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B02403 Instructions how to play at billiards, trucks, bowls, and chess. Together with all manner of 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. 1687 (1687) Wing C6386A; ESTC R174281 83,437 197

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any other Game whatever and will take up sometimes in the playing so long a time that I have known two play a Fortnight at times before the Game hath been ended and indeed I believe the tediousness of the Game hath caus'd the practice thereof to be so little used however since this pastime is so highly ingenious that there is none can parallel it I shall here lay down some brief Instructions tending to the knowledge 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 assaunt 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 Noblemen 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 a-piece 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 service 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 of Noblemen because there is not such variety in their 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 priviledge 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 priviledge 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 priviledge 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 Chefs 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 into 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 remove 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 difficultly betray'd because they have so many places of refuge and the Queen more especially where note as a great piece of policy 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 Chefs 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 catch 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 that 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 at 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 Pawn and therefore conveys him away into a more secure place you play your Kings Knight in front of his Queens Bishop's Pawn and therewithall 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 much the Game but if there be Pawns l●ft 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 not 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 flye 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
Dealer in reckoning after play but he must not make use of it in play being the Trump-Card for then 't would make him eighteen because it would win a Trick which is three more Next you speak for the Ruff and he that hath most of a suit in his hand wins it unless some 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 he 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-penny 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 vie 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 you 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. VII 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 Counters 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 six 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 a hand the others pay for them 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 Counter 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
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. What Piece soever of your own you touch or lift from the point whereon it standeth you must play it for that draught if you can and into what house you set your Man there it must stand for that draught according to the saying at this Game Touch and take out of hand and stand 2. If you take up your Adversaries man and after think best to let it stand untaken before you set your piece in place thereof you must cry him mercy or lose the Game 3. If your Adversary play a false draught and you see it not till you play your next draught 't will then be too late to challenge him for it 4. If you play a false draught through mistake and your Adversary take no notice for his advantage and plays his next draught you cannot recall it 5. If you misplace your men and so play awhile and then discover it it lies in your Adversaries power to continue or begin the Game 6. Pawns may be plaid a double remove forward for their first draught but no Pawn hath that priviledge without permission on whose next file on either side a Pawn of your Adversaries is already advanced as far as your fourth rank 7. The standing of the King ought to be certain in his shifting and not as you please to place him as some men play 8. If your King stand in the check of any adverse piece and you have plaid one draught or more without avoiding the check your Adversary may say check to you when he listeth and for your draught then make you avoid that check you stood in though it may be to your great peril 9. If any one condition by wager that he will give Mate or win the Game and the Adversary brings it to a Dead-Game though he save the first Stake yet he loseth the Wager 10. He that gives over the Game before it is finished without the consent of his Adversary loseth his Stake Many more Observations might be here inserted for the understanding of this noble Game which I am forced to wave to avoid prolixity CHAP. V. Principal Games on CARDS PICKET BEfore you begin the Game at Picket you must throw out of the Pack the Deuces Treys Fours and Fives and play with the rest of the Cards which are in number thirty and six The usual Set is an hundred not but that you may make it more or less the last Card deals and the worst is the Dealers The Cards are all valued according to the number of the spots they bear the Ace only excepted which wins all other Cards and goes for eleven The Dealer shuffles and the other cuts delivering what number he pleaseth at a time so that he exceed not four nor deal under two leaving twelve on the Table between them He that is the elder having lookt over his Cards and finding never a Court-Card among them says I have a blank and I intend to discard such a number of Cards and that you may see mine discard you as many as you intend this done the Eldest shows his Cards and reckons ten for the blank then taking up his Cards again he discards those which he judgeth most fit here note he is always bound to that number which he first propounded This being done he takes in as many from the Stock as he laid out and if it should chance to fall out that the other hath a Blank too the youngers Blank shall bar the former and hinder his Picy and Repicy though the eldest hands Blank consists of the biggest Cards It is no small advantage to the eldest to have the benefit of discarding because he may take in eight of the twelve in the Stock discarding as many of his own for them nor but that if he find it more advantageous he may take in a less number after this the Antagonist may take in what he thinks fit acquitting his hand of the like number Here note that let the Game be never so good the Gamesters are both obliged to discard one Card at least After the discarding you must consider the Ruff that is how much you can make of one suit the eldest speaks first and if the youngest makes no more the Ruff is good and sets up one for every ten he can produce as for example for thirty reckon three for forty four and so onward withall take notice you are to count as many for thirty five as for forty and as much for forty five as fifty and so of the rest but from thirty five to thirty nine you must count no more than for thirty five and so from thirty to thirty four count no more than for thirty and this Rule is to be observed in all other higher numbers As for Sequences and their value after the Ruff is plaid the Elder acquaints you with his Sequences if he have them and they are Tierces Quarts Quints Sixiesms Septiesms Huictiesms and Neufiesms as thus six seven and eight nine ten and Knave Queen King and Ace which last is called a Tierce Major because it is the highest A Quart is a sequence of four Cards a Quint of five a Sixism of six c. These Sequences take their denomination from the highest Card in the Sequence It is a Tierce Major or a Tierce of an Ace when there is Queen King and Ace a Tierce of a King when the King is the best Card a Tierce of a Queen when there is neither King nor Ace and so till you come to the lowest Tierce which is a Tierce of an eight You must reckon for every Tierce three for a Quart four but for a Quint fifteen for a Sixiesm sixteen and so upward now what ever you can make of all you must add to your Blank and count the whole together Here note that the biggest Tierce Quart or other Sequence although there be but one of them makes all the others less Sequences useless unto him be they never so many and he that hath the biggest Sequence by vertue thereof reckons all his less Sequences though his Adversaries Sequences be greater and otherwise would have drowned them Farther observe that a Quart drowns a Tierce and a Quint a Quart and so of the rest so that he who hath a Sixiesm may reckon his Tierces Quarts or Quints though the other may happen to have Tierce Quart c. of higher value than the others are that hath the Sixiesm trace the same method in all the other like Sequences After you have manifested your Sequences you come to reckon your three Aces three Kings three Queens three Knaves or three Tens as for Nines Eights Sevens and Sixes they have no place in this account
for every Ternary you count three and they are in value as it is in Sequences Aces the highest and best Kings next after these Queens then Knaves and last of all Tens The higher drowns the lower here as in the Sequences He that hath three Aces may reckon his three Queens Knaves or Tens if he have them though the other hath three Kings and this is done by reason of his higher Ternary Now he that hath four Aces four Kings four Queens four Knaves or four Tens for each reckons fourteen which is the reason they are called Quatorzes Now they begin to play the Cards the elder begins and younger follows in suit as at Whisk and for every Ace King Queen Knave or Ten he reckons one A Card once play'd must not be recall'd unless he have a Card of the same suit in his hand if the elder hand plays an Ace King Queen or Ten for every such Card he is to reckon one which he adds to the number of his Game before and if the other be able to play upon it a higher Card of the same suit he wins the Trick and reckons one for his Card as well as the other Whosoever wins the last Trick reckons two for it if he win it with a Ten but if with any Card under he reckons but one then they tell their Cards and he that hath the most is to reckon Ten for them After this each Person sets up his Game with Counters and if the set be not up deal again now a set is won after this manner admit that each party is so forward in his Game that he wants but four or five to be up if it so happens that any of the two have a Blank he wins the set because the Blanks are always first reckoned but if no Blanks then comes the Ruff next your Sequences then your Aces Kings Queens Knaves and Tens next what Cards are reckoned in play and last of all the Cards you have won If any of the Gamesters can reckon either in Blanks Ruffs Sequences Aces c. up to thirty in his own hand without playing a Card and before the other can reckon any thing instead of thirty he shall reckon ninety and as many as he reckons after above his thirty adding them to his ninety this is known by the name of a Repicy Moreover he that can make in like manner what by Blank Ruff Sequences c. up to the said number before the other hath play'd a Card or reckoned any thing instead of thirty he reckons sixty and this is called a Picy Here note that if you can but remember to call for your Picy or Repicy before you deal again you shall lose neither of them otherwise you must He that wins more than his own Cards reckons Ten but he that wins all the Cards reckons Forty and this is called a Capet The Rules belonging to this Game are these If the Dealer give more Cards than his due whether through mistake or otherwise it lieth in the choice of the elder hand whether he shall deal again or no or whether it shall be play'd out He that forgets to reckon his Blank Ruff Sequences Aces Kings or the like and hath begun to play his Cards cannot recall them So it is with him that sheweth not his Ruff before he play his first Card losing absolutely all the advantage thereof He that misreckons any thing and hath play'd one of his Cards and his Adversary finds at the beginning middle or end of the Game that he had not what he reckoned for his punishment he shall be debar'd from reckoning any thing he really hath and his Adversary shall reckon all he hath yet the other shall make all he can in play He that takes in more Cards than he discardeth is liable to the same penalty He that throws up his Cards imagining he hath lost the Game mingling them with other Cards on the Table though afterward he perceive his mistake yet he is not allowed to take up his Cards and play them out No man is permitted to discard twice in one dealing He that hath a Blank his Blank shall hinder the other Picy and Repicy although he hath nothing to shew but his Blank He that hath four Aces Kings Queens c. dealt him and after he hath discarded one of the four reckons the other three and the other say to him it is good he is bound to tell the other if he ask him what Ace King Queen c. he wants If after the Cards are cleanly cut either of the Gamesters know the upper Card by the backside notwithstanding this the Cards must not be shuffled again In like manner if the Dealer perceive the other hath cut himself an Ace and would therefore shuffle again this is not permitted and if a Card be found faced it shall be no argument to deal again but must deal on but if two be found faced then may he shuffle again Lastly Whosoever is found changing or taking back again any of his Cards he shall lose the Game and be accounted a Foul Player CHAP. VI. The Game at GLEEK DEuces and Treys must be cast out as useless in this Game then lifting for Dealing the least Card deals The number of Persons playing must be three neither more nor less and most frequently they play at Farthing Half-penny or Penny-Gleek which in play will amount considerably The Dealer delivers the Cards by four till every one hath twelve and the rest are laid on the Table for the Stock being in number eight seven whereof are bought and the Ace is turned up the turn'd up Card is the Dealers and if it be Tiddy turn'd up is four apiece from each to the Dealer The Ace is called Tib the Knave Tom the four of Trumps Tiddy Tib the Ace is fifteen in hand and eighteen in play because it wins a Trick Tom the Knave is nine and Tiddy is four the fifth Towser the sixth Tumbler which if in hand Towser is five and Tumbler six and so double if turn'd up and the King and Queen of Trumps is three The eldest hand bids for the stock in hopes of bettering his Game though sometimes it makes it worse the first penny you bid is twelve thirteen and so on if at sixteen they say take it and none will venture more for it he is bound to take it that is taking in seven Cards and putting out seven in their stead and must pay besides eight to one and eight to the other of the Gamesters for buying if any odd money be given as 15 17 or the like the eldest hand usually claims it or else it is given to the box but if he have Mournival Gleek or Tiddy in his hand after he hath taken in the Stock he bates for them all and so possibly may gain by it if he have a good hand and pay for his buying two Here you must note that if Tib be turned up it is fifteen to the
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 and name what Trump they please if you know not of two suits which to name 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 you 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 Aces with three or four 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 Player loseth and maketh good the Stakes It is called Codillio when the Player 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 thereof 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 refuse 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 it in dividing the Tricks Secondly you are to win the Trick always from the Player if you can unless you let it pass for meer 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 Tricks angle-wise that you may the more facilely compute them CHAP. VIII The Game at GRIBBIDGE 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 from the parcel that was left of dealing and each of them may make use of that Card to help them on in their Game in hand and when they have play'd out their three Cards and set up with Counters their Games in their hands the Crib is the others the next deal and so they take it by turns The value of the Cards is thus Any fifteen upon the Cards is two whether nine and six ten and five King and five seven and eight c. A Pair is two a Pair-Royal six a double Pair-Royal twelve Sequences of three is two Sequences of four is four of five five c. and so is a Flush of three three of four four c. Knave Noddy is one in hand and two to the Dealer that is if you have a Knave of that suit which is turned up it is Knave Noddy A Pair of Aces Kings Queens Knaves Tens c. is two Three Aces Kings Queens c. is a Pair-Royal a double Pair-Royal is four Aces four Kings four Queens c. and is twelve Games to him that hath them Having lookt on your Cards you count your Game after this manner Suppose you have in your hand a Nine and two Sixes after you have laid out two Cards for the Crib that makes you six Games because there is two fifteens and a pair by adding your Nine to the two Sixes and if a Six chance to be turn'd up then you have twelve Games in your hand for though you must not take the turn'd up Card into your hand yet you may make what use you can of it in counting so that the three Sixes makes you six being a Pair-Royal and the Nine added to every Six makes three fifteens which six more added to the former makes twelve which you must set up with Counters or otherwise that your Opponent may know what you are though you must not see his Cards nor he yours if you think he plays foul by reckoning too much you may count them after the hand is play'd Thus you have set up your twelve your Opposite it may be hath four five and six in his hand that is two because of Sequences of three then it is two more because it is four five and six again taking in the counting six that is turn'd up that is in all four then there is fifteen and fifteen four and five is nine and six is fifteen and then with the six turn'd up 't is fifteen more which makes eight Games this he likewise sets up keeping his Cards undiscovered Here note he that deals not sets up three in lieu thereof Having thus done he that dealt not plays first suppose it a six if you have a nine play it that makes fifteen for which set up two the next may play a four which makes nineteen you a six twenty five and he a five that is thirty you being not able to come in having a six in your hand he sets up one for it is one and thirty you aim at in playing the Cards because he is most and two for Sequences four five and six which were his four after the fifteen your five and his six and that doth not hinder them from being Sequences though the six was play'd between the four and the five but if an Ace Nine King Queen or the like had been play'd between they had been no Sequences so the two for the Sequences and the one for thirty being most as at one and thirty makes him three which he must set up to the rest of his Game and in this playing of the Cards you may make Pairs Sequences Flush Fifteens Pair-Royals and double Pair-Royals if you can though that is rarely seen Lastly you look upon your Crib that is the two Cards apiece laid out at first which is the Dealers if he find no Games in them nor help by the Card that was turn'd up which he takes into his hand then he is bilkt and sometimes it so happens that he is both bilkt in hand and crib Thus they play and deal by turns till the Game of sixty one be up Here note if you get the Game before your Adversary is forty five forty four will not do it you must then say I have lurkt you and that is a double Game for whatever you play'd with six shilling or a greater sum CHAP. IX A Game at ALL-FOURS ALL-FOVRS is a Game very much play'd in Kent and very well it may since from thence it drew its first original and although the Game may be lookt upon as trivial and inconsiderable yet I have known Kentish Gentlemen and others of very considerable note who have play'd great sums of money at it yet that adds not much to the worth of the Game for a Man may play away an estate at One and Thirty as I knew one lose a considerable sum at most at three throws This Game I conceive is called All-Fours from Highest Lowest Jack and Game which is the Set as some play it but you may make from seven to fifteen or more if you please but commonly eleven There are but two can play at it at a time and they must lift for dealing the highest Put-card deals who delivers to his adversary three Cards and to himself the like and the like again and having six apiece he turns up a Card which is Trump if Jack and that is any Knave it is one to the Dealer If he to whom the Cards were dealt after perusal of his Game like them not he hath the liberty of begging one if the Dealer refuse to give him one then he deals three apiece more but if he then turns up a Card of the same suit he deals further till he turns up a Card of another suit Here note That an Ace is four a King is three a Queen is two a Knave one and a Ten is ten Now you must play down your Cards but to what advantage I cannot here prescribe it must be according to the Cards you have in your hand managed by your judgment to the best advantage Having play'd your Cards you reckon if you are highest and lowest of what is Trumps you reckon two if you are only highest but one and the like of Jack and Game sometimes you are highest lowest Jack and Game and then you must reckon four the Game is he that tells most after the Cards are play'd and therefore a Ten is a very significant Card which crafty Gamesters know so well that they will frequently take out of a Pack two Tens and hide them contrary to the knowledge of the other which is a great advantage to this foul player if he play
of the same suit of these Tens he hath absconded for it must of necessity secure him from losing the Game Here note That he that wins Jack wins one also and furthermore observe that for advantage reneging is allowable if you have Trumps in your hand to trump it There is another sort of All-fours called Running-All-Fours at which they play One and Thirty up and in this Game the Dealer hath a great advantage for if he turn up an Ace it is four a King three a Queen two and a Knave one and these are the same also in play A Ten is the best Card for making up CHAP. X. English Ruff and Honours and Whist RUff and Honours alias Slamm and Whist are Games so commonly known in England in all parts thereof that every Child almost of Eight Years old hath a competent knowledge in that recreation and therefore I am unwilling to speak any thing more of them than this that there may be a great deal of art used in Dealing and playing at these Games which differ very little one from the other In playing your Cards you must have recourse altogether to your own judgment or discretion still making the best of a bad Market and though you have but mean Cards in your own hand yet you may play them so suitable to those in your Partners hand that he may either Trump them or play the best of that suit on the Board You ought to have a special eye to what Cards are play'd out that you may know by that means either what to play if you lead or how to trump securely and advantagiously Reneging or renouncing that is not following suit when you have it in your hand is very foul play and he that doth it ought to forfeit one or the Game upon a Game and he that loseth dealing loseth one or a trick as you make it At Ruff and Honours by some called Slamm you have in the Pack all the Deuces and the reason is because four playing having dealt twelve a piece there are four left for the Stock the uppermost whereof is turn'd up and that is Trumps he that hath the Ace of that Ruffs that is he takes in those four Cards and lays out four others in their lieu the four Honours are the Ace King Queen and Knave he that hath three Honours in his own hand his partner not having the fourth sets up Eight by Cards that is two tricks if he hath all four then Sixteen that is four tricks it is all one if the two Partners make them three or four between them as if one had them If the Honours are equally divided among the Gamesters of each side then they say Honours are split If either side are at eight Groats he hath the benefit of calling Can-ye if he hath two Honours in his hand and if the other answers one the Game is up which is nine in all but if he hath more than two he shows them and then it is one and the same thing but if he forgets to call after playing a trick he loseth the advantage of Can-ye for that deal All Cards are of value as they are superiour one to another as a Ten wins a Nine if not Trumps so a Queen a Knave in like manner but the least Trump will win the highest Card of any other Card where note the Ace is the highest Whist is a Game not much differing from this only they put out the Deuces and take in no stock and is called Whist from the silence that is to be observed in the play they deal as before playing four two of a side some play at two handed or three handed Whist if three handed always two strive to suppress and keep down the rising-man I say they deal to each Twelve a piece and the Trump is the bottom Card. The manner of crafty playing the number of the Game Nine Honours and dignity of other Cards are all alike and he that wins most tricks is most forward to win the set He that can by craft over-look his Adversaries Game hath a great advantage for by that means he may partly know what to play securely or if he can have some petty glimpse of his Partners hand There is a way by winking or the Fingers to discover to their Partners what Honours they have as by the wink of one eye or putting one Finger on the Nose or Table it signifies one Honour shutting both the eyes two placing three fingers or four on the Table three or four Honours They have several ways of securing an Honour or more in the bottom when they deal either to their Partners or selves if to their Partner they place in the second lift next the top 1 2 3 or four Aces or Court cards all of a suit according as they could get them together in the former deal and place a Card of the same suit in the bottom when the Cards are cut they must use their hand so dexterously as not to put the top in the bottom but nimbly place where it was before If they would secure Honours to themselves when dealing they then place so many as they can get upon their lap or other place undiscerned and after the Cards are cut then clap them very neatly under But the cleanliest rooking way is by the breef that is take a pack of Cards and open them then take out all the Honours that is as aforesaid the four Aces the four Kings c. then take the rest and cut a little from the edges of them all alike by which means the Honours will be broader than the rest so that when your Adversary cuts to you you are certain of an Honour when you cut to your Adversary cut at the ends and then it is a chance if you cut him an Honour because the Cards at the ends are all of a length thus you may make breefs end-ways as well as side-ways There are a sort of cunning fellows about this City who before they go to play will plant half a dozen of these Packs nay sometimes half a score in the hands of a Drawer who to avoid being suspected will call to their confederate Drawer for a fresh pack of Cards who brings them as from a shop new and some of these Packs shall be so finely markt whereby the Gamester shall plainly and certainly know every Card therein contain'd by the outside although the best of other eyes shall not discern where any mark was made at all and this done with that variety that every Card of every suit shall have a different distinguishable mark Some have a way to slick with a Slick-stone all the Honours very smooth by which means he will be sure to cut his Partner an Honour and so his partner to him again and that is done by lying a fore-finger on the top indifferent hard and giving a slurring jerk to the rest which will slip off from the slickt Card. It is impossible to shew you
all the Cheats of this Game since your cunning Gamester is always studying new inventions to deceive the ignorant CHAP. XI FRENCH-RUFF AT French-Ruff you must lift for deal most or least carries it according to the agreement of the Gamesters You may play either two four or six of a side dealing to each five a piece either two first at a time or three according to pleasure and he that deals turns up Trump the King is the highest Card at Trumps and so it is highest in all other Cards that are not Trumps the Queen is next the Knave next and next to that the Ace and all other Cards follow in preheminency according to the number of the Pips but all small Trumps win the highest of any other suit Having turn'd up Trumps he that hath the Ace must take the Ace turn'd up and all other Trumps which immediately follow that if so agreed among the Gamesters laying out so many Cards as he took up in lieu thereof After this they play to win two tricks signifies nothing to win three or four wins but one but to win five is the winning of five If you play at forsat that is the rigour of the play he that deals wrong loseth one and his Deal You are bound to follow suit and if you renounce or renege you lose the whole Game if you so make it otherwise but one or two according to agreement He that plays a Card that is trumped by the follower if the next player hath none of the former suit he must trump it again although he hath never a trump in his hand that can win the former trump and so it must pass to the last player All the Players round are bound to win the highest trump play'd if they can Here note that he who playeth before his turn loseth one unless it be the last Card of all CHAP. XII Five-CARDS FIve-Cards is an Irish-Game and is as much play'd in that Kingdom and that for considerable sums of money as All-fours is play'd in Kent but there is little analogy between them There are but two can play at it and there are dealt five Cards a piece The least of the black and the most of the red wins The Ace of Diamonds is the worst of the whole Pack unless it prove to be trump The five fingers alias five of trumps is the best Card in the Pack the Ace of Hearts is next to that and the next is the Ace of Trumps then the Knave and the rest of Cards are best according to their value in pips or as they are trumps Before you play ask whether he will five it if he speaks affirmatively turn up the next Card of the Pack under that first turn'd up and that must be trumps if not play it out he that wins most Cards wins five but he that wins all wins ten Observe that the Ace of Hearts wins the Ace of Trumps and the Five-fingers not only wins the Ace of Trumps but also all other Cards whatever CHAP. XIII Of a Game called Costly-Colours THis Game is to be play'd out only by two Persons of which the eldest is to play first as in other Games You must deal off three a piece and turn up the next Card following then the Eldest is to take his choice whether he will Mogg that is change a Card or no and whosoever refuseth is to give the other one chalk or hole of which generally Threescore and one makes the Game Then must the Eldest play and the other if he can must make it up fifteen for which he shall set up as many holes or chalks as there are Cards upon the Table so likewise for five and twenty and also as many Cards as are play'd to make up thirty no more nor less so many chalks may be set up who play'd last to make up one and thirty and if one and thirty be not made then he that play'd last and is nearest one and thirty without making out must set up one which is called setting up one for the latter This being done the eldest must show how many Chalks he hath in his hand to set up and after him the youngest which they must reckon in this manner taking notice both of the colour and number of pips upon the Card turn'd up as those in their hands still reckoning as many for all the fifteen and five and twenty as there go Cards to make the number and if you have it by chance in your hand and with the Card turned up one and thirty then you must set up four for that you must also set up if you have them in your hands or can make them so in the Card turn'd up as followeth two for a pair be they either Coat-cards or others two for a Knave and if a Knave of the same colour and suit of the Card turn'd up then you must set up four and so for a Deuce four if it be of the same colour turn'd up if you have three of a sort either three fours five sixes or Coat cards you must set up nine and this is called a Pair-Royal now if they are all either Hearts Diamonds or the like then you must set up six for Costly Colours If you have three of a colour you can reckon but two for Colours Whosoever dealt if he turn'd up either Deuce or Knave he must set up four for it as for example imagine you had dealt your Adversary three Cards viz. the five of Hearts four of Hearts and eight of Hearts to your self the Deuce of Hearts seven of Clubs and nine of Hearts Lastly you turn up a Card which is the Knave of Hearts for which you must set up four then because he will not ask you to change one he gives you one which you must set up and then he plays suppose it be his five of Hearts you then play your seven of Clubs which makes twelve then he plays his eight of Hearts which makes twenty then you play your nine of Hearts which makes twenty nine and because he cannot come in with his five of Hearts you must play your Deuce of Hearts which makes you one and thirty For your five you must set up five then he must set up what he hath in his hand which you will find to be but six for he hath nothing in his hand but Costly-Colours Then must you set up your Games which first are two for your nine of Clubs and nine of Hearts which make fifteen then that fifteen and the Knave turn'd up makes five and twenty for which set up three then for your Deuce of Hearts which is the right set up four and three for Colours because you have three of a sort in your hand with that turn'd up now these with the five you got in playing for thirty one makes you this Deal with the Knave turn'd up and the Cards in your hand just twenty Many other examples I might give you but that it is needless
since this one is sufficient to direct you in all others And thus much for Costly-Colours CHAP. XIV BONE-ACE THis Game you may look on as trivial and very inconsiderable and so it is by reason of the little variety therein contain'd but because I have seen Ladies and Persons of quality have plaid at it for their diversion I will briefly describe it and the rather because it is a licking Game for Money There are seven or eight or as many as the Cards will permit play at it at one time In the lifting for dealing the least deals which is a great disadvantage for that makes the Dealer youngest hand The Dealer deals out two to the first hand and turns up the third and so goes on to the next to the third fourth fifth c. He that hath the biggest Card carries the Bone that is one half of the Stake the other remaining for the Game now if there be three Kings three Queens three Tens c. turn'd up the eldest hand wins it Here note that the Ace of Diamonds is Bone-Ace and wins all other Cards whatever thus much for the Bone afterwards the nearest to one and thirty wins the Game and he that turns up or draws to one and thirty wins it immediately CHAP. XV. Of PUTT and the High-Game PVtt is the ordinary rooking Game of every place and seems by the few Cards that are dealt to have no great difficulty in the play but I am sure there is much craft and cunning in it of which I shall show as much as I understand If you play at two-handed Putt or if you please you may play at three hands the best Putt-Card deals Having shuffled the Cards the Adversary cuts them then the Dealer deals one to his Antagonist and another to himself till they have three apiece five up or a Putt is commonly the Game The eldest if he hath a good Game and thinks it better than his Adversaries puts to him if the other will not or dare not see him he then wins one but if he will see him they play it out and he that wins two tricks or all three wins the whole set but if each win a trick and the third tyed neither win because it is trick and tye Sometimes they play without putting and then the winner is he that wins most tricks Here note that in your playing keep up your Cards very close for the least discovery of any one of them is a great advantage to him that sees it This Game consists very much in daring for a right Gamester will put boldly upon very bad Cards sometimes as upon a five seven and a nine the other thinking there are good Cards in his Adversaries hand having very indifferent ones in his own dares not see him and so by going to stock loseth one Here note that he that once hath the confidence to put on bad Cards cannot recall his putting by which means he frequently pays for his bravado The best Putt-Cards are first the Trey next the Deuce then the Ace the rest follow in preheminence thus the King the Queen the Knave the Ten and so onwards to the four which is the meanest Card at Putt Some of the Cheats at Putt are done after this manner First for cutting to be sure of a good Putt-Card they use the Bent the Slick and the Breef the bent is a Card bended in play which you cut the slick is when before-hand the Gamester takes a Pack of Cards and with a slick-stone smooths all the Putt-Cards that when he comes to cut to his Adversary with his four-finger above and his thumb about the middle he slides the rest of the Cards off that which was slickt which is done infallibly with much facility but in this there is required neatness and dexterity for fear of discovery and then your confidence in this contrivance will be vain and of no effect Lastly the Breef in cutting is very advantagious to him that cuts and it is thus done the Cheat provides before-hand a Pack of Cards whereof some are broader than others under some of which he plants in play some good Putt-Cards which though they shuffle never so much they shall rarely separate them by which means he that cuts laying his fingers on the broad Card hath surely dealt him a Putt-Card In dealing these Rooks have a trick they call the Spurr and that is as good Cards come into their hand that they may know them again by the out-side and so discover the strength or weakness of their Adversaries Game I say somewhere on the out-side they give them a gentle touch with their nail Now when they intend to bleed a Col to some purpose whom they have set before they always fix half a score Packs of Cards before as I have related in Whist by slicking them or spurring them that is giving them such marks that they shall certainly know every Card in the Pack and consequently every Card that is in his Adversaries hand an advantage that cannot well be greater But if they are not furnished with such Cards and cannot accomplish their ends by the former indirect means without palpable discovery then they have accomplices who standing by the innocent Col look over his Game and discovers what it is to his Adversary and to strengthen their interest by cheating they frequently carry about them Treys Deuces Aces c. in their Pockets which they use as need requires or if not they will steal them out of the Pack whilst they are playing which is the securest way and freest from discovery Lastly they have one most egregious piece of Roguery more and that is playing the High-Game at Putt and this is to be done but once at a Set-meeting and therefore on this depends the absolute overthrow of the Col that plays or the Col that is a stander-by This High Game at Putt is thus performed the Rook whilst playing singles out the Deuces and Treys for the last Game and placeth them thus in order hiding them in his lap or other covert first a Deuce then a Trey next a Deuce then a Trey then a Trey and a Trey now stooping letting fall a Card or some other way as he shall think fit he claps these Cards fac'd at the bottom having shuffled the Cards before and bids his Adversary cut which he nimbly and neatly with both his hands joyns the divided Cards and then the bottom fac'd Cards are upwards and then he deals and lest there should be a discovery made of the facing he palms them as much as he can nimbly passing the last Card. Now do the Gamesters smile at the goodness of each others Game one shows his to one the other his to another and cries who would not put at such Cards the other in as brisk a tone says Come if you dare What will you lay of the Game says the Rook what you dare says the Col then pausing a while the Rook seems to consult with his
in the Game All the Chalks for the Game being rub'd out tell your own scores and for so many scores or tricks which you have won so much as they were valued at in the Game so much you must take from the Stock thus must every one do according to the number of tricks he hath won Here note that he who hath five Cards of a suit in his hand loos all the Gamesters then playing be they never so many and sweeps the board if there be two loos he that is eldest hand hath the advantage As there is cheating as they say in all trades so more particularly intolerable in Gaming as in this for example if one of the Gamesters have four of a suit and he want a fifth he may for that fifth make an exchange out of his own Pocket if he be skill'd in the cleanly art of conveyance if that fail some make use of a friend who never fails to do him that kind office and favour There are other Cheats to be performed which I shall omit since it is not my business to teach you how to cheat but so to play as not to be cheated Lanterloo another way plaid LIft for dealing as aforesaid and the best Put-card deals five to every one apiece The Dealer for his five Cards must lay down so many Six-pences Shillings and so forth as they conclude upon and agree for every Card or so many Counters being valued at either Six-pence or Twelve-pence more or less After this all must play if any be loo'd he must lay down so much for his loo as his five Cards amount to If any next dealing be loo'd he must lay down as much for his dealing and as much more for his loo If after this the eldest hand pass the rest may refuse to play or play if they think they can win a Card. Here note If there be never a loo the money may be divided by the Gamesters according to the number of their Tricks if there be a loo the winners must take up the money and he that is loo'd must lay down as much money on the board as every one had laid down before be it never so great a summ besides the like quantity for dealing if he that was loo'd dealt CHAP. XXI A Game called PENNEECH HAving dealt seven Cards apiece turn up a Card and that is Trumps The Ace and Coat-Cards of Trumps are thus reckoned the Ace is five the King four the Queen three and the Knave two Having play'd he that wins the first trick turns up another Card and that is Trumps and so every trick produceth a fresh Trump till all the seven be play'd Now if it so happen that what is turn'd up proves an Ace or Coat-Card that is a great advantage to him who won the last trick for if it be an Ace turn'd up then he reckons five if a King four if a Queen three as aforesaid After all the seven Cards be play'd which at first are dealt one by one he that won the last trick turns up a Card and if it prove Ace King Queen or Knave he reckons for it accordingly as aforesaid If the Seven of Diamonds be turn'd up that is Penneech and is reckon'd fourteen turn'd up but it is but seven in hand and not that neither unless Diamonds be Trumps if it be Trump it is the highest Card and wins all others if it be not Trump it wins all Diamonds Lastly Having play'd out all the fourteen Cards betwixt ye count how many Cards you have more than your own seven at first dealt you and for every Card reckon one and so you must reckon on with the value of your Coat-Card Trumps with Penneech turn'd up or in hand till you come to sixty one which is the Game Here note if you have neither Ace nor Face you may throw up your Game and deal again CHAP. XXII POST and PAIR POst and Pair is a Game on the Cards very much play'd in the West of England as All-Fours is play'd in Kent and Fives in Ireland This Play depends much upon daring so that some may win very considerably who have the boldness to adventure much upon the Vye although their Cards are very indifferent You must first stake at Post then at Pair after this deal two Cards apiece then stake at the Seat and then deal the third Card about The eldest hand may pass and come in again if any of the Gamesters vye it if not the Dealer may play it out or double it The Ace of Trumps as at Ruff and Honours is the best Card of all and so of the rest in order At Post the best Cards are one and twenty viz. two Tens and an Ace but a pair-royal wins all both Post Pair and Seat. Here note that he who hath the best Pair or the best Post is the winner A Pair is a pair of any two as two Kings two Queens c. A Pair-royal is of three as three Kings three Queens c. The Vye is what you please to adventure upon the goodness of your own hand or if it be bad and you imagine your Adversaries is so likewise then bid high couragiously by which means you daunt your Antagonist and so bring him to submission If all the Gamesters keep in till all have done and by consent shew their Cards the best Cards carry the Game Now according to agreement those that keep in till last may divide the stakes or shew the best Card for it Observe where the Cards fall in several hands of the same sort as a Pair or Pair-Royal and so forth the eldest hand carries it CHAP. XXIII BANKAFALET a Game on the Cards so called THe Cards must be cut into as many heaps as there are Players or more if you please and every Man lays as much money on his own Card as he thinks fit or on the supernumerary heaps So many as the Dealers Card is inferior to so many he pays so many as his Card is superior to so many he wins from The best Card is the Ace of Diamonds the next to that the Ace of Hearts thirdly the Ace of Clubs and lastly the Ace of Spades and so the rest of these suits in order according to their degree The Cheat lies in securing an Ace or any other good sure winning Card and if you mark the Cards aforehand so as to know them by the backside you know how to make your advantage CHAP. XXIV BEAST IT is called by the French La Bett and is play'd by them after this manner The best Cards are King Queen and so forwards They make three heaps the King the Play and the Triolet To every one is dealt five Cards there may play three four five or more as at French Ruff with the same rigour before the Cards are dealt every one stakes to the three heaps He that wins most tricks takes up the heap that is called the Play he that hath the King takes up the heap