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HOYLE'S GAMES
MODERNIZED
EDITED BY
PROFESSOR HOFFMANN
New Edition (Reset)
THOROUGHLY REVISED TO 1909
With the addition of Chapters on Auction Bridge and Three other New Games
BY
ERNEST BERGHOLT
And with New Chapters on Roulette and Trente Et Quarante
by Captain BROWNING
("Slambo" of The Westminster Gazette)
WITH DIAGRAMS
LONDON
GEORGE ROUTLEDGE AND SONS, Limited
NEW YORK: E. P. DUTTON & CO.
1909

PREFACE

To the present generation the name of Edmond Hoyle conveys but a vague meaning, though the phrase "according to Hoyle" is still now and then used as a synonym for correct play in a card-game.

Hoyle was in fact the "Cavendish" of his day, and was in many ways a man of special mark. He was born in 1672, and died in 1769, having outlived half-a-dozen monarchs. Of his earlier life little is known. He is said to have been called to the Bar, though whether he ever practised as an advocate is uncertain. In 1742 he was living in Queen's Square, and giving lessons in whist-play, which he was the first to reduce to a scientific method. He had up to that time communicated his system either personally, or in the form of manuscript, but in that year he for the first time published his memorable "Short Treatise on the Game of Whist." Of this first edition only two copies (one in the Bodleian Library) are known to exist. Its price was a guinea. It was freely pirated, and this fact was probably the reason that the succeeding editions, of which there were three published in 1743, were issued at the more modest price of two

shillings, each genuine copy being guaranteed by the autograph of the author. Other editions followed, several of which are only now represented by single copies. Of the seventh edition, published in 1747, no copy exists. The eighth (1748) embodied, in addition to the Whist manual, short treatises on Quadrille, Piquet, and Backgammon, which had in the meantime appeared separately. The book was from time to time further amplified, and the eleventh edition (precise date uncertain) is entitled "Mr. Hoyle's Games of Whist, Quadrille, Piquet, Chess and Backgammon Complete." The autograph signature to each copy was continued until Hoyle's death. In the fifteenth edition it is replaced by an impression from a wood block.

It is significant of the respect in which Hoyle was held, that his Laws of Whist, with some slight alterations by the habitués of White's and Saunders' chocolate-houses (the then headquarters of the game), were accepted as the final authority from 1760 till 1864, when the basis of the present code, settled by the Turf and Portland Clubs, was adopted in their stead.

Nothing would now be gained by reproducing Hoyle's original text. In the present volume no attempt is made to do so. Its teachings are, however, but the teachings of the master, amplified and brought up-to-date, and it is a fitting tribute to his memory that his name should be retained upon the title-page.

Louis Hoffmann.

PREFACE
TO THE REVISED EDITION OF 1909

The articles on Whist and Bridge have been rewritten and brought thoroughly up-to-date. Those on Billiards, Pool, and Snooker Pool have been completely revised, and all the recent changes in Rules have been either incorporated or quoted. Entirely new chapters have been added on Auction Bridge, Five Hundred, Quinto, and Poker Patience.

For the articles specially written for this New Edition on Roulette and Trente et Quarante, the able pen of Captain Browning is responsible.

Ernest Bergholt.


CONTENTS

All Fours PAGE
The Scoring Items [1]
Method of Playing [2]
Four-handed All Fours [3]
Baccarat
Baccarat Chemin de Fer [5]
Baccarat Banque [8]
Bézique
The Old-fashioned Game [12]
Hints for Play [15]
Rubicon Bézique [17]
The Laws of Rubicon Bézique [22]
Blind Hookey [32]
Cribbage [34]
The Five-card Game [35]
The Six-card Game [49]
The Seven-card Game [50]
Three-handed Cribbage [51]
Four-handed Cribbage [51]
Écarté [53]
The Laws of Écarté [53]
French Terms used in Écarté [61]
Illustrative Game [61]
Jeux de Règle [63]
Euchre [68]
Two-handed Euchre [69]
Four-handed Euchre [70]
Three-handed Euchre [72]
Marking the Score [72]
Hints for Play [73]
Loo
Three-card Loo [86]
Five-card Loo [89]
The Laws of Loo [91]
Napoleon
The Orthodox Game [94]
The Variations [96]
The Game Explained for Novices [99]
The Numbers of Players [102]
Piquet
The Deal [104]
Discarding and Taking in [105]
Calling [105]
The Play [107]
Carte Blanche [111]
Repique [111]
Pique [112]
Capot [112]
The Final Score [113]
Application of Skill [115]
Poker
The Varieties of the Game [120]
Draw Poker [120]
The Probabilities of the Various Combinations [130]
The Straddle [131]
Jack-pots [132]
Table Stakes [133]
Straight Poker [134]
Stud Poker [134]
Whiskey Poker [135]
Mistigris [136]
The Tiger [136]
Pope Joan [137]
Solo Whist
Description of the Game [142]
The Stakes [147]
A Digest of the Laws [149]
A Few Maxims [154]
Vingt-Un [157]
French Vingt-Un [163]
Whist
The Laws of Whist [166]
The Etiquette of Whist [183]
Dummy [184]
Double Dummy [185]
How to become a Good Player [185]
Leads [191]
Return Leads [195]
Second in Hand [196]
What to Play Third Hand [198]
The Play of the Fourth Hand [201]
The Call for Trumps [201]
The Echo to the Call [203]
Discarding [204]
The Use and Abuse of Trumps [205]
Underplay [208]
False Cards [209]
How to Play Whist [210]
Unblocking [212]
Placing the Lead [214]
The Play of the Twelfth and Thirteenth Cards [218]
Maxims [219]
Books on Whist [222]
Bridge
Relation to Whist [223]
The Score in Actual Practice [224]
Hints for Play [227]
The Laws of Bridge (1904) [228]
Books on Bridge [246]
Auction Bridge [247]
The Laws of Auction Bridge [248]
Hints to Players [252]
General Remarks [254]
Five Hundred [257]
Revokes [261]
Book on Five Hundred [262]
Quinto [263]
Dummy (or Three-Handed) Quinto [266]
Book on Quinto [266]
Poker Patience [267]
Serpent Poker Patience [268]
Backgammon
The Board and Men [271]
Playing [273]
Bearing off the Men [275]
Hints for Play [277]
Bagatelle
The Appliances of the Game [281]
How to Play [284]
Billiards
The Implements of the Game, and Terms used in connection with it [287]
The Half-ball Stroke [293], [298]
Losing Hazards into the Top Pockets from Baulk [302]
Middle-Pocket Hazards [305]
Position [307]
Losing Hazards [308]
Winning Hazards [309]
Cannons [311]
The Billiards Control Club Rules [320]
Pyramids [321]
Shell Out [322]
Works of Reference [323]
Pool
General Counsels [324]
The National Rules of Pool [325]
Snooker Pool
Description of the Game [331]
The National Rules of Snooker Pool [332]
Chess
The Board and Men [336]
The Movements of the Men and their Power to Take [337]
Chess Notation [343]
Example [345]
Technical Terms used in the Game [347]
Value of the Pieces [352]
The Openings [353]
The Giuoco Piano [354]
The Evans Gambit [363]
The Evans Gambit Declined [371]
The Two Knights' Defence [373]
The Ruy Lopez [377]
Philidor's Defence [381]
Three Knights' Game [383]
Four Knights' Game [384]
The Vienna Opening [385]
The Steinitz Gambit [386]
The Scotch Game [387]
The Scotch Gambit [389]
The Danish and Centre Gambits [391]
Petroff's Defence [392]
The King's Gambits
The King's Knight's Gambit [393]
The Muzio Gambit [394]
The Salvio Gambit [396]
The Kieseritzky Gambit [397]
The Allgaier Gambit [398]
The Cunningham Gambit [400]
The Bishop's Gambit [400]
The Gambit declined [403]
Close Games [405]
The French Defence [406]
The Sicilian Defence [408]
The Queen's Gambit [409]
The Fianchetto [409]
The End Game
King and Pawn against King [410]
King and Queen against King [415]
King and Two Rooks against King [417]
King and Rook against King [418]
King and Two Bishops against King [419]
King, Bishop and Knight against King [420]
End Game with Two Knights [423]
General Observations [424]
Bibliography of Chess [425]
Draughts
The Rules of the Game [427]
General Advice [432]
Names of the Various Openings and how Formed [433]
End Games
Two Kings to One [436]
Three Kings to Two [437]
The Elementary Positions
First Position [439]
Second Position [441]
Third Position [443]
Fourth Position [445]
Works of Reference [446]
Roulette
Description of the Game [447]
The Different Modes of Staking [449]
Systems
The "Montant et Demontant" System [455]
The Fitzroy System [455]
The "Labouchere" System [456]
Trente et Quarante
Description of the Game [464]
Staking [465]
Method of Play [469]

HOYLE’S GAMES
MODERNIZED
ALL-FOURS.

All-Fours, known in America as Old Sledge, or Seven Up, is usually played by two players, with the full pack of fifty-two cards, which rank in play as at Whist, the ace being the highest, and the two the lowest. The game is seven points.

There are four different items which count towards the score, whence the name All-Fours. Such items are as follows:

High.—The highest trump out, scoring one to the original holder.

Low.—The lowest trump out, scoring one to the original holder.

Jack.—The knave of trumps, scoring one to the dealer, if turned up; if otherwise, to the winner of the trick to which it falls.

Game.—Scoring one to the ultimate holder of the more valuable cards in the tricks won by him, according to the following scale:—

For each ten (trump or otherwise) 10
For each ace " 4
For each king " 3
For each queen " 2
For each knave " 1

N.B.—In the case of the players being equal in this particular, or of neither party holding any card which counts towards Game, the elder hand scores the point.

Method of Playing.

The players cut for deal, the highest card having the preference.[[1]] The dealer gives six cards to each, turning up the thirteenth as trump. If the elder hand is dissatisfied with his cards, he may say, "I beg," in which case the dealer is bound either to allow him (by the phrase, "Take one") to score one point, or to give each player three more cards from the pack, turning up that next following by way of fresh trump card. If this should be of the same suit as the original trump, the dealer is bound to give three more cards to each, again turning up the seventh, until a new suit does actually turn up. If the turn-up card be a knave, the dealer scores one, this taking precedence of any other score. If, by reason of the elder hand "begging," there is a further deal, and the dealer a second time turns up a knave, he again scores one. The elder hand leads any card he pleases. His antagonist must follow suit or trump, his right to do the latter not being affected by his holding cards of the suit led. If, however, having a card of the suit led, he neither follows suit nor trumps, he becomes liable to the penalty of a revoke.

The player of the highest card of the suit led, or a trump, wins the trick, which is turned down as at

Whist, and so on throughout the six tricks. In scoring, the order of precedence is (1) High, (2) Low, (3) Jack, (4) Game; subject, as we have seen, to the contingency of "Jack" having been the turn-up card, the point for this being scored before the hand is played.

The play is mainly directed to capturing the Jack, and such cards as may score towards Game.

Some players score a point whenever the adversary does not follow suit or trump. Some, again, make it the rule that each player must count his score without looking at his tricks, under penalty of losing one or more points, as may be agreed, in the event of a miscalculation.

Four-handed All-Fours.

The players cut to decide who shall be partners; the two highest playing against the two lowest, and facing each other, as at Whist. The right to the first deal is decided by the cut, the highest dealing.[[2]] Afterwards each player deals in rotation.

The dealer and the elder hand alone look at their cards in the first instance, the option of begging resting with the latter. The other two players must not take up their cards till the dealer has decided whether he will "give one" or "run the cards" for a new trump.

The players play in succession as at Whist, four cards constituting a trick. In other respects, the play is the same as in the two-handed game.[[3]]


BACCARAT.[[4]]

Baccarat has many points of resemblance to Vingt-un, but the element of chance is much more prominent. The stakes are made before any card is dealt, and one player plays for several. There is therefore, save on the part of the banker, scarcely any scope for personal skill or judgment.

The object of the game is to hold such cards as shall together amount to the point of nine. The cards from ace to nine count each according to the number of its pips. Court cards are equivalent to tens, and ten at this game is baccarat, a synonym for zero. Thus a player holding a three and a ten (or court card) is considered to have three only; a player holding two tens and a five counts five only. And not only is a tenth card baccarat (0), but ten occurring as part of a total score, however made, is disregarded; so that a five and a six count, not as eleven, but as one only; three, seven and five, not as fifteen, but as five; and so on.

There are two forms of Baccarat, known respectively as Baccarat Chemin de Fer and Baccarat

Banque, the latter being the version more frequently played. A description of Baccarat Chemin de Fer will, however, be the best introduction to the explanation of Baccarat Banque, and we therefore take it first in order.

Baccarat Chemin de Fer.

Six full packs of cards of the same pattern are used, shuffled together. The players seat themselves round the table. In the centre is a basket for the reception of the used cards. If there is any question as to the relative positions of the players, it is decided by lot. The person who draws the first place seats himself next on the right hand of the croupier, and the rest follow in succession. The croupier shuffles the cards, and then passes them on, each player having the right to shuffle in turn. When they have made the circuit of the table, the croupier again shuffles, and, having done so, offers the cards to the player on his left, who cuts. The croupier places the cards before him, and, taking a manageable quantity from the top, hands it to the player on his right, who for the time being is dealer, or "banker." The other players are punters. The dealer places before him the amount he is disposed to risk, and the players "make their stakes." Any punter, beginning with the player on the immediate right of the dealer, is entitled to "go bank," viz. to play against the whole of the banker's stake. If no one says "Banco" (which is the formula by which the desire to go bank is expressed), each player places his stake before him. If the total so staked by the seated players is not equal to the amount for the

time being in the bank, other persons standing round may stake in addition. If it is more than equal to the amount in the bank, the punters nearest in order to the banker have the preference up to such amount, the banker having the right to decline any stake in excess of that limit.

The stakes being made, the banker proceeds to deal four cards, face downwards, the first, for the punters, to the right; the second to himself; the third for the punters, the fourth to himself. The player who has the highest stake represents the punters. If two punters are equal in this respect, the player first in rotation has the preference. Each then looks at his cards. If he finds that they make either nine, the highest point at Baccarat, or eight, the next highest, he turns them up, announcing the number aloud, and the hand is at an end.

If the banker's point is the better, the stakes of the punter become the property of the bank. If the punters' point is the better, the banker (or the croupier for him) pays each punter the amount of his stake. The stakes are made afresh, and the game proceeds. If the banker has been the winner, he deals again. If otherwise, the cards are passed to the player next in order, who thereupon becomes banker in his turn.

We will now take the case that neither party turns up his cards; this is tantamount to an admission that neither has eight or nine. In such case the banker is bound to offer a third card. If the point of the punter is baccarat (i.e. cards together amounting to ten or twenty, = 0), one, two, three, or four, he accepts as a matter of course, replying, "Yes," or "Card." A third card is then given to

him, face upwards. If his point is already six or seven, he will, equally as a matter of course, refuse the offered card. To accept a card with six or seven, or refuse with baccarat, one, two, three, or four (known in either case as a "false draw"), is a breach of the established procedure of the game, and brings down upon the head of the offender the wrath of his fellow-punters; indeed, in some circles he is made liable for any loss they may incur thereby, and in others is punishable by a fine. At the point of five, and no other, is it optional to the punter whether to take a card or not; nobody has the right to advise him, or to remark upon his decision.

The banker has now to decide whether he himself will draw a card, being guided in his decision partly by the cards he already holds, partly by the card (if any) drawn by the punter, and partly by what he may know or guess of the latter's mode of play. If he has hesitated over his decision, the banker may be pretty certain (unless such hesitation was an intentional blind) that his original point was five, and as the third card (if any) is exposed, his present point becomes equally a matter of certainty. The banker, having drawn or not drawn, as he may elect, exposes his cards, and receives or pays as the case may be. Ties neither win nor lose, but the stakes abide the result of the next hand.

The banker is not permitted to withdraw any part of his winnings, which go to increase the amount in the bank. Should he at any given moment desire to retire, he says, "I pass the deal." In such case each of the other players, in rotation, has the option of taking it, but he must start the bank with the same amount at which it stood when the last banker

retired. Should no one present care to risk so high a figure, the deal passes to the player next on the right hand of the retiring banker, who is in such case at liberty to start the bank with such amount as he thinks fit, the late banker now being regarded as last in order of rotation, though the respective priorities are not otherwise affected.

A player who has "gone bank," and lost, is entitled to do so again on the next hand, notwithstanding that the deal may have "passed" to another player.

When the first supply of cards is exhausted, the croupier takes a fresh handful from the heap before him, has them cut by the player on his left, and hands them to the banker. To constitute a valid deal, there must be not less than seven cards left in the dealer's hand. Should the cards in hand fall below this number, they are thrown into the waste-basket, and the banker takes a fresh supply as above mentioned.

Baccarat Banque.

In Baccarat Chemin de Fer, it will have been noticed that a given bank only continues so long as the banker wins. So soon as he loses, it passes to another player. In Baccarat Banque the position of banker is much more permanent. Three packs of cards,[[5]] shuffled together, are in this case used, and the banker (unless he retires either of his own free will, or by reason of the exhaustion of his finances)

holds office until the whole of such cards have been dealt.

The bank is at the outset put up to auction, i.e. belongs to the player who will undertake to risk the largest amount. In some circles, the person who has first set down his name on the list of players has the right to hold the first bank, risking such amount as he may think proper.

The right to begin having been ascertained, the banker takes his place midway down one of the sides of an oval table, the croupier facing him, with the waste-basket between. On either side the banker are the punters, ten such constituting a full table. Any other persons desiring to take part remain standing, and can only play in the event of the amount in the bank for the time being not being covered by the seated players.

The croupier, having shuffled the cards, hands them for the same purpose to the players to the right and left of him, the banker being entitled to shuffle them last, and to select the person by whom they shall be cut. Each punter having made his stake, the banker deals three cards, the first to the player on his right, the second to the player on his left, and the third to himself; then three more in like manner. The five punters on the right (and any bystanders staking with them) win or lose by the cards dealt to that side; the five others by the cards dealt to the left side. The rules as to turning up with eight or nine, offering and accepting cards, and so on, are the same as at Baccarat Chemin de Fer.

Each punter continues to hold the cards for his side so long as he wins. If he lose, the next

hand is dealt to the player next following him in rotation.

Any player may "go bank," the first claim to do so belonging to the punter immediately on the right of the banker; the next to the player on his left, and so on alternatively in regular order. If two players on opposite sides desire to "go bank," they go half shares.

A player going bank may either do so on a single hand, in the ordinary course, or à cheval, i.e. on two hands separately, one-half of the stake being played upon each hand. A player going bank and losing, may again go bank; and if he again loses, may go bank a third time, but not further.

A player undertaking to hold the bank must play out one hand, but may retire at any time afterwards. On retiring, he is bound to state the amount with which he retires. It is then open to any other player (in order of rotation) to continue the bank, starting with the same amount, and dealing from the remainder of the pack used by his predecessor. The outgoing banker takes the place previously occupied by his successor.

The breaking of the bank does not deprive the banker of the right to continue, provided that he has funds wherewith to replenish it, up to the agreed minimum.

Should the stakes of the punters exceed the amount for the time being in the bank, the banker is not responsible for the amount of such excess. In the event of his losing, the croupier pays the punters in order of rotation, so far as the funds in the bank will extend; beyond this, they have no claim. The banker, may, however, in such a case, instead of

resting on his right, declare the stakes accepted, forthwith putting up the needful funds to meet them. In such event the bank thenceforth becomes unlimited, and the banker must hold all stakes (to whatever amount) offered on any subsequent hand, or give up the bank.[[6]]


BÉZIQUE.

Bézique is a game for two players. The piquet pack of thirty-two cards is used, but in duplicate, two such packs of like pattern being shuffled together.

The players cut for deal, the highest card having the preference. The rank of the cards in cutting (as also in play) is as under: ace, ten, king, queen, knave, nine, eight, seven. Eight cards are dealt (by three, two, and three) to each player; the seventeenth card being turned up by way of trump, and placed between the two players. The remaining cards, known as the "stock," are placed face downwards beside it. Should the turn-up card be a seven, the dealer scores ten.

The non-dealer leads and the dealer plays to such lead any card he pleases. If he play a higher card (according to the scale above given) of the same suit, or a trump, he wins the trick; but he is not bound to do either, or even to follow suit. Further, he is at liberty to trump, even though holding a card of the suit led. If the two cards played are the same (e.g. two nines of diamonds), the trick belongs to the leader.

The winner of one trick leads to the next, but before doing so he marks any points to which his hand may entitle him, leaving the cards so marked on the table, and draws one card from the top of the stock. His opponent draws a card in like manner, and so the game proceeds until the stock is exhausted.

The holder of the seven of trumps is entitled to exchange it for the turn-up card, at the same time scoring ten for it. The holder of the duplicate seven of trumps scores ten for it, but gains no further benefit thereby.

The game is usually 1000 up, but, as the score proceeds by tens or multiples of ten, this number is pretty quickly reached.

At the earlier stage of the game, the player scores for the cards he holds in his hand; certain cards or combinations of cards, duly "declared," entitling him to score so many points, as under:—

Points.
For the seven of trumps, turned up by the
dealer, or declared by either player
10
For the second seven of trumps 10
For the last (i.e. thirty-second) trick 10
For a Common Marriage, i.e. king and
queen of any plain suit, declared together
20
For a Royal Marriage, i.e. king and queen
of the trump suit, declared together
40
For Single Bézique (queen of spades and
knave of diamonds)
40
For Double Bézique—the same combination
again declared by same player with fresh
cards.(additional)
500
For Four Knaves (of any suits, e.g. two
knaves of spades and two of hearts), duly
declared
40
For Four Queens, duly declared 60
For Four Kings, duly declared 80
For Four Aces, duly declared 100
For Sequence of five best trumps—ace, ten,
king, queen, knave
250
Brisques—aces or tens in the tricks won by
either player, each[[7]]
10

In order to score, the cards composing the given combination must be all at the same time in the hand of the player. A card played to a trick is no longer available (unless a brisque) to score.

A player can only "declare" after winning a trick. Having won a trick, he is at liberty to score any combination he may hold, laying the cards forming it face upwards on the table. If the cards exposed show two combinations he may declare both, but must elect which of them he will score, reserving the other till he again wins a trick. Thus, having king and queen of spades and knave of diamonds on the table, he would say, "I score 40 for Bézique, and 20 to score." When he has again won a trick, having meanwhile retained the needful cards unplayed, he can then score the second combination (Marriage).

A card which has once scored cannot be again used to form part of a combination of the same kind: e.g. a queen once used to form a Marriage cannot again figure in a Marriage, though it may still score as part of a Sequence, or as one of "Four Queens." In like manner, a card which has once figured in "Bézique" cannot be used to form part of a second Bézique, though it may be used to score Double Bézique. Neither can a card which has been

declared in a given combination again be declared in a combination of an inferior order; e.g. if a king and queen have been declared as part of a Sequence, a Marriage cannot afterwards be declared with the same cards—though their having figured in a Marriage would be no bar to their subsequent use as part of a Sequence.

The declared cards, though left face upwards on the table, still form part of the hand, and are played to subsequent tricks at the pleasure of the holder.

When no more cards are left in the stock, the method of play alters. No further declarations can be made, and the only additional score now possible is for the brisques (aces or tens) in the remaining tricks (scored by the winner of the trick), with ten for the last trick, as before stated.

The mode of play as to these last eight tricks is according to Whist rules. Each player must now follow suit, if he can; if not, he is at liberty to trump.[[8]]

Hints for Play.

In the earlier stage of the game, tricks are of no value save in so far as they contain brisques, or enable the winner to "declare," the scoring of the different combinations being the main object of the game. The player will probably at the outset find that he has in hand some of the component parts of two or more combinations; but as he must furnish a card to each trick, he will be forced to abandon

the one or the other. In choosing between them, two points should be considered; viz. first, the value of the combination, and, secondly, the prospect of making it. As to the last point, he may derive important information from the cards declared by his opponent. Suppose, for instance, that he holds a queen of spades and two knaves of diamonds. These he would naturally retain at any cost, in the hope of making Double Bézique; but should his adversary declare a marriage in spades, showing that he holds the remaining queen of that suit, all hope of Double Bézique is clearly at an end. In the case supposed, it would be the policy of the opponent, knowing or suspecting that Double Bézique was aimed at, to keep the queen of spades in his hand as long as he possibly could, even at some considerable sacrifice.

When a brisque is led, the second player should win the trick if he can do so without too great a cost, for, though a brisque only scores ten to the winner, the capture of the trick means a loss of ten to the opposite party, and practically, therefore, makes a difference of twenty to the score.

Unless a brisque be led, or you have something to declare, pass the trick or win it with a brisque. The best cards to throw away are the sevens, eights, nines, and knaves of plain suits (other than the knave of diamonds, which should be retained on the chance of making Bézique).

It is generally better to risk losing an ace than a queen or king, the two latter having the greater chance of scoring.

If you chance to hold three aces at an early stage of the game, with no prospect of a more valuable combination, retain them, in the hope of drawing a

fourth. In any other case, make tricks with aces in plain suits whenever you can.

"Sequence" cards should be kept in reserve as long as possible. A duplicate of a sequence card, though valueless for scoring purposes, should still be held up, as the uncertainty respecting it may hamper your opponent.

Even more important than sequence cards are the bézique cards. After scoring Bézique, the declared cards should still be retained until it becomes clear that Double Bézique is unattainable.

At a late period of the game, when the opportunities for declaration are growing limited, it is often wise to declare (say) Double Bézique without previously declaring single Bézique, or Sequence without previously declaring a Royal Marriage. If you declare the smaller score, and do not again win a trick, you lose the larger score altogether.

When the stock is nearly exhausted, take a trick whenever you can, as you thereby deprive the adversary of the opportunity of scoring his remaining cards. Note at this stage the exposed cards of the adversary, as you will thereby play the last eight tricks to greater advantage.

In the play of the last eight tricks, your main object is to make your brisques, and capture those of the enemy. Reserve, if possible, a good trump wherewith to secure the last trick.

RUBICON BÉZIQUE.

"Rubicon" or "Japanese" Bézique is a modification of the ordinary game, which has for some years found much favour in Paris. In 1887, a code of

laws, which we append, was drawn up by a committee of the Portland Club, and Rubicon Bézique may now be regarded as the standard game.

Four packs, of like pattern and shuffled together, are used. The cards rank as at ordinary Bézique; but nine instead of eight cards are dealt, singly or by threes, to each player. There is no "turn-up," the first "marriage" scored determining the trump suit. If a "sequence" be declared and scored before any marriage, such sequence determines the trump suit.

The scores at Rubicon Bézique are as under:—

Carte Blanche (a hand without a single court card)[[9]] 50
Marriage in plain suits 20
Marriage in trumps[[10]] 40
Sequence in plain suits 150
Sequence in trumps 250
Single Bézique 40
Double Bézique 500
Treble Bézique 1500
Quadruple Bézique 4500
Four Knaves (irrespective of suit) 40
Four Queens " 60
Four Kings " 80
Four Aces " 100

The procedure as to playing and drawing is the same as at ordinary Bézique, save that the tricks are

left face upwards in a heap between the players until a brisque is played, when the winner of the trick takes them up, and turns them face downwards, near himself. The value of each brisque is ten points, but they are not scored till the close of the game, and in certain events (see post) may not be scored at all.

Only one declaration can be scored at a time, and that only (save in the case of carte blanche) by the winner of a trick; but if, on the cards exposed, the player has more than one combination to score, he may score whichever he prefers, at the same time calling attention to his further claim by saying, "And —— to score." A player is not bound to declare any combination, even when exposed upon the table, unless he thinks fit. If he is compelled to play a card of the combination before he has actually scored it, the right to score is at an end.

A card declared in a given combination may not again be declared in an inferior combination of the same class—e.g. a king and queen declared in Sequence cannot be afterwards made available to score a Royal Marriage. The same card may, however, be used in conjunction with a new card or cards to form, not merely a combination of the same kind, but the same combination over again.[[11]] Thus, if Four Queens have been declared, the player may play one of them, and, when he next wins a trick, add a fifth queen to the three left on the table, and again score four queens.

If a combination, duly scored, is broken up, one

or more cards must be substituted, either from the cards upon the table or from the hand of the player, to entitle him to a fresh score. There is an apparent exception to this rule in the fact that, if a player has declared two independent marriages in the same suit, and all four cards are on the table simultaneously, he may make two more declarations of marriage with the same cards. In truth, however, this merely follows the rule. King 1 (already "married" to queen 1) may again be married to queen 2; and king 2 (already married to queen 2) to queen 1 in like manner.

A player who has two or more declarations to score may elect which he will score first, the other remaining in abeyance; e.g. a player having declared Four Kings, including the king of spades, and subsequently declaring Bézique (the king of spades still remaining on the table) would ipso facto become entitled to score a Marriage, royal or ordinary, as the case might be. We will suppose the former. In such a case, he would say, "I score forty, and forty for marriage to score." This declaration should be repeated, by way of reminder, after each trick, till actually scored. If, in the meantime, the player becomes entitled to score some other combination, he may, on winning a trick, score the latter in preference to the one previously declared, still keeping this in reserve. The mere fact of having declared a given combination "to score" does not preserve the right to score it, if in the meantime the declarant either plays one of the cards composing it or makes use of them to score some higher declaration of the same class.

The last nine tricks are played like the last eight

in the ordinary game; but the winner of the last trick, instead of 10, scores 50.

How the Score is dealt with.

The game is complete in one deal, and is won by the player who scores most points, according to the foregoing table, exclusive of brisques. These latter are only taken into account where the scores are otherwise equal. If, after the addition of the brisques, the scores are still equal, the game is drawn.

There is one other case in which the brisques are reckoned. The score of 1000 points is known as the "Rubicon," and a player not reaching this score is "rubiconed." In this case, also, each player adds in his brisques; and if the score of the loser is thereby brought up to 1000, he "saves the rubicon."

Assuming that the rubicon is saved, the score of the loser is deducted from that of the winner, fractions of a hundred being disregarded in both cases. To the difference are added 500 points for game, and the total is the value of the game, the stakes being usually so much per hundred points. If it happen that the difference between the two scores is less than 100, it is reckoned at that figure, making, with the 500 for game, 600. Thus, if the respective scores are, A, 1510; B, 1240; A wins 1500 - 1200 + 500 = 800. If A's score were 1550, and B's 1520, A would win 100 + 500 = 600.

If B is rubiconed, the value of the game is computed after a different method. The points made by him (still disregarding fractions of a hundred) instead of being subtracted from, are added to the

score of the winner, who is further entitled to 1000 for the game and 300 for brisques.[[12]] Thus, if A has won 1320, and B 620, the value of A's game will be 1300 + 600 + 1000 + 300 = 3200.

If the rubiconed player has scored less than 100, that amount (100) is added to the score of the other player, as well as the 1000 for game and 300 for brisques, as before mentioned.

THE LAWS OF RUBICON BÉZIQUE.
Shuffling.

1.—Rubicon Bézique is played with four packs of thirty-two cards, shuffled together.

2.—Each player has a right to shuffle the pack. The dealer has the right of shuffling last.

3.—The pack must not be shuffled below the table, nor in such manner as to expose the faces of the cards.

Cutting.

4.—A cut must consist of at least five cards, and at least five must be left in the lower packet.

5.—The cards rank as follows, both in cutting and in playing: ace (highest), ten, king, queen, knave, nine, eight, seven (lowest).

6.—The player who cuts the higher card has choice of deal, seats and markers. The choice determines both seats and markers during the play.

7.—If, in cutting for deal, a player expose more than one card, he must cut again.

8.—The cut for deal holds good even if the pack be incorrect.

9.—If, in cutting to the dealer, or in reuniting the separated packets, a card be exposed, or if there be any confusion of the cards, there must be a fresh cut.

Dealing.

10.—The dealer must deal the cards by one at a time, giving the top card to his adversary, the next card to himself, and so on; or by three at a time, giving the top three cards to his adversary, the next three to himself, and so on; until each player has nine cards. The undealt cards (called the "stock") are to be placed face downward, in one packet, in the middle of the table, to the left of the dealer.

11.—If the dealer deal the cards wrongly, he may rectify the error, with the permission of his adversary, prior to either player having taken up any of his cards.

12.—If, after the deal, and before the dealer has played to the first trick, it be discovered that either player has more than nine cards there must be a fresh deal. If it be similarly discovered that either player has less than nine cards, the deal may be completed from the top of the stock by mutual agreement, otherwise there must be a fresh deal.

13.—If the dealer expose a card belonging to his adversary or to the stock, the non-dealer has the option of a fresh deal. If the dealer expose any of his own cards, the deal stands good.

14.—If a faced card be found in the pack before the play of the hand has begun, there must be a fresh deal.

Carte Blanche.

15.—If a player have a hand dealt him without king, queen or knave, he may declare carte blanche before playing a card. Carte blanche must be shown by counting the cards, one by one, face upward, on the table.

16.—If, after playing a card, a player who has declared carte blanche draw a card other than king, queen or knave, he is entitled to declare another carte blanche on showing the card drawn to his adversary; and so on after every card drawn, until he draws a king, queen or knave.

Playing.

17.—If a player play with more than nine cards he is rubiconed; but the amount to be added to his adversary's score is not to exceed nine hundred, exclusive of the thirteen hundred for a rubicon game.

18.—If both players play with more than nine cards, the game is null and void.

19.—If a player play with less than nine cards, the error cannot be rectified. He is liable to no penalty; his adversary wins the last trick.

20.—If both players play with less than nine cards, the deal stands good, and the winner of the last trick scores it.

21.—If one player play with more than nine cards, and the other with less than nine, the deal stands good. The player with more than nine cards is rubiconed (as provided in Law 17), and neither player scores the last trick.

22.—If a faced card be found in the stock after the play of the hand has begun, it must be turned

face downward, without altering its place in the stock.

23.—A card led in turn may not be taken up after it has been played to. A card played to a trick may not be taken up after the trick has been turned, or after another card has been drawn from the stock; but if two or more cards be played together, all but one may be taken up; and cards accidentally dropped may be taken up.

24.—A card led out of turn must be taken up, unless it has been played to. After it has been played to, it is too late to rectify the error.

25.—A player who wins a trick containing a brisque should at once take up all the played cards on the table, and turn them face downward near himself. If he fail to do so, his adversary is entitled, as soon as he has won a trick, to take up all the played cards on the table. Tricks turned may not be looked at (except as provided in Law 27).

26.—The stock may be counted, face downwards, at any time during the play. A player counting the stock should be careful not to disturb the order of the cards.

27.—A player may not count the brisques in his tricks so long as more than twelve cards remain in the stock.

Drawing.

28.—If the winner of a trick see two cards when drawing from the stock, he must show the top card to his adversary.

29.—If the loser of a trick draw the top card of the stock and see it, he must restore the card drawn in error, and must show the next card to his adversary; but, if the loser of a trick draw the top card,

and the winner draw the next card and see it, it is too late to rectify the error, and the players retain the cards erroneously drawn.

30.—If the loser of a trick, after the winner has drawn, see two cards when drawing from the stock, his adversary has choice of the two cards of the following draw, and is entitled to look at both before choosing. If he choose the second card, he need not show it.

31.—If a player see several cards when drawing from the stock, his adversary has choice of the two cards of the following draw, and then of the cards of the next draw; and so on, as long as any card which has been seen remains undrawn; and he is entitled to look at the cards before choosing.

32.—If there be an odd number of cards in the stock, the last card is not drawn.

Declaring.

33.—Declared cards must be placed face upward on the table separate from the tricks, and (except in the case of carte blanche) must remain there until played, or until the stock is exhausted.

34.—If a declared card be played, and a card which restores any scoring combination or combinations be substituted, these combinations may be declared again.

35.—If a player declare more than one marriage in the same suit, he may declare a fresh marriage whenever he plays one of the declared cards, so long as a king and queen remain on the table.

36.—A player who has declared marriage may afterwards add the ace, ten, and knave of the same suit as the marriage, and declare sequence; or he

may declare sequence without first declaring the marriage.

37.—A king or queen, once declared in sequence, cannot be afterwards used to form part of a marriage; but a player, having declared sequence, may declare marriage with a fresh king and queen of the same suit.

38.—Bézique combinations may be declared separately, and may be afterwards united to form a superior combination; or single, double, or triple bézique may be added to any already declared combination, to form a superior one; or, double, triple, or quadruple bézique may be at once declared, without having been previously declared separately. Bézique cards once declared in a superior bézique combination cannot be afterwards used to form part of an inferior one; but they may be used to form part of equal or superior combinations with a substituted card, or with added cards, or with both.

39.—A player who has cards on the table with which he might form a scoring combination, is not bound to declare it.

Scoring.

40.—A player declaring—

Carte Blanche scores 50
Marriage in trumps " 40
Marriage in plain suits " 20
Sequence in trumps " 250
Sequence in plain suits " 150
Bézique " 40
Double Bézique " 500
Triple Bézique " 1500
Quadruple Bézique " 4500
Four Aces " 100
Four Kings " 80
Four Queens " 60
Four Knaves " 40

41.—The first marriage scored makes the trump suit. If no marriage his been scored, the first sequence scored makes the trump suit.

42.—A player can only score a declaration on winning a trick and before drawing, except in the case of carte blanche, which is scored before playing, and independently of winning a trick.

43.—Only one declaration can be scored at a time; but if a player declare a carte blanche which contains four aces, he may also score four aces if he win the trick, notwithstanding that he has already scored carte blanche.

44.—If the winner of a trick have two or more declarations to score, he may choose which he will first score. On winning another trick, he may similarly choose which of the remaining declarations he will score, or he may make and score a fresh declaration, and leave any unscored declarations still to score on winning another trick.

45.—A player who has a declaration to score should repeat after every trick what he has to score. He may score it at any time on winning a trick, and before drawing.

46.—If a player who has a declaration to score play a card of the combination before scoring it, he loses the score.

47.—If a player have a marriage to score, and, on winning a trick, add to the marriage the ace, ten, and knave of the suit, and score sequence, he loses the score for the marriage.

48.—If a player have an inferior bézique

combination to score, and, on winning a trick, add to the bézique combination cards which form a superior bézique combination, and score the superior combination, he loses the score for the inferior one.

49.—A player who has a declaration to score is not bound to score it.

50.—If a player erroneously score a declaration which does not constitute a scoring combination, and the error be not discovered before a card of the next trick has been played, the score marked stands good; and so on for all subsequent scores similarly marked before the discovery of the error.

51.—If an error in marking the score be proved, it may be corrected at any time during the game.

52.—No declaration can be scored after the stock is exhausted.

The Last Nine Tricks.

53.—The winner of the last trick adds fifty to the score.

54.—The winner of the last trick is bound to score it (except as provided in Law 21).

55.—If, during the play of the last nine tricks, a player fail to follow suit when able, or fail to win the card led when able—on detection of the error, the card erroneously played, and all cards subsequently played, must be taken up and replayed.

Computing the Game.

56.—The brisques (aces and tens) score ten each to the player having them in his tricks; but the brisques are only taken into account as provided in Laws 60 and 61.

57.—The winner of the game deducts the score of the loser from his own (excluding fractions of a hundred), and the difference, with five hundred added for the game, is the number of points won. If the difference between the scores be less than a hundred, the winner adds a hundred to the score of five hundred for the game.

58.—If the loser fail to score a thousand, he is rubiconed. The winner, whether his score reach a thousand or not, adds the score of the loser to his own (excluding fractions of a hundred) and the sum, with thirteen hundred added for the game, is the number of points won.

59.—If a player who is rubiconed has scored less than a hundred, the winner adds a hundred to his score, in addition to the score of thirteen hundred for the game.

60.—If the loser of a game fail to score a thousand, but have in his tricks a sufficient number of brisques to bring his total score to a thousand, he is not rubiconed. Each player adds his brisques to his score, and the game is computed as provided in Law 57.

61.—If the scores be so nearly equal that the brisques must be taken into account in order to decide who wins the game, and the loser be not rubiconed, each player adds his brisques to the score, and the game is then computed as provided in

Law 57; but if the loser be rubiconed, the brisques, though taken into account in order to decide who wins the game, are not added to the scores, and the game is computed as provided in Law 58. In the case of a tie after adding the brisques, the game is null and void.

Incorrect Packs.

62.—If a pack be discovered to be incorrect, redundant, or imperfect, the deal in which the discovery is made is void. All preceding deals stand good.

63.—If a card or cards which complete the pack be found on the floor, the deal stands good.

Changing Cards.

64.—Before the pack is cut to the dealer, a player may call for fresh cards at his own expense. He must call for four fresh packs.

65.—Torn or marked cards must be replaced, or fresh packs called for at the expense of the two players.

Bystanders.

66.—If a bystander call attention to any error or oversight, and thereby affect the score, he may be called on to pay all stakes and bets of the player whose interest he has prejudicially affected.


BLIND HOOKEY.

The players, of whom there may be any number, cut for deal, the lowest having the preference. The pack is then shuffled by the player on the dealer's right hand, and afterwards, if he so please, by the dealer himself, after which it is cut by the right-hand player. The two halves are then re-united, and the pack is passed to the player on the left of the dealer, who cuts from the top a small quantity of cards (not less than four, nor more than his due proportion of the pack). The pack is then passed to the next player, who cuts a similar portion, and so on round the circle, the cards left belonging to the dealer. No one looks at his cards, but makes his stake on pure speculation; hence the name "blind" hookey. The dealer then turns up his cards, and shows the bottom one; the other players do the same. Each player holding a higher card than that of the dealer receives the amount of his stake; all below or equal pay the dealer. This is repeated until a hand occurs in which the dealer is a loser all round, when the deal is at an end, and the next player deals.

A second method is as under: The cards having

been shuffled and cut, the dealer cuts them into three portions. Two of these are for the company, the third for himself. The other players place their stakes on whichever two packets they please, the rejected packet being taken by the dealer.[[13]] The stakes having been made, the cards are turned up, and the players receive or pay as the bottom cards of their packets prove to be higher or lower than that of the dealer.


CRIBBAGE.

Cribbage is primarily a game for two players, though it may also be played by three, or even four persons; in the latter case, two playing against two, as at Whist. Of the two-handed game there are three varieties, known, from the number of cards dealt to each player, as "five-card," "six-card," and "seven-card" cribbage. The number of points to be made in the first case is 61; in the second, 121; and in the third, 181. If the loser has made less than half the specified number of points, he is "lurched," and pays double the agreed stake.

The score is marked by means of pegs of ivory or bone, on a special board, as depicted above. It will be observed that there is on either side of the board a double row of holes, thirty in each, divided, for convenience in counting, into sets of five. The board is placed cross-wise between the players, and

both start from the same end (which should be that to the left of the first dealer), each travelling up the outer and down the inner row (once round in the "five-card," twice in the "six-card," and thrice in the "seven-card" game), terminating with the "game-hole" at the end from which they started. In scoring, the hinder peg for the time being is advanced the requisite number of points beyond the foremost.

We will commence with the five-card game.

The pack of fifty-two cards is used, and the players cut for deal, the lowest dealing. For this and for "sequence" purposes, the cards rank in regular order from ace (lowest) up to king (highest), but in counting court cards count as tens.

The pack having been shuffled, the non-dealer cuts, and his opponent deals, one at a time, five cards to each player. Meanwhile the non-dealer scores three holes, known as "three for last," and regarded as a set-off for the advantage of first deal. The undealt portion of the pack is placed face downwards between the players. Each player now "lays out" two of his cards (placed face downwards to the right hand of the dealer) to form what is called the "crib." The principles which govern the "lay out" will be discussed later.

The crib having been laid out, the non-dealer cuts, by lifting off the upper half of the pack. The dealer turns up the card left uppermost and places it on the top of the pack. This card is known as the "start." Should it chance to be a knave, the dealer is entitled to "two for his heels," and scores two points.

The score depends partly upon the course of play,

and partly upon the player's holding certain combinations of cards. These latter are scored at the close of the hand.

The scores which may be made in course of play are as under:—

Pairs.—A player playing a similar card to the card last played by his adversary (as a king to a king, or a seven to a seven) is entitled to score two for a pair.[[14]]

Pairs-royal.—If the first player in the case last supposed can follow with a third card of the same description, he scores six for a pair-royal.

Double Pairs-royal.—If the second player replies with a fourth card of the same description, he scores twelve for a double pair-royal.

Sequences, or Runs.—Three or more cards of any suit but forming a regular numerical succession (as two, three, four; knave, ten, nine), count one for each card to the last player. The sequence need not be played in regular order, so long as the cards exposed for the time being form an unbroken series. Thus, suppose that A plays a five, and B a four. If A now plays either a six or a three, he is entitled to score a run of three (three points). We will suppose that he plays a three. If B can play either a six or a two, he will be entitled to score four; and if A can then add another card at either end, he will score five. Suppose, again, that A has played a five and a three, and B a two and a six. If A now plays a four, he is entitled to score five for the complete sequence. The highest number that can be scored

for a sequence is seven, for ace, two, three, four, five, six, seven. Ace, king, queen, do not count as a sequence.

Fifteen or Thirty-one.—A player whose card makes, with those already exposed, the number fifteen, scores two. If either player makes thirty-one, he scores two in like manner. If, when the cards on the table approach thirty-one, the player whose turn it is can go no further without passing that number, he says, "Go." His opponent then plays any other card or cards up to that limit. If they make thirty-one exactly, he scores two; if not, he scores one for "last card," i.e. the last card played. This (at five-card cribbage) terminates the hand.

The hand being over, the players, beginning with the non-dealer, proceed to "show," i.e. turn up their cards, and reckon how many points they may contain conjointly with the turn-up card, which is regarded as belonging, for this purpose, to the hand of each player, as also to the "crib" of the dealer. The first point noted is the fifteens they may contain, two points being reckoned for each, and the cards being combined in every possible way to make that number. Thus three fives and a ten or court card make (apart from their value under other aspects) four fifteens (technically spoken of as "fifteen eight"[[15]]), each of the fives forming one fifteen with the ten, and the three fives united forming another.

The next thing to be noted is the presence of any pairs, pair-royal, or double pair-royal. Thus, in the

case supposed, the player, after claiming "fifteen eight," would go on to say "and six for a pair-royal, fourteen."

If all the three cards in the hand are in sequence (independent of suit), three points are reckoned for this, or if the three form a sequence with the turn-up card, four.

If three of the cards are in sequence, and the fourth is a duplicate of one of them, such fourth card is regarded as making a fresh sequence with the other two, the "double run," as it is called, scoring six points. Besides this, the holder is entitled to two for his "pair" (the two duplicate cards), bringing the total value (irrespective of "fifteens") up to eight.

Where (as in crib at five-card, or hand or crib at six-card Cribbage) five cards have to be reckoned, it may happen that three are in sequence, and that the other two are duplicates of one of them. In this case they constitute a treble run of three (nine points) and a pair-royal (six points), total fifteen.

If the three cards of the hand are all of one suit, the player scores three points for a flush. If the turn-up is of the same suit, four points.

If the hand chance to contain a knave of the same suit as the turn-up card, the holder is entitled to score one point, "for his nob."

The non-dealer having scored his points, as above indicated, the dealer proceeds to score any points, first in his hand, and then in the crib, in like manner. There is only one distinction, viz., that, in counting crib, a flush is not reckoned unless the "start" is of the same suit as the rest. In this case the flush is worth five points (one for each card).

The following table indicates the method of counting some of the more important combinations (including the start) of the hand at five-card Cribbage:—

Four fives (Fifteen eight and a double pair-royal) 20
Three fives and a ten (Fifteen eight and a pair-royal) 14
Two fives, a four, and a sixFifteen-four, pair, and
double run of three
Two fours, a five, and a six
Two sixes, a four, and a five
12
Three threes and a nineFifteen six and a pair-royal
Three sixes and a nine
Three sixes and a three
Three sevens and an eight
Three eights and a seven
Three nines and a six
Three sevens and an ace
12
Two eights, a six (or nine), and a sevenFifteen four, pair, and
double run of three
Two sevens, a six, and an eight
Six, five, and two fours
13
Two fives and two tens or court cards of like
denomination (Fifteen eight and two pairs)
12
Two nines and two sixes (Fifteen eight, and two pairs) 12
Two fives, a ten, and a court card (Fifteen eight
and a pair
)
10
Two sixes, a seven, and an eight (Fifteen two, pair,
and double run of three
)
10
A five and any three court cards in sequence, or
ten, knave, queen (Fifteen six and run of three)
9
A five and three court cards, or a ten and court
cards, in sequence (Fifteen six and run of three)
9
Any sequence of three cards, with a duplicate of
one of them, but no "fifteen" (Pair and double
run of three)
8

Where the four cards of the hand (or all four of the crib, and the start) are of the same suit, the value of the flush (four or five, as the case may be) must be added. Where either includes a knave of

the same suit as the start, one "for his nob" will be scored in addition.

A study of the foregoing table should be a material aid to the player in discarding for "crib." If he is dealer, he desires the crib to be as productive as possible; if non-dealer, the reverse. On the other side, he desires to retain such cards as shall be likely to score best in his hand, and these two objects frequently clash. It is therefore, important to know which to prefer.

We will first examine the question from the dealer's point of view. Both hand and crib belong to him, but the hand consists (including the start), of four cards only, while the crib has five. The possible combinations of five cards are so numerous that space will only permit us to give examples of a few leading hands. The highest possible score is twenty-nine, which is made by three fives and a knave, with a fourth five, of the same suit as the knave, turned up by way of start.[[16]]

The mode of reckoning is as follows: the four fives, in four combinations of three, score fifteen eight. Each of them again scores a fifteen in conjunction with the knave, making eight more. To these are added twelve for the double pair-royal, and "one for his nob," making twenty-nine.

Two fives, two fours, and a sixFifteen eight, two
pairs, and a run
of three four
times repeated
Two fives, two sixes, and a four
Two fours, two sixes, and a five
Two sevens, two eights, and a nine
24
Four threes and a nine (Fifteen twelve and a
double pair-royal
)
24
Three fives, a four, and a six (Fifteen eight, a pair-royal,
and run of three thrice repeated
)
23
Three fours, a five, and a sixFifteen six, a
pair-royal, and
run of three
thrice repeated
Three sixes, a four, and a five
Three sevens, an eight, and a nine
Three eights, a seven, and a nine
21
Four twos and a nineFifteen eight and a double
pair-royal
Four threes and a six
20
Two sixes, two sevens, and an eightFifteen four, two pairs,
and run of three four
times repeated
Two sevens, an eight, and two nines
Two eights, a seven, and two nines
20
Three tens, or court cards of like
denomination, and two fives
Fifteen twelve,
pair-royal, and
pair
Three threes and two nines
Three sevens and two aces
20
Three threes and two sixes[[17]] (Fifteen ten, pair, and
pair-royal
)
18
Three fours, three, and five (Fifteen two, pair-royal,
and run of three thrice repeated
)
17
Three tenth cards in sequence and two fives (Fifteen
twelve, pair, and run of three
)[[18]]
17
Any three cards in sequence, with duplicates of
two of them, but no "fifteen" (Two pairs and
run of three four times repeated
)
16
Any three cards in sequence, with one of them
thrice repeated, but no "fifteen" (Pair-royal
and run of three thrice repeated
)
15

As for combinations of minor value, their name is legion.

With four cards only, the general average is very much lower, as will have been seen from the table on p. [39].

A comparison of the foregoing tables show that the crib at five-card Cribbage is likely to be much more important than the hand, and this furnishes us with a safe principle for the guidance of the player in laying out. In the case of the dealer, he should lay out for crib such cards as are most likely to form valuable combinations, even though he may, to some extent, sacrifice the scoring value of his hand. Conversely, it is to the interest of the non-dealer to lay out such cards as are likely to "baulk the crib," as it is termed, even though he may to some extent injure his own hand in doing so. On close examination of the tables, it will be found that the cards most likely to help the crib are pairs. If the other three cards chance to be in sequence, they are worth, standing alone, three only, but the addition of duplicates of either of the series will bring their value (for runs and pair-royal) up to fifteen, independently of any other points they may contain. Or suppose, with six as start, that the dealer has thrown out a four and a five, these are worth five only; but if the non-dealer had been rash enough to throw out a pair, either of fours or sixes, the score would run up to twenty-one. If the non-dealer had thrown out a pair of fives, it would have been twenty-three.

Next to a pair, two cards forming a fifteen, or two cards in sequence, are most likely to help the crib, and should therefore be preferred by the dealer, and eschewed by the non-dealer—the more so, if they chance to answer both conditions—e.g. a seven

and eight. Next to cards in sequence come cards only one or two points apart, as the cards of the opposite player may fill up the gap, and convert them into sequence cards. Of single cards, a five is the most likely to score, inasmuch as there are sixteen tenth cards to four of any other denomination, and the chances of its forming part of one or more fifteens are therefore considerable. The cards which are least likely to make for crib are king and ace, inasmuch as nothing save queen, knave can convert a king into a sequence card, and nothing save a two and three can convert the ace into a sequence card. The best cards for the non-dealer to throw out are therefore a king or ace, and some second card so far removed from the first that the two cannot form part of the same sequence. King or queen, with nine, eight, seven, six, or ace, are good "baulking" cards; likewise two or ace, with seven, eight, nine, or ten. The non-dealer should never throw out a knave if he can help it, as the start may cause it to score a point for "nob." In like manner, the non-dealer should avoid laying out two cards of the same suit, as he thereby runs the risk of a flush in crib.

In the play of the hand the guiding principle should be to give to the adversary the fewest possible opportunities of scoring. Bearing this in mind, it will be seen that the best card to lead at the outset is an ace, two, three, or four, as the second player cannot make fifteen, and the chance of doing so will revert to the first player. A five, on the other hand, is a very bad lead, inasmuch as, from the greater number of tenth cards in the pack, it gives the second player the best possible opportunity of making fifteen. If the leader holds duplicates of

ace, two, three, or four, one of them is a very good lead; for if the second player should pair, the leader will have the opportunity of making a pair-royal. Failing pairs, if the leader hold two cards which together make five, i.e. two and three, or ace and four, it is good to play one of them, when, if the adversary play a tenth card, the leader will be enabled to make fifteen. Likewise, if the leader hold a six and a three, a four and a seven, or a three and a nine, the first card of the couple is a safe lead, for if it is paired, the second will make fifteen. On the other hand, should the second player play a tenth card to the lead, the first player may pair it with perfect safety, for no pair-royal can be made without overpassing the limit, thirty-one.

As regards the second player, he will generally do well to make fifteen if he can. If a low card, i.e. a four or less, has been led, he has no choice, in the majority of cases, but to leave the fifteen to his adversary; but he should carefully avoid playing such a card as will enable the adversary to score not merely the fifteen, but a pair or sequence in addition. On a four led, for instance, it would be very unwise to play either a six or a five, as in such cases respectively, a five or six played by the first player would give him both fifteen and a sequence. On a three it would be equally wrong to play a six; on a seven a four; on a nine a three, or on an ace a seven; for a like card played by the first player would give him both fifteen and a pair. Again, it is in general unwise for second player to play a close card (i.e. next or next but one to the lead), as he thereby gives the adversary the chance of a "run." If he is in a position to continue the run, he may of course play

a close card with impunity. The points of "five" and "twenty-one" are to be avoided, as a tenth card played by the adversary will in such case make him fifteen or thirty-one. Similarly, it is bad play to make fourteen or thirty (i.e. one short of fifteen or thirty-one) with an ace; to make thirteen or twenty-nine (two short) with a two; twelve or twenty-eight with a three; eleven or twenty-seven with a four; as in either of such cases, should the adversary be able to pair, he will thereby score four holes. The only exception is where the player chances to hold two deuces or aces, in which case it will be worth while to make twenty-nine or thirty respectively with one of such cards, on the chance of the opponent holding no deuce or ace, in which case the first player will himself gain the advantage of the double score.

Some discretion is needful in pairing the card first led, as the first player may be aiming at a pair-royal, and the temporary gain of two points may be counter-balanced by six to the adversary. Where, however, the player holds two of the card led, it may be paired without hesitation. The chances are much against the dealer's being in a position to make a pair-royal, and if he should, it can be capped (unless the card be over seven) by the double pair-royal of the last player.

A further point to be considered, in deciding whether to make a pair or sequence, is the state of the score. It is calculated that the non-dealer, at five-card cribbage, should make, on an average, six in hand and play; the dealer eleven, or a shade more, in hand, play, and crib. When each has dealt once, they should stand abreast at seventeen

to eighteen, and so on throughout the game. The player who has maintained this average is said to be "home," and a player who is in this condition at an advanced state of the game, should run as few risks as possible; should avoid pairing, play wide cards to avoid sequences, and so on. This is known as "playing off." If, on the other hand, he is behind his proper position, his chance of winning will depend, in a great degree, on his making more than the average number of points in play. In such case, he should embrace every opportunity of making a fifteen, a pair, or a sequence, even at the risk of giving opportunities to the enemy. This is known as "playing on." As there are sixteen tenth cards in the pack, and ten out of fifty-two are dealt, the probabilities are in favour of the players holding originally three between them, and this probability should be borne in mind, as the so doing will often help the player to a thirty-one. Suppose that the leader starts with queen, and that the other player has no tenth card, but has a seven and a four, an eight and a three, or a nine and a two. In such case it is good policy to play the seven, eight, or nine. If the first player again plays a tenth card, the second will be enabled, with his small card, to score thirty-one. If the second player have no tenth card in his own hand, the probability of his opponent holding more than one is proportionately increased.

It may be useful to illustrate these elementary principles by the play of a couple of imaginary hands. Let us suppose that A (elder hand) has the queen and six of hearts, nine of clubs, eight of diamonds and seven of spades. And B (dealer) the

ace and ten of hearts, ten of clubs, five of spades, and four of diamonds.

It will be observed that A has four cards, six, seven, eight, nine, in sequence, of which either the six and nine or the seven and eight will form a fifteen. His fifth card, the queen, does not and cannot score with either of the others. Obviously the queen should form one card of his lay-out. Of the four remaining, he will naturally keep three in sequence. Which shall he throw out, the six or the nine? The six in one respect is preferable, inasmuch as it cannot be brought into sequence with the queen, whereas the nine might possibly be so. On the other hand, the six is of the same suit as the queen, and might help towards a flush. He decides, therefore, to throw out queen, nine, retaining the six, seven, and eight.

B's proper course is clearly to throw out the ace of hearts and four of diamonds, retaining the two tens and the five, which are good for six points, viz. fifteen four and a pair, and with a five or ten start would be worth twelve. On the other hand, should there be one or more tenth cards in the crib, the four and ace will give them a scoring value.

The cards are cut, and B turns up the queen of clubs.

A leads the seven of spades, saying, "seven." This is his best lead. If B should play an eight, making fifteen, A will be enabled to continue with the six, and so score a run of three.[[19]] But B cannot make a fifteen, and it is therefore his best policy to

go beyond that point. He plays the ten of hearts, saying, "Seventeen," or more shortly, "'-teen." A has no card which will score, and he therefore plays his highest, as the nearer he gets to thirty-one the fewer chances does he leave his opponent of getting closer to that number. He plays the eight of diamonds, saying, "Twenty-five." B plays the five of spades—"Thirty." "Go," says A. B scores one for last card, and the play of the hand is at an end.

The cards are turned up, and A counts his hand. The start has left him "no better." He scores fifteen two for the seven and eight, and three points for the run—five in all.

B is rather better off. With the start he has fifteen six and a pair—eight in all. In crib the start has helped him considerably. Without it he had fifteen two only—the ace and four combining with the queen of hearts; with the start he has six—fifteen four and a pair. The nine is useless.

A having taken his three points as non-dealer, the score stands eight to fifteen. It is now A's turn to deal, and the cards fall as follows: B has king and eight of hearts, seven of spades, eight of diamonds and three of clubs. And A (dealer) five and nine of diamonds, three of spades, ten of hearts and six of clubs.

B throws out the king of hearts and three of clubs; A, the six of clubs and nine of diamonds. The cards are cut, and the six of diamonds is turned up.

B leads the eight of hearts. This is a safe lead, for, if A scores fifteen, B can pair him; if A pairs, B can make a pair-royal. A, not being able to do