The third hand is marked with whatever cards of the sequence K Q J are not in the caller’s hand. Many players fall into the error of leading the highest card of a losing sequence, such as a 6 from 6 5 4 3. This accomplishes nothing, and only discloses to the adversaries the fact that the caller is safe in that suit. The three is the better lead. _=Following Suit.=_ The caller should usually play a card as little inferior as he can to the highest already on the trick. When he has cards of equal value, such as the 5 and 2, the 3 and 4 being already on the table, he should play the lower card of the fourchette; for although it may be said that the fourth player must take the trick, there is no certainty that he will follow suit. When second hand, if there is a choice between two cards, such as the 6 and 2, an intermediate card having been led, it is often a nice point to decide whether or not to risk covering and keeping the deuce. If the deuce is played, it must be remembered that the adversaries will follow with their highest cards, leaving two cards out against the caller, both smaller than the 6. _=Discarding.
This rule is commonly expressed by saying that a player may _=follow suit or trump=_. The highest card played of the suit led wins the trick, and trumps win all other suits. The winner of the trick takes it in, and leads for the next one, and so on until all the cards have been played. The tricks themselves have no value except for the court cards and Tens they contain. As High, Jack, and Game are always counted by the player holding those points at the end of the play, there can be no question about them: but serious disputes sometimes arise as to who played Low. The best method of avoiding this is for each player, as the game proceeds, to announce and claim the lowest trump which has so far appeared, and instead of giving it to the current trick, to leave it turned face up in front of him if it is of no counting value. For instance: Four are playing, and a round of trumps comes out, the six being the lowest. The player holding it announces: “Six for Low,” and keeps the card face up in front of him until some smaller trump appears. It often happens that a player holds a 7 or 8, and having no idea that it will be Low, takes no notice of it. At the end of the hand it is found that both the 7 and 8 are out, the 7 being Low, and the holders of those two cards get into an argument as to which card each of them held.
, the even numbers at Roulette. See Impair. Pairs, in Duplicate Whist, the partners sitting N and S, or E and W. Any two cards of the same denomination. Pairs Royal, any three cards of the same denomination. Partie, F., a game which requires a number of deals to decide it. Pass, to decline any undertaking in a game. Passe, F., the numbers from 19 to 36 at Roulette.
55). This game was Ghost in the Copper in London. It was played in the same way as above. Chairs formed the copper, and the ghost crouched down behind. The Mother was washing at a tub, also formed with two chairs. The eldest daughter was told she could not go to school to-day; she must stop at home and help hang up the clothes. The other children go to play. The Mother said, Here, Jane, take this (pretending to give her a garment out of the wash-tub) and put it in the copper, and push it down well with the stick. Jane goes to the copper and pretends to take off the lid. When she puts the washed garment in, and pokes down with the stick, the Ghost jumps up.
It is universally admitted by good judges that a player can lose more money at twenty-five cent show-down than he will at two-and-a-half Poker. There are several other variations in the manner of arranging the stakes and the betting limits, but they will be better understood after the game itself has been described. _=DEALING.=_ The age having put up the amount of the blind, and the cards having been shuffled by any player who chooses to avail himself of the privilege, the dealer last, they are presented to the pone to be cut. The pone may either cut them, or signify that he does not wish to do so by tapping the pack with his knuckles. Should the pone decline to cut, no other player can insist on his so doing, nor do it for him. Beginning on his left, the dealer distributes the cards face down one at a time in rotation until each player has received five cards. The deal passes to the left, and each player deals in turn. _=IRREGULARITIES IN THE DEAL.=_ The following rules regarding the deal should be strictly observed:-- If any card is found faced in the pack the dealer must deal again.
, winning all the tricks. Cards, the number of tricks over six at Whist, such as “two by cards.” The majority of cards at Cassino. Carrer, (se) to straddle the blind. Contre-carrer, to over-straddle. Carrom, see cannon. Cartes, F., playing cards. Carte Blanche, a hand which does not contain K, Q or J. Carte Roi, F.
| | | | (No. 2). | | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- |Draw a bucket of | | | | |water. | | 2.|Sift the lady s |Sieve my lady s | -- | | |oatmeal. |oatmeal. | | | 3.|Sift it into flour. |Grind my lady s flour.