Enquire Within Upon Everything - Part 17
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Part 17

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 latter case, a new deal is optional, provided it be done before a card has been played, but not after, to draw from the opposing hand the extra card.

ii. No person can beg more than once in each hand, except by mutual agreement.

iii. Each player must trump or follow suit on penalty of the adversary scoring one point.

iv. If either player score wrongly it must be taken down, and the adversary either scores four points or one, as may have previously been agreed.

v. When a trump is played, it is allowable to ask your adversary if it be either high or low.

vi. One card may count all-fours; for example, the eldest hand holds the knave and stands his game, the dealer has neither trump, ten, ace, nor court-card; it will follow that the knave will be both high, low, Jack, and game, as explained by--

93. Terms used in All-Fours.

i. _High_.--For the highest trump out, the holder scores one point.

ii. _Low_.--For the lowest trump out, the original holder scores one point, even if it be taken by the adversary.

iii. _Jack_.--For the knave of trumps the holder scores one. If it be won by the adversary, the winner scores the point.

iv. _Game_.--The greatest number that, in the tricks gained, are shown by either player, reckoning:

_Four_ for an ace.

_Three_ for a king.

_Two_ for a queen.

_One_ for a knave.

_Ten_ for a ten.

The other cards do not count: thus it may happen that a deal may be played without having any to reckon for game.

v. _Begging_ is when the eldest hand, disliking his cards, uses his privilege, and says, "_I beg_;" in which case the dealer either suffers his adversary to score one point, saying, "_Take one_," or gives each player three cards more from the pack, and then turns up the next card, the seventh for trumps. If, however, the trump turned up to be of the same suit as the first, the dealer must go on, giving each three cards more, and turning up the seventh, until a change of suit for trumps shall take place.

94. Maxims for All-Fours.

i. Make your knave as soon as you can.

ii. Secure your tens by playing any small cards, by which you may throw the lead into you adversary's hand.

iii. Win your adversary's best cards when you can, either by trumping or with superior cards.

iv. If, being eldest hand, you hold either ace, king, or queen of trumps, without the knave or ten, play them immediately, as, by this means, you may chance to win the knave or ten.

95. Loo.

This game is played both Limited and Unlimited Loo; it is played two ways, both with five and three cards. Several may play, but five or seven make the better game.

96. Three-Card Loo.

i. This game is played by any number of persons, from three, but five or seven make the best game.

ii. The cards are cut for deal, the holder of the lowest card being dealer; after which the deal goes round, from left to right. In case of a tie, the players cut again. Ace is lowest, and the court-cards and tens are reckoned of the same value,--namely, ten.

iii. The left-hand adversary shuffles or makes the pack, and the player to the right of the dealer cuts previous to the deal.

iv. The cards take their usual value, ace highest; then king, queen, knave, ten, and so on, down to deuce. The dealer then gives three cards, one at a time, face downwards, to each player; and also dealing an extra hand, or "miss," which may be thrown on the table either as the first or last card of each round.

v. A card too many or too few is a misdeal.

vi. The stakes being settled beforehand, the dealer puts into the pool his three halfpence, pence, or sixpences, and the game proceeds:

vii. The first player on the left of the dealer looks at his hand, and declares whether he will play or take the miss. If he decide to play, he says, "I play," or "I take the miss;" but he may elect to do neither; in which case he places his cards on the pack, and has nothing further to do with that round. The next player looks at his hand, and says whether he will play or not; and so on, till the turn comes to the dealer, who, if only one player stand the chance of the loo, may either play or give up the stakes.

viii. In the first round it is usual either to deal a _single_; that is, a round without a _miss_, when all the players must play; or each player puts into the pool a sum equal to that staked by the dealer in which latter case a miss is dealt.

[NEVER OPEN THE DOOR TO A LITTLE VICE.]