FREE BOOKS

Author's List




PREV.   NEXT  
|<   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   101   102   103   104   105   106   >>   >|  
ints make the game, except when both parties say, "_I put_"--for then the score is at an end, and the contest is determined in favour of the player who may win two tricks out of three. When it happens that each player has won a trick, and the third is a tie--that is, covered by a card of equal value--the whole goes for nothing, and the game must begin anew. 102. Two-Handed Put. The eldest hand plays a card; and whether the adversary pass it, win it, or tie it, has a right to say, "_I put_," or place his cards on the pack. If you accept the first and your opponent decline the challenge, you score one; if you prefer the latter, your adversary gains a point; but if, before he play, your opponent says, "_I put_," and you do not choose to see him, he is entitled to add one to his score. It is sometimes good play to say, "_I put_," before you play a card: this depends on the nature of your hand. 103. Four-Handed Put. Each party has a partner, and when three cards are dealt to each, one of the players gives his partner his best card, and throws the other two face downwards on the table: the dealer is at liberty to do the same to his partner, and _vice versa_. The two who have received their partners' cards play the game, previously discarding their worst card for the one received from their partners. The game then proceeds as at two-handed Put. 104. Laws of Put. i. When the dealer accidentally discovers any of his adversary's cards, the adversary may demand a new deal. ii. When the dealer discovers any of his own cards in dealing, he must abide by the deal. iii. When a faced card is discovered during the deal, the cards must be reshuffled, and dealt again. iv. If the dealer give his adversary more cards than are necessary, the adversary may call a fresh deal, or suffer the dealer to draw the extra cards from his hand. v. If the dealer give himself more cards than are his due, the adversary may add a point to his game, and call a fresh deal, or draw the extra cards from the dealer's hand. vi. No bystander must interfere, under penalty of paying the stakes. vii. Either party saying, "_I put_"--that is, "I play"--cannot retract, but must abide the event of the game, or pay the stakes. [KNOWLEDGE MAKES HUMBLE.] 105. Speculation is a lively
PREV.   NEXT  
|<   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   101   102   103   104   105   106   >>   >|  



Top keywords:

dealer

 
adversary
 

partner

 

received

 

player

 

stakes

 

opponent

 

discovers

 
partners

Handed

 

Speculation

 

discarding

 

dealing

 

previously

 

demand

 
accidentally
 

lively

 

handed


proceeds
 

interfere

 

bystander

 

penalty

 

Either

 

paying

 
retract
 

reshuffled

 

discovered


HUMBLE

 

KNOWLEDGE

 

suffer

 

choose

 

eldest

 
covered
 
parties
 

contest

 

determined


favour

 

tricks

 

accept

 

players

 

depends

 
nature
 

throws

 

liberty

 

prefer


challenge

 

decline

 

entitled