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The last trick counts two, and the capot forty. Pic and repic are reckoned as in the ordinary game. _=Scoring.=_ Instead of playing 100 points up, six deals is a game, each player dealing three times. The lower score is then deducted from the higher, and 100 points added to the difference to determine the value of the game, which is usually played for so much a point. If the result of the six deals is a tie, two more deals must be played. If they also result in a tie, the game is void. _=Rubicons.=_ If either or both players fail to reach 100 points in the six deals, the one having the most is the winner, and adds to his own score all the points made by the loser, with 100 in addition for game. For instance: A has 113 scored, and B 80.

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| +---+-.-+---+-.-+---+-.-+---+-.-+ | ⛀ | . | | . | | . | | . | +---+-.-+---+-.

=_ The score is usually kept on a slate. _=PLAYERS.=_ Any number from two to four can take part, but each is always for himself. The rules for two-hand differ slightly from those for three or four. (See Two-hand Jass.) _=CUTTING.=_ The first deal is cut for, high wins. The cards rank as in plain suit, and ties cut again, to decide the tie. _=DEALING.=_ When the pack is cut, at least four cards must be left in each packet.

Odds are found by deducting the favourable events from the total, or the numerator from the denominator. In the example, the odds against throwing an ace are therefore 5 to 1. The greater the odds against any event the more _=improbable=_ it is said to be, and the more _=hazardous=_ it is to risk anything upon it. When an event happens which is very improbable, the person to whom it happens is considered _=lucky=_, and the greater the improbability, the greater his luck. If two men play a game, the winner is not considered particularly lucky; but if one wanted only two points to go out and the other wanted a hundred, the latter would be a very lucky man if he won. It is a remarkable fact that luck is the only subject in the world on which we have no recognised authority, although it is a topic of the most universal interest. Strictly speaking, to be lucky simply means to be successful, the word being a derivative of _gelingen_, to succeed. There are a few general principles connected with luck which should be understood by every person who is interested in games of chance. In the first place, luck attaches to persons and not to things. It is useless for an unlucky man to change the seats or the cards, for no matter which he chooses the personal equation of good or bad luck adhering to him for the time being cannot be shaken off.

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and VI., and on discards in Vol. VII. IMPERIAL, OR PIQUET WITH A TRUMP. Impérial differs from Piquet in some minor details, although the leading principle is the same. There are no discards; sequences of court cards are the only ones that count; tierces are worthless; and a trump suit is added. The _=cards=_ rank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are called honours, and in all sequences the four highest cards in the suit are the only ones that count. _=Counters.=_ Each player is supplied with six white and four red counters, which are passed from left to right as the points accrue. Each red is worth six white, and when all six white counters have been passed over, they must be returned, and a red one passed over in their place.

The throws given in the second column cannot be made without counting both dice, and a player is therefore safer when it takes “double dice” to hit him. +------------------+-------------------+ |_Single Die._ |_Double Dice._ | | 25 to 11 ag’st 1 | 30 to 6 ag’st 7 | | 24 to 12 ag’st 2 | 30 to 6 ag’st 8 | | 22 to 14 ag’st 3 | 31 to 5 ag’st 9 | | 21 to 15 ag’st 4 | 33 to 3 ag’st 10 | | 21 to 15 ag’st 5 | 34 to 2 ag’st 11 | | 19 to 17 ag’st 6 | 35 to 1 ag’st 12 | +------------------+-------------------+ LAWS. _=1.=_ If the men are wrongly set up, the mistake may be remedied if the player in error has not moved a man, otherwise they must stand as set up. _=2.=_ If a player begins with less than the proper number of men, the error cannot be rectified after the player has made a throw for his move. _=3.=_ The players must each cast a single die for the privilege of first move, the higher winning.

The popular impression seems to be that a stiff upper lip, and a cheerful expression of countenance, accompanied by a bet of five dollars, will make most people lay down three aces; and that this result will be brought about by the five-dollar bet, without any regard to the player’s position at the table, the number of cards he drew, his manner of seeing or raising the ante, or the play of his adversaries before the draw. The truth of the matter is that for a bluff to be either sound in principle or successful in practice, the player must carefully select his opportunity. The bluff must be planned from the start, and consistently played from the ante to the end. To use a common expression: “The play must be right for it, or the bluff will be wrong.” There are many cases in which a bluff of fifty cents would be much stronger than one of five dollars; the difference depending on the player’s position at the table, his treatment of the ante, and the number of cards he had drawn. As an example of the play being right for a bluff, take the following case: Five play in a jack pot. A and B have passed when C opens it for the limit. D and E pass out, but A and B both stay, and each draws one card. C takes two cards, and as it is his first bet he puts up the limit on his three aces. A drops out, but B raises C the limit in return.

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She vanished into the milling mob. My last glimpse had been of a skinny arm reaching up to pluck some more free _hors d oeuvres_ from a tray as she fled. I should have saved myself the trouble. They had a bouncer on each of my elbows before I had moved five feet. They carried more than dragged me into a private dining room behind the bar. It went along with the ersatz rustic _decor_ of the rest of the Sky Hi Club. There was sawdust on the genuine wood floor, big brass spittoons and a life-sized oil-color of a reclining nude, done with meaty attention to detail, behind a small mahogany topped bar. Stacks of clean glasses vied for space with labeled bottles on the back-bar. One of the stick-men followed us into the room, taking his apron off as he closed the door behind him, shutting out the roaring clatter of the casino. Cross-roader! he hissed at me.

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The elder hand has taken in an ace, two Kings and a Jack, which are collectively worth 11. The dealer has taken in a Queen and a Ten, which are worth 12; so the dealer marks the point for Game. If both players have the same number, or if there is no Game out, which rarely happens, the non-dealer scores Game. If three play, and Game is a tie between the two non-dealers, neither scores. The non-dealer is given the benefit of counting a tie for Game as an offset to the dealer’s advantage in turning Jacks. When no trump is turned, as in Pitch, no one can count Game if it is a tie. _=METHOD OF PLAYING.=_ The eldest hand begins by leading any card he pleases. If a trump is led, each player must follow suit if able. When a plain suit is led he need not follow suit if he prefers to trump; but if he does not trump, he must follow suit if he can.

Take the top card from the ace pile, turn it face upward, and place it, still face upward, under the pile to which it belongs. If it is a Jack, for instance, it will go face up under the first pile in the third row. Then take the top card from the second pile, and so on, keeping the left hand as a marker on the pile last drawn from. When you come to a pile which is complete, all the cards being face up, you can skip it, and go on to the next. If at the end you find that the last card to be turned up lies on its proper pile, and needs turning over only, you win; but if you have to remove it to another pile, you lose. _=TRY AGAIN.=_ Shuffle and cut the pack, and deal the cards face upward into four heaps. You are not obliged to deal to each pile in succession, but may place the cards on any of the four piles, according to your judgment or pleasure. In dealing out in this manner it is not good policy to cover one card with a higher, unless you are compelled to do so. Every time you come to an ace, separate it from the others, placing it in a new row, as a foundation for an ascending sequence, which may be continued regardless of the suit of the cards used.

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The turned-up trump belongs to the dealer, and cannot be exchanged. In this form of the game the players must not only follow suit, but must win the trick if they can, and must trump and over-trump if possible. A player is even obliged to win his partner’s trick. Owing to this rule, a player with good plain suit cards will usually attempt to exhaust the trumps as rapidly as possible. The _=counting cards=_ are the same as in Sixty-six, and the winner of the last trick counts 10. As there is no stock, there is no closing; and as marriages are not counted in America, the 66 points must be made on cards alone. The scores for _=schneider=_ and _=schwartz=_ are the same as in Sixty-six, and seven points is game. There are 130 points made in every deal, so if one side gets more than 66 and less than 100, their adversaries must be out of schneider, and the winners count one. More than 100, but less than 130 is schneider, and counts two. If the winners take every trick, making 130 points, they score three.

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The French know nothing about Euchre in any form. Auction Euchre is exactly the same as the ordinary four or six-handed game, except that the trump is not turned up, the players bidding in turn for the privilege of naming the trump suit. The bidder names the number of tricks he proposes to take. There is no second bid, and the player who has made the highest bid names the trump suit. No matter who is the successful bidder, the eldest hand leads for the first trick. The number of points won or lost on the deal are the number of points bid, even if the bidder accomplishes more. If a player has bid 3, and he and his partner take 4 or 5 tricks, they count 3 only. If they are euchred, failing to make the number of tricks bid, the adversaries count the number of points bid. Fifteen points is usually the game. This is probably the root of the much better games of five and seven-handed Euchre, which will be described further on.