Part 20
When two or more players happen to hold similar cards, as king and queen, king and knave, &c., the stake is gained by the elder hand, but if any chance be not won, it is left over until the next deal; and on any unclaimed point the stakes may, if thought desirable, be increased. The chances rank, it must be understood, as follows:--
Ace of diamonds (_best_). King and queen (_matrimony_). King and knave (_confederacy_). And any pair (_the highest_).
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ALL FOURS.
The name by which this game is known was, no doubt, given to it because of the four chances, or points, of which it consists--namely, _High_, which is the name given to the best trump; _Low_, the smallest trump in the round; _Jack_, the name of the trump suit; and _Game_.
The game may be played by either two or four players, but the same rules apply to each.
It would, perhaps, be as well first of all to describe the technical terms used in All Fours, as the game cannot be understood without a knowledge of them.
_High._--The highest trump out; the holder scores one point.
_Low._--The lowest trump out; the original holder of it also scores one point, even if it be taken by his adversary.
_Jack._--The knave of trumps; the holder scores one point, unless it be won by his adversary, in which case the winner scores the point.
_Game._--The greatest number that, in the tricks gained, can be shown by either party; reckoning for
Each ace _four_ towards game. " king _three_ " " queen _two_ " " knave _one_ " " ten _ten_ "
The other cards do not count towards game; thus it may happen that a deal may be played without either party having any to score for game, by reason of holding neither court cards nor tens.
When the players hold equal numbers (_ties_), the elder hand (the non-dealer) scores the point for game.
_Begging_ is when the elder hand, disliking his cards, uses his privilege, and says "I beg," in which case the dealer must either suffer his adversary to score one point, saying "Take one," or give each three more cards from the pack, and then turn up the next card for trumps; if, however, the trump turned up be of the same suit as the first, the dealer must go on giving each three cards more, and turning up the next until a change of suit for trump takes place.
_Eldest Hand._--This term signifies the player immediately to the left of the dealer.
The following is the method adopted for playing the game:--
The ace is the highest card, and deuce is the lowest.
After having cut and shuffled a pack of fifty-two cards in the ordinary way, the dealer gives six to each player. If there be but two players, he turns up the thirteenth card; but if four players, he turns up the twenty-fifth card, the suit to which the turn-up belongs being trumps. Should the turn-up be a knave, the dealer scores one point.
The elder hand then looks at his cards, and either holds it for play or _begs_, that is to say, that he must be allowed by the dealer to either score one point, or that all the players should have three more cards given to them, and that a new trump should be turned up.
When the latter plan is adopted, should the turn-up be of the same suit as the last, the dealer must go on giving three more cards until a change of trumps takes place.
The elder hand having decided on his hand, plays a card from any suit he likes, but must not beg more than once, unless a special agreement has been made that he should do so.
The dealer to this plays another card, which, if higher, wins the trick, the winner of it thus becoming the next leader, and so on throughout the six tricks. According to the modern method of playing, the trick need not be headed by one of the same suit; the highest card played wins it.
When the six tricks are played, the points are taken for _High_, _Low_, _Jack_, or _Game_. Jack counts one to the player who possesses it at the count-up, and not to the player who owned it originally. High and low each count one, the players to whom they were dealt deriving the benefit of them. The deal is taken in turns.
Should no player have either a court card or a ten, the elder hand scores the point for game. In the case of two players having equal points towards game, the elder hand of the two scores. If only one trump should be out, it counts both high and low to the player who first has it. The science of the game consists, as may easily be seen, in first winning the knave; second, making the tens; and third, in taking the adversary's best cards.
BLIND ALL FOURS.
This game is not often played by more than two persons. Six cards are given to each player, the trump card being the first that is played by the non-dealer. The points are generally nine or seven, and there is no begging.
Among some players a rule exists that the sixes and sevens should be rejected, and that the pips on all the cards should be counted for game.
ALL FIVES.
This is a game that requires no small amount of skill to play it well, but when once understood proves to be well worthy of the attention and admiration bestowed upon it.
Instead of nine or eleven points being played for, as in All Fours, sixty-one points constitute the game, the marking of which is generally done on a cribbage-board. The very first card played by the non-dealer is the trump card.
Any one playing the ace of trumps marks four points to himself; for king he marks three; for queen, two; for knave, one; for the five of trumps, five; and for the ten of trumps, ten. When the knave, ten, or five are taken by superior cards, the points belonging to them are scored by the winner.
In counting for game, the five of trumps is reckoned as five; all the other aces, kings, queens, knaves, and tens are counted the same as in All Fours.
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POKER.
The game of Poker is better known in the United States than in England. Like many other games, it is so closely associated with betting that its reputation has consequently suffered in no slight degree.
There are several varieties of the game, known as Stud Poker, Straight Poker, Whiskey Poker, Twenty-deck Poker, and Draw Poker; but as the last is the game best known, it will, perhaps, be advisable to describe it first.
DRAW POKER.
A full pack of fifty-two cards are required, and any number of persons may play, though some players think it better that the number should not exceed six or seven.
Before dealing, each player is provided with a certain number of counters, which in America are styled _chips_. The dealer then places a stake in front of him. A single chip usually constitutes this stake, and is called the _ante_. Having concluded this preliminary part of the business, five cards are dealt to each player. As in Loo, all look at their hands, and declare in turn what they will do. The choice of three things is given them: They can throw up their hand, and go out of the game for that deal; keep their cards as they are; or they may change as many of their own cards as they like for the same number from the remainder of the pack on the table. In case any one should choose the latter alternative, no one must look at the rejected cards.
When the dealer's turn comes to make his choice, if he determine to play, he is bound to add an equal amount to what he had previously staked. This is called making good the _ante_; by so doing the dealer places himself on an equal footing with the other players.
Should he rather than raise his stake prefer to go out, the next player is requested to raise; but should he, like the dealer, also prefer to go out rather than raise, the next player is asked, and so on, until some player expresses himself willing to raise. This being the case, the next player has three alternatives: he must either _go better_, which means stake some larger amount; _see the raise_, which signifies staking an equal amount; or he must _go out_. The choice of these three alternatives is given to each player, until after full opportunity has been afforded to all of deciding, no one has _gone better_, but each of those remaining in has elected to see the raise, the stakes consequently remaining equal.
The person who now is requested to show his hand is the player seated next to him who last saw the raise, though if such player should not have a good hand to show, he may, if he likes, go out without showing his cards.
Perhaps to a greater extent in Poker than in any other card game, the great aim of a good player is to conceal his system of playing; therefore, although a player going out relinquishes all hold upon his stakes, he would rather do that than show an inferior hand.
Many of the technical terms used in Poker being peculiar to the game, a knowledge of them will be found necessary to the learner.
_Age._--Same as eldest hand.
_Ante._--The stake deposited in the pool by the dealer at the beginning of the game. At Straight Poker each player puts up an _Ante_.
_Blind._--This name is given to the bet made by the eldest hand before the cards are cut to be dealt.
The eldest hand alone has the privilege of starting the _Blind_, though the player to the left of him may, if he likes, double it, and again, the next player, still to the left, may _straddle_ it, which means double it again.
Any player refusing to straddle thus prevents any one else doing so afterwards.
_Bluffing Off._--When a player with a weak hand bets so high that he makes his opponents believe he has a very strong hand, and they are deterred from _seeing_ him or _going better_.
_Brag._--To bet for the pool.
_Call._--To call a show of hands is for the player whose say is last to deposit in the pool the _same_ amount bet by any preceding player, and demand that the hands be shown.
_Chips._--Another name for counters.
_Draw._--To discard one or more cards, and receive a corresponding number from the dealer.
_Flush._--Five cards of the same suit, not necessarily in order.
_Fours._--Four cards of the same denomination, as four threes or four fives.
_Full._--Three cards of the same denomination and a single pair.
_Going Better._--When any player makes a bet, the next player to the left may raise him or run over his bet, which means that he may deposit more in the pool than his adversary has done.
_Pair._--Two cards of the same denomination, as two queens.
_A Straight._--Five cards in numerical sequence, though not of the same suit.
_Triplets._--Three cards of the same denomination, as three aces.
Although the ace is the highest card in this game for sequence purposes, it may be counted as next to the two or next to the king, as may best suit the player. The player, however, is not on this account entitled to use the ace as a connecting link between the king and the two, so as to form a sequence between them.
STRAIGHT POKER.
Straight Poker, or Bluff, as it is often called, is played according to the same rules as Draw Poker, though there are one or two particulars in which it differs from that game.
Not only the dealer, but also every player, "antes" before the cards are cut for deal. The winner of the pool has the deal. Any player may pass, and come in again if he chooses to do so, provided that in the meantime no other player has raised. No one is allowed to discard or draw any cards.
In case of mis-deal, or when all the players pass, the eldest hand deals, and a fresh ante is added to the pool by each player making what is called a double header.
To prevent confusion, and to save trouble also, it is sometimes arranged that, instead of each player depositing a fresh ante every time before the cards are cut, one of the players shall take it by turns to chip for all.
When this is done, the best way is to pass round the table, by way of memorandum, a _buck_. This name is given to any small article which may serve as a reminder, and should in the first instance start with the original dealer. As soon as the dealer has chipped, he hands the buck to his left-hand neighbour, who keeps it until he in turn has chipped for all, when he again passes it on. So to the end the game goes on.
WHISKEY POKER.
Plenty of fun may be extracted from this highly amusing game. To make the pool is the matter that requires the first consideration, and to do this each player contributes one counter or chip. After this, the game is regulated very much by the same rules as those laid down for Draw Poker, the only exception being that the strongest hand gets the straight flush.
Five cards, one at a time, are given to each player, besides which an additional hand, called the _widow_, is dealt, and laid in the middle of the table.
All the players now look at their hands, and if not satisfied with them, they each in succession have an opportunity of making a little change in them, according to the following explanation.
Should it so happen that the eldest hand, after examining his cards, expresses himself satisfied with them, the next player may, if so inclined, put down his own cards on the table, and take up the widow instead. When he has done so, the other players in turn may select any card they please from the discarded hand in exchange for one of their own, until some one declares himself satisfied by knocking on the table. Even after this, however, the rest of the players are allowed one more chance of drawing before showing the hands.
The strongest hand wins the game.
In case all should declare themselves satisfied without taking the widow, the dealer turns his hand upwards, and every one may draw a card from it.
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SNIP-SNAP-SNORUM.
The point aimed at in this game by each player is to be the first to get rid of his cards, as the one who is first out is the winner, and can claim from all the other players the same number of counters as they have cards left in their hands.
We cannot recommend to young people fond of noise and excitement a game more likely to suit them; it is easily learnt, although at the same time the learner will soon perceive that a certain amount of thought and judgment must be exercised in order to play to the best advantage.
Any number may play, from six or seven upwards.
First of all, a whole pack of fifty-two cards is dealt out to the players, the first of whom, after the hands have been examined, begins by putting down any card he likes, at the same time calling out _Snip_.
Any one holding the next higher card of the same suit now places it upon the first card, and cries _Snap_; while the person possessing the higher card still calls out, as he plays it, _Snorum_.
The person holding the next card cries _Hi-cockalorum_; and should a higher card still be out, the possessor plays it, and cries _Jig_.
The last word signifies a stop; therefore no one afterwards can continue the sequence.
The ace counts as one (the lowest card); therefore kings are stops.
The player who first succeeds in getting out receives in some instances not only the separate contribution of each player, but also the contents of the pool, which has been formed by united donations from all the players.
When pools exist, by way of enlarging them it will be found advisable to institute fines, the excitement of the game being, of course, heightened by the winner of a sequence coming in for a good large reward.
As it is desirable that the player should keep the lead as long as possible in his own hand, he will find that in order to do so he must not play his cards at random, but must use discretion and forethought.
Cards that cannot be led to, such as aces, or cards immediately following those that have been played, should be brought out early; while kings and all stops should be withheld as valuable until there is the chance of disposing of two or three of them together.
The above is the most common method of playing this game, though another very amusing way is the following:--
Every one places before him five counters, which are considered as stock.
The aim of every one then is to play a card of equal value with that of the next player, which is called _snipping_. A third player, having a card of like value, _snaps_; and a fourth player, being equally fortunate, _snorums_.
By way of illustration, we will imagine the elder hand to have played a queen. The second player also plays a queen, in consequence of which the first player is _snipped_, and has to place a counter in the pool. The third player then also plays a queen, when his predecessor (the second player) is _snapped_, and must put two counters into the pool; then if the fourth player also has a queen, the third player is _snorumed_, and pays three counters.
As each player becomes bankrupt by having had to pay all his counters, he must go out of the game, the pool falling to the lot of the player whose stock holds out the longest.
Every one must snip or snap if he possibly can do so, though no one must play out of turn.
Sometimes the cards are dealt three or four times before the game is decided.
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COMMERCE.
This game is well named, for it is carried on throughout simply by a series of exchanges and business transactions.
A full pack of cards is used, which are all dealt one by one to the players.
The ace counts as eleven, tens and court cards for ten each, and the rest of the cards according to the number of their pips.
Before dealing, a pool is formed, by each player contributing to it an equal stake. The eldest hand then begins by exchanging a card with his left-hand neighbour, who again changes with his left-hand neighbour, and so on until some one, finding that he has a hand consisting entirely of one suit, cries out "My ship sails," and thereupon takes to himself the contents of the pool.
The object aimed at by all the players is one of three things: to make what is called a _tricon_ (three cards alike), or a _sequence_ (three cards following each other of the same suit), or a _point_ (which is the smallest number of pips on three cards of the same suit).
The winner of the pool is the player who has the highest tricon; but should no tricon be displayed, the highest sequence has it; or in case of a failure also in sequence-making, then the player who has the best point takes the pool.
In case of ties, the banker or dealer is regarded as the eldest hand, but should he hold a lower tricon or sequence than either of the others, he loses the game, and forfeits a counter to each player higher than himself.
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SIFT SMOKE.
A complete pack of cards is required for this game, the value of which is the same as at Whist.
The tricks gained are really of no intrinsic value, though every one must either follow suit or play a trump.
The pack is first divided into two equal parts, one portion of which is placed on the table, while the others are dealt to the players, the last card turned up being the trump.
As each trick is gained the winner of it takes a card from the half pack lying on the table; he who can hold out the longest winning a stake that shall have been agreed upon at the commencement of the game.
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LOTTERY.
This well-known game is generally acknowledged to be one of the most amusing that have ever been invented. Any number may play, and a full pack of cards is required: indeed, it is not at all an unusual occurrence for two or three packs to be mixed together when the company is more than ordinarily large.
Counters are given in equal numbers to every player, each of whom contributes something towards a pool.
The cards, containing one, two, or three packs, as the case may be, are then divided into two equal parts. The person on the left of the dealer takes one of these parcels, and out of it any one may draw three cards, which are to be the prizes, and are placed face downwards on the table. The cards in the other parcel are then sold by the dealer for a certain fixed price, perhaps a counter for each card, all payments being placed in different proportions on the prizes. Any cards that are left after all have been supplied are sold to any one wishing to purchase them. The players who have been fortunate enough to purchase cards corresponding with the prizes win the prizes, and also all the stakes that have been placed upon them.
Another way of playing after the counters have been distributed is for one pack of cards to be used as tickets and the other as lots or prizes. Two players then take in their hands the two packs of cards, which must be shuffled, and each one cut by the left-hand neighbour. One of them then deals a card, face downwards, to each player, and these are called the _lots_. On each lot the players all place as many counters as they like, after which a card to every one is given from the other pack, and these second cards are called tickets.
Supplies thus being concluded, each player must examine his cards to ascertain whether the ticket he possesses corresponds with any of the lots. Any one who finds such to be the case may appropriate the lot or prize that is marked on that card.
At the close of the round any lots that may be left undrawn are carried on to swell the next lottery. The cards are collected, and, after being re-shuffled and cut, are dealt again as before; and thus the game continues until the fund is all drawn out.
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QUINCE.
In some parts of the Continent this game of Quince is very highly esteemed, much more so than in England.
The method adopted in playing it is very similar to that of Vingt-un, though in Quince only two persons can play, while in Vingt-un any number of players can join.