Page images
PDF
EPUB

CASSINO.

CASSINO is generally played by four people, but occasionally by three or two; the points consist of eleven, and the lurch is six.

The points are thus calculated:

That party which obtains the great cassino

(or ten of diamonds) reckons.

Ditto, little cassino (the deuce of spades)..

The four aces one point each........

The majority in spades

The majority of cards.....

Besides a sweep before the end of the game,

when any player can match all on the
board, reckons

[merged small][merged small][ocr errors][merged small][ocr errors][merged small][ocr errors][merged small][ocr errors][merged small]

In some deals at this game it may so happen, that neither party wins any thing, 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.

LAWS.

The deal and partners are determined by cutting, as at whist, and the dealer gives four cards by one at a time to every player, and either regularly as he deals, or by 1, 2, 3, or 4, at a time, lays four more face upwards on the board, and after the first cards are played, four others are to be dealt to each person till the pack is concluded; but it is only in the first deal that any cards are to be turned up.

The deal is not lost when a card is faced by the dealer, unless in the first round before any of the four cards are turned up, on the table; but if a card happens to be faced in the pack before any of the said four are turned up, then the deal must be begun again.

Any person playing with less than four cards must abide by the loss, and should a card be found under the table, the player whose number is deficient is to take the same.

Each person plays one card at a time, with which he may not only take at once every card of the same denomination on the table, but likewise all that will combine therewith; as for instance, a ten takes not only every ten, but also nine and ace, eight and deuce, seven and three, six and four, or two fives; and if he clears the board before the conclusion of the game he scores a point, and whenever any player cannot pair or combine, then he is to put down a card.

The number of tricks are not to be examined or counted before all the cards are played, nor may any trick but that last won be looked at, as every mistake must be challenged immediately.

After all the pack is dealt out, the player who obtains the last trick sweeps all the cards then remaining unmatched on the table.

RULES.

The principal objects are to remember what has been played; and when no pairs or combinations can be made, to clear the hand of court cards, which cannot be combined, and are only of service in pairing or in gaining the final sweep: but if no court cards are left, it is best to play any small ones, except aces, as thereby combinations are often prevented.

In making pairs and combinations a preference should generally be given to spades, for obtaining a majority of them may save the game.

When three aces are out, take the first opportunity to play the fourth, as it then cannot pair; but when there is another ace remaining, it is better even to play the little cassino, that can only make one point, than to risk the ace, which may be paired by the opponent, and make a difference of two points; and if great cassino and an ace be on the board prefer the ace, as it may be paired or combined, but great cassino can only be paired.

Do not neglect sweeping the board when opportunity offers; always prefer taking up the card laid down by the opponent, also as many as possible with one, endeavouring likewise to win the last cards or final sweep.

While great or little cassino is in, avoid playing either a ten or a deuce.

When you hold a pair, lay down one of them, unless when there is a similar card on the table, and the fourth not yet

out.

Attend to the adversaries' score, and, if possible, prevent them from saving their lurch, even though you otherwise seemingly get less yourself, particularly if you can hinder them from clearing the board.

At the commencement of a game, combine all the cards possible, for that is more difficult than pairing; but when combinations cannot be made, do not omit to pair, and also care. fully avoid losing opportunities of making tricks.

QUINZE.

THIS is a French game. It is usually played by only two persons, and is much admired for its simplicity and fairness; as it depends entirely upon chance, is soon decided, and does not require that attention which most other games on the cards do: it is, therefore, particularly calculated for those who love to sport upon an equal chance.

It is called Quinze from fifteen being the game; which must be made as follows:

1. The cards must be shuffled by the two players, and when they have cut for deal, which falls to the lot of him who cuts the lowest, the dealer has the liberty at this, as well as at all other games, to shuffle them again.

2. When this is done, the adversary cuts them; after which the dealer gives one card to his opponent, and one to himself.

3. Should the dealer's adversary not approve of his cards, he is entitled to have as many cards given to him; one after the other, as will make fifteen, or come nearest to that number; which are usually given from the top of the pack: for example, If he should have a deuce, and draws a five, which amount to seven, he must continue going on, in expectation of coming nearer to fifteen. If he draws an eight, which will

make just fifteen, he. as being eldest hand, is sure of winning the game. But if he overdraw himself, and make more than fifteen, he loses, unless the dealer should happen to do the same; which circumstance constitutes a drawn game, and the stakes are consequently doubled. In this manner they persevere, until one of them has won the game, by standing, and being nearest to fifteen.

4. At the end of each game, the cards are packed and shuffled, and the players again cut for deal.

5. The advantage is invariably on the side of the elder

hand.

CONNEXIONS.

THIS game may be played by either three or four people; if the former number, ten cards each are to be given; but if the latter, then only eight a-piece, which are dealt and bear the same import as at whist, except that diamonds are always trumps here.

The connexions are formed as follows,

1. By the two black aces.

2. The ace of spades and king of hearts. 3. The ace of clubs and king of hearts.

For the first connexion 28. are drawn from the pool; for the second 18.; and for the third, and by the winner of the majority in tricks, 6d. each is taken. These sums are supposing guineas staked, but 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 connexion, and after a connexion any following player may trump without incurring a revoke, and also whatsoever 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.

While great or little cassino is in, avoid playing either a ten or a deuce.

When you hold a pair, lay down one of them, unless when there is a similar card on the table, and the fourth not yet

out.

Attend to the adversaries' score, and, if possible, prevent them from saving their lurch, even though you otherwise seemingly get less yourself, particularly if you can hinder them from clearing the board.

At the commencement of a game, combine all the cards possible, for that is more difficult than pairing; but when combinations cannot be made, do not omit to pair, and also care. fully avoid losing opportunities of making tricks.

QUINZE.

THIS is a French game. It is usually played by only two persons, and is much admired for its simplicity and fairness; as it depends entirely upon chance, is soon decided, and does not require that attention which most other games on the cards do: it is, therefore, particularly calculated for those who love to sport upon an equal chance.

It is called Quinze from fifteen being the game; which must be made as follows:

1. The cards must be shuffled by the two players, and when they have cut for deal, which falls to the lot of him who cuts the lowest, the dealer has the liberty at this, as well as at all other games, to shuffle them again.

2. When this is done, the adversary cuts them; after which the dealer gives one card to his opponent, and one to himself.

3. Should the dealer's adversary not approve of his cards, he is entitled to have as many cards given to him; one after the other, as will make fifteen, or come nearest to that number; which are usually given from the top of the pack: for example, If he should have a deuce, and draws a five, which amount to seven, he must continue going on, in expectation of coming nearer to fifteen. If he draws an eight, which will

« PreviousContinue »