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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