FREE BOOKS

Author's List




PREV.   NEXT  
|<   51   52   53   54   55   56   57   58   59   60   61   62   63   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   >>   >|  
s, a seven, and an eight " 10 Two sixes, a three, and a nine " 8 A seven, eight, nine, ten, and knave " 7 A six, seven, eight, nine, and ten " 9 A six, seven, eight, and nine " 8 A six, five, and two sevens " 8 Any double sequence of three cards and a pair (as knave, queen, and two kings). " 6 Any sequence of three cards and a fifteen " 5 Any sequence of four cards and a fifteen (as seven, eight, nine and ten) counts 6 Any sequence of six cards " 6 Any sequence of four cards and a flush " 8 Any flush of four cards and a fifteen " 6 Any flush of four cards and a pair " 6 The highest number that can be counted from five cards is 29--made from four fives and a knave; that is, three fives and a knave of the suit turned up, and a five on the pack--for the combinations of the four fives, 16; for the double pair-royal, 12; his nob, 1-29. [RUSTLE IS NOT INDUSTRY.] 86. Maxims for laying out the Crib Cards. In laying out cards for the crib, the player should consider not only his own hand, but also to whom the crib belongs, as well as the state of the game; for what might be right in one situation would be wrong in another. Possessing a pair-royal, it is generally advisable to lay out the other cards for crib, unless it belongs to the adversary. Avoid giving him two fives, a deuce and a trois, five and six, seven and eight, five and any other tenth card. When he does not thereby materially injure his hand, the player should for his own crib lay out close cards, in hope of making a sequence; or two of a suit, in expectation of a flush; or cards that of themselves reckoned with others will count fifteen. When the antagonist be nearly up, and it may be expedient to keep such cards as may prevent him from gaining at play. The rule is to baulk your adversary's crib by laying out cards not likely to prove of advantage to him, and to lay out favourably for your own crib. This applies to a stage of the game when it may be of consequence to keep in hand cards likely to tell in play, or when the non-dealer would be either out by his hand, or has reason for thinking the crib of little moment. A king and a nine is the best baulk, as none can form a sequence beyond
PREV.   NEXT  
|<   51   52   53   54   55   56   57   58   59   60   61   62   63   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   >>   >|  



Top keywords:

sequence

 

fifteen

 

laying

 

player

 

belongs

 

double

 

adversary


reckoned

 

making

 

materially

 
antagonist
 

expectation

 

injure

 
advantage

reason

 

dealer

 

thinking

 

moment

 
consequence
 

gaining

 

prevent


expedient

 
applies
 

favourably

 

combinations

 
turned
 

RUSTLE

 

counted


number

 

sevens

 
counts
 

highest

 
INDUSTRY
 
Possessing
 

situation


generally

 

advisable

 

giving

 

Maxims