6.—Self and Company. The stakes having been made, the dealer deals two cards, face upwards, one for himself, and one for the company. If they are alike, he wins. If not, he continues to deal, turning up the cards one by one, face upwards, before him, until a card appears which pairs one or the other of the two first exposed. If the card for "self" is first paired, the dealer wins; if that for "company," he loses.
7.—Differences. Two cards are dealt, face upwards, to each player, and two to the dealer, who pays all hands which are higher, and receives from
all which are lower than his own, at an agreed rate for each unit of difference. Ties cancel. An ace in this case counts as "one" only.
8.—The Clock. The full pack having been duly shuffled and cut, the dealer begins to deal the cards, face upwards, saying, as he deals the first, "One," as he deals the second, "Two," and so on up to king. If at any point the card turned up accords with the number named, e.g. if the fourth card is a four, or the tenth card a ten, he wins an agreed stake from each of the company. If he reaches thirteen without any card having responded to the call, he pays a like amount to each player.
WHIST.
It is pretty safe to assume that every reader of these pages has some general knowledge of the game of Whist, though comparatively few may be conversant with the minutiæ of Whist practice. Whist is governed by an elaborate and carefully considered code of laws, which is universally accepted by all English players. In this instance, therefore, contrary to our usual course of procedure, we shall begin by stating these laws, which should be carefully studied, as forming the best possible introduction to further instruction in the game.