CHAMBERS'S INFORMATION FOR THE PEOPLE. 



remaining in ; and by means of this knowledge, j 

 they will be able to play the end of the hand to 

 the same advantage as though they had seen all 

 the cards. 



And lastly, and most important of all, players 

 should play to the score. Thus, wanting but one 

 trick to save or win the game, a winning card 

 should be played at once. The example is stated 

 as for one trick ; but it should always be kept in 

 mind how many tricks are requisite to win or 

 save the game, or even a point, and the play 

 should be varied accordingly. 



The previous condensed outline embodies the 

 principal rules of play. For more detailed infor- 

 mation, the reader is referred to Professor Pole's 

 Essay on the modern scientific game (Longman, 

 Green, &c.) ; CavendisKs Principles of Whist 

 (De la Rue & Co.) ; and ' J. C.'s ' Treatise on the 

 game (Harrison). They should be read in the 

 order here indicated. 



When whist is played by three players, which 

 is known as playing Dummy, one hand, called 

 Dummy's, is exposed on the table, and played by 

 one of the players. The only peculiarities of this 

 game are, that Dummy deals at the commence- 

 ment of every rubber, is not liable to the penalty 

 for a revoke, because his adversaries see his 

 cards, and is not liable to any penalty for an 

 error from which he can gain no advantage. 

 Double Dummy, played by two players with two 

 exposed hands, differs from Dummy only in this 

 that there is no misdeal, the deal being a dis- 

 advantage. 



CRIBBAGE. 



This game is played with the whole pack of 

 cards, and by two, three, or four persons, as the case 

 may be. When there are three, they play against 

 each other ; when four, two play as partners, as in 

 the case of whist The value of the cards in crib- 

 bage is the same as in whist ; but in counting, the 

 court cards count for ten each, and the ace for one, 

 and there are no trumps, excepting the knave 

 of the suit turned up. The mode of playing dif- 

 fers according to the number of cards dealt ; the 

 number being generally five or six. The game 

 consists of sixty-one points, and to keep score or 

 reckoning, an apparatus called a cribbage-board 

 is employed. This board possesses holes for the 

 scoring of each party, and the scoring is made 

 by means of pegs. The player who is able to 

 bring his peg into the last hole first wins the game. 

 The terms used in the game are as follows : 

 Crib, cards laid out by each player, the dealer 

 scoring whatever points are made by them. Pairs, 

 two cards of the same denomination, as two aces 

 or two kings. They reckon for two points, whether 

 in hand or play. Pairs royal, three cards of the 

 same value. They reckon for six points, whether 

 in hand or play. Double pairs royal, four cards 

 of the same value. They reckon for twelve points, 

 whether in hand or play. The points gained by 

 pairs, pairs royal, and double pairs royal, in play- 

 ing, are made as follows : your adversary having 

 played a seven, and you another, constitutes a 

 pair, and entitles you to score two points ; your 

 antagonist then playing a third seven, makes a 

 pair royal, -and he marks six ; and your playing 

 a fourth seven is a double pair royal, and entitles 

 you to twelve points. Fifteens, any combination, 

 IN 



whether of two or more cards in your hand, or of 

 cards put down in play, which makes up fifteen, 

 e.g., a ten and a five ; or an eight, a two, and a five, 

 which entitles you to score two points. Sequences, 

 three or four, or more successive cards, either to- 

 gether in the hand, or played in succession. They 

 reckon for as many points as there are cards in 

 the sequence, either in hand or play. In play, it 

 is of no consequence in what order cards of a 

 sequence are thrown down : thus, your adversary 

 playing an ace, you a five, he a three, you a two, 

 then he a four, he counts five for the sequence. 

 A -flush is formed by three or more cards, all of one 

 suit, and reckons for as many points as cards. 

 For a flush in the crib, the card turned up must be 

 of the same suit as those in the crib. For a flush 

 in hand, this is not necessary. The go is gained 

 by the last player when no card can be played 

 without exceeding thirty-one ; he takes one point 

 when the number made is under thirty-one, but if 

 the number makes thirty-one, he takes two. 



FIVE-CARD CRIBBAGE. 



Proper cribbage is played with five cards, and 

 we shall give a description of it in reference to 

 two persons. 



After the dealer has been determined by cutting, 

 as in whist, the cards are dealt one alternately, to 

 the extent of five for each player. The non- 

 dealer takes three points on the board (as com- 

 pensation for his not having the crib). Each 

 player then proceeds to lay out two of the five 

 cards for the crib, which always belongs to the 

 dealer. The non-dealer cuts the remainder of 

 the pack, and the dealer turns up the uppermost. 

 This card, whatever it may be, is reckoned by 

 each party in hand or crib. When it happens to 

 be a knave, the dealer scores two points to his 

 game. 



After laying out and cutting, as above mentioned, 

 the elder hand plays any card he pleases. The 

 other endeavours to pair, or to find one, the points 

 of which, reckoned with the first, will make 

 fifteen ; then the non-dealer plays another card, 

 trying to make a pair, or pair royal, and so on 

 alternately till the points of the cards played make 

 thirty-one, or the nearest possible number under 

 that When the player whose turn it may be to 

 play cannot produce a card that will make thirty- 

 one, or come in under that number, he says ' Go ' 

 to his antagonist, who thereupon is to play any 

 card he has that will come in to make thirty-one, 

 whereby he makes two points, or to score one for 

 the ' end hole.' The last player has besides oppor- 

 tunities of making pairs or sequences. Such cards 

 as remain after this are not to be played ; but 

 each player having, during the play, scored his 

 points gained, proceeds to count and take, the 

 non-dealer first for his hand, then the dealer for 

 his hand and the crib, reckoning the cards every 

 way they possibly can be varied, and always in- 

 cluding the turned-up card. The points are 

 reckoned as follows : 



For every fifteen, two points ; for every pair, or 

 two of a sort, two points ; for every pair royal, or 

 three of a sort, six points ; for every double pair 

 royal, or four of a sort, twelve points ; for every 

 sequence of any sort, according to the number ; 

 for every flush, according to the number ; for 

 the knave of the suit turned up, one point (unless 







