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A34637 The compleat gamester, or, Instructions how to play at billiards, trucks, bowls, and chess together with all manner of usual and most gentile games either on cards or dice : to which is added the arts and mysteries of riding, racing, archery, and cock-fighting. Cotton, Charles, 1630-1687. 1674 (1674) Wing C6382; ESTC R23124 83,437 249

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is so highly ingenious that there is none can parallel it I shall here lay down some brief instructions tending to the knowledg thereof The first and highest is a King the next in height is a Queen the cloven heads are Bishops they who have heads cut aslaunt like a feather in a Helmet are called Knights the last are called Rooks with a round button'd cap on his head and these signifie the Country and Peasantry the Pawns are all alike and each Nobleman hath one of them to wait upon him The Chess-men standing on the board you must place the White King in the fourth house being black from the corner of the field in the first and lower rank and the black King in the white house being the fourth on the other side in your adversaries first rank opposite to the white King then place the white Queen next to the white King in a white house which is the fourth on that side of the field likewise the black Queen in a black house next to a black King in the same rank Then place on the other side of the King in the same rank first a Bishop because he being a man of counsel is placed before the Knight who is a man of action or execution the Knight after the Bishop and after the Knight place the Rook who is the Peasant or Country-man in the last place or corner of the field place also on the Queens side and next to her a Bishop next a Knight and then a Rook the Pawns take up the last place one of which you must place before each Nobleman as Attendants so that these great or Nobleman fill up the first rank and the Pawns the second from one corner of the field to the other and as many great men and Pawns as belong to the King so many hath the Queen viz. three great men and four Pawns apiece that is one Bishop one Knight and one Rook with their Pawns Having thus placed and ordered your men you must in the next place consider their march how they advance and take guard and check The Pawns do commonly begin first the onset and their march is forward in their own file one house at once only and never backward for the Pawns alone never retreat the manner of his taking men is side-ways in the next house forward of the next file to him on either side where when he hath captivated his enemy and placed himself in his seat he proceeds and removes forward one house at once in that file until he find an opportunity to take again The Pawn guards a Piece of his side which stands in that place where if it were one of the contrary party he might take it In like manner the Pawn checks the King viz. as he takes not as he goes which Check if the adverse King cannot shun either by taking up the Pawn himself if the Pawn be unguarded or occasion his taking by some of his Pieces he must of necessity remove himself out of the Pawns Check or if it lie not in his power it is Pawn-Mate and so the Game is ended and lost by him whose King is so Mate The Rook goes backward and forward in any file and cross-ways to and fro in any rank as far as he will so that there stands no piece between him and the place he would go to Thus he doth guard his own and check the King also which check if the King can neither cover by the interposition of some piece of his between the checking Rook and himself nor take the Rook nor be the cause of his taking he must remove himself out of that check or it is Mate and the Game is up The Knight skips forward backward and on either side from the place he stands in to the next save one of a different colour with a sideling march or a sloap thus he kills his enemies guards his friends and checks the King of the adverse party which because like the Pawns check it cannot be covered the King must either remove or course the Knight to be taken for he himself cannot take the Knight that checks him or its Mate and the Game is up The Bishop walks always in the same colour of the field that he is first placed in forward and backward asloap every way as far as he lists provided that the way be clear between him and the place he intends to go to thus he rebukes the adversary guards his consorts and checks the adverse King which not being avoided as aforesaid is Mate to him and the Game is ended The Queens walk is more universal for she goes the draughts of all the aforenamed pieces the Knights only excepted for her march is not from one colour to the other asloap so far as she listeth finding the way obstructed by any piece and thus she disturbs her adversaries protects her subjects and mates the King unless as aforesaid he removes covers takes or causes her to be taken otherwise it is his Mate and the Game is concluded The Kings draught is from his own to the next to him any way that either is empty of his own subjects or where he may surprise any unguarded enemy or where he may stand free from the check of any of the adverse party Thus he confounds his foes defends his friends but checks not the King his enemy who never check one another for there must ever be one house or place at least between the two Kings though unpossest of any other piece and if one King be compel'd to flie for refuge to the King of the adverse party then it is Mate or a Stale and so he that gives the first wins the Game Let this suffice for the various draughts and several walks of the Chess-men but this is not all I shall give you some other instructions as brief as I may and refer the rest to your own observation Kings and Queens have seven a piece to attend them The King whether white or black guards five persons before he goes forth and being once advanced into the field though it be but into the second house he then and afterwards in his March guards eight houses till he come again to one side or other of the field The five the King guards before his March are the Queen the Bishop his own his Queens and his Bishops Pawn The Queen protects her King and Bishop her Kings her Bishops and her own Pawn Thus the Queen guards as many as the King before she goes forth and after till the Game be won or lost The Kings Bishop guards the Kings Pawn and his Knights the Queens Bishop guards the Queens Pawn and her Knights guard but three houses apiece before they go forth but after they are marched off from the side of the field they guard as many houses as the King and Queen do Those houses which the Knights guard ere they go out are the Kings The Knight guards the Kings Pawn and the third
house in the front of the Kings Bishops Pawn and the third house in the front of the Kings Rooks Pawn The Queens Knight guards her Pawn and the third house in the front of her Bishops Pawn also the third house in the front of her Rooks Pawn The Kings Rook guards his own Pawn and the Kings Knight and no more till he be off of the side of the field and then he guards four houses and the same does the Queens Rook. The Pawns likewise guard these places before they be advanced into the field viz. The Kings Pawn guards the third house before the Queen and the third before the Kings Bishop the Queens Pawn guards the third house before the King and the third before her Bishop The Kings Bishop's Pawn guards the third house before the King and the third before the Kings Knight The Queens Bishop's Pawn guards the third house before the Queen and the third before the Queens Knight The Kings Knights Pawn guards the third house before the Kings Bishop and the third before the Kings Rook. The Queens Knight's Pawn guards the third house before the Queens Bishop and the third before the Queens Rook. The Kings Rooks Pawns and the Queens Rooks Pawn guard but one house apiece that is to say the third houses before the Knight because they stand on the side of the field Next consider the value of the great men The King exposeth not himself to danger upon every occasion but the Queen is under him as General and doth more sevice than any two great men besides and when it happens that she is lost her King most certainly loseth the field unless the Adversary knows not how to make use of so great an advantage Wherefore if a King lose two or three of his best men in taking the opponents Queen yet he hath the best of it if he can but manage his Game rightly Next to the Queen in value is the Rook and is as much in worth above the Bishop and Knight as the Queen is above him so that a Rook is more worth than two Bishops or two Knights because he can give a Mate by the help of the King which no other piece can do unless plaid with excellent skill Bishops are accounted better than Knights because they can give a Mate with a King when no other men are left to help them with more ease than the Knights can for they seldom or never do it yet it is more dangerous to lose a Knight than a Bishop because the Knights check is more dangerous than the Bishops for the Bishop is tyed to one colour of the field out of which he cannot pass but the Knight passeth through all the houses of the field the Bishops check may be covered the Knights cannot besides if it fall out that one of the Kings hath no other men left but his Bishops and the other King none but his Knights the Knights with their checks can take the Bishops one after another because the Bishops cannot guard each other which the Knights can do so that at the beginning of the Game it is better to lose Bishops for the adversaries Knights than the contrary The difference of the worth of Pawns is not so great as that Noblemen because there is not such variety in thier walks only thus much the Kings Bishop's Pawn is the best in the field among the Pawns and therefore the Gamester ought to be very careful of him for if it should happen that the black King lose his Bishop's Pawn to gain the white Kings Pawn the black Kings loss is the greater because he cannot after this accident make a rank of Pawns of three of a rank on that side of the field for his own security which is a great disadvantage so that it is better for either of the Kings to lose his own Pawn than his Bishops But if you should object that the King which loseth his Bishops Pawn may relieve himself on the other side of the field turning to his Queens Rooks quarters where he shall have Pawns to succour him I answer 't is true he may do so but he will be a longer time in effecting his business because there are more pieces between him and his Queens Rooks by one draught than between his own Rook and himself so that in playing that draught he indangers the whole Game if his adversary know how to make use of advantages The Kings Pawn is next in worth which oftentimes keeps the King from check by discovery then the Queens Pawn is next and after that the Knights and last of all the Rooks Pawns because they guard but one house apiece in the field The King and the Pawn have certain priviledges granted them which none of the other Chess-men have as for instance The King whose remove as hath been already mentioned is from the place of his standing at any time to the next house in file or rank of any side that is one only step at once yet if at any time his rank be empty of his men so that no one stands between the King and the Rook of either corner the King may then shift or change with what Rook he pleaseth between whom and himself the way stands clear from other men and that for his better security provided that neither the King nor the Rook he intends to change with hath not as yet been removed from the place of their first standing now the manner of the Kings shifting or changing with a Rook is thus The rank cleared as aforesaid and neither King nor Rook having yet stirred he may go two draughts at once to his own Rook and so towards his Queens Rook causing the Rook he changeth with to change his place and come and stand by him on the other side that is his own Rook in the Bishops place and the Queens Rook in the Queens place and either of these changes but for one draught This is the Kings first prerogative The second is that whereas any man may be taken by any adversary if he be brought so near as to come within the compass the King cannot but he is only to be saluted by his adversary with the word check advising him thereby to look about him the more warily and provide for his own safety now if that adversary do this unguarded so near the King he may step thither by his true draught and the King may stay him with his own hand if he judge it convenient As for the Pawn the first priviledg he hath is that whereas his walk is but to the next house forward in his own file at once when he marcheth and to the next house side-long forward of the next file of either side when he takes I say his priviledg is that he may remove to the second house forward which is the fourth rank in his own file for his first draught and ever after but one forward at once The second priviledg is greater and that is when any
Pawn is come so far as to the first rank of the adversary and seats himself in any of his Noble houses he is dignified for this fact with the name and power of a Queen and so becomes chief of his own Kings forces if the first Queen were slain before and if the first Queen be yet standing in the field the Pawn coming to the rank aforesaid in any house whatsoever may there make what piece you please which you have already lost Some are of opinion that Chess as well as Draughts may be plaid by a certain Rule indeed I am partly inclined to believe it notwithstanding that most are of a contrary opinion The first remove is an advantage and therefore you must draw for who shall have the first draught which may be done with a black and white man distributed in to either hand and offer'd the Opponent which he will chuse if he chuse his own man the first draught is his but when a Game is ended and a Mate given he is to have the first Draught next Game who gave the former Mate The first remove is divers according to the judgment of the Gamester as some will first remove their Kings Knights Pawn one single remove that is to the third House in his own file others play the Kings Rooks Pawn first a double draught but the best way is to play the Kings Pawn first a double remove that so if they are not prevented by their adversaries playing the like they may still move that Pawn forward with good guard for he will prove very injurious to the adverse King This Pawn I shall advise you to remove first but not so venturously as a double remove because if you cannot guard him cunningly then are you like to lose him with a check to your King by the Queens coming forth upon him to the great hazard of your Kings Rook therefore play your Kings Rook one single remove that there may be way made for the coming forth of Queen one way two houses asloap and to your Kings Bishop the other way three houses asloap and so upon the neglect of your adversary he may be put to a Scholars check at least in danger of it here note it is ill to play the Bishops Pawn first and worse to play the Queens He that would be an Artist in this noble Game must be so careful to second his pieces that if any man advanced be taken the enemy may be likewise taken by that piece that guards or seconds it so shall he not clearly lose any man which should it fall out contrarily might lose the Game he must also make his passages free for retreat as occasion shall serve lest he be worsted In defending you must also be very careful that you are as able to assault as your enemy for you must not only answer your adversaries assault by foreseeing his design by his play and preventing it but you must likewise devise plots how to pester and grieve your assailant and chiefly how to entrap such pieces as are advanced by him preventing their retreat amongst which a Pawn is the soonest ensnared because he cannot go back for succour or relief but Bishops and Rooks are harder to be surprized because they can march from one side of the field to the other to avoid the ensuing danger but the Knights and Queens of all are most difficulty betray'd because they have so many places of refuge and the Queen more especially where note as a gret piece of policie that if possible you constantly have as many guards upon any one piece of yours as you see your enemy hath when he advanceth to take it and be sure withall that your guards be of less value than the pieces he encountreth you with for then if he fall to taking you will reap advantage thereby but if you see you cannot guard yours but must of necessity lose it then be very circumspect and see whether you can take a far better piece of his in case he takes yours by advancing some other piece of yours in guard for so as it often falls out that yours which you had given over for lost may be saved whereas no other way could have done it When an adverse piece comes in your way so that by it all may be taken consider with your self first whether it be equal in worth to yours next whether it can do you any damage in the next Draught if not let it alone for as it is best to play first so it is to take last unless as was said you might take the piece clear or get a better than that you lose to take it or at least disorder him one Pawn in his taking your man that took his but when you have the advantage be it but of one good piece for a worse or of a Pawn clear then it is your best way to take man for man as often as you can besides you are to note that whatsoever piece your adversary plays most or best withall be sure if it lie in your power to deprive him thereof though it be done with loss of the like or of one somewhat better as a Bishop for a Knight for by this means you may frustrate your adversaries design and become as cunning as himself Now the chief aim at Chess is to give the Mate which is when you so check the King of the adverse party that he can neither take the checking piece because it is guarded nor cover the check nor yet remove out of it Your care ought to be in the interim how to deprive him of some of his best pieces as his Queen or Rook and the way to entrap a Queen is two-fold First by confining her to her King so that she may not remove from him for leaving him in check of an adverse piece Secondly by bringing her to or espying her in such a place as a Knight of yours may check her King and the next draught take her In the same manner you may serve a Bishop if the adverse Queen covers her slope-wise but if she stand not in such a posture she may be brought to it entice her thither with some unguarded man which she out of eagerness of taking for nothing may indiscreetly bring her self into trouble But if you intend to cath the Queen with a Knight imagine that the adverse King stands in his own place unremoved and that the Queen hath brought her self to stand in that place where the Kings Rooks Pawn stood first she standing in this posture bring if you can one of your Knights to check her King in the third house before his own Bishop and if there be no man ready to take up your Knight immediately he will take up the Queen at the next draught The Rooks are also to be surprized two ways first by playing your Bishop into your Knights Pawns first place of standing which Bishop shall march aslope towards the adverse Rook of the opposite corner which if
you can make uncovered of the Knights Pawn your Bishop will then undoubtedly take clear for nothing the other way is like that of surprizing the Queen with a Bishop or a Knight where you must take notice ●●at your adversaries Queens Rook is so much the easier to be taken with your Queens Knight that that Knight at his third draught may check the King and take the same Rook at his fourth draught There are several other ways to take a Rook which practice must inform you There is an ingenious way of taking a great man for a Pawn when you espy two great men of your adversaries standing in one and the same rank and but one house between them then prepare a Guard if you have it not ready to your hand for a Pawn which bring up to the rank next to them in the middle or front of both of them and without doubt if he save the one your Pawn will take the other this way of taking is called a Fork or Dilemma The neatest and most prejudicial trick you can put upon your adversary at Chess is a Check by discovery which may be thus effected observe when you find your adversaries King any way weakly guarded or perhaps not all that is easie to be checked then before you bring that piece that can check him there to provide some other man in that course that checks him not afterwards bring that piece of yours which will check him your brought-piece being away and then with all possible speed remove away for that former piece where it may most annoy him saying withall Check by discovery of your last brought a piece which he being compelled to cover or remove you may do him a greater prejudice with that piece you removed from between the check at the next draught thus demonstrated Suppose you play with the White-men he removes first his Kings Pawn a double draught forward you answer him with the like play he then plays out his Kings Knight in front of his Kings Bishop's Pawn you do the like with yours that Knight of his takes your Kings Pawn and your Knight takes his likewise he advances the Queens Pawn and removes to chase away or to take your Knight you play up your white Queen one remove before your King to frighten his Knight also he thinks it better to save his Knight from your Queen than take yours with his Queens Pa●n and therefore conveys him away into a more secure place you play your Kings Knight in front of his Queens Bishop's Pawn and there withall say Check by discovery of your Queen now let him cover this check by Discovery as well as he can your Knight at the next draught will assuredly take his Queen There are several other ways to make a discovery and a Mate given with it which is the noblest Mate of all A Queen if lost indangers m●ch the Game but if there be Pawns left on either side there is possibility of making a new Queen and so by consequence the renovation of the Game which ten to one was lost before There are several ways to Mate this Queen and estate her in as great power as the former for brevity sake two Pawns in files next one to the other and plaid first one forward and the other backward close together is a good way to make a new Queen especially if any one of them be guarded underneath with a Rook for so they will force their way before them nor can any of them be taken without great difficulty and danger As to short Mates take these observations having both placed your men and yours the first draught suppose you advance your Kings Pawn forward one single remove your adversary plays his Kings Pawn forward a double remove in his own file you at your second draught come out with your Queen upon that Pawn placing her in the house forward of your Kings Rooks file your enemy to guard his Kings Pawn plays forth his Queens Knight into the third House of the Queens Bishops file you hoping that he will not spy the attempt bring out for your third draught your Kings Bishop which you place in the fourth house of your Queens Bishops file he not perceiving your intention judging all secure makes for your Queen with his Kings Knight playing it in the front of his Kings Bishops Pawn either to chase her away or take her you immediately upon this take up that Bishops Pawn with your Queen and for your fourth draught give him a Mate which is called a Scholars Mate because any but young beginners may prevent it You may also give a Mate at two draughts if you encounter with a raw Gamester playing after this manner first remove his Kings Bishops Pawn a single draught which is ill play at first you your Kings Pawn a single remove he his Kings Knights Pawn advanced a double remove for his second draught you bringing out your Queen into the fifth house of your Kings Rooks file give him a Mate at your second draught There is another called a Blind-Mate and that is when your Adversary gives you a check that you cannot avoid by any means and is indeed a Mate absolute but he not seeing it to be a Mate says only to you check and it is therefore called a Blind-Mate this should be both loss of Game and stake if you before agree not to the contrary A Stale may be termed a Mate and no Mate an end of the Play but no end of the Game because it properly should be ended with a Check-Mate The Stale is thus when his King hath the worst of the Game and brought to such a strait that he hath but one place to flie unto and the pursuing King is so unadvised as to bar him of that place or stop it without checking him the distressed King being no way able to remove but in Check and having no other piece of his own that he can play then it is a Stale and a lost Game to him that gives it Therefore he that follows the flying King gives him check as long as he hath any place to fly to but when he hath none left to avoid his check let him then say check-Mate and both Game and Stake are won Lastly there is another term used in Chess-playing and that is called a Dead-Game which makes if I may say improperly an endless end of the Game both Gamesters saving their Stakes and thus it is when the Assailant falls to take all that comes near carelesly giving man for man so that it happens that either King hath but one man apiece left him the Assailant following his eager pursuit takes his Adversaries man not minding that his King can take his also so that the Kings losing all their men and they being so unable to come so near as to grapple the Game is ended but the Stakes on both sides are saved I shall conclude this Game with the Laws of Chess which are these following 1.
of the Gamesters have four Aces and then he gains the Ruff though you have never so many of a suit in your hand If any wins a Ruff and forgets to show it before a Card plaid loseth it and he that shews any for a Ruff after shall have it The first or eldest says I 'le vye the Ruff the next says I 'le see it and the third I 'le see it and revie it I 'le see your revie says the first because he hath as many in his hand as another the middle probably says I 'le not meddle with it then they shew their Cards and he that hath most of a suit wins six pence or farthings according to the Game of him that holds out longest and four of the other that said he would see it but after refused to meddle with it but if any of the three Gamesters says he hath nothing to say as to the Ruff he pays but a farthing half-pence penny according as the Game is aforesaid and if the eldest and second hand pass the Ruff the youngest hath power to double it and then it is to be plaid for the next deal and if any forgets to call for the double Ruff it is to be play'd for the next deal after that Sometimes one of the Gamesters having all of a suit in his hand bids high for the Ruff and the other having four Aces is resolved to bid higher so that it sometimes amounts to sixteen and more then I 'le see it and revie saith one I 'le see it and revie saith another that is eight to the winner and all above is but two a time as it may be they will say I 'le see it and revie it again and I 'le see that and revie it again saith another for which seeing and revying they reckon but two after that it is once come to eight but he that hath the four Aces carrieth it clearly c. as aforesaid Buying or bidding for the Ruff is when you are in likelihood to go in for Mournival Gleek or increase of Trumps that so if you have bad Cards you may save your buyings and your Cards too whereas otherwise you may lose all If you call for either Mournival or Gleek and have lay'd them out in the stock if you be taken in it for forfeit double what you receive Sometimes out of policy or a vapour they will v●e when they have not above thirty in their hands and the rest may have forty or fifty and being afraid to see it the first many times wins out of a meer bravado and this is good play though he acquaint you with it hereafter A Mournival of Aces is eight of Kings six of Queens four and a Mournival of Knaves two a piece A Gleek of Aces is four of Kings three of Queens two and of Knaves one a piece from the other two Gamesters A Mournival is either all the Aces the four Kings Queens or Knaves and a Gleek is three of any of the aforesaid Here note that twenty two are your Cards if you win nothing but the Cards that were dealt you you lose ten if you have neither Tib Tom Tiddy King Queen Mournival nor Gleek you lose because you count as many Cards as you had in tricks which must be few by reason of the badness of your hand if you have Tib Tom King and Queen of Trumps in your hand you have thirty by honours that is eight above your own Cards besides the Cards you win by them in play If you have Tom only which is Nine and the King of Trumps which is three then you reckon from twelve thirteen fourteen fifteen till you come to two and twenty and then every Card wins so many half-pence pence c. as you play'd for if you are under two and twenty you lose as many Here note that before the Cards are dealt it is requisite to demand whether the Gamesters will play at Tiddy or leave it out it being a Card that is apt to be forgotten and know that it is lookt upon as very foul play to call for a Gleek of Kings Aces Queens or Knaves when the person hath but two in his hands If yo discard wrong i. e. lay out but 5 or 6 Cards if you call for any Gleek or Mournivals you lose them all if it be found out that you so discard Let this suffice for this noble and delightful Game or Recreation CHAP. VIII L'OMBRE a Spanish Game THere are several sorts of this Game called L'Ombre but that which is the chief is called Renegado at which three only can play to whom are dealt nine Cards apiece so that by discarding the eights nines and tens there will remain thirteen Cards in the Stock there is no Trump but what the player pleaseth the first hand hath always the liberty to play or pass after him the second c. There are two sorts of Counters for Stakes the greater and the lesser which last have the same proportion to the other as a penny to a shilling of the great Conters each man Stakes one for the Game and one of the lesser for passing and for the hand when eldest and for every Card taken in one Counter There are two suits Black and Red of the Black there is first the Spadillo or Ace of Spades the Mallillio or black Deuce the Basto or Ace of Clubs the King the Queen the Knave the seven the fix the five four and three Of the Red Suit there is the Spadillo punto Mallillio c. The Spadillo or Ace of Spades is always the first Card and always Trump and the Basto or Ace of Clubs is always third of the Black there is 11 Trumps of the Red 12. The Red Ace enters into the fourth place when it is Trump and it is called Punto then otherwise only called an Ace The least small Cards of the Red are always best and the most of the Black except the Deuce and Red Seven which are called the Mallillio's and always second when Trump The Matadors or Killing Cards which are the Spadillo Mallillio and Basto are the chief Cards and when they are all in hand the Others pay for th●m three of the greater Counters apiece and with these three for foundation you may count as many Matadors as you have Cards in an interrupted series of Trumps for all which the others are to pay you one Kounter apiece He who hath the first hand hath his choice as aforesaid of playing the game of naming the Trump and of taking in as many and as few Cards as he list and after him the second c. having demanded whether any one will play without taking in you oblige your self to take in though your Game be never so good wherefore you do well to consider it before If you name not the Trump before you look on the Cards which you have taken in any other may prevent you 〈◊〉 ●ame what Trump they please if 〈◊〉 know not of two
suits which to 〈◊〉 Trump first the black suit is to be preferred before the Red because there are fewer Trumps of it Secondly you were best to chuse that suit of which have not the King because besides your three Trumps you have a King which is as good as a fourth When you have the choice of going in three Matadors or the two black Aees with three o●●our other Trumps if the Stakes be great you are to chuse this last as most like to win most Tricks if it be but a simple Stake you are to chuse the first because the six Counters you are to receive for the three Matadors more than countervail the four or five you lose for the Game He that hath the first hand is never to take in nor play unless he have three sure Tricks in his hand at least to understand which the better know the end of the Game is to win most Tricks whence he that can win five Tricks of the nine hath a sure Game or if he win four and can so divide the Tricks as one may win two the other three if not it's either Codillio or Repuesto so the P●●●er loseth and maketh good the Stake● It is called Codillio when the P●yer is beasted and another wins more Tricks than he when this takes up the Stakes and the Other makes it good Here note although the other two always combine to make him lose yet they all do their best for the common good to hinder any one from winning only striving to make it Repuesto which is when the Player wins no more Tricks than another in which case the Player doubles the Stake without any ones winning it and remains so for the advantage of the next Player Here note that Kings of any suit are accounted as good Trumps mean while all other Cards but Kings and Trumps are to be discarded The Player having taken in the next is to consider the goodness of the Game and to take in more or less for the best advantage of his Game neither is any for the saving a Counter or two to neglect the taking in that the other may commodiously make up his Game with what Cards he hath left and that no good Cards may lie dormant in the Stock except the Player playeth without taking in when they may refuse to take in if they imagine he hath all the Game When one hath a sure Game in his hand he is to play without taking in then the others are to give him each one of the great Counters as he is to give them if he play without taking in a Game that is not sure and loseth it if you win all the Tricks in your hand or the Voll they likewise are to give you one Counter apiece but then you are to declare before the fifth Trick that you intend to play for the Voll that so they keep their best Cards which else seeing you win five Tricks or the Game they may carelesly cast away If you renounce you are to double the Stake as also if you have more or fewer Cards than nine to which end you must carefully count your Cards in dealing and taking in before you look on them besides according to the rigour of the Game if you speak any thing tending to the discovery there of either in your own hand or anothers excepting Gagno or play so to hinder the making of Repuesto or Codillio you are not fit to play Observe that in playing Trumps if any plays an ordinary one and you have only the three best Cards or Matadors singly or jointly in your hands you may resuse to play them without renouncing because of the priviledge which these Cards have that none but commanding Cards can force them out of your hand You are to say nothing when you play your Card but I pass or play or gagno or gagno del Re when you play your Queen to hinder them from taking it with the King Now since it is impossible to provide against all accidents in the Game only take notice of these general Rules First never win more than one Trick if you cannot win more than two because of the advantage you give the Player by ●t in dividing the Tricks Secondly you are to win the Trick always from the Player if you can unless you let it pass for mere advantage where the second is to let pass to the third if he have the likelier Game to beast the Player or if he be likelier to win it There may be diverse advantages in refusing to take the Players Trick but the chief is if you have the Tenaces in your hand that is two Cards and if you have the leading you are sure to lose one of them if the Player lead to you you are sure to win them both For example if you have Spadillio and Basto in your hand and he have the Mallillio and another Trump if you lead you lose one of them for either you play your Spadillio and he plays the lesser Trump upon it and wins your Basto the next Trick with his Mallillio and so the contrary whereas if he leads he loseth for if he leads his Mallillio you win it with your Spadillio and with your Basto win the other Trump c. If you are not sure to win five Tricks having only three Matadors and Kings your auxiliary Cards if you have the leading play first a Matador or two before you play your Kings to fetch out his Trumps which might have trumped them and if you have three Matadors with two other Trumps your best way is to play your Matadors first to see where the Trumps lie if both follow you are sure if the Trump be red there remains only one Trump in their hands if black none at all Lastly if the Players have but a weak Game they are to imitate cunning Beast-players in dividing the Tricks and consulting to play their Cards To conclude lay your Tri●ks angle-wife that you may the more facilely compute them CHAP. IX The Game at CRIBBIDGE AT Cribbidge there are no Cards to be thrown out but all are made use of and the number of the Set is sixty one It is an advantage to deal by reason of the Crib and therefore you must lift for it and he that hath the least Card deals There are but two Players at this Game the one shuffles and the other cuts the Dealer delivers out the Cards one by one to his Antagonist first and himself last till five apiece be dealt to one another the rest being set down in view on the Table each looketh on his Game and ordereth his Cards for the best advantage He that deals makes out the best Cards he can for his Crib and the other the worst because he will do him as little good as he can being his Crib which Crib is four Cards two a piece which they lay out upon the Table not knowing nor seeing one anothers Cards and then they turn up a Card