The lead is a disadvantage in this game, as, after a few cards have been played, it is often possible to know that certain cards remaining in hand are absolutely safe, or nearly so. For instance, suppose two knaves have been played during the first round or two, and that a third knave is in a player’s hand, that card may be played as an almost safe one, as there is only one other that can pair with it, and the odds of the fourth knave being in the next player’s hand are very remote. For the same reason a player having two of a kind in his own hand should always play one of them when his turn comes round, provided, of course, he is not able to pair with the player immediately preceding him.
If a player has a card similar to that played immediately before him, he must play it. In the event of his failing to do so, he has to pay a double penalty to the pool, while the player who would have been penalized has to contribute just as though the right card had been played. These penalties must be enforced before the cards are cut for the next deal.
VARIATIONS.
This method of playing the game is sometimes varied as follows: Instead of dealing five cards to each player, the whole of the pack is distributed, equally; or as nearly equal as possible, among the players, each of whom starts with five coins or counters, as in the other game. The player on the dealer’s left-hand side, whom we will call B, as above, has to lead, and he keeps on playing one card after another until the opponent on his left (C) can pair one of them. When C succeeds in doing this, he says “Snip,” and B has to pay a stake into the pool, while he remains in [94] active until the game has proceeded right round the table. Play now rests between C and D. If D can pair C’s card with which he snipped B he does so, and calls “Snap,” when C has to pay two stakes to the pool; if then E can also pair the card, he cries “Snorum,” and D has to pay three stakes to the pool. If, however, the players cannot pair, then C has to keep on playing out his cards until D can pair one, in which case C is snipped, and the game proceeds as just described. The game goes round until all have played their cards, when the pack is again shuffled, and a new deal started upon, the game being won and the stakes secured by the player who holds out the longest with his five stakes, as in the other game.
This variation may be altered again by agreeing that an unlimited number of coins or counters may be used, and that the player who first succeeds in getting rid of his cards shall be the winner of the pool. By this system each deal becomes complete in itself, but it will not be found a very desirable innovation if many players are engaged, as in that case the cards are so divided that it becomes an easy matter to clear a hand.
TURN-UP SNIP.
It is sometimes agreed that the dealer shall turn up the top card of the undealt portion of the pack, and if then the first player can match it, the dealer has to pay the penalty for Snip. A much better way of playing this variation, however, is for the pool to pay the penalty for this first Snip. In that case the player takes one counter out of the pool and adds it to his own stock. [95]