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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