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If the opposite colour wins, he pays all bets in the triangle marked _=Inverse=_. All bets are paid in even money, there being no odds at this game. Although black is the first colour dealt for, both it and inverse are ignored in the announcement of the result, red and colour being the only ones mentioned, win or lose. If the same number is reached for both colours, it is called a _=refait=_, and is announced by the word, “Après,” which means that all bets are a stand-off for that coup. If the refait happens to be exactly 31, however, the bank wins half the money on the table, no matter how it is placed. The players may either pay this half at once, or may move their entire stake into the first prison, a little square marked out on the table, and belonging to the colour they bet upon. If they win the next coup, their stake is free; if not, they lose it all. Should a second refait of 31 occur, they would have to lose a fourth of this imprisoned stake, and the remainder would be moved into a second prison, to await the result of the next coup, which would either free it or lose it all. _=Probabilities.=_ It has been found that of the ten numbers that can be dealt, 31 to 40, the number 31 will come oftener than any other.

A long suit containing the deuce should be avoided as long as possible. The caller’s cards may sometimes be inferred if there has been a previous call on the hand. For instance: A misère may be a forced call; that is, the player first called a proposal, and not being accepted, was forced to amend his call, choosing misère in preference to solo. This would indicate a long weak suit of trumps. If the dealer calls misère, the turn-up trump should be carefully noted. It is useless to persevere in suits in which the caller is evidently safe. If he plays a very low card to a trick in which there is already a high card, that suit should be stopped. _=Discarding.=_ An adversary should get rid of some one suit, if possible; for when that suit is afterwards led he will have free choice of his discards in the other suits. Short suits should be discarded in preference to high cards in long suits, unless the cards in the short suit are very low.

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5. _=Transversale Six=_, placed on the line at the end, taking in the three numbers horizontally above and below. This pays 5 for 1. Limit is 1,200 francs. 6. _=Bas.=_ At the bottom of any of the three vertical columns, taking in the twelve numbers. This pays 2 for 1. Limit is 3,000 francs. 7.

_=DEALING.=_ Any player has the right to shuffle the pack, the dealer last. The cards are then presented to the pone to be cut, and as many cards as there are players must be left in each packet. Beginning on his left, the dealer gives five cards to each player; two on the first round and three on the next, or three and then two. After all are helped, the next card is turned up on the remainder of the pack, and the suit to which it belongs is the trump for that deal. _=MISDEALING.=_ If there is any irregularity in the deal which is not the dealer’s fault, such as any card except the trump found faced in the pack, or the pack found imperfect, the same person deals again. But if the dealer neglects to have the pack cut, or deals too many or too few cards to any player, or exposes a card in dealing, or does not give the same number of cards to each player on the same round, or counts the cards on the table or those remaining in the pack, it is a misdeal, and the deal passes to the next player on the misdealer’s left. In some places the misdealer is allowed to deal again if he forfeits two counters to the pool. _=ROBBING THE TRUMP CARD.

=_ If any person plays out of his proper turn, the card so played is laid aside as exposed, until it comes to his turn, when it is simply placed on the table with the others. The player in error is not allowed to build or combine it, nor to win anything with it. If a player gathers in a card which does not belong to the combination or build, he must not only return the card improperly taken up, but all others taken in with it, together with his own card, the latter, however, being laid out separately from the others. If the combination was his own build, it must be broken up; if an adversary’s, it must be restored, and left as it was. If a player takes in a build with a wrong card, or takes in a wrong combination, or gathers cards to which he is not entitled, the error must be challenged and proved before the next trick is taken in by another player, because only the last trick gathered can be seen. If a player makes a build without the proper card in his hand to win it, on discovery of the error, the combination must be broken up, and the adversaries may take back the cards they have played in following the erroneous build, and may amend their play. If, however, another player has won the erroneous build, there is no penalty, nor any remedy. _=Showing.=_ After the last card has been played, each player counts his cards face downward, and announces the number. The player having the majority scores the three points for cards.

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