lost by a discovered check with your bishop. o He takes your king's bishop ; m the first place, to save his king's rook's pawn, and because your liishop proves more inconvenient to him than any other of your pieces ; and secondly, to put his queen upon the rook that covers your king. / Having the advantage of a rook against a bishop at the end of a game, it is your interest to chan^ie 228 CHESS. 26. B The queen takes the queen. W The knight takes the queen. 27. B The rook at the white king's bishop's 4tL square. W The knight at the black king's knight's 4t}i square. 28. B The queen's bishop's pawn one move. W The queen's rook at her king's knight's Sd square. 29. B The knight at his queen's bishop's 4th square W The knight at the black king's 3d square. 30. B The knight takes the knight W The pawn retakes the knight. 31. B The rook at its king's bishop's 3d square* W The king's rook at its queen's square. 32. B The rook takes the pawn W The king's rook at the black queen's 2d square ^ and must win the game, q FIRST BACK GAME. From the third move, S. B The queen's pawn two steps. W The king's bishop's pawn two stepSf 4. B The queen's pawn takes the pawn, a W The king's bishop's pawn takes the pa^n. 5. B Tiie king's knigh; at the white king's knight's 4th square. W The queen's pawn one step. queens : because his queen being at present troublesome in the post where he just played it, you compel him to change, which he cannot avoid, if he will save his be- ing check mate. q Any thing he could have played could not hinder you from doubling your rooks, unless he had sacrificed his bishop, or let you make a queen with your pawn ; Ihus he loses the game all ways. a If he had taken your king's bishop's pawn in lieu of this, you must have pushed your king's pawn upon his knight, and his pawn you must afterward have re- taken with your queen's bishop. CHESS 229 5. B The Icing's bishop^s pawn two steps. W The king*s bishop at his queen's bishop^s 4lb square. 7. B The queen's bishop's pawn two steps. W The queen's bishop's pawn one step. 1/ B The queen's knight at his bishop's 2d square^ W The king's knight at his king's 2d square. I. B The king's rook's pawn two steps. 6 W The king's rook's pawn one move. 0. B The king's knight at his rook's 3d square. W The king castles. n. B The king's knight at his rook's 4th square. W The bishop gives check. I^.. B The bishop covers the check. W The bishop takes the black bishop. 13. B The queen takes the bishop. W The queen's pawn one move. 14. B The queen's bishop's pawn one mov3. C W Thf» queen's knight's pawn two moves. 15. B t.he queen's bishop's pawn takes it bypass- ing by. W The rook's pawn retakes the pawn. 16. B The' queen's knight's pawn one move. W The queen's bishop at his king's 3d square. 17 B The bishop at his king's 2d square. ' W The king's knight at his king's bishop's 4th square, d h He pushes this pawn two steps, avoiding having a double pawn upon his king's rook's line, which by push- ing your king's rook's pawn upon his knight, he had no chance of escape, and you taking it afterward with your queen's bishop, would have given him a bad game. c He plays in this manner to cut the communication of your pawns: but you escape it by pushing imme- diately your queen's knight's pawn upon his knight, which retreat forces your adversary to take the pawn by the way. This joins your pawns again, and makaa them invincible. d This knight gives the mortal blow to this game, because he has at present all your adversary's pieces in some measure locked up, till you can prepare the check mate. 230 CHESS^ 18. B The king*s knight at his own square. W The king's knight at the black king's knighl'4 3d square. 19 B The king's rook at his second square. W The king's pawn one move. 20. The queen at her knight's second square. W The queen's pawn one move. 21. B The king's bishop at his 3d square. W The king's rook takes the pawn. 22. B The king castles. W The king's rook takes the black queen's knight* 23. B The queen's pawn takes the rook. W 'I'he queen's rook takes the pawn. 24. B. The queen's rock's pawn one move. VV The rook gives check. 25. B The king retires. W The rook at the black queen's bishop's 2d square 26. B The queen at her knight's 4th square. W The queen's knight at his rook's 4th square. 27. B The queen at her king's bishop's 4th square. W The queen's knight at her bishop's 4th square. 28. B The queen takes the knight. W The bishop gives check. 29. B The king retires where he can. W The knight gives check-mate. SECOJVD BACK GAI»£. From the fifth move. 5. B The king castles. W The king's bishop's pawn one move. 6. B The queen's pawn one move. W The queen at her king's bishop's 3d square. 7. B The queen's pawn takes the pawn. W The queen's pawn retakes the pawn. 8. B The queen's rook's pawn two move?, W The king's knight's pawn two moves. 9. B The queen at her 3d square. W The king's knight's pawn one move. 10. B The king's knight at his king's square. VV The king's bishop at his queen's bishop's 4th square. 11. B The queen's bishop's pawn one move. CHESS. 231 W The queen at the black king's rook's 4th square. 12. B The queen's knight's pawn two steps. W The king's knight's pawn one move. 13. B The king's rook's pawn one move. W The bishop takes the king's bishop's pawn, and gives check. 14. B The king at the rook's square. W The queen's bishop takes the black king's rook's pawn. 15. B The king's knight at his bishop's Sd square. W The queen bemg at her king's rook's 5th square^ wins the game on removing the bishop. THIRD BACK GAME. From the tenth move, 10. B The bishop castles on his queen's side. W The king castles on his own side. 11. B The king's rook's pawn one move. W The queen's knight at his queen's 2d square. 12. B The king's knight's pawn two steps. W The queen's bishop at his king's 3d square. 1?. B The queen's rook at its king's knight's squarOa W The queen's knight's pawn two steps. 14. B The king's rook's pawn one move. W The queen's rook's pawn two moves, a 15. B The bisho'- takes the knight. W The queen lakes ihe bishop, 16. B The king's knight's pawn one move. W The queen at her king's 2d square. 17. B The queen's bishop's pawn one step. W Tho queen's rook's pawn one step. 18. B The bishop at his queen's bishop's 2d square. a When the king is behind two or three pawns, and the adversary falls upon them in order to attack youj king, you must avoid pushing any of those pawns till forced ; as it would have been very indifferent policy to have pushed your king's rook's pawn upon his oishop, oecause he would then have got tiie attack by taking your knight with his bishop, and would nave got an opening upon your king by pushing his king'g knight's pawn, which would have lost you the game 232 CHESS. W The queen's bishop's pawn one rAove^ 19. B The king's rook's pawn one move. W The king's rook at its queen's knight's square. 20. B The king's rook at its 4th square. W The queen's bishop's pawn one move* 21. B The queen's pawn one move. W The king's pawn one move. i 22. B The king's knight at his king's square, ' W The queen's knight's pawn one move. 23. B The pawn takes the pawn. W The king's rook retakes the pawn. 24. B The queen's rook's pawn one move. W The king's rook at its queen's knight's 4th square 25. B The king's bishoo's pawn one move. W The king's bishop takes the queen's rook's pawn 26. B The pawn takes the bishop. W The queen takes the pawn and gives check. 27. B The king reiiies. W The queen gives check. 28. B The knight covers the check. W The queen's rook's pawn one move. 29. B The king at his queen's 2d scju^ro. > W The queen takes the queen s pawn and gives check 30. B The king retires. W The queen's rook's pawn one move, and by dif- ferent ways wins the game. CUNNINGHAM'S GAMBIT. The inventor of this thought li a sure game ; hut, ihrc^ pawns well conducted, for the loss of a bishop only^ will win the game, both sides playing well. Then are two back games ; one from the seventh, and the other from the eleventh move, 1. W The king's pawn two moves. B The same. 2. W The king's bishop's pawn two moves. B The king's pawn takes the pawn. 3. W The king's knight at his bishop's 3d square. B The king's bishop at his king's 2d square. 4. W The king's bishop at his queen's* bishop's 4tli square. CHESS, 233 B The Idnir's bishop gives check 5 VV The king's knight's pawn one move. B The pawn takes the pawD 6. W The king castles. B The pawn takes the rook's pawn and gives check. 7. W The king at his rook's square. B The king's bishop at his 3d square, a 8. W The king's pawn one move. B The queen's pawn two steps. 9. W The queen's pawn takes the bishop. 6 B The king's knight takes the pawn. 10. W The king's bishop at his queen's knight^s 34 square. B The queen's bishop at his king's 3d square* 11. W The queen's pawn one move, c B The king's rook's pawn one move, d 12 W The queen's bishop at his king's bishop's 4tl square. B The queen's bishop's pawn two steps?. 13. W The queen's bishop takes the pawn next to his king. B The queen's knight at his bishop's 3d square. a If, instead of playing this bishop at his thiid square, he had played it at his king's second square, you had won the game in a few moves, which is made out by the first back game. b Without sacrificing this bishop, he could not win the game ; but, losing it for three pawns, he becomes yo^ir conqueror ; which three pawns (provided he doth not be too eager in pushing forwards, and that they be always well sustained by his pieces) will get the game in spite of your best defence. c If you had pushed this pawn two steps, you had given to his knights a free entry to your game, which would have soon lost it. But, to make this more de» monstrable, see a second back game for this eleventh move. d This move is of e;reat importance, because it pre- vents vou from attacking his king's knight with your queen's bishop, which would have enabled you to sepa- rate his pawns by giving one of your rooks for one o his knights. 16 V 234 CH2SS. 14. W The qiiten's knight at his queen's 2(1 square. B The king's knight at the white king's knight*» 4th square, e 15. W The queen at hnr king's 2d square./* B The knight takes the bishop. 16. W The queen takes the knight. B The queen at her knight's square, g 17. W The queen takes the queen, h B The rook takes the queen. 18. W The queen's rook at its king's square. B The king at his queen's 2d square. 19. W The king's knight gives chsck. B The knight takes the knight. 20. W The queen's rook takes the knight B The king at his queen's 3d square. ^ W The king's rook at its king's square. B The queen's knight's pawn two steps. 22. W The queen's bishop's pawn one step. B The queen's rook at its king's square. £3. W The queen's rook's pawn two steps. t He piays this knight to fake your queen's bishop, which would turn out very incofnmodious to hini, in case he should castle on his queen's side. Observe, as a general rule, that if the strength of your game consists in pawns, the best way is to take the adversary's bishops, because they can stop the advancing of the pawns, much better than the rooks. f Being unable to save your bishop without doing worse, play your queen to take his place again when taken ; for if you had played it at your king's bishop's fourth square to frustrate the check of his knight, he would have pushed his king's knight's pawn upon your said bishop, and thus won the game immediately. g If he had played his queen any where else, she would have been cramped ; he therefore offers to change, that in case you refuse, he may place her at her third square, where she would be extremely well posted. If you did not take hi? queen, your game j^'ould l)e still worse. CHESS. 235 B The queen'a rook'? Dawn one step. 24. W The knight at hi& klr.g's bishop's 3d square. B The king's kiil^h^'s pawn two steps. 25. W The king at his knight*s 2d square. B The king's bishop's pawn one move, i 26. VV The queen s rook at its king's 2d square. B The king's ''ook's pawn one step. 27. W The queen's rook's pawn takes the pawn. B, n.e pawn retakes the pawn. 28. W The knag's rook at its queen's rook's square B The queen's rook at her home, k 29. W The king's rook returns to its king's square. B Thfi bishop at his queen's 2d square. SO. W The queen's pawn one move. B The queen's bishop's pawn one move. 3i. W Tne bishop at his queen's bishop's 2d square* B The king's rook's pawn one move. I 32 W The king's rook at his home. B Tiie king's rook at its 4th square, m 33. W The queen's knight's pawn one move. B The queen's rook at its king's rook's squaire. 34. W The queen's knight's pawn one move. B The king's knight's pawn one move. 7 If you had pushed this pawn two steps, you had got^is queen's pawn, taking it with your bishop. This would have given you much the advantage of the game. k Always strive to prevent the adversary doubling his rooks, especially where there is an opening in the gnme. I He plays this pawn to push afterward that of his king's knight upon your knight, with a view to drive it f'oni his post ; but if he had pushed his knight's pawn before he played this, you must have posted your knight at your king's rooVs fourth square, and have arrested the progress of all his pawns. m if instead of plaving this he had given check with nisroc»k'spawn, it would have twen ban f)lay, andentir'-iy against the instruction given in the observation maikcd a HI the first game. 286 CHESS. 35. W The knjglit «< his queen's 2J square. B The king's rook at its king's knight's ^th squaro 36. W The king's rook at its king's bishop's :«quare. B The king's knight's pawn one movo- 37. W The rook takes the pawn and gives check. B The king at his queen's bishop's 2ci square. 38. W The king's ruok at the'black king's knight's 3d square. B The king's rook's pawn gives check. 39. W The king at his knight's square. ♦3 The king's knight's pawn one move. 40. W The rook takes the rook. B The rook's pawn gives check. 41. W The king takes the knight's pawn, B The rook's pawn makes a queen and g'ives check. 42. W The king at his bishop's 2d square B The rook gives check at its king's bishop's 2d square. 43. W The king at his 3d square. B The queen gives check at the white king's rook's 3d square. 44. W The knight covers the check, having no othe way. B The queen takes the knight, and afterward th rook, and gives mate in two moves after. FIRST BACK GAME. From the seventh move of the Gambit, 7. W The king at his rook's square. B The bishop at his king's 2d square. 8. W The king's bishop takes the pawn and gives check. B The king takes the bishop. 9. W The king's knight at tlie black king's 4th square, giving double check. B The king at his 3d square, any where else he loses his queen. 10. W The queen gives cneck at her king's knight's 4th square. B The king takes the knight. U. W Tiie queen gives chock at the black king's bishop's 4tii square B The king at his queen's 3d square. CHESS. 237 12. \V The queen gives check-mato at the black queen's 4th square. SFQUEL TO THIS FIRST BACK GAME, [n case iiie adversary refuses taking your bishop vntfl his kirtg, at the eighth move oftldsjirst back game, 8. W The king's bishop takes the pawn and gives check. B The king at his bishop's square. 9 W The king's knight r.t his black king's 4th square. B The king's knight at his king's bishop's 3d square. 10. W The king's bishop at his queen's knight's 3d square. B The king at her queen's square. n. W The king's knight at the black king's bishop 2d square. B. The rook at her knight's square 12. W The king's pawn one move. B The queen's pawn two moves. 13. W The pawn takes the knight. B The pawn retakes the pawn. 14. W The bishop takes the pawn. B The queen's bishop at the white king's knight 9 4th square. 15. W The queen at her king's square. B The queen's bishop at her king's rooks 4ti square. 16. W The queen's pawn two steps. B The bishop takes the knight. 17. W The queen's bishop gives check. B The rook covers the check. 13. W The knight at his queen's bishop's 3d square B The bishop takes the bishop, 19. W The knight retakes the bishop. B The queen at her queen's bishop's 2d square. 20. W The knight takes the bishop. B The queen takes the knight 21. VV The queen takes the queen. B The kinfT takes the queen. 22 VV The bishop takes the rook, and v;ith the «mpe riority of a rook. *»asily wins the game. y2 238 CHESS. SECOND BACK GAME. From the cleienih move of Cunningham s GamhiU 11. W The queen*s pawn two moves. B The king's knight at the white king's 4th square. 12. W The queen's bishop at his king's bishop's 4tft square. B The king's bishop's pawn two moves. 13. W The queen's knight at his queen's 2d square. « B The queen at her king's 2d square- 14. W The queen's bishop's pawn two moves. B The queen's bishop's pawn one move. 6 15. W The pawn takes the pawn. B The pawn retakes tho pawn. 16. W The queen's rook at its bi5;hoT>'s squnre. B 1 he queen's knight at his bishof 's 3d square. 17. W The queen's knight takes the knight. B The king's bishop's pawn retakes the knight 1-B. W The knight takes the black pawn next to his king. B The king castles with his rook. 19. W The queen at her 2d square. B The king's rook's pawn one step 20. W The queen's rook at the black queen's bishop's 4th square. a This knight is played to induce your adversary to take it ; but if he did, he would play very ill ; because a knight thus placed, and sustained by two pawns, whilo you have no pawn left to push up to remove it, thai knight is at least worth a rook, and becomes so incon- venient, that you will be forced to take it, and in this case your adversary reunites his two pawns, r»ne ol which will probably either make a queen, or cost you a piece to prevent the same. b If he had taken your pawn, his game would have been very much weakened, because his knight had then been propped up by one pawn instead of two: besides, he would have been forced to withdraw his king's knignt wnen attacked, in order to save the pawn that sristam- ed it. CHESS. 239 B The queen's rook at its queen's square. 21 W The king's bishop at his queen's rook's 4tb square. B The king's knigjht's pawn two steps. 22. W The queen's bishop at his king's 3d square. B The rook t^kes the rook. 23. W The knight takes the rook. B The queen at her 3cl square. 24. W The queen at her king's rook's 2d sc^uare. B The king at his knight's 2d square. 25. W The queen takes the queen. B The rook retakes the queen. 26. W The queen's rook's pawn one move. B The king at his knight's 3d square. 27. W The queen's knight's pawn two steps. B The king's rook's pawn one move. 28. W The queen's knight's pawn one move. B The knight at his king's 2d square. 29. W The rook at the black queen's bishop's 2d square. B The rook at its queen's 2d square. 30. W The rook takes the rook, if not it will be the ^ame. B The bishop retakes the rook. 31. W The king at his knight's 2d square. B The king's rook's pawn one step. 32. W The queen's bishop at his kiag's bishop's 2<1 square. B. The king at his rook's 4th square, 33. W The king's bishop gives check. B The bishop covers the check. *M. W The bishop takes the bishop. B The king takes the bishop. 85. W The knight gives check at his king's 3d square. B The king at the white king's bishop's 4th square. 36. W The king at his rook's 3d square- B The king at the white king's bishop's 3d square. 37. W The £night at his king's knight's 4th square. E Tiie knight at his king's bishop's 4th square. 38. "W The bishop at his king's knight's square, B The king's pawn one move. 39. W The queen's rook's pawn one move. B The king's pawn one move. 40. W The bishop at his king's bishop's ?d square. 240 CHESS. B Th(? knight takes the qucen*s pa'^nQ-, and after* wards wins the game. Further illusiraiion of Cunningham's Gambit 1. W The king's pawn two moves. B The same. 2. W The king's bishop's pawn two moves. B The pawn takes the pawn. 3 W The king's knight at his bishop's 3d square. B The king's bishop at his king's 2d square. 4. W The king's bishop at his queen's bishop's 4tb square. B The bishop gives check. 5. W The king at his bishop's square, a B The queen's pawn one step. 6. W The queen's pawn two steps. B The queen at her king's bishop's 3d square. 7. W The king's pawn one step. B The queen's pawn takes the pawn. 8. W The queen's pawn retakes the pawn. B The queen at her king's 2d square. 9. W The queen's bishop takes the gambit's pawn. B The queen's bishop at the white king's knight's 4th square. 10. W The queen's knight at his bishop's 3d square. B The queen's bishop's pawn one step. 11. W The queen's knight at his king's 4th square, must win the game. THE queen's gambit. TVith six back games. 1. W The queen's pawn two steps. B The queen's pawn two steps liRewise. 2. W The queen's bishop's pawn two steps. B The pawn takes the pawn. a Withdrawing your king to his bishop's place, ren- ders ii impossible for your adversary to pr=»serve the gambit's pawn, which will be always in your oower to take. CHESS 241 8. W The king's pawn two moves. « B The king's pawn two moves. 6 4. W The queen's pawn one move, c B The king's bishop's pawn two moves, d 5. W The queen's knight at his bishop's 3d square. B The king's knight at his bishop*'? 3d square. 6. W The king's bishop's pawn one move. B The king's bishop at his queen's bishop's 4th square. 7. W The queen's knight at his rook's 4th square, e B The bishop takes the knight, near the white king's rook./ 8. W The rook takes the bishop. a If, instead of two, you had pushed this pawn but one step, your adversary would have siiut up your queen's bishop for half the game at least ; the first back game will be the evidence of it. 6 He would have lost the game, if, instead of playing this pawn, he had sustained the gambit's pawn. This will be perceived by a second back game. But if he had neither pushed this pawn, nor taken the gambit's pawn, you must have pushed your king's bishop's pawn two steps, and then your game would have been in the best of situations. t If you had taken his king's pawn, instead of push- ing your pawn forward, you had lost the benefit of the attack. This is the subject of a third back gauje. d If he had played anything else, you must have pushed your king's bishop's pawn two steps, and thus have procured your pieces an entire liberty. e If, instead of playing your knight to take his king's bishop, or make him remove it from that line, you had taken the gambit's pawn, you had lost the game again This is made clear by a fourth back game. y If, in lieu of taking your knight, he had played his bishop at your queen's fourth square, you must have at- tacked it with your king's knight, and taken it the next move. 242 CHESS. B The king castles, g- h. W The knight at his queen's bisAop'a 3d squara^ B The pawn takes the pawn. I 10. W The king's bishop takes the gambit's pawn. /i B The pawn lakes the white king's bishop's pawB« 11. W The pawn retakes the pawn, i B The queen's bishop at his King's bishop's 4lb square. 12. W The queen's bishop at his king's 3d square. B The queen's knight at his queen's 2d square. 13. W The queen at her 2d square. B The queen's knight at his 3d square. 14. W The queen's bishop takes the knight. B The rook's pawn retakes the bishop. 15. W The king castles on his queen's side. B The king at his rook's square. 16. W The king's rook at the black king's knight's 4th square. B The king's knight's pawn one move. 17. W The queen at her king's 3d square. B The queen at her 3d square. 18. W The knight at his king's 4th square. g If he had pushed his queen's knight's pawn tvro steps in order to sustain his gambit's pawn, instead ol castling, it appears by a fifth back game that he had lost ; and if, instead of either of these two moves, he had taken your king's pawn, your retaking it would have hindered him from taking yours again with his knight, because he would have lost the game by your giving him check with your queeu. h This particular move demands a sixth back game: because if you had retaken his king's bishop's pawn with your king's bishop's pawn, you again had lost the game. t In retaking this pawn, you give an opening to your rook upon his king, and this pawn serves likewise for a better guard to your king ; it stops also your adver- sary's knight's course; and although you have at pre- sent a pawn lefs, you have the best of the game by the situat on. CHESS. 243 B The bishop takes the knight. 19. W The pawn retakes the bishop, and reunites his comrades. B The king's rook at its king's square. 20. W The king at his queen's knight's square* B The queen at her bishop's 4th square. 21. W The queen takes the queen. B The pawn retakes the queen 22. W The queen's rook at its king's square. B The king at his knight's 2d square. 23. W The king at his queen's bishop's 2d square. B Th<3 king's rook's pawn one move. 24. W The king's rook at his knight's 3d square. B The knight at his king's rook's 4th square. 25. W The attacked rook saves itself at the queen's knight's 3d square. B The queen's knight's pawn one move. 26. W The queen's pawn one step, to make an open- ing for your rook and bishop. B The pawn takes the pawn. 27. W The king's rook takes the pawn. B The queen's rook at its queen's square. 28. W The queen's rook at its queen's square. B The kniglit at his king's bishop's 3d square. 29. W The king's rook gives check. B The king at his rook's square. 30. W 'I'he bishop at the black queen's 4th square, to prevent the adversary's pawn's advancing. B The knight takes the bishop. 31. W The rook retakes the knight. B The king's rook at its bishop's square. 32. W The queen's rook at its queen's 2d square. B The king's rook at the white king's bishop's 4tb square. S3. W The queen's rook at its king's 2d square. B The queen's pawn one move. S-U W The pawn takes the pawn. B The queen's rook takes the pawn. 35. W Tiie king's rook at the black king's 2d square- B The king's knight's pawn one step; if he iQi^ tained the pawn, the game was lost 36. W One of the two rooks takes the pff^ra. B The rook takes the rook. 37. W The rook retakes the rook. 244 CHESS. B The rook gives check at the white king's hi shop's 2d square. 58. W The king at his queen's bishop's 3d square. B The rook takes the pawn. 59. W The rook's pawn two steps, k B The king's knight's pawn one stepu 40. W The rook's pawn one move. B The knight's pawn one move. 41. W The rook at its king's square. B The knight's pawn one move. 42. W The rook at its king's knight's square. B The rook gives check. 43. W The king at his queen's bishop's 4th sqnare. B The rook at the white king's knight's 3d square. 44. W The rook's pawn one move, B The rook at its knight's 2d square. 45. W The king takes the pawn. B The rook's pawn one move. 46. W The king at the black queen's knight's 3d square. B The rook's pawn one move. 47. W The rook's pawn one move. B The rook takes the pawn. I 48. W The rook takes the pawn, m B The rook at the king's rook's 2d square. 49. W The pawn two steps. B The pawn one step. 50. W The rook at its king's rook's 2d square> B The king at his knight's 2d square. 61. W The pawn one move. B The king's at his knight 3d square. k If, instead of pushing this pawn, you had takes his pawn with your rook, you had lost the game; be- cause your king would have hindered your rook fronn coming in time to stop the passage of his knight's pawn* This may be seen by playing over the same moves. I If he did not take your pawn, you must have taken his; and that would have given you the game. m Thus, if instead of taking his pawn, you had taken his rook, you had lost the game. CHESS 245 6Z, "W The king at the black queien's bishop's 3d square. B The king at his knight's 4th square. 63. W The pawn one move. B The king at the white king's knight's 4th Equaro* 64. W The pawn advances. B The rook takes the pawn, and playing after- ward his king upon the rook, it is a drawn game, because his pawn will cost your rook. FIRST BACK GAME. From the third move of the QueeTi>s Gambit. 3. W The king's pawn one move. B The king's bishop's pawn two steps, a 4. W The king's bishop takes the pawn. B The king's pawn one move. 6. W The king's bishop's pawn one move. B The king's knight at his bishop's 3d square, b 6. W The queen's knight at his bishop's 3d square B The queen's bishop's pawn two steps, c 7. W The king's knight at his king's 2d square. B The queen's knight at his bishop's 3d square. 8. W The king castles. B The king's knight's pawn two steps, d 9. W The queen's pawn takes the pawn, e a Moving this pawn must convince you that it had been better to push your king's pawn two steps, because his pawn obstructs the union of your king's and queen's pawns in front. b He plays his knight to hinder your king's and que(?n's pawns from uniting. « This is pushed with the same design. d He plays this pawn to push that of his king s bishop upot* your king's pawn in case of need, wliichi would produce an entire separation of your best pawns. e If you had advanced your own instead of taking this pawn, the aHversary would then have attacked your king's bisfiop w/th his queen's knight, forcing you to W 246 CHESS. B The queen takes the queen. 10. W The rook retakes the queen. B The king's bishop takes the pawn. 11. W The king's knight at his queen's 4th squara B The king at his 2d square. 12. W The queen's knight at his rook's 4th square. B The king's bishop at his queen's 3d square. 13. W The king's knight takes the knight. B The pawn retakes the knight. 14. W The king's bishop's pawn one step, y B The king's rook's pawn one step. 15. W The queen's bishop at his queen's 2d squalen B The knight at his queen's 4th square. 16. W The king's knight's pawn one step. B The queen's bishop at his queen's 2d square. 17. W The king at his bishop's 2d square. B The queen's bishop's pawn one move. 18. W The knight at his queen's bishop's 3d squares B The queen's bishop at his 3d square. 19. W The knight takes the knight. B The pawn retakes the knight. 20. W The king's bishop at his king's 2d square. B The queen's rook at its king's knight's square 21. W The queen's bishop at his 3d square. B The king's knight's pawn takes the pawn. 22. W The bishop takes the rof»k. g give him check ; and in this case, he, playing his king at his bishop's second square, had gained the move upon you, and a very good situation. f You start this pawn to prevent your adversary from putting three pawns in front, which would have been done by pushing only his king's pawn. g If his pawn had been retaken with your knight's pawn, he would have pushed his queen's pawn upon your bishop, and afterward would have entered your game with a check of his rook, supported by his queen's bishop; and if you had taken this pawn with your king's pawn, lie might have done the same ; which would have given him a very good game, because one of his pawns being then passed, (i. e.) a pawn that can be no more stopped but by pieces, will inevitably cost a piece, to hinder the making of a queen. CH£rSS. 247 B The pawn takes tne king's pawn givhig check. 23. W. The king retakes the pawn. B The rook takes the bishop. 24. W The king's bishop at his 3d square. B The king at his 3d square. 25. W The king's rook at its queen's second square B The queen's pawn gives check. 26. W The king at his bishop's 2d square. B The queen's bishop at the white king's 4th squarOt 27. W The queen's rook at its king's square. B. The king at his queen's 4th square. 28. W The king's rook at its king's 2d square, B The rook at its king's square. 29. W The king's knight's pawn one move* B The bishop takes the bishop, SO. W Ths rook takes the rook. B The pawn takes the pawn. 81. W The king's rook's paw'j one move. B The queen's bishop's pawn one move. 32. W The king's rook at the black king's rook's squate. B The queen's pawn one move. 33. W The king at his 3d square. B The king's bishop gives check at his queen's bish- op's 4th square. 34 W The king at his bishop's 4th square, having no other place. B The queen's pawn one move, and wins the game, h SECOND BACK GAME, From the third move of the queen's gambit 3. W The king's pawn two steps. B The queen's knight's pawn two steps. h By this game is seen the strength of two bishops figatnst the rooks, especially when the king is placed between two pawns. But if, instead of employing your rooks to wage war against his pawns, you had on the thirty first move played your rook at the black queen's square; on the thirty-second move brought your other rook at your adversary's king's second square ; and on the thirty third move sacrificed your first rook for his king's bishop ; you had effected a drawn game. 248 CHESS, 4. W The queen's rook's pawn two steps: B The queen's bishop's pawn one step. 5. W The queen's knight's pav/n one step, B The gambit's pawn takes the pawn, a 6. W The rook's pawn takes the pawn. B The queen's bishop's pawn takes the pawn 7. W The king's bishop takes the pawn, and givei check. B The bishop covers the check. 8. W The queen takes the pawn. B The bishop takes the bishop. 9. W The queen retakes the bishop, and gives check. B The queen covers the check, 10. W The queen takes the queen. B The knight retakes the queen. 11. W The king's bishop's pawn two stepe* B The king's pawn one move or step. 12. W The king at his 2d square. B The king's bishop's pawn two steps, b 13. W The king's pawn one move. B The king's knight at his king's 2d square. 14. W The queen's knight at his bishop's 3d square* B The king's knight at his queen's 4t.h square, c a It is of the same consequence in the attack of the queen's gambit, to separate the adversary's pawns on that side, as it is in the king's gambit to separate them on the king's side. b By pushing this pawn two steps, he means to com- pel you to push forward your king's pawn, in order to cause your queen's pawn, now at the head, to be left behind, and become useless. (See the remarks of the second game.) Nevertheless you must play it; but en- deavour afterward with the help of your pieces, to change this your queen's pawn for his king's and thus give a free passage to your own king's pawn. c Your adversary is forced in his present situation to propose the changing of knights, although by this move he separates his pawns; for if he had played any thing else, you would have taken his rook's pawn, by playing only your knight at the black queen's knight's fourth square CHESS. 249 15. W The knight takes the knight. B The pawn retakes the knight. 16. VV The queen's bishop at his rook's 3d square. B The bishop takes the bishop. 17. W The rook takes the bishop. B The king at his 2d square. 13. W The kirigat his bishop's 3d square. B The king's rook at its queen's knight's square. 19. W The knight at his king's 2d square, B The king at his 3d square. 20. W The king's rook at its queen's rook's square. B The king's rook at its queen's knight's 2d square. 21. W The queen's rook gives check. B The knight -^vptq the check. 22. W The kinj^ -^ -^^oh. at the black queen's rook's 4th square. B The king's knight's pawn one move. 23. W The knight at his queen's bishop's 3d square. B The queen's rook at its queen's square. 24. W The queen's rcok takes the rook's pawn. B The rook takes the rook. 25. W The rook retakes and must win the game, hav- ing a pawn superiority, and a pawn past, which amounts to a piece, d THIRD BACK GAME, From the fourth move of the Queen* s Gambit. 4. W The queen's pawn takes the pawn. B The queen takes the queen. 5. W The king retakes the queen. B The queen's bishop at his king's 3d square. 6. W The king's bishop's pawn two steps. B The king's knight's pawn one step. 7. W The queen's knight at his bishop's 3d square B The queen's knight at his queen's 2d square. 8. W The king's rook's pawn one move. B The king's rook's pawn two moves. 9. W The queen's bishop at his king's 3d square, d. Thus it appears by this back game, that a pawn, separated from his fellows, will seldom or never sue- II 250 CHESS* B The king castles. 10. W The king at his 'qtieen's bishop's 2d square. B The king's bishop at his queen's bishop's 4th square 11. "W The bishop takes the bishop. B The knight retakes the bishop. 12. W The king's knight at his bishop's 3d square* B The queen's bishop's pawn one step. 13. W The king's knight at the black king's knigH'a 4th square. B The queen's knight's pawn two steps. 14. W The king's bishop at his king's 2d sqnar®. B The king's knight at his king's 2d square. 15. W The knight takes the bishop. B The pawn retakes the knight. 16. W The queen's rook's pawn two steps* B The queen's knight at the white queen's knigiftj^l 4th square. l7o W The queen's rook at its 2d squareo B The queen's rook's pawn one step. 18. W The queen's rook's pawn takes the pawn* B The queen's rook's pawn retakes the pawn. 19. W The rook gives check. B The king at his queen's knight's 2d square. 20. W The rook takes the rook. B The rook retakes the rook. 21. W The rook at its queen's square. B The queen's knight gives check at the whit queen's 4th square. 22. W The king at his queen's knight's square. B The king at his queen's knight's 3d square. 23. W The king's knight's pawn two steps. B The pawn takes the pawn. 24. W The pawn retakes the pawn. B The queen's bishop's pawn one move. 25. W The king's knight's pawn one move. B The king^s knight at his quecn''s bishop's 3d square. 26. W The bishop at his king's knight's 4th square. B The queen's knight's pawn one move. 27. W The knight at his king's 2d square. B The king's knight at his queen's rook's 4th square 28. W The knight takes the knight. B The pawn retakes the knight. • CHESS. 251 29. W The bishop take? the pawn. B The king at his queen's bishop's 4th qaure. 30. W The king*s bishop's pawn one step. B The queen's pawn one move. 31. W The king's bishop's pawn takes the ^awn= a B The knight at the white queen's knight's 3J square. 32. W The pawn one move. B The rook at its queen's rook'^s squarei to givo check-mate. B3. W The rook takes the pawn. B The rook gives check. S4. W The king has but one place. B The rook gives check-mate at its queen^s bish- op's square. ZrOURTH BACK GAME, From the seventh move of the Queen's Gambit 7. W The king's bishop takes the gambit's pawn. B The king's bishop's pawn takes the pawn. 8. W The king's bishop's pawn retakes the pawn. B The king's knight at the white king's knight's 4th square. 9. W The king's knight at his rook's 3d square* B The queen gives check. 10. W The king at his queen's 2d square. B The king's knight at the white king's 3d square. 11. W The queen at her king*s 2d square. B The king's bishop at the white king's knight's 4th square. 12. W The queen at her 3d square. B The king's knight takes the king's knight's pawn- 13. W The king's knight at his home. B The queen at the white king's square giving check. 14. W The king retires. B The king's bishop takes the knight, and will easly win the game. o He takes this pawn, to make a queen upon the white queen's square, where his bishop supports the pawn 252 CHESS. FIFTH BACK GAME, From the eighth move of the QueerVs Gambit, 8 . W The rook retakes the bishop. B The queen's knight's pawn two steps. 9. W The knight at the black queen's bishop's 4th « square. p B The king castles. f 1 10. W The queen's rook's pawn two moves. B The quei^n's knight at his rook's 3d square. 11. W Th^ knight takes the knight. B Tho bishop retakes the knight. 12. W The rook's pawn takes the pawn. B The bishop retakes the pawn. 13. W The queen's knight's pawn one move. B The king's bishop's pawn takes the pawn, 14. W The queen's knight's pawn takes the pawn. B The bishop at his queen's 2d square. 15. W The queen's bishop at the black king's knight's 4th square. B The pawn takes the pawn. 16. W The pawn retakes the pawn. B The king at his rook's square. 17. W The king's bishop at his queen's 3d square* B The king's rook's pawn one move. 18. W The king's rook's pawn two moves. B The rook's pawn takes the queen's bishop. 19. W The pawn retakes the pawn. B The knight at his rook's 4th square. 20. W The bishop at the black king's knight's 3a square. B The knight at the white king's bishop's 4th square. 21. W The queen at her bishop's 2d square. B The knight takes the bishop to avoid the mate. 22 W The queen retakes the knight. B The bishop at his king's bishop's 4th squai'c. 23. W The queen gives check. B The king retires. 24. W The king's knight's pawn one move. B The bishop takes the pawn. 25. W The queen takes the bishop. B The queen at her king's bishop's 3d square. 26. W The queen's rook at the black queen's rook's 3dsqu<^e. CHESS* 253 B The qneon takes the queen. 27. W The queen's rook retakes tie queen. B The king's rook at its bishop's 3d square. 28. W The king at his 2d square. B The queen's rook's pawn two steps. 29. W The queen's rook at the black king's 3d square B The rook's pawn one move. 30. W The rook takes the pawn. B The rook's pawn one move. 31. W The king's rook at its queen's rook s square. B The rook's pawn one move. 32. W The rook at its king's 3d square. B The king's rook at its bishop'^ 3d square. 33. W The kmg at his queen's 3d square. B The rook gives check. 84. W The king at his:^ 4th square. B The rook takes the rook. 35. W The king retakes the rook B The rook at its queen's rook's 3d square. 36. W The king at his queen's 4th square. B The king at his bishop's 2d square. 37. W The king at his queen's bishop's 3d square B The rook gives check. 38. W The king at his queen's knight s 4th square B The rook takes the pawn. , 39. W The rook takes the pawn. B The king at his 2d square. 40. W The queen's bishop's pawn one step. B The king's knight's pawn two steps. 41. W The rook at the black queen's rook's 2d square B The king at his queen's square. 42. W The king at his black queen s knight's 4tb square. B The knight's pawn one move. 43. W The king at the black queen's bishop's 3d square. B The rook gives check. 44. W The pawn covers the check* B The pawn takes the pawn. 45. W The pawn retakes the pawn. B Trie king at his home. 46. W The rook at the black king'^? knight's 2d square. B The rook at its 3d square. 254 CHESS. 47. W The king at the black queen's bishop s 2d square, and afterward pushing his pawOf will win the game, SIXTH BACK GAME^ From the tenth move of the QueerCs GambU 10. W The king's bishop's pawn takes the pawn. B The knight takes the king's pawn, j 11. W The knight retakes the knight. ' B The queen gives check. I 12. W The knight at his king's knight's 3d square, i B The queen's bishop at the white king's knight'sj 4th square. 13. W The king's bishop at his king's 2d square, a B The queen takes the rook's pawn. 14. W The king's rook at its bishop's square. 6 B The queen takes the knight and gives check, 15- W The king at his queen's 2d square. B The queen's knight at his queen's 2d square. 16. W The rook takes the rook, c B The rook retakes the rook. 17. W The queen at her king's square. B The rook at the white king's bishop's 2d square, and wins the game. a Any thing you couid have played could not save a piece. b If in lieu of playing your rook you had played youi king, the adversary liad won sooner, by playing only his rook at your king's bishop's second square. c Had you taken his bishop, he would have given you! check with his queen at you; queen's tiiird square, andj mate by lading your rook the following move. CHKSS* 255 A Tnek qf covering the sixty Jour Squares of the Board by the Knight at as many Moves. Place the knight on No. 8, and move it in the follow- ing order:— 23, 40, 55, 61, 51, 57, 42, 25, 10, 4, 14, 24, 39, 56, 62, 52, 58, 41, 26, 9, 3, 13, 7, 22, 32, 47, 64, 54, 60, 50, 33, 18, 1, 11, 5, 15, 21, 6, 16, 31, 48, 63, 53, 59, 49, 34, 17, 2, 12, 27, 44, 38, 28, 43, 37, 20, 35, 45, 80, 36, 19, 29, and 46. Two Persians had engaged in such deep play, that the whole fortune of one of them was won by his op- ponent. He who played the white was the ruined man ; and, made desperate by his loss, offered his favourite wife as his last stake. The game was carried on until he would have been check- mated by his adversary's next move. The lady, who had observed the game from a window above, cried out to her husband in a voice of despair, ** to sacrifice his castle and save his wife."— Situation of the game: White K. 40. C. 49. B. 37. P. IS and 19.— Black K. 2. Q. 15. C. 7 and 50. White C. to If. Black K. 1*. White P. to 11, giving check-mate. This mark * denotes that a piece is taken, and this f denotes the King to be in check. 256 THE GAME OF GOFF, OR GOLF, Golf, a celebrated Scotch game, almost peculiar to that country, is played with balls and clubs. The club s taper, terminating in the part that strikes the ball« which is faced with horn, and loaded with lead. Bui f this there are six sorts used by good players, viz. the common club, used when the ball lies on ihe ground;! tne scraper and half scraper, when in long grass; the| spoon when in a hollow ; the heavy iron club, when it! lies deep among stones or mud ; and the light iron ditto, w hen on the surface of chingle or sandy ground. The balls are much smaller than those used at crick- et, and much harder ; they are made of horse leather, and stuffed with feathers m a peculiar manner, and then boiled. The ground may be circular, triangular, or semicir- cular. The number of holes are not limited; that de- pends always on what the length of the ground will admit. The common disf.ance between one hole and gsnother is about a quarter of a mile, which begins and terminates every game : and he who gets »s ball in by the fewest number of strokes is the victor. Two, four, six, eight, or any number may piay toge- ther ; but what is called the good game never exceeds,| four; that number being allowed to afford best diver- sion, and not so liable to confusion as six, eight, ten, or twelve might be. The more rising or uneven the ground is, it requires the greater nicety or skill in the players; on that ac- count the preference is always given to it by proficients. When playing with the wind, light balls are used ; and heavy ones against it. At the beguming of each game the ball is allowed to be elevated to whatever height the player chooses, for the convenience of striking; but not afterward. This is done by means of sand or clay, called a teeing. GOFF, OR GOLF. 25? The balls which are played off at the begintiing of the game cannot be changed until the next hole is won, even if they should happen to burst. When it happens that a ball is lost, that hole is lost to the party. If a ball should be stopped accidentally the player is allowed his stroke again. Suppose four are to play the game, A and B against C and D ; each party having a ball, they proceed thus : A strikes off first, C next; and perhaps does not drive his ball above half the distance A did, on which account D, his partner, next strikes it, which is called one more, to get it as forward as that of their adversa- ries, or as much beyond it as possible ; if this is done, th^n B strikes A's ball, which is called playing the like, or equal of their opponents. But if C and D, by their tall being in an awkward situation, should be unable, by playing one more, to get it as far as A's, they are to play in turn, two, three, or as many more until that is accomplished, before B strikes his partner's ball; which he calls one to ttvo^ or one to three, or as many strokes as they required to get to the same distance as A dirf by his once playing. The ball is struck alternately, if the parties are equal, or nearly so. X 258 THE LAWS OF CRICKET. The ball should weigh not less than five ounces ani a half, nor more than five ounces and three quarters. The ball cannot be changed during the game, with- out the consent of both parties. The bat must not exceed four inches and one quar- ter in the widest part. The stumps must be twenty- two incheiihigh, and the ball six inches long. The bowling- crease must be in a line with the stumps three feet in length, with a return- crease. The popping crease must be three feet ten inches from the wickets ; and the wickets must be opposite to each other, at twenty-two yards distance. The party which goes from home shall have the choice of the innings and pitchings of the wickets, which shall be pitched within thirty yards of a centre fixed by the adversaries. When the parties meet at a third place, the bowlcrt shall toss up for the pitching of the first wicket, and the choice of going in. Neither party can alter the ground during the match without consent of the other, either by moving, cover- ing, rolling, or beating it. The ball must be delivered by the bowler with one foot behind the bowling-crease; and within the return- crease ; and he must bowl four balls before he changes wickets, which he shall do but once in the same innings. He may order the striker at his wicket to stand on which side of it he pleases- The striker is out if the bail is bowled of!, or the stump bowled out of the ground. Or when the ball, from a stroke over or under his bat, or upon his hands (but not wrists) is held before it touches the ground, though it be hugged to the body of the catcher. CRICKET. 259 Or if, in striking, botii his feet are over tne poppmg- crease, and liis wicket is put down, except liis bat is grounded within it. Or if, in striking at the ball, he hits down his wicket. Or if he runs out of his ground to hinder a catch. Or if a ball is struck up, and he wilfully strikes it again. Or if, in running a notch, the wicket is struck down by a throw, or with the ball in hand, before his foot, hand, or bat, is grounded over the popping crease; but if the bail is off, a stump must be struck out of the ground by the ball. Or when the striker touches or takes up the ball before it has lain still, unless done at the request of the oppo- site party. Or if the striker puts his leg before the wicket with a design to stop the ball, and actually prevents the ball from hitting his wickst by it. If the players have crossed each other, he that runs' for the wicket that is put down is out ; but if they are not crossed, he that has left the wicket that is put down is out. When the ball has been in the bowler's or wicket- keeper's hands, the strikers need not keep within their ground till the umpire has called play ; but if the player goes out of his ground with a design to run, before the ball is delivered, the bowler then may put him out. When the ball is struck up in the running ground be- tween the wickets, the strikers may lawfully hinder its being catched ; but they must neither strike at, nor touch the ball with their hands. When the ball is struck up, the striker may guard his wicket either with his bat or his body. In single wicket matches, should the striker move out 6f his ground to strike at the ball, he shall not be al» lowed a notch for such stroke. The wicket keeper shall stand at a moderate distance behind the wicket, and shall not move till the ball is out of the bowler's hand, and shall not by any noise incommode the striker; and if his hands, knees, foot, or head, be over or before the wicket, though the ball hit it, it shall not be out. The umpires shall allow ten minutes for each man to come in, and fifteen minutes between each innings. 260 CBICKET. When the umpires shall call Play^ the party then refii sing to play, loses the match. They are the ~nle ]udges of fair and unfair play, and all disputes shall be rietermined by them. When a striker \: >urt, they are to allow another to come in, and the pers-^n hurt shall have his hands in any part of that innings. They are not to order a player out, unless when ap- pealed to by the adversaries. But if the bowler's foot is not behind the bowling- crease, and within the returning crease, when he deli- vers the ball, the umpire, unasked, must call J^o hall. If the strikers run a short notch, the umpire must call J^o notch. When a ball is caught, no notch to be reckoned. When a striker is run out, the notch running for is not to be reckoned. BETTING. If the notches of one player are laid against another, the bet depends on both the innings, unless otherwise specified. If one party beats the other in one innings, the notches in the first innings shall decide the bet. But if the other party goes in a second time, then the bet must be determined by the numbers on the score. 261 THE GAME OF BILLIARDS. To play this game correctly, attention must be gives to the method of holding the mace or cue, and the man- ner of delivering the ball from the mace, or of striking it with the cue: but these things are much more easily acquired by observation, or by the direction of a profi* cient in the game, than by any possible written rules. A person who plays with his right hand, must stand with his left foot foremost ; and he who is left handed, with his right foot; by which he will stand more jfirin and steady. The votaries of this game should be particularly cau- tious not to suffer their temper to be irritated by any oc- currences or disappointments whatever, during the game : a steady hand and a serenity of temper, being indispensable requisites to the well playing of it. We shall forbear noticing those games formerly in vogue, they being now very little played, if at all, and bear besides so great an affinity to their substitutes, tha4 we deem treating of them superfluous. The games now principally played are, The English game. The French following game. The winning and losing game. The revolution, or four- ball game. The game of Pool. *n order to avoid a repetition of the subject, in cacti game separately, we shall previously take notice of those rules and regulations which are applicable to all, wrth some exceptions for the game of Pool. Rules and Regulations relating to the different Games, 1. The commencement is, to string for the lead, aad the choice of balls ; and he who brings his ball nearest to the upper cushion, wins the lead, and has the privi- lege of commencing first or not. x2 262 BILLIARDS, That part of the table where the striker coniffienccs fiOm, is called the upper end ; and consequently the other part is called the lower end. 2. He who, in leading, holes his own, or touches bis opponent's ball, loses the lead. 3. During a rubber, the person who lost the preceding game, has the privilege of commencing the next. 4. If the striker, without an intention of sti iking, touches his own ball, it is deemed an accident; and his opponent may replace it : but if, by the same accident, he holes his own or moves another, it is a stroke, though Dot intended as such. 5. The striker should take particular notice, before he strikes, that nothing lays on the table that can injure the winning of the balls: he not being entitled to gain, Dut liable to lose every thing made in consequence. 6. A ball standing on the edge of a hole falling into it, after adjudged to stand still, must be replaced in the same position. 7. If a ball, standing on the edge of a hole, should fall into it before the striker's ball has reached it, the stroke is void, and the balls must be replaced in the same positions. 8. If the balls are changed, ajid is not known by which party, the game must be played out so. 9. A person playing with the wrong ball, if not dis- covered by his opponent before the next stroke, gains as many points as in playing with his own ; and the different parties must continue with them during the game. 10. Any person playing with the wrong ball cannot count, if discovered by his opponent before the next stroke, and each party must resume the bail he com- menced with. We think it proper to observe here, that the above rule is sufficiently strict, as every person has the privilege of rectifying his opponent before he strikes, I if he thinks proper. 11. Striking both balls together, with cue or mace, constitutes a foul stroKe: and no person is entitled to gain any thing so made, if discovered by his opponent before the next stroke : but liable to lose as many points as in striking fair, and withal forfeits the next stroke. BILLIARDS. 203 Those persons who imagine that in holding the mace or cue perpendicularly, there is no possibility of making a foul stroke, labour under a great nristake ; for supposing the circumference of each ball to be four inches, one eighth of this is exposed to the sliding of the m.ace or cue, or subjected to be push- ed forward a half an inch without retracting the played-with stick from it : so that the balls being even separated from each other a half an inch, it is not only possible, but if struck in a dilatory man- ner will most undoubtedly prove so. 12. If the striker's ball touches another he caiinot strike without making a foul stroke. 13. If the striker stops or interrupts th? r nning of a ball or balls, he cannot count ; and h's rpp nent may place the ball or balls so stopped, where he pleases: and if adjudged by the company, the striker's own ball was running directly for either of the holes, it Is consi- dered as holed, and he loses as many points as is there- to annexed. 14. The opponent is subjected to the same penalties as the striker in a contrary case from the foregoing rule. 15. If one of the white balls being in hand the other should be inside of the line that runs parallel with the stringing nails, it is called a baulk ; and the person whose ball is off the table, cannot play within it, without back- ing, or striking the lower cushion first. 16. A line ball, or the centre of a ball laying on the line of the stringing nails, is considered wi'thin the baulk. 17. If the striker in playing with the wrong ball which is his opponent's, holes it, and leaves the other in the baulk, he loses nothing, the red ball or balls are placed on their original spots, and his opponent must play. 18. If m making a foul stroke the striker makes or leaves a baulk, the red ball or balls must be replaced in their original position. 19. If the striker forces his own ball over the cushion, it is considered as holed. 20. If the striker forces either or all the balls over the cushion, it counts nothing ; but if by the same stroke he holes his own, or forces it over the cushion, then all the balls over are considered as holed. 264 BILLIABDS. 21. Forcing either of the balls over the cushion in making a carrom does not prevent the striker from counting it. 22. A ball standing on a cushion is considered as oft the table. 23. Any person playing with both feet ofif the floor cannot count* 24. Any person playing at a ball while running, can- ot count. 25. In a case of betting, two misses do not constitute a hazard. 26. No by-standei has a right to say any thing con- cerning the game unless appealed to by the players. 27., Any dispute arising concerning the game shall be settled by the disinterested company present ; the marker shall go and ask them individually, whether they understand the nature of the dispute in question, if so, their opinion ^ and shall then declare, without specifying any names, that so many persons are in fa- vour of one party^ and so many m favour of the other ; and the majority shall decide it ; but m case there is no majority, then the marker shall be appealed to^ as also in case there is no company present. Rules especially concerning a three-handed Match. 28. The three persons must lead, and those two whose balls are nearest to the cushion have the privilege of commencing first. See the three first articles. 29. Every pomt made js a hand out 30. Every point made counts for either of the hands in. 31. There are no baulks in this game as long as the three persons are in, and in case the ball or balls should be within it, the striker has the privilege of playing from the othet end of the table, 32. The game is divided into two parts two-thirds of the constituted number of points forms the first, when one person is out; and the remaining two play on to the Ui\] quota. 33. The person whose hand is out at the time the first part of the game is won, mi'st play, and strike first, with the winner*s ball. BILLIARDS. 265 Rules especially concermng a four-handed Match, 34. During a rubber the parties must indiscrimiriaiely follow the rule of rotation. 35. Each party has the privilege of consulting with and directing his partner in any thing concerning the game. 36. If a person makes two misses without an inter- mediate hazard made by himself, or lost by his cppo- nent» his hand is out. The rule commonly followed now is, that a hazard made by either party between two misses, prevents a hand from being out. It is very evident that nothmg more was intended by this rule, than to stimulate the player to exert himself, or to deprive him of his term of playing for a supposed demerit, and from this position we conclude, that this rule has been taken in too gene- ral point of view ; and that by it was meant that the person himself, who made the two misses, should make an intermediate hazard in order to continue his privi« lege of playing ; as there is certainly no merit to be at- tributed to him for his opponent's success. THE ENGLISH GAME. 1. This game, generally called the American game, is played with one red and two white balls, and 21 points constitute the game. 2. The red ball is invariably placed on a spot made for the purpose, as also the white ; from whence the striker must indiscriminately play whenever his ball is oft the table. 3. Whenever two balls are holed, the in must be pla- ced on its original spot. 4. No person has a right to play at the red ball the next stroke after it is holed. 5. If the striker, after holing the red ball, plays at it a second time, and misses the white, he loses one point, and the red ball remains. 6. If the striker forces the red ball over the cushion without his own, it is not considered as holed, and his opponent may play at which he pleases. 7. If the striker after holing the white ball forces the ,ted over the cushion, his own must remain where it js i 18 206 BILLIARDS. and bis opponent has the privilege of playing at which be pleases. 8. In case of one of the white balls being off the table, one of the others or both should be so near the spot from whence the striker is to play, as to prevent him trom placing his own ; the marker must remove them and replace them immediately after the striker has started his own ball. 9. In a four-handed match every white ball holed ia a hand out. 10. The striker must invariably strike the ball he olays at first, otherwise he cannot count. WI^N][K6S. 11. Holing the white ball 2 12. Do. red 3 13- Holing the white and red balls 5 14. Making a carrom, or touching both balls with your own 2 15. Making a carrom, and holing the white ball 4 16. Making a carrom and holing the red ball . 5 17. Making a carrom, and holing thte while and red balls ;. .7 LOSINGS. 18. Missing the white ball • 1 19. Do. red 2 20. Playing at the white, missing it, and holing your own ball 3 21. Playing at the red, missmg it, and holing your own ball 5 22. Holing your own off the white ball . ... 2 23. Do. red 3 24. Playing on the white, holing it, and your own ball 4 25. Do. red do. 6 26. Holing the three balls 7 27. Playing on the white, making a carrom, and holing your own ball 5 28. Playing on the red, making a carrom, and holing your own ball 5 29. Playing on the white, making a carrom, and holing the two white balls 6 : BILLIARDS. S67 30 Playing on the white, making a carrom, and holing the red and your own ball . . • 7 31. Playing on the red, making a carrom, and hol- ing the two white bails 7 32. Playing on the red, making a carrom, and ho) ing the red and your own balls .... 7 33. Playing at either, making a carrom, and holing all the balls 3 For the remaining' rules, see the preliminary arcicles, THE FRENCH FOLLOWING GAME. In the original French three-ball game, from which It has its derivation, each player had only one stroke alternately during the game, but in this the striker has the prerogative of pursuing his success without interrup- lion, and it is therefore styled the following game. 1. This game is played with one red and two white balls, and 24 points constitute the game. 2. The red ball is placed on a spot made for the pur- pose, and the white on any part of the upper line, pro- vided the centre of the ball be on it. 3. The strtker has the privilege of pluying at the red ball as often as he pleases. 4. In no instance is a ball to be taken dp in this game. 5. If after the red and while balls are off the table, the striker should remain on the spot appropriated for the red, he must remove it, loses nothing, the red ball is put up, and his opponent must play. 6. In a four- handed match, every ball holed is a hand out. 7. The winnings in this game are precisely si-T^lor to those in the English game ; but there is no necessiti^ fof ouching the played-at ball first, in order to count. LOSINGS. S> Missing both balls 1 9. Missing both balls and holing your own , 3 10. Holing your own off the white ball • . 2 11. Do. red .... 3 12. Holing both white balls 2 13. Holing the red and your own ball .... 3 11 Holing three balls 3 15, Playing at either, makmg a carrom, and holing your own ball ^ 2 268 BILLIARDS. 16. Playing at either, making a carrom, and holing the two white balls 4 17. Playing at either, making a carrom, and holing the red, and your own ball * ^ 18. Playing at either, making a carrom, and holing the three balls 7 For the remaining rules, see the preliminary articles, THE WINNING AND LOSING GAME. That preponderance which forms the peculiar charac- teristic of the preceding games is in this almost entirely overlooked, the winnings and losings counting chiefly Q)r the accomplisher of either: and skill is not of such material consequence, provided the striker be endowed with a large portion of muscular strength ; for in bat- tering away at the balls without mercy, they will, to escape the fury of his vengeful arm, cross the table igain and again, until they find a hole for a transient shelter. 1. This game is generally played with three balls, one red and two white, and 30 points constitute the game. 2. The red ball is invariably placed at the distance of nine inches from the lower cushion, in the middle of the table's breadth. 3. A semicircle must be drawn from the middle of the line at the upper end of the table, of about 18 inches in diameter, parallel with the line of the stringing nails, from within where, the striker must invariably play, whenever his ball is off the table. 4. In a four-handed match every hazard made is a hand out. A person holing himself in this game makes a hazard. 5. It the striker forces either, or both balls over the cushion, it counts nothing} 6. If the striker forces his own ball over the cushion, he loses in no instance more than two or three points, according to which ball he played on. 7. If the striker forces either or both balls over the cushion and holes his own, he gains two or three points, he also counts for either of the other balls holed, or a carrom made by the same stroke. For the further rules, see the 3(/, 4f/i, and 5th articles qfihe French following Game. BILLIARDS. 269 WINNINGS, 8. Holing the white ball 2 9. Do. red 3 10. Holing the white and red 5 11. Holing your own off the white ball ... 2 12. Holing your own off the red ball .... 3 13. Playing on the white, holing it and your own ball 4 14. Playing on the red, holing the white and your own ball 5 15. Playing on the white, holing the red and youi ball 5 16. Playing on the red, holing it and your own ball 6 17. Playing on the white and holing the three balls 7 18. Playing on the red, and holing the three balls 8 19. Making a carrom, and touching both balls with ,^ your own . . 2 20. Making a carrom, and holing the white ball 4 21. Making a carrom, and holing the red ball . 5 22. Making a carrom, and holing the white and red balls • 7 23. Playing on the white, making a carrom, and holing your own ball 4 24. Playing on the red, making a carrom, and holing your own ball 5 25. Playing on the white, making a carrom, and holing the two white balls 6 26. Playing on the red, making a carrom, and holing the two white balls 7 27. Playing on the white, making a carrom, and holing the white and red balls . . . . '^ • 28. Playing on the white, making a carrom, and holing the three balls % 29. Play on the white, making a carrom, and holing the three balls 9 30. Playing on the red, making a carrom, and holing the three balls ....... 10 LOSINGS. 31. Missing all the balls 1 32. Missing all the balls, and holing your own, or forcing it over the cushion 3 For the remaining rules see the preliminary articles; excepting the 19th ar>d 20th. ''TO BILLIARDS. THE REVOLUTION, OR FOUR-BALL GAME. This is very properly styled the Revolution game, it helng subject to as many different vicissitudes as that monster of changes is susceptible of. 1. This game is played with two red and two while balls, and 31 points constitute the "arne. 2. The two red balls are placed at each end of the table, in the middle of each line, and the striker may place his ball on any part of the upper line, provided the centre of the ball be on it. . The striker must Icsd his lJ\ beyond the lower red, and his opponent must play d it. 4. If the leader's ball should repass ihe lower red ball, it must remain, and his opponent must play at it. 5. If the leader moves a led ball the first stroke, it must be replaced, and his ball remains, as also in case his opponent moves a red ball without previously touch- ing the white. 6. In a four-handed match every ball holed is a hand out. For the further rules, see the 3d and 4th articles of the French following Game. WINNINGS. 7. Holing the white ball 2 8. Holing a red ball 9. Holing the white and a red ball 5 10. Holing the two red ball 6 11. Holing the three balls 8 12. Making a carrom on the white and a red ball 2 13. Making a carrom on the two red balls . . 3 14. Making a carrom on all the balls .... 5 15. Making a carrom on the white and a red ball, and holing the white 4 16. Making a carrom on the white and a red ball, and holing the red • 5 17. Making a carrom on the two red balls, and holing the white 5 18. Making a carrom on the two red balls, and holing a red 6 I9t Making a carrom on all the balls, and holing the white . • 7 BILLIARDS. 271 20. Making a carrom on all the balls, and holiiig a red 8 21. Making a carrom on the white and a red ball, and holing both 7 22. Making a carrom on the white and a red, and holing the two red balls ...*.. 8 23. Making a carrom on the two red balls, and holing both 9 24. Making a carrom on all the balls, and holing the white and a red 10 25. Making a carrom on all the balls, and holing the two red 11 26. Making a carrom on all the balls, and holing them 13 LOSINGS. 27. Missing all the balls 1 28. Missing all the balls, and holing your own 3 29. Holing your own ofif the white ball ... 2 30. Holing your own off a red ball .... 3 In every other case, a person holing himself loses as many points as hie would have gained by the same stroke, but we think it proper to observe this circumstance, that the striker, in making a carrom on a rea and th« white ball, and holes his own, only loses two points, not- withstanding he struck the red ball firs,t. For the remaining rules, see the preliminary articles. THE GAME OF POOL. The system of this game is very imperfect, and the most scrytinizing rules that can be composed for it will be found inefficient towards producing that criterion by which a gamester can be prevented from taking those advantages so peculiar to his character. 1. This game is played by an indefinite number oi persons, who all have their seve^-al balls, but any num- ber exceeding twelve causes confusion. 2. The balls are numbered from 1, 2, &c. to the full number of players ; and after being altogether put into a pocket, are to be impartially distributed by the markei to each person. 3. If after distributing the balls, there should be 272 BILLIARDS. found one or more numbers defici-ent, they must all b8 put into the pocket again, and all wagers laid on them are void. 4. A semicircle must be drawn, as in the winning and losing game, from within where the striker must inva- riably play whenever his ball is in hand. 5. The game is generally played with tickets or an equivalent, for a certain sum of money, the number marker is to pay to his opponent for every instance. 6. After every person has his ball, No. 1 must lead his ball beyond the middle pocket, and has three strokes without being marked in case he holes himself. 7. Number 2 must play at number 1, and in case he holes him, number 1 must pay him a ticket, and is marked once. Number 2 then takes up his bail, and must lead as in the preceding article, and the foUowmg numbers play on in rotation. 8. He who is marked four times is out. 9. Each person generally contributes a certain sum, and he who keeps the longest from being marked four times, is entitled to all. 10. The striker must invariably play at the nearest ball to him without the baulk, but in case there are none outside, then at the nearest within it. 11. In case all the balls should be within the baulk, and the striker's in hand, he must lead as is stated in the Gth article. 12. Jf a ball is played at which is not the nearest the stroke is good, but every player has a right to measure previous to it. 13. He who plays with the wrong ball is marked once, takes up his own ball, and pays a ticket to the ball he played at, the ball he played with is put into the baulk; and if either has been holed by the same stroke, itcounti< nothing agamsi them. 14. He who misses the play-at ball is marked once, pays a ticket to the ball he missed, an-d takes up his own. 15. If the striker, in missing the played at ball, bringj a ball out of the baulk, it must be replaced. 16 There is no foul stroke in this game. 17. He that misses the played at ball a going, and touches it in returning, loses nothing. 18. If the ball to be played at is v/ithoui tli.e baulk, BILLIARDS. 273 and the striker's within it masked hy one or more of the others, the marker must remove the masking halls, and replace them immediately after the stroke. 19. Any person playing before his turn, without be- ing dijrected to do so, by either of the players, must be marked once, take up his ball, and pay a ticket to the number he played at. 21. If the striker forces either of the other balls over the cushion, it counts nothing. The original rule is, that a ball forced over ths cushion, shall be marked once; but this rule was insti- tuted by cue players, by whom, in certain positions, it is easily accomplished, and the deficiency of the mace- player in this point was never brought into view ; so that in adhering to this custom, we shall continue to give the cue player an equalized advantage, and there- fore^ we thought proper to advise from it. For the remaining rules, see the 4th, 5tK, 6th, 7th, 16th, 19th, 22d, 23d, 24th 26th, 27th of l.^ preliminary articles t2 274 THE GAME OF TENNIS A TENNIS COURT IS generally in length ninety- six Of ninety- seven feet, by thirty-three or four in breadth. A iine or net hangs across the middle, over which the ball must be struck, to make any stroke good. At itie en- trance of a tennis court there is a long covered passage before you enter the dedans, that is, a kind of front gallery where spectators usually stand ; into which whenever a ball is struck, it tells for a certain stroke. This long passage or gallery is divided into different apartments, which are called galleries, viz. from the line towards the dedans, are the first gallery door, second gallery, and the last gallery: which is called the service side. From the dedans to the last gallery are the figures 1, 2, 3, 4, 5, 6, each at a yard distance, marking the chaces, one of the most essential parts of this game. On the other side of the line are also the first gallery, door, second gallery, and last gallery, which is called the ha- eard side : every ball struck into the last gaUery on thia side reckons for a certain stroke, the same as into the dedans. Between the second and this last gallery are the figures 1, 2, to mark the chaces on the hazard-side. Over this long gallery is a covering callevd the pent bouse, on which the ball is played from the service side to be- gin a set of tennis, and if the player fails striking the ball (so as to rebound from the pent-house) over a cer- tain line on the service- side, it is reckoned a fault; two of them are counted for a stroke. If the ball rolls round the pent house, on the opposite side of the court, 8o as to fall beyond a particular described line, it is called passe, goes for nothing, and the player on either side must serve again. On the right-hand side of the court from the c^edans, a part of the wall projects more than the /est, in order to make a variety in the stroke, and render it more diffi- cult to be returned by the adversary, and is called the lambour : the grill is the last thing on the right hand TENNIS. 275 liide, wherein if the ball is struck, it reckons for 15, oi a certain stroke. The game is played by sets. A set of tennis consists of six games, but if what is called an advantage set is played, two above five games must be won on one side or the other successively, to decide ; or in case it should be six games all, two games all, two games must still be won on one side to conclude the set : so that an advantage set may last a considerable time; for which kind of sets the court is paid more than for any other. We shall now describe the use of the chaces, and how they decide or interfere so much in the game. When the player gives his service in order to begin the set, his adversary is supposed to return the ball ; and wherever it falls, after the first rebound, untouched, the chace is called accordingly : for example ; if the ball falls at the figure 1, the chace is called at a yard, tha is to say, at a yard from the dedans ; this chace remains till a second service is given, and if the player on the service- side lets thveighing day, and the battles struck Dff and divided for each day's play, as previously agreed on, and the cocks that weigh the least are to fight ihe first day, and so upwards. At the time assented to by both parties, the cocks that ftre to fight the first battle are produced upon the pit by the feeders, or their helpers; and after an examination to see whether they correspond with the marks and colours stated in the match bill, they are given to the setters to, who, after chopping them in hand, give them to the masters of the match, (who always sit fronting each other,) when they turn them down upon the mat; and by no means are the setters-to to touch them, except they should hang in the mat, in each other, or get close to the pit's edge, until they shall cease fighting, wbUe 2b 306 COCKING. a person can tell forty. When both cocks leave off fighting, until one of the setters to, or one appointed for stating the law, can tell forty gradually ; tt«ei* the setters- to are to make the nearest way to their cocks, and when t^ley have taken them up, to carry them into the middle of the pit, and directly deliver them on their legs beak to beak, and not to touch them again until they have refused fighting, so long as the teller of the law can tell ten, unless they are on their backs, or hung in each other, or in the mat ; then again they are to set- to as before, and continue it till one cock refuses fighting ten several times, one after another, when it is that cock's victory that fought within the law. Now and then it happens that both cocks refuse fighting while the law is telling ; in this case a fresh cock is to be hovelled, and brought forward upon the mat as soon as possible, and the setters to are to toss up, which cock is to be set to first, and he that gets the chance has the choice. Then the other which is to be set to last must be taken up, but not carried off the pit ; and setting the hovelled cock down to the other, five separate times, telling ten between each setting to, and the same to the other cock; if one fights and the other declines, the fighting cock has the battle ; should both fight, or both refuse, it is a drawn battle. The meaning of setting-to five times to each cock, is that ten times setting to being the long law, so on their both refusing, the law is to be equally shared between them. Deciding a battle by another way, is, if any one offers to lay ten pounds to a crown, and no one takes it until the law teller counts forty, and calls out three separate times, ** Will any one take it ?" and if no one does, it is that cock's battle the odds are laid on, and the setters- to are not to touch ihe cocks all the time the forty is telling, unless either cock is hung in the mat, or on his back, or hung together. If a cock should die before i\\9 long law is told out, notwithstanding he fought in the law, and the other did not, he loses the battle. There are often disputes in setting to in the long law, for frequently both cocks refuse fighting until four or five, or more or less times, are told ; then they some- times commence telling from that cock's fighting, and counting but once refused, but they simuld continue their co anting on, until one cock has refused ten times; COCKING. 307 for it is for both cocks, when the law is begun to be £olti : and if one cock fights within the long law, and the other not, it is a battle to the cock that fought, reckoning from the first setting to. All disputes relative to Bets, or the battle being gained or lost, must be de- cided by the spectators. The crowing and mantling oi a cock, or fighting at the setter-to's hand before be is put to the other cock, or breaking from his adversary, «£ not allowed as a fight. Each feeder has a particular mode of dieting and pre- paring cocks for battle ; the following is a good method : After cautiously examining whether the cocks are sound and hard feathered, keef) them in separate pens, with moveable perches within : keep the pens peculiarly clean, and feed them with the crumb of stale bread cut into square pieces, giving each a handful at sunrise, noon, and sunset, v/ith cool spring water for drink ; after Ihus feeding for four or five days, let them spar some morning with one another in a room covered with straw, or on a grass- plot, first guarding their heels with hots, oi leather spurs; let them spar some time, but not so far as to draw blood. When they pant and appear faint, give to each about the size of a walnut of white sugar candy, rosemary chopped, and butter, mixed together ; this will increase their strength, cleanse tnem, ai?d ren der them long winded : immediatelv after this, pat '.hem into separate bags or baskets half filled with sf,; aw, then cover them with the same material, and make faem fast, in order that the cocks may sweat till evening: at night take them out, lick their eyes and head all over u^itb the tongue, fill their throats with stale bread, and poui warm urine therein, which will cleanse bvUh their headi and bodies. Exercise and diet them «»ith stale bread and whites of eggs regularly, one dr.y sparring and thft otner feeding and resting, with now aisd then the s^ouT ing, for at least a fortnight previous t> the battle IEWi^3IJi.l^ lEAC^A^HILILiIlo Elevated end of the Bbard, which is an inclined plane, lowest at the striking end. '1 T 1 f t I 1 t t f t I 1 /@^ I t T T I I W ' w I t t t 1 T t r r f t T 1 1 T 1 t t IMnilMMI 2 12 6 9 7 3 13 S 10 4. n 8 I 809 RUSSIAN BAGATELLE, OR COCKAMAROO TABLE. Description of the Board. 100. A cavity for the red ball to he placed in, at the com- mencement of the game only. It counts double, i. e., 100, as marked inside. 60. An arch with a bell suspended within it, which, if rung by any ball in passing through, counts double for whatever that ball may score by the stroke. If it does not pass through, but merely falls into the cup underneath, it counts only as marked, i. e., 50. The remaining arches, with cups beneath them, count re- spectively as marked, viz., 20 on the sides, and 25 in the centre. The pegs are brass pins, standing up, about IJ^ inches in lieight. There are slightly indented spots (one on each side of the board), from which the balls are projected. 2, 12, 6, 9, 7, 3, etc., cavities into which the balls run; they count according to the numbers placed above. The board, which is generally four feet six inches id length, and two feet four inches in width, is lined with su. perfine green cloth. Mules of the Game. I. Commence the game by stringing for the lead, as well as for choice of balls and side of board; the player who geta the highest number takes the lead. II. The leader must place his ball in the cavity on the side of the board he selects, and play it up, counting the points he may make by the stroke; after which, his oppo- nent plays from the opposite side of the board; and so on alternately. III. When a ball lodges on the board without going into a hole or running down to the bottom, the game must be con- tinued with the other ball, each player using it alternately — whoever removes the ball so lodged scores the number of points made by both the balls, and the game proceeds as at first. Should both the balls be lodged on the board, that 810 BAGATELLE GAMES. ball which was last stopped must he taken up and used to coBtinue the game. IV. The player continues to lead as long as he can hole his hall in any of the cups. V. The game to consist of one hundred or more, as may he agreed upon at the commencement. VL If the player's hall ring the dell, that is, passes through the hell arch, he scores double the number he would otherwise gain by the stroke. VII. Playing into the top hole (marked 100) is the game at once. VIII. Should the hall go round to the opponent's side the striker loses five points and the lead ; or should he play his hall up, and it returns without going on the board, he loses one point and the lead. IX. The winner of the game takes the lead in the next. BAGATELLE GAMES. The following games are played on a hoard, which is usu- ally from six to ten feet in length, and from one foot nine inches to three feet wide, lined with green cloth ; a slip of thin wood being placed round the inside of its upper end, to form a semicircle. There are nine cups let in level with the cloth, numbered one to nine, into which the balls are to be driven in play- ing the two first-mentioned games. (La Bagatelle and Sans Egal.) There is also a bridge with small arches, likewise num- bered from one to nine, and through which the balls are to he driven in playing the two last mentioned games (Missis- sippi and Trou Madame) when the cups are not used. There are likewise two small cushions placed against the sides, to be used in the game of Mississippi ; or instead of these the boards are sometimes stuffed round the sides. LA BAGATELLE. Any number of players may join in this game, and use either the mace or cue, as may be agreed. Each player strikes a ball up the board, and whoever gets the highest number is entitled to the lead, and takes pos- session of the nine balls. The black ball (which counts for double) is placed on the white spot in front of the holes, at the beginning of every round, and must in the first instance be struck by one of the other balls before there can be any score. BAGATELLE GAMES. 311 Thtj striker's ball must be placed on tbe white spot n^iarcst the other end of the board, and is to be struck with the mace or cue at the black ball, the object being to put it into one of the holes. The rest of the balls are to be played up in the same manner, either at the outstanding balls, or for th^ holes. Any number of rounds may be played for the game, as may be agreed upon at its commencement. The player who obtains the greatest number — counting the holes into which he puts the balls, according to the figures marked within them— wins the game. The holes along the edges of the board are for the purpose Cf marking the game. Any ball that rebounds beyond the centre, or that is driven off the board, cannot be used again during that round. SANS EGAL. This is played by two persons. The player who leads, which is decided as in bagatelle, chooses four balls of either color, and places the black ball on the mark in front of the holes, and begins by striking one of his balls up the board. The other player then strikes one of his balls in the same manner, and so on alternately. He that holes the black ball counts it towards his game, and also all that he may hole of his own color. If a player should hole any of his adversary's balls, it counts for the owner of the balls. The player who makes the greatest number of points in each round takes the lead in the next. The game is 21, to 31, according to the arrangement between the players. MISSISSIPPL Place the bridge close up to the circle, and the small cushions against the sides. Each player is then to strike one ball through the bridge, *nd he who gets the highest number has the lead, and ^lays the nine balls in succession. All balls must strike one of the cushions previous to en- tering the bridge; otherwise the number reckons for the wiversary. The game to consist of as many points as may be agreed on at its commencement. TROU MADAME. This is played in the same way as the preceding game, exce^it that tht> '^ialls are played straight from the end of tbe oog*d through the bridge. 312 LOTO. For this game, whicli may be played by an unlimited number of persons, boxes containing 100 counters; 14 fishes, every one reckoned as ten counters; 12 contracts, valued at ten fishes apiece; a pack of 24 very large cards, with 15 different numbers marked on each, and in a bag 90 knobs or balls, numbered from 1 to 90 ; besides a board with ten cavities cut therein, for the purpose of placing the knobs as drawn. Fresh covers for the cards may be pur- chas^ed, ready printed, and any bookbinder can easily make a new or repair the old pack. Rules. 1. Every player should draw two cards, and deposit a Btake previously agreed upon ; and if the party is not too numerous, then any may take four or six cards, laying down a double or treble stake accordingly; and when the players are more than twelve, then some are only to have one card, paying half a stake ; and likewise should the play- ers not take all the cards among them, the remainder of the pack is to be laid aside until some other persons join the set. From the cards not taken, players may exchange one or more of those drawn, or they may change with one ano- ther ; similar exchanges, if the company consent, may also be made previous to each drawing, and likewise prior to re- plenishing the pool. Cards may be thrown up, or additional ones drawn from those put by ; stakes being paid propor- tionably. 2. The stakes are to be put together in a pool, placed on the middle of the table, and also on the table a quantity of counters sufficient for the number of cards taken ; upon the counters a value is to be fixed adequate to the stakes first deposited, from the whole of which a sum must be re- served, enough to pay, at the conclusion of the game, all the counters laid upon the table. 3. Then after counting the 90 knobs so as to be certain they are right, the eldest hand shall first shake them well together in the bag, and afterwards draw out ten success- ively, not only declaring the number of each as drawn, but also placing the same conspicuously on the board. 4. As soon as the number is declared, each player having the same on one or more cards is to tak*^ up counters suffi- cient to lay one upon that number every time it occurs, and Eo on until the ten knobs are drawn. 6. When only part of the pack is taken, and a number drawn happens not to be upon any player's card, then the players may put away that knob till some person tak'JS the card on which it is printed. LOTO. 313 6. When ten knobs are drawn out, every player examin- ing the cards separately, and having only one counter upon any horizontal line, wins for that no more than the said counter, which is styled gaining by abstract; where two counters are on the same horizontal line of a separate card, the player gains an ambo, and becomes entitled to five counters, besides the two^^ when three are upon the same line, the player obtains a ierwe, and is to receive 25 addi- tional counters ; if four are on the same line, that is called a quaterne, winning 100 counters additional ; when five oc- cur on the same line, that makes a quinterne, gaining 250 additional counters, and the player is entitled to payment out of the pool for all the above-mentioned acquisitions pre- vious to another drawing. Instead of giving counters, pay- ment for the same may at once be made from the stock in the pool. 7. The knobs are then to be returned, and the bag given to the next player in rotation, who is to shake the same, and draw, etc., as before stated. 8. Whenever the pool is exhausted, the players must con- tribute again, according to the number of cards taken; and when it is resolved to finish the game, they agree among themselves to have only a fixed number of drawings more. 9. At the last drawing each player proceeds as heretofor- ! .-^ #-^'^-.. ° ■->^ » «> SJ i o'' ■A o, ^ , . ■* ,G^ o 0' V ^^/l),' ^^ '^ ^ v.:9^\r v,^ ^. LIBRARY OF CONGRESS 019 953 881