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The game is played with twenty-four cards; namely, the ace, ten-spot, king, queen, knave, and nine-spot, of each suit; and the cards rank in value in the order named, trumps being superior to other suits, as at Whist.

After cutting for deal, the highest being dealer, and the usual shuffling and cutting again, six cards are dealt to each player, three at a time, and the trump turned up and laid on the table, not on the pack, as at All Fours. The elder hand then leads, and the winner of the trick takes the top card from off the pack and adds it to his hand, his opponent doing the same with the next card, the player taking the trick leading next, and so on; at every trick each player takes another card from the pack, until they are either all gone, or the trump turned down, as hereinafter explained.

The game consists in scoring nine points (or any number agreed upon), according to the following

Laws of the Game.-The first player making sixty-six, with each hand, scores one point.

If one player makes sixty-six before the other makes thirty-three, he scores two points.

If one player makes sixty-six before the other wins a trick, he scores three points.

The cards count as follows, to the player who takes the tricks:

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The nine-spot counts nothing.

Trumps count the same as the other suits.

The possession of the king and queen of trumps, and their being called or shown by the leader, when one of them is led, counts to the holder 40, though the trick be taken by his adversary. The count may be called, at the first lead, but cannot be really counted until the player calling has won a trick.

The possession of the king and queen of any other suit counts, in the same manner, 20.

But he

The player holding the nine-spot of trumps has the privilege of exchanging it for the trump turned up. cannot do so until after he has secured a trick.

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make the exchange even though his opponent turns down the trump. In that case the exchange must be made at the moment when the trump is so turned down.

Either player whenever he gets the lead, after the first trick, may turn down the trump-card. But the player not having the lead cannot turn down the trump.

The player holding the nine-spot of trumps, may exchange the trump, and play the card taken up, without turning down the nine-spot discarded by him.

The player turning down the trump must make the count of sixty-six, or his opponent will score two points. No more cards are drawn from the pack after the trump is once turned down.

Previous to the trump-card being turned down, neither player is required to follow suit, even though trumps be led; nor are they compelled to take the trick. But, as soon as the trump is turned down, the players must not only follow suit, but must take the trick, if possible. If the second player has not the suit led, then he must take the trick with a trump, if he holds one. If a card, not trumps, be led, and the second player holds a smaller card of that suit, but not a better card, then he must play the small card of the same suit. But in all other cases, after the trump is turned down, the second player must take the trick, if it be in his power to do so.

When all the cards are drawn, excepting only the trumpcard and another, then the player who has taken the last preceding trick, takes the last unexposed card, and the other player takes the trump. In such cases the player holding the nine of trumps may exchange it for the trumpcard, and, if he took the preceding trick, may take the unexposed card, his opponent taking the nine of trumps just discarded. When the cards have all been drawn and played, and neither player can count sixty-six, then the last trick counts ten to the player taking it, in addition to the value of the cards in the trick.

If a player calls "sixty-six" when he cannot really count sixty-six with his cards, his adversary scores two points. As soon as one player calls "sixty-six," all the cards unplayed are void, and the round complete.

Either player may examine the last trick, but no further -neither their own tricks nor their opponent's, on any pretence whatever, until the round is completed.

If a player turns down the trump before his adversary nas taken a trick, and does not then make the count, his adversary scores three points.

Should all the cards be played out and each player count but 65, then the point is decided by the result of the next hand, which counts for itself, and also decides the preceding one point.

Maximis. It is rather disadvantageous to deal, as your adversary then has the choice of leads.

If possible, remember your adversary's game as well as your own, but do not count aloud.

Do not exchange the nine-spot for the trump-card until your game requires you to do so, as you thereby expose to your adversary one of your cards.

Hold kings or queens in your hand as long as possible, in hope of drawing their mates from the pack, in order that you may count the 40, or the 20's.

Endeavor to break up your adversary's 40, or 20's.

Do not be in too great a hurry to count your 40, or 20's. Sometimes it is safe to retain them in your hand until you make the balance of the sixty-six, counting them in; then you play them, and count out at once.

Do not play out a card which will leave in your hand a lone ten-spot, as you may lose it on the ace.

Try to bring out your opponent's trumps, until you get the command, preparatory to turning down the trump-card. If you hold the nine-spot of trumps and a better card is turned up, which your opponent can command, do not change your nine for the trump-card, because in doing so, if your adversary captures the better card it is only adding to his game. Better let him take from you the nine-spot than the better card.

THREE-HANDED "SIXTY-SIX."

THREE players may partake at this game, though but two play in each round. The one who happens "out," scores the same as the successful player "in." One person ir turn remaining out of play, except to deal, each round

Dominoes.

Rules of the Draw Game.-Each player takes five pieces. The one holding the highest double plays first, the others following in rotation, as at Whist. Should neither player hold a double at the start, then the one holding the highest piece sets first. The person setting first cannot draw until all have played, then he may draw any number of pieces he sees fit, before playing. Should one player block the game, the next to play must draw all the pieces of the pack, but if the double of the blocking suit be in the pack, and be drawn, then the next player must draw the balance. One player being "Domino," which means having played all the pieces of his hand, he can count only those spots remaining in his opponent's hand, and not those remaining in the pack.

The Brock Game is played by each person taking seven pieces, and endeavoring to block, retaining the lowest hand, or to go "Domino." In case of neither party being able to match, then the player holding the lowest number of spots in hand counts the larger hand on his score.

The Game of Rounce is played by each player taking five pieces, (after having turned for the trump, the highest piece turned deciding that point); the trump is then turned up for the trump-holder by his right hand adversary, the highest end being trump. Those players satisfied with their pieces, stand their hands; those that are not, may either take a "dummy" or pass. When either two or three play, six pieces constitute a dummy. When four play, there is but one dummy of seven pieces, and the privilege of taking it begins at the left of the trump-hold er. Should all pass but the last to decide, he may give five points to the trump-holder rather than stand or take a dummy. The game usually commences at 15 or 20 points, and is counted down to 0, each trick counting one and those players who do not get a trick, being "rounced," and sent up five pints.

Suit must be followed in all cases, and trump led after trick, if in hand. The pieces rank in value from blank up to six, the doubles being best of each suit. Trumps al ways being superior to any other suit.

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THIS is a mixed game, being a combination of chance nd calculation. Its derivation is a vexed question, both as to whence it came and how it acquired its present designation. "La Maison des Jeux Académiques" abandons its origin as a desperate problem, and Dr. Henry claims its name as a Welsh compound, from "bach," little, and "cammon," battle. On the other hand, Bp. Kennett and Strutt derive it from the Anglo-Saxon, viz., from "bac," back, and "gamone," a game, that is to say, a game where players are exposed to be sent back. Perhaps this may satisfy the antiquarian and be accepted as a sufficient offer ing to the etymologist. It would have been a mere recrea

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