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or make the trump. "March,"--taking five tricks. "Love Game," "Slam," or "Double,"--where the score is five to nothing. "Lap,"--is where more points are made than are necessary to win a game, and are carried to the next game. "Rubber,"--consists of three games. When, however, a lap is made in the third game, a fourth must be played. A "Lay Card," or an "Outsider,"--is a card of a different suit from the trump. [Illustration] GENERAL REMARKS. The following points are written simply for the information of those not thoroughly conversant with the game of Euchre. It is not the intention of the authors to write a treatise on the game, but merely to illustrate a few conventional plays, most of which are in use among the best exponents of the game. There can be no absolute rules about the play in Euchre, as in Whist, as the number of cards is so few that the importance of each play is intensified, and the score has so great an influence on the hand. The exceptions also are perhaps almost as numerous as the rules; but if the beginner will accept as a guide the appended hints, it is thought they will not lead him far astray. The play of the cards is governed by the card sense of the individual. The refinement of the game consists in playing to the score, which is quite peculiar to Euchre, since it is so constantly changing. The same hand should suggest different ideas at different scores. A player should school himself to notice the score before he picks up his hand. No attempt has been made to go beyond the adoption of the trump, passing, assisting, and the original lead or play, at the risk of being confusing. A beginner should follow these hints pretty closely. A good Euchre player can make his own exceptions; but they should be made with careful consideration, and not abused. ELDEST, OR FIRST HAND. When the right is not turned, order with three medium trumps or better, and some strength in suit, _provided you have nothing to go to_; for example, ace, queen, ten of the turn-up, and two cards of another suit. Do not order (unless with great strength) if you can make it next; for example, queen of clubs turned up, you hold right, ten, and nine of clubs, and king and ten of spades; or left, ace and seven of clubs, seven of spades, and seven of diamonds. In both of these cases pass, and make it next. Make it next when you can, and do not cross the suit, unless very strong, e
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