High.—The highest trump out; the holder scores one point.
Low.—The lowest trump out; the original holder scores one point, even if it be taken by his adversary.
Jack.—The Knave of trumps. The winner of the trick containing it scores one point.
When the Jack is turned up for trump, it counts one point for the dealer, and in that case takes precedence of every other point in the score.
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 | ” | ” |
| ” | Jack | 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 score for game, by reason of holding neither face cards nor[nor] tens.
When the players hold equal numbers, the dealer’s hand scores the point for game.
One card may count all “fours;” for example, the oldest hand holds only the jack of the trump suit, and stands his game, the dealer, having neither trump, ten, ace nor court card, it will follow that the jack will be at once high, low, jack and game.
The game consists of seven points, and the player who first scores that number wins the game. If the non-dealer is dissatisfied with his hand, he may “beg,” i. e., ask the dealer to “give” him one point on his score. If the latter refuse, he must “run the cards,” by which is meant, turn down the trump, deal three cards each to his antagonist and himself, and turn another card. If the latter happen to be of the same suit as that previously turned, it is turned over, and the “running for trumps” is continued until some card of a different suit is turned.