Go in.—To stake a sum equal to double the ante and any straddles or raises which may have been added to it, in order to qualify for drawing and playing for the pool.
Hand.—The five cards held by any player.
Jack-pot.—The game which follows an unopened game, i.e. which follows a game in which every player had rejected his cards (see p. 40).
Joker.—An extra card, to which any value may be assigned by the player holding it (see p. 41).
Kitty.—A portion of the stakes set aside in every game, either to defray the expenses of the table, or as a reward for some specially good hand.
Limit.—The maximum amount by which stakes may be [43] increased at one time. The limit, which has a tendency to prevent wild and unreasonable betting, is generally fixed before play begins.
Make Good.—To make good is really the same as to call, but a player may make good his previous bet, i.e. may make it equal to that of the previous player, and may afterwards raise.
No. 1.—The player to the left of ante—the next player is No. 2, and so on round to the dealer.
Pass.—To give up the game. To throw the cards, face downwards, on the table, and cease playing until the next deal. The player who passes loses any sum he may have staked.
Pat.—A term used in reference to the hand originally dealt to each player in a game. To play pat is to bet on the hand originally dealt, without drawing. A pat hand is a hand of high value, which has been dealt to the player, a hand which he cannot hope to improve by drawing.