CASSINO.
In order to understand the simple but highly amusing game of Cassino it is absolutely necessary that a thorough knowledge of the technical terms used should be first acquired.
We will, therefore, give a list of them before describing the method of playing the game.
Great Cassino.—The ten of diamonds reckons for two points.
Little Cassino.—The two of spades for one point.
The Cards.—When you have a greater number than your adversary, three points.
The Spades.—When you have the majority of the suit, one point.
The Aces.—Each of which reckons for one point.
The Sweep.—Matching all the cards on the board.
Building up.—Suppose the dealer's four cards in hand to be a seven, ten, and two aces; his adversary plays a six—the dealer puts an ace upon it, and says, "Seven," with a view of taking them with his seven; the non-dealer throws a two upon them, and says, "Nine," hoping to take them with a nine then in his hand; the dealer again puts upon the heap his other ace, and cries "Ten," when, if his adversary has ten, he plays some other card, and the dealer takes them all with his ten. It will be observed that a player in announcing the denomination of a build always employs the singular number. Thus—"Nine" or "Ten," not "Nines" or "Tens." This is called Building up.
Build from the Table.—Employing cards on the table to continue a build.
Call.—Suppose a player to have in his hand two or more cards of the same denomination, and one or more cards of the same denomination remain upon the board, he may play one of them on the table, at the same time calling the denomination, and his opponent is thereby debarred from taking it with a card of any other denomination. In calling the denomination, the plural is always used. Thus—"Fours," not "Four." This is termed calling.
Build.—A card already built up.
False Build.—A build made without any card in hand to redeem it.
Combine.—To play a card which will take two or more cards of a different denomination whose aggregate number of pips or spots exactly equals those of the card played. Thus: a ten will take a seven, two, and ace, the combined spots on those cards being precisely ten.
Last Cards.—Those cards remaining on the board after the last trick is taken, all of which go to the winner of the last trick.
Eldest Hand.—The player sitting at the left hand of the dealer, so called because he is the first to play.
Mis-deal.—An error in giving out the cards, the penalty for which is the forfeiture of the game and all depending upon it.
LAWS OF CASSINO.
1. The pack must consist of fifty-two cards.
2. The dealer deals four cards, one after another, to each player, beginning at the elder hand, after which he deals four cards into the centre of the table, face upwards. He then gives each player four more cards, putting no more, however, into the centre of the table.
3. In case of a mis-deal, the dealer forfeits his deal.
4. Any number up to twelve may play, though four is the preferable number.
The game consists of eleven points, and the player who first attains this number wins the game.
The score is counted in the following manner:—
| The owner of | Great | Cassino | scores | 2 | points. |
| „ | Little | „ | „ | 1 | „ |
| For every ace | 1 | „ | |||
| For majority of | spades | 1 | „ | ||
| „ | cards | 3 | „ | ||
| A clear board reckons | 1 | „ | |||
The player who takes the last trick wins the game.
The following is the method of playing:—
Four cards are dealt to each player, and four more are turned face upwards in the middle of the table. The elder hand then looks at his cards to see if he can build, combine, or match any of his own cards with those turned up on the table.
He may have a seven and three, a five and five, a nine and one, or these combinations may be on the table. Royal cards can only be matched by one of their own kind.
If the elder hand can do nothing, he throws down a card on the table, face upwards, with the other four. The second player then tries what he can do; though it must not be forgotten that such cards as are taken must be kept by themselves and not played with again. Thus the game goes on until all the cards are finished, when the dealer gives four cards more to each player, but none in the centre.
In case of a clear board, should the player next to the person who has made the clear board not have any cards to take, he must throw one down. At the end of the game, the cards that each player has taken are counted up, and the points made accordingly.
After the last trick has been taken there are sure to be some cards left on the board, and these go to the winner of the last trick. It should always be the object of the player to secure as many spades as possible. For instance—if he has a nine of hearts and a king of spades in his hand, and there is a nine and a king on the board, he should take the king in preference to the nine, as it will secure him a spade. It is well, however, to get as many cards as possible. Supposing a player to have in his hand a nine and a king, and there is a six and three and king on the board, he would do wisely to take the six and three, as, that will help to a majority in cards.