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Euchre.

of the Game-Euchre, after Whist, is the most gen ally played parlor game in the United States. Formerly it was but little known except at the West and South, but at the present time it is well known throughout the coun uy.

The Euchre pack of cards consists of thirty-two, being an ordinary "deck" or pack, minus the deuce, trois, four, five, and six spots of each suit. The game is usually played by two, three or four persons, the most interesting partie being four, two playing on each side as partners.

When choice of partners and first dealer shall have been decided, as at Whist, or in any other mode, agreed upon, five cards are dealt, usually two at once, then three, or the contrary. In throwing around for partners and dealer, the holder of the best Euchre card deals.

Value of the Cards. The Cards rank in value as follows:-The best Euchre card is the knave of trumps the second best is the knave of the suit of the same color as the trump. The former card is called the "Right Bower," the latter "the Left Bower." Should hearts be trumps, the knave of hearts would be the right bower and the knave of diamonds would be the left bower, or vice versa if diamonds were trumps. Should spades be trumps, then the knave of that suit would be the right and the knave of clubs the left bower, always reversing values as the trump changes. After the right and left bowers the cards rank as at whist, the knaves of the color not turned as trumps falling into their regular place as at whist. The knaves of the color turned as trumps only, being superior cards.

The object of the game is to take tricks, which count as hereinafter shown.

Laws of the Game.-Two Handed Euchre.-The score is five points, unless otherwise agreed. The nondealer may "pass" or "order up" the trump. Should he pass, then the dealer may take up the trump and discard. In that case the dealer must make three tricks or be "euchred," which counts two points for the adversary; but if he makes the three tricks (or four), he counts one point.

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Should he make all five tricks, it is termed "a march," and counts him two on the score. The nondealer has the first lead, after which he who takes the trick, leads. A revoke costs the party committing it, one point to be taken off the adversary's score. Should the nondealer " or. der up" the trump, he must make three tricks or be euchred," which counts two for his opponent; if he win three tricks (or four), having ordered up the trump, he scores one point. Should he make "a march," he scores two. If both players pass, (the dealer turning down the trump,) and then both decline to make a trump, there must be a new deal. When the dealer turns down the trump and his opponent declines making the trump by naming another suit, then the dealer may make the trump or bunch the cards as he sees fit. Either party naming a new suit for trump must make the three tricks or "be euchred" A dealer having discarded cannot exchange the card unless by consent of his adversary. Should a card be exposed during the deal, the player to whom it falls may retain it or not, as suits him. In case of a mis-deal the deal passes to the next player on the left.

In Three Handed Euchre, one having three and another four points scored, playing against a party, either having "made" or "ordered up" the trump, and euchreing him, would go out as follows: The party taking two first out of the three tricks which caused the Euchre, would go out first.

A "euchre" in the three handed game counts two for each of the parties euchreing their opponent.

In Four Handed Euchre the same counts are made and the same rules practiced, as in the two handed game, together with the following, applicable only to the four handed partner game The opportunity to "pass," ""order up," "assist," or "play alone," goes around in rotation, beginning with the player on the left of the dealer. «Το assist," is for the partner of the dealer to say "I assist," which has the same effect as ordering up the trump, and is subject to the "euchre" penalty of two points to the adversary, should three tricks not be secured by the party 'assisting," and his partner. Either partner ordering up a trump or making a trump, may "play alone," that is, play his hand singly against the other two, his partner not playing his hand that round at all. Should the party

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playing "alone' make all the tricks, his side scores four points. Should he make but three (or four) tricks, he counts but. one, the same as if his partner had played with him. There is a difference of opinion in regard to the count, should a party playing alone be "euchred." The following, relating to this and other questions, is from "Porter's Spirit of the Times."

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"The party dealing (if he takes up the trump turned), or the party ordering up the trump turned, can play it alone," and he or his partner only In other words, those who "take the responsibility" only, can claim the privi lege of the game in scoring four, if all the tricks be made. As to the question of scoring four, if euchre is made against a "lone hand," the game is played differently in different localities, though the general rule is to score only two for a euchre under any circumstances. Equity would seem to demand no more, though that is simply a matter of taste with those playing."

If A deals, and B, one of his opponents, orders up the trump, A cannot play alore. The party making the trump, or his partner, under any circumstances, have the right to play it alone and score four, if all the tricks are ta ken by him. It is one of the advantages of the game, which is the prerogative of those who take the responsibility, to either make or confirm a trump. But if your partner "assist” you in the game, it is impossible for you to play "alone.”

A very little practice, with close observation, will ena ble anyone very soon to play a good game of "Euchre."

The Game of “Bluff,” or “Poker.”

Of the Game.-Bluff is played with a full pack of cards, ive being dealt, one at a time, to each player in rotation, beginning at the left of the dealer. The player winning the "pool," or "pot," always deals. An exposed card may be accepted or rejected; in the latter case it must be placed at the bottom of the pack. The cards rank in value as at

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Whist. The game admits of any number of players, from two to ten. At the commencement of the game, and whenever the "pot" shall have been "taken down,' or won, a stated sum, or ante," is put in the pot by each player. The very first rule of Bluff is to "ante up." In case of mis-deal, or in case all " pass, " then each player puts in another "ante," making a "double-header." must be repeated as often as the case demands. So that there may be any number of "antes" in the same pot. Any player may shuffle the cards, the dealer having always the last shuffle. When the hands shall have been dealt, the players may, in rotation, beginning at the left of the dealer, "chip," meaning to put in the "pot" any sum he sees fit, which sum must be either met or overrun by any player wishing to "go in" for the "pot." In case a sum so chipped" be overrun, the increase must be met by all having "chipped" a lesser sum, or they lose their interest in that "pot." A player not wishing to "chip," may pass, and meet, or not, the sums chipped, on the seeond time round. Should he pass the second time, Itis claim on the pot ends. Those players chipping equally, and the highest, when " called," show hands, the best hand “dragging down the pot." If one player bets more than anyone else is willing to "see," or equal, he takes the "pot," without being obliged to show his hand. one player puts in more money than another possesses, the one putting in all he has must have a "sight" for the amount invested up to the time of his running out of funds. When one player has put in all the money in his possession, and others wish to go on "bluffing," or bet ting, they must do it aside from the "pot" in which the party having no more money is interested. When the hands are shown, or "called,' "the best hand wins the sums respectively in which they have an interest.

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Of the Blind-During the deal, any time before cards are seen, the player at the left of the dealer may put into the pot a blind," being any sum he sees fit, which sum must be doubled by all who wish to enter for the pot. The player sitting next may "double the blind," and be doubled so upon, by his left hand adversary, until the "say" comes around to the dealer, and any may also "chip" as much as they see fit. The player sitting first, at the left of the dealer, has the privilege of starting "the

blind," and he only; the privilege of going blind cannot be passed to another without the consent of all playing, nor can it pass over any one player, and be thence continued, without unanimous consent.

Value of Hands.—The highest card in hands without a pair," wins. In case of a tie in the highest card, then the next highest, in rotation down to the Lowest, wins.

In hands of "one pair," the highest pair wins. In case of a tie, the highest side card wins, as in hands with out a pair. In hands of "two pairs," the highest one pair wins. If the highest pair ties, then the highest second pair wins. If both pairs tie, in two hands, then the high est side card wins. In all cases where the hands exactly tie, then the elder hand wins.

In hands of " three," or three cards of the same value, the highest three wins.

In "Flushes," or hands being composed of only one suit' the highest card wins, as in the case of hands without a pair.

In "Fulls," which are hands composed of three cards of one value, and two of another value, being a "three" and a "pair," the highest "three" wins.

In hands of "four," the highest four wins. So that four aces, or four kings and one ace, are sure winning hands. The one ace making it impossible for four aces to be out against the four kings.

1. "One pair" beats any hand "without a pair."

66 one pair."
"two pairs."
"three."

2. "Two pairs" beats
3. "Three" beats any
4. "Flush" beats any
5. "Full beats " a flush."

6. "Four" beats all the other hands.

Twenty Deck Poker is played with the Aces, Kings, Queens, Knaves and Tens, only.

Sixty-Six;

or,,,Sechs und Sechszig."

Of the Game.-This is a German game, played almost aniversally among the Germans in the Uni ed States, and is one of the most scientific and interest ng games at cards, for two players, ever invented.

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