FREE BOOKS

Author's List




PREV.   NEXT  
|<   64   65   66   67   68   69   70   71   72   73   74   75   76   77   78   79   80   81   82   83   84   85   86   87   88  
89   90   91   92   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   109   110   111   112   113   >>   >|  
his cards, and if he be dissatisfied with them, he may propose--that is, change any or all of them for others from the stock, or remainder of the pack on the table. Should he propose, he says, "I propose," or "cards," and it is in the option of the dealer to give or refuse cards. When he decides to give, he says, "I accept," or "How many?" Should he refuse to change he says, "I decline," or "Play." The dealer may, if he accept the proposal, change any or all the cards in his own hand. Sometimes a second discard is allowed, but that must be by previous agreement. Of course the non-dealer may play without discarding, in which case the dealer must play his own hand without changing any of his cards. When the hands are arranged the non-dealer plays a card, which is won or lost by the playing of a superior card of the suit led. The second must follow suit, or win the trick if he can; otherwise he may throw any card he chooses. The order in value of the cards is--king, queen, knave, ace, ten, nine, eight, seven. The winner of the trick leads for the next trick, and so on, till the five cards on each side are played. The winner of three tricks scores one point; if he win the whole five tricks--the _role_--he scores two points; if he hold the king, he names it before playing his first card--"I mark king." Should the non-dealer play without proposing, and fail to make three tricks, his adversary marks two points; should the dealer refuse to accept and fail to win three tricks, his opponent scores two. The game is five up; that is, the player who first marks five points, wins. The score is marked by two cards, a three and a two, or by counters. The deal is taken alternately; but when the play is for rubbers it is usual to cut for deal at the end of each rubber. [KNOWLEDGE IS MODEST, CAUTIOUS, AND PURE.] 119. Rules of Ecarte. i. Each player has right to shuffle the cards above the table. ii. The cut must not be fewer than two cards off the pack, and at least two cards must be left on the table. iii. When more than one card is exposed in cutting, there must be a new deal. iv. The highest ecarte card cut secures the deal, which holds good even though the pack be imperfect. v. The dealer must give five cards to each by three and two, or by two and three, at a time, which plan must not be changed, duri
PREV.   NEXT  
|<   64   65   66   67   68   69   70   71   72   73   74   75   76   77   78   79   80   81   82   83   84   85   86   87   88  
89   90   91   92   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   109   110   111   112   113   >>   >|  



Top keywords:

dealer

 

tricks

 

points

 

scores

 

accept

 

propose

 
Should
 

change

 

refuse

 

playing


winner
 

player

 

rubbers

 

KNOWLEDGE

 

rubber

 

changed

 

counters

 

marked

 
MODEST
 

alternately


exposed

 
cutting
 

opponent

 

secures

 

ecarte

 
highest
 

Ecarte

 
imperfect
 

shuffle

 

CAUTIOUS


discarding

 

agreement

 

allowed

 

previous

 

changing

 

superior

 

arranged

 
discard
 

Sometimes

 

remainder


dissatisfied
 
option
 

decides

 
proposal
 
decline
 
follow
 

played

 

adversary

 

proposing

 

chooses