Enquire within upon everything The great Victorian-era domestic standby
v. If the dealer give himself more cards than are his due, the
adversary may add a point to his game, and call a fresh deal, or draw the extra cards from the dealer's hand.
vi. No bystander must interfere, under penalty of paying the stakes.
vii. Either party saying, "_I put_"--that is, "I play"--cannot retract, but must abide the event of the game, or pay the stakes.
[KNOWLEDGE MAKES HUMBLE.]
105. Speculation
is a lively round game, at which several may play, with a complete pack of cards, bearing the same value as at whist. A pool is made with fish or counters, on which such a value is fixed as the company may agree. The highest trump in each deal wins the pool; and should it happen that not one trump be dealt, then the company pool again, and the event is decided by the succeeding deal. After determining the deal, &c., the dealer pools six fish, and every other player four; then three cards are given to each, by one at a time, and another turned up for trump. The cards are not to be looked at, except in this manner: The eldest hand shows the uppermost card, which, if a trump, the company may speculate on, or bid for--the highest bidder buying and paying for it, provided the price offered be approved of by the seller. After this is settled, if the first card does not prove a trump, then the next eldest is to show the uppermost card, and so on--the company speculating as they please, till all are discovered, when the possessor of the highest trump, whether by purchase or otherwise, gains the pool. To play at speculation well, recollection is requisite of what superior cards of that particular suit have appeared in the preceding deals, and calculation of the probability of the trump offered proving the highest in the deal then undetermined.
106. Connexions.
Three or four persons may play at this game. If the former number, ten cards each are to be given; but if the latter, only eight are dealt, which bear the same value as at whist, except that diamonds are always trumps. The connexions are formed as follows:
i. By the two black aces.
ii. The ace of spades and king of hearts.
iii. The ace of clubs and king of hearts.
107. For the First Connexion,
2s. are drawn from the pool; for the second, 1s.; for the third, and by the winner of the majority in tricks, 6d. each is taken. These sums are supposing gold staked: when only silver is pooled, then pence are drawn. A trump played in any round where there is a connexion wins the trick, otherwise it is gained by the player of the first card of connexions; and, after a connexion, any following player may trump without incurring a revoke: and also, whatever suit may be led, the person holding a card of connexion is at liberty to play the same; but the others must, if possible, follow suit, unless one of them can answer the connexion, which should be done in preference. No money can be drawn till the hands are finished; then the possessors of the connexions are to take first, according to precedence, and those having the majority of tricks take last.
108. Matrimony.
This game is played with an entire pack of cards, by any number of persons from five to fourteen. It consists of five chances, usually marked on a board, or sheet of paper, as follows:
Best. The Ace of Diamonds turned up. -------------------- Confederacy. | INTRIGUE; OR | Matrimony. King and Knave.| QUEEN AND KNAVE. | King and Queen. -------------------- Pairs. The Highest.
Matrimony is generally played with counters, and the dealer puts what he pleases on each or any chance, the other players depositing each the same quantity, less one--that is, when the dealer stakes twelve, the rest of the company lay down eleven each. After this, two cards are dealt round to every one, beginning on the left; then to each person one other card, which is turned up, and he who so happens to get the ace of diamonds sweeps all. If it be not turned up, then each player shows his hand; and any of them having matrimony, intrigue, &c., takes the counters on that point; and when two or more people happen to have a similar combination, the oldest hand has the preference; and, should any chance not be gained, it stands over to the next deal.--_Observe_: The ace of diamonds turned up takes the whole pool, but when in hand ranks only as any other ace; and if not turned up, nor any ace in hand, then the king, or next superior card, wins the chance styled best.
[IGNORANCE MAKES PROUD.]
109. Pope Joan.
A game somewhat similar to Matrimony. It is played by any number, with an ordinary pack of cards, and a marking or pool board, to be had of most fancy stationers. The eight of diamonds must first be taken from the pack. After settling the deal, shuffling, &c., the dealer dresses the board. This he does by putting the counters into its several compartments--one counter or other stake to Ace, one each to King, Queen, Knave, and Game; two to Matrimony, two to Intrigue, and six to the nine of diamonds, styled the Pope. This dressing is, in some companies, at the individual expense of the dealer, though, the players usually contribute two stakes each towards the pool. The cards are then dealt round equally to every player, one turned up for trump, and about six or eight left in the stock to form stops. For example, if the ten of spades be turned up, the nine becomes a stop. The four kings, and the seven of diamonds, are always fixed stops, and the dealer is the only person permitted, in the course of the game, to refer occasionally to the stock for information what other cards are stops in their respective deals. If either ace, king, queen, or knave happen to be the turned-up-trump, the dealer may take whatever is deposited on that head; but when Pope be turned up, the dealer is entitled both to that and the game, besides a stake for every card dealt to each player. Unless the game be determined by Pope being turned up, the eldest hand begins by playing out as many cards as possible; first the stops, then Pope, if he have it, and afterwards the lowest card of his longest suit--particularly an ace, for that never can be led through. The other players follow, when they can, in sequence of the same suit, till a stop occurs. The player having the stop becomes eldest hand, and leads accordingly; and so on, until some player parts with all his cards, by which he wins the pool (game), and becomes entitled besides to a stake for every card not played by the others, except from any one holding Pope, which excuses him from paying. If Pope has been played, then the player having held it is not excused. King and Queen form what is called matrimony; queen and knave, when in the same hand, make intrigue; but neither these nor ace, king, queen, knave, or pope, entitle the holder to the stakes deposited thereon, unless played out; and no claim can be allowed after the board be dressed for the succeeding deal. In all such cases the stakes remain for future determination. Pope Joan needs only a little attention to recollect what stops have been made in the course of the play. For instance, if a player begin by laying down the eight of clubs, then the seven in another hand forms a stop, whenever that suit be led from any lower card; or the holder, when eldest, may safely lay it down, in order to clear his hand.
[KNOWLEDGE TALKS LOWLY]
110. Cassino.
The game of cassino is played with an entire pack of cards, generally by four persons, but sometimes by three, and often by two.
111. Terms used in Cassino.
i. _Great Cassino_, the ten of diamonds, which reckons for two points.
ii. _Little Cassino_, the two of spades, which reckons for one point.
iii. _The Cards_ is when you have a greater share than your adversary, and reckons for three points.
iv. _The Spades_ is when you have the majority of that suit, and reckons for one point.
v. _The Aces_: each of which reckons for one point.
vi. _Lurched_ is when your adversary has won the game before you have gained six points.
In some deals at this game it may so happen that neither party win anything, as the points are not set up according to the tricks, &c., obtained, but the smaller number is constantly subtracted from the larger, both in cards and points; and if they both prove equal, the game commences again, and the deal goes on in rotation. When three persons play at this game, the two lowest add their points together, and subtract from the highest; but when their two numbers together either amount to or exceed the highest, then neither party scores.
112. Laws of Cassino.