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iii. The eleventh card is turned up for trumps. iv. Five points constitute game. v. The player winning three or four tricks marks one point; winning five tricks, two points. vi. When the first player considers his hand strong enough to score, he can order it up--that is, he can oblige the dealer to discard one of his cards and take up the trump in its stead. vii. When the first player does not find his hand strong enough, he may pass--" I pass;" with the view of changing the suit. viii. In case of the first player "ordering it up," the game begins by his playing a card, to which the dealer must follow suit or trump, or throw away. The winner of the trick then leads: and so on till all the five cards in each hand are played. ix. If the player order up the trump and fail to make three tricks, he is euchred, and his opponent marks two points. x. If the player, not being strong enough, passes, the dealer can say, "I play," and take the trump into his own hand; but, as before, if he fail to score, he is euchred. xi. If both players pass, the first has the privilege of altering the trump, and the dealer is compelled to play. Should the first player fail to score, he is euchred. xii. If he pass for the second time, the dealer can alter the trump, with the same penalty if he fail to score. xiii. When trumps are led and you cannot follow suit, you must play the left bower if you have it, to win the trick. The score is marked as in Ecarte, by each side with a two and three. 122. Bezique. This fashionable game is played with two packs of cards, from which the twos, threes, fours, fives, and sixes, have been discarded. The sixty-four cards of both packs, shuffled well together, are then dealt out, eight to each player, by threes, twos, and threes; the seventeenth turned up for trump, and the rest left, face downwards, on the table. If the trump card be a seven, the dealer scores ten points. An incorrect deal or an exposed card necessitates a new deal, which passes to the other player. A trump card takes any card of another suit. Except trumping, the higher card, whether of the same suit or not, takes the trick--the ace ranking highest, the ten next, and then the king, queen, knave, nine, &c. When two cards of equal value are played, the first wins. _Some players require the winn
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