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it; king or queen, with an ace, six, seven, eight, or nine, are good ones to put out. Low cards are generally the most likely to gain at play; the flushes and sequences, particularly if the latter be aiso flushes, are eligible hands, as thereby the player will often be enabled either to assist his own crib, or baulk that of the opponent; a knave should never be put out for his crib, if it can be retained in hand. 87. Three or Four-Hand Cribbage differs little from the preceding. They put out but one card each to the crib, and when thirty-one, or the nearest to that has been made, the next eldest hand leads, and the players go on again in rotation, with the remaining cards, till all are played out, before they proceed to show hands and crib. For three-handed cribbage triangular boards are used. 88. Three-Hand Cribbage is sometimes played, wherein one person sits out, not each game, but each deal in rotation. In this the first dealer generally wins. 89. Six-Card Cribbage. The two players commence on an equality, without scoring any points for the last, retain four cards in hand, and throw out two for crib. At this game it is of advantage to the last player to keep as close as possible, in hope of coming in for fifteen, a sequence, or pair, besides the end hole, or thirty-one. The first dealer is thought to have some trifling advantage, and each player may, on the average, expect to make twenty-five points in every two deals. The first non-dealer is considered to have the preference, when he gains ten or more the first hand, the dealer not making more than his average number. 90. Eight-Card Cribbage is sometimes played. Six are retained in hand, and the game is conducted on the same plan as before. 91. All Fours is usually played by two persons; not unfrequently by four. Its name is derived from the four chances, called _high, low, Jack, game_, each making a point. It is played with a complete pack of cards, six of which are to be dealt to each player, three at a time; and the next card, the thirteenth, is turned up for the trump by the dealer, who, if it prove a knave, scores one point. The highest card cut deals first. The cards rank the same as at whist--the first to score ten points, wins. 92. Laws of All-Fours. i. A new deal can be demanded for an exposed card, too few or too many cards dealt; in the l
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