This is now regarded as the most important variety of All Fours, and bids fair to supplant the parent game altogether. Properly speaking, Cinch is one of the pedro variations of Auction Pitch, the difference being that no one sells, and that there is added the always popular American feature of a draw to improve the hand.
The derivation and meaning of the name, Cinch, seems to be very much misunderstood. Many persons assume it is simply a name for the Left Pedro, but such is not the case. Cinch is a Mexican word for a strong saddle-girth, and when used as a verb it refers to the manner of adjusting the girth on a bucking broncho so that no amount of kicking will get him free. The word is used in this sense to describe one of the principal tactics of the card game, which is to “cinch” certain tricks, so that the adversary cannot possibly get either of the Pedroes free.
CARDS. Cinch is played with a full pack of fifty-two cards which rank A K Q J 10 9 8 7 6 5 4 3 2. When the suit is trumps the 5 retains its natural position, and is known as the Right Pedro; but the 5 of the same colour as the trump suit, which is known as the Left Pedro, ranks between the 5 and 4 of the trump suit. The ace is highest in cutting and in play. Whist-players, who have taken up Cinch as a side issue, are in the habit of making the ace lowest in cutting; but such a practice is out of harmony with all other members of the Seven-up family of games.
COUNTERS. The score is usually kept on a sheet of paper; but it is more convenient to provide each side with 8 red and 11 white counters, representing 51 points; the whites being worth 1, and the reds 5 each. A good pull-up cribbage board is still better.
Pull-Up Game Counter.
PLAYERS. Any number from two to six can play; but the regular game is for four persons, two of whom are partners against the other two. The player on the dealer’s left is the eldest hand; on the dealer’s right is the pone.
CUTTING. The players draw from an outspread pack for partners, seats, and deal. The two lowest play against the two highest; the highest cut has the choice of seats and cards, and deals the first hand. Partners sit opposite each other.
DEALING. Each player has the right to shuffle the pack, the dealer last. The cards are then presented to the pone to be cut, and at least four cards must be left in each packet. Beginning on his left, the dealer gives nine cards to each player, three at a time in three separate rounds. No trump is turned, and the remainder of the pack is left on the table face downward.
MISDEALING. If any card is found faced in the pack, the cards must be reshuffled and dealt again. If the dealer exposes a card in dealing, or turns up a trump by mistake, the adversaries may elect to have a new deal by the same dealer, or to let the deal stand. If the dealer gives too many or too few cards to any player, or fails to give the same number of cards in each round, it is a misdeal, and the deal passes to the next player on the left. Any player dealing out of turn, or with the wrong cards, may be stopped before the last three cards are dealt; but after that the deal stands good. If a misdeal is not discovered until after a bid has been made, the deal stands good if three players have their right number of cards. The deal passes in regular rotation to the left.