SPECULATION.

POOL COMMERCE.

This is a variation of the old method of conducting the game, and is played on somewhat similar lines, except that a pool is made up, by each player paying in an equal sum, for which he receives three counters.  Play then proceeds in the manner just described as the old game.  The winner of the hand, instead of receiving a stake from each of the players, takes a previously arranged sum from the pool, while the player who has the worst hand puts one counter into the pool.  The game continues until all but one of the players have exhausted their three counters, when the player who remains with the last counter or counters takes the amount left in the pool.  As soon as a player has exhausted his counters he has to stand out of the game, and no cards are dealt to him, so that the adoption of this variation makes the game very tedious for those who are first out, as they may have to wait a considerable time before the stock of the other players is exhausted.

The player who is first out has the option of buying one counter from the pool, which is termed “buying a horse.”  He has to pay for the same into the pool such sum as may be agreed upon—­usually one-third or one-half the amount of the original stake.

LIMITED COMMERCE.

It may be agreed that only the Tricon, Sequence, Flush, and Point shall be recognised in the game, or even Tricon, Sequence, and Point only; but the greater the number of combinations permissible the greater the enjoyment to be derived from the game, so that limitations of this character have little to recommend them.  [76]

PENALTIES FOR THE DEALER.

It is sometimes agreed that when the dealer holds a Tricon, Sequence, Flush, or Pair, and his hand is beaten by either of the others, he has to pay the amount of a stake to each player, or only to those who have better hands than his.  The former course will be found to be a severe tax on the dealer, and is not to be recommended.  The dealer only has the same chances as the others, and such a penalty seems unjust.

EXTENDED COMMERCE.

This is only applicable to the modern mode of playing the game, which in this variation is extended until all the players are satisfied, that is, they may keep on trading, either for ready money or by barter, until they all receive cards sufficiently good to stand upon.  The great objection to this variation is that it makes the game wearisome for those players who are soon enabled to stand, as they have to wait while the others are being satisfied.

CONTINUOUS DEALING.

Another method of playing the modern game is to allow the same dealer to remain in until one of the players secures a Tricon, Sequence, or Flush, when the deal passes to the next player, on the left-hand side.  This variation is based on the same principle as governs the game of Vingt-un.  [77]

¯¯¯¯¯¯

This is a round game which for very many years has been one of the most popular of its class.  It requires little skill in its conduct, being essentially a game of chance.  The players do not look at their hands, and therefore cannot in any way influence their possibilities of success with the three cards dealt them.  The only element of skill associated is in connection with the speculations which form part of the play, and which may be carried on by each of the players during its progress.

The ordinary packs of fifty-two or thirty-two cards may be used, and the number of players who may take part in the game is practically unlimited within the range of the pack; but it will be found that not more than ten players are desirable with the fifty-two card pack, and not more than six with the thirty-two card one, as otherwise too great a proportion of the pack is brought into use each deal, and there is not much scope for speculation as to what remains in the undealt portion of the pack.

In playing the game the ace is reckoned the highest card, then follow king, queen, knave, ten,etc., down to two.

The first dealer is decided in the manner explained in connection with “Nap” (see page 9), and he has to pay two coins or counters into the pool, each of the other players contributing one.  Three cards are then dealt to each player, one at a time, and going round from left to right.  The top card remaining on the pack is turned up for trump, but [78] before turning it the dealer may sell it to any other of the players.  If the dealer sells the turn-up card, the buyer becomes entitled to all the privileges that may ultimately attach to it, taking the entire amount in the pool if no higher trump is turned up during the progress of the hands.

The player next to the dealer, or if the dealer sold the turn-up card the one next to the purchaser, then turns up the top card of the three dealt him.  If it proves to be a higher card of the trump suit than that already exposed, he becomes the chief hand, and may either retain the card, with the ultimate prospect of winning the pool, or he may sell it to either of the other players if a speculation can be arranged.  If he sells the card, he passes it over to the purchaser, and the player on the left-hand side of the new holder becomes the next player.  If the card turned up is not a trump, or is a lower trump than that already exposed, it is of no value, and the next player has to follow on with his top card.

The same proceeding is continued round and round until all the players, except the holder of the highest trump, have exposed their three cards.  The owner of the leading trump, or the dealer, if he did not sell the turn-up and it remains unbeaten, does not expose his cards in the various rounds, but retains them until last.  Even then he may sell them, before they are turned up, either singly or all together.

When all the cards have been exposed, the holder of the highest trump takes the amount in the pool, and a fresh deal, with new payments to the pool, is started upon.

If the card turned up proves to be an ace, king, queen, or knave, it is usual for the deal to pass.  In that case the dealer, or the purchaser of the trump card if the dealer has sold it, takes the pool, when all the players contribute as before, the next in turn becoming the dealer, and using the next top card of the pack for his trump card.  This method [79] saves the time of going all round with the hands, when with so high a card turned up there are so few chances of either of the players having a better one, as to virtually put an end to all speculation that hand.

During the progress of the game either of the players may sell the card which it is his turn to expose.  In that case he turns it up without disturbing the order of play, and retains it if it is not a superior trump.  If it is a superior one, it has to be handed over to the purchaser, and the player on his left has to proceed with the play.

The holder of the highest trump card may sell it at any time, so that it may change hands several times during the same deal, and each time there is a change the player on the buyer’s left-hand side is the next to proceed.

Any player looking at a card out of turn has to pay a penalty into the pool, and should he prove the winner he cannot take the amount in the pool, but must leave it to be added to the stakes for the next deal.

It is sometimes agreed that the turn-up card shall belong to the pool, and in that case it is not offered for sale.  If it proves the ultimate Winner of the round, the amount is left in the pool, and added to the stake for the next deal, the amount of which is made up just as if the previous one had been taken by one of the players.

A second method of benefiting the pool is to deal a spare hand, which is left in the middle of the table until all the other hands have been finished.  The spare hand is then turned up, and if it contains a winning card the amount in the pool is added to the stake for the next round.

Another variation is to impose a penalty when a knave or five is turned up, the penalty being paid into the pool by the owner of the card, that is, the original holder or the purchaser if it was sold before being turned up.  [80]

¯¯¯¯¯¯

For the game of Pope, or Pope Joan, a special board, or a pool with eight compartments, is required, or the divisions may be marked on a sheet of paper or card.  The game is available for any number of players, and an ordinary pack of fifty-two cards is used, the eight of diamonds being taken out, so as to form what is termed a stop, that is, a break in the sequence of the cards, which are here reckoned in regular order from ace to king, the four suits being kept distinct throughout the play.  The seven of diamonds thus becomes a stop, and the king of each Suit is also a stop, there being no “following” card in either case.  The turn-up or trump card, as will be further explained later on, forms another stop, and thus there are six regular known stops at the commencement of each game, with a number of unknown ones caused by the cards in the spare hand which forms part of the game.

The object of the players is to dispose of their cards as rapidly as possible, under certain conditions, and the player who first succeeds in clearing his hand wins the stake set apart for game, as well as a contribution from the other players for each of the cards remaining in their hands.  The holders of certain other cards secure the stakes contributed for them if they play them out during the progress of the hands.  [81]

The earliest matter for consideration is to determine who shall be the first dealer, and that is settled in the same way as at “Nap” (see page 9).  The players then contribute between them fifteen (or more) counters or coins to form a pool, the dealer giving double the amount paid by the other players.  The counters or coins are then distributed so as to dress the eight divisions of the board, which are named as follows:—­ Pope Joan (the nine of diamonds), Matrimony (king and queen of trumps), Intrigue (queen and knave of trumps), Ace, King, Queen, Knave (of trumps), and Game, which latter is secured by the player who first succeeds in disposing of all the cards dealt him.  Six of the counters are placed for Pope Joan, two each for Matrimony and Intrigue, one each for Ace, King, Queen, and Knave, and the remainder for Game.  To save the trouble and time of collecting the stakes from the several players for each round, it is often agreed that the dealer for the time being shall dress the board, in which case it is necessary that the game should be finished just before the original dealer’s turn comes round again, else the payments to the pool will not have been equitably divided.

The stakes being completed, the pack, from which the eight of diamonds has been removed, is shuffled and cut.  The dealer then proceeds to distribute the cards, one at a time, as equally among the players as possible, dealing a spare hand, which is left unexposed on the table, for the purpose of forming further stops, and turning up the last card for trump.  If any odd cards remain after dealing round to the players, it is best to add the surplus to the spare hand.  For instance, with five players there will be eight cards for each hand, one to turn up, and two remaining; these two should be added to the spare hand.  With eight players there will be five each, and five remaining; so [82] that the spare hand will be increased to ten, but that will only cause a greater number of stops, which will not prove any disadvantage with so many players engaged.

Should the trump card prove to be the nine of diamonds—­Pope Joan,—­the dealer takes the amount staked for that card, and, in addition, receives from each player a stake for every card dealt.  If there are but few players engaged in the game, it is best to agree that the payment for Pope Joan shall be limited to either four or six counters or coins, and it may be best to do so, no matter what number of players are engaged.  If the card turned up for trump be either Ace, King, Queen or Knave, the dealer takes whatever stake is deposited on the hoard in the corresponding division, and the game proceeds, as is also the case if any lower card is turned up.

During the progress of the game, the holder of Pope Joan, Matrimony, Intrigue, or Ace, King, Queen, or Knave of trumps can, if he has the opportunity, play those cards, in which event he takes the amount of the stake on the corresponding part of the board, and, in the case of Pope Joan, he receives a stake from every player for each card remaining in hand.  Neither of these combinations or cards wins anything, however, if not played out during the progress of the game, and they can only be declared in the ordinary course of play.  For this reason Pope Joan or ace of trumps should be led on the first opportunity, as neither of them can be played up to, each following a stop.  When any or all of the special cards are not played out, the stake on their particular division of the board is left for the next deal, so that it may happen that either of the compartments except Game, which is won every deal, may be considerably increased before it is secured by one of the players.  For this reason it is desirable to study the state [83] of the board, so as to see if the stake on any particular card in hand is sufficient to warrant its being played at an early stage, even though lower cards of the same suit are in hand, which would, in the ordinary course, be cleared off first.

It is sometimes agreed that when Intrigue or Matrimony is played by different hands, the amount staked on those chances shall be divided between the two-players concerned, and in each case the player of knave, queen, or king takes the stake on those chances in addition.

Play in the game is commenced by the elder hand, that is, the player on the left-hand side of the dealer, leading a card, to which the other players have to follow on in the same suit and in sequence, passing where they are unable to follow, until a stop occurs, when the competitor who plays the stop has the next lead.  The played cards are turned over, face downwards on the table, after each stop.  It must be remembered that the object of the players is to dispose of their cards as soon as possible, and on that account the known stops should be played out at the first opportunity, or led up to as early as possible.

To better explain the method of play, we will take an imaginary hand.  We will suppose there are five players, and that the one on the dealer’s left-hand side receives

5 and 7 of diamonds, 4 and knave of hearts, knave and king of spades, ace and queen of clubs.

The turn-up card proves to be the 7 of hearts.  The player thus knows he has two stops among his eight cards,viz., the of diamonds and king of spades; but in each case he has lower cards of the same suit, and he must therefore consider how best to clear them off.  The king of spades being a stop, and the player having the knave and king of that suit, [84] he cannot do wrong in leading the knave, as, if the queen is played he follows on with the king, and if by chance the queen should be in the spare hand, he still gets rid of the king, having to follow on, after his knave having proved a stop.  The same argument holds good in the case of the diamonds, of which he first leads the five and clears the suit.  The ace of clubs must next be played, as unless he leads that himself there is no possibility of his being able to play it, as no card can lead up to an ace.  He therefore plays the club ace for his fifth card, the two and three follow on from different hands, and then a stop occurs, so that it is assumed the four is in the spare hand, and thus the three is a stop.  The player of the three has, among his other cards, the queen and king of hearts, plays them (taking the stake on Matrimony, as hearts are trumps), and follows on with the seven of spades, of which he also holds the ten, which, as knave, queen, and king have been played, he knows to be a stop.  By playing off queen and king of hearts, this player made the knave of hearts in the first hand a stop.  Later on the game leads up to the queen of clubs, which also proves to be a stop, the king being in the spare hand, and the original leader is left with the lead with only two cards in hand, of which one is known to be a stop.  He therefore first plays this knave of hearts, following on with his four, clearing his hand and winning the game.  He takes the stake on Game from the board, and receives one counter from the other players for each card remaining in their hand, the only exception in such cases being in favour of the holder of Pope Joan, who is exempt if he has not played that card, but who has to pay as the rest if he has played it.  [85]

VARIATIONS.

The most popular variation from the foregoing game is for the winner,i.e. the one who first plays out his cards, to only take the stake for Game from the board, the players paying to the pool the penalty for their unplayed card or cards, and distributing them on whichever chance they prefer, except that all the eight must be covered.  In such a case the regular dressing of the board by the players at the commencement of each deal as previously described is omitted, the dealer alone paying a single stake, which he may also place where he chooses.

FIVE-POOL POPE.

The board or pool may be made with five divisions only, in which case Pope Joan, Matrimony, Intrigue, Ace, and Game are retained, King, Queen, and Knave being omitted.  In other respects the game is conducted on the ordinary lines, except that twelve coins or counters are sufficient to dress the board.

POPE JOAN WINS.

In this variation, when Pope Joan is turned up the dealer at once wins the game, and takes the stake standing to Game on the board, in addition to that on Pope and the payment from each of the players already referred to.  This is by no means a desirable innovation, and simply causes extra trouble for dealing,etc., with little or no recompense.

LIMITED STOPS.

In lieu of the spare hand being dealt, with the object of making extra stops, it may be arranged that a definite [86] number of cards be taken from the pack, either from the top or the bottom, for the purpose, or the remainder, after dealing the cards round as far as possible equally among the players, may be so set apart.  The best way, however, is to deal a spare hand with the others, as then the number of stops bears an equitable proportion to the number of players engaged in the game.

LOOKING AT THE SPARE HAND.

Among amateurs and inexperienced players it is sometimes agreed that the dealer shall look at the spare hand, so as to see what cards are stops; but after a few rounds have been played, the absurdity of this rule will be manifest.  It gives so much advantage to the dealer, who can play cards which he alone knows to be stops, that in such a case he ought to stand out, no cards being dealt him that round.  It is an altogether objectionable variation, and not at all a necessary one.

_________

Pope Joan is sometimes allowed to be played at any time in lieu of a stop, thus:  suppose a player has Pope and (say) knave of spades.  In the course of the game the nine of spades is played, and proves to be a stop.  The holder of Pope may play it in lieu of the ten of spades, and then continue with his knave of that suit, first taking his winnings on Pope.  [87]

¯¯¯

Spin may be regarded somewhat as a variation or offshoot of Pope Joan, which game it very much resembles.  The dealer will therefore do well to refer to the description given of that game, on pages 81 to 87, for further and more extended details.

At Spin the two of hearts is taken out of the pack, in addition to the eight of diamonds, but in distributing the cards no spare hand is dealt, so that there are always six regular stops in the game.  In addition, the ace of diamonds, which is called Spin, may also be used as a stop, if the player chooses to make it one, and he has the necessary card with which to follow, as explained later on.

There are only three pool chances to play for in this game:  Matrimony (king and queen of diamonds), Intrigue (queen and knave of diamonds), and Game, or first out.  In addition to these three chances, the holder of Spin receives a stake (usually three counters) from the other competitors, provided the card is played out in the ordinary course of the game; while each king entitles its holder to one counter from every competitor when they are played out.  In both these cases the amounts must be collected before another card is played, or they are forfeited.

The pool is made by each player, except the dealer, paying in a stake for Game, while the dealer has to contribute a double stake to make a pool for Matrimony, and a single stake for Intrigue.  He is sometimes called upon to con[88]tribute to Game also, but that is putting a tax upon him disproportionate to what is required from the other players.

The two of hearts and eight of diamonds having been taken out, the cards are shuffled and then dealt out, as near equally as possible, among the players.  No turn-up card is needed, as there are no trumps in this game.  The player on the dealer’s left has the lead, and he proceeds in the manner described for Pope Joan (see page 84).

The holder of Matrimony or Intrigue can declare them at any time after he plays a stop, and he then takes the stake for those chances in the pool.  He need not play the cards, but simply shows them, and may then follow on, as he has a right to do after a stop, with any card he chooses.

The holder of Spin can play it at any time when either of his other cards comes in sequence in the progress of the game, or after a stop.  In the former case, the playing of Spin makes it a stop, but it must be played out with the card which follows on, or the holder loses his chance of playing it.  For instance, suppose clubs are in play, that the six is the last card, and that the holder of the seven has Spin.  He plays the two cards together, and says, “seven and Spin.”  The other competitors then pay him the agreed stake for Spin, and the game proceeds.  If the holder of Spin does not succeed in playing it he has to pay double to the winner of the game for every card remaining in his hand.

When one of the players has played all his cards, he becomes the winner, and the others pay him a stake for each card remaining in their hands.  In addition he takes the amount of the pool set apart for first out.  The winner of the game is also exempt from payment towards the next pool for Game.  If, however, the winner is the next dealer, then he has to contribute to Matrimony and Intrigue in the ordinary course.  [89]

¯¯¯¯¯¯¯¯

This is another variation of Pope Joan, or Spin, and is played on similar lines.  The seven of each suit is taken out to form stops, and four cards are turned up in the middle of the table.  These must be the four principal cards,viz., ace, king, queen, and knave, but of different suits, so that each of the four are represented in the pool; say, for example, knave of diamonds, queen of hearts, king of clubs, and ace of spades may be turned up.

The several players pay a coin or counter to form the first pool, and may put it on whichever card of the four turned up they choose, provided that all four are covered.  The dealer pays one extra throughout the game.  The whole of the cards are then dealt, as nearly equal as possible, as for Spin.  Play proceeds as in that game, the holder of the card immediately preceding those in the pool taking the stake upon it when he plays his card.  For this purpose the ace is considered both as lowest and highest, so that, in the supposed cases given above, the holders of king of spades, queen of clubs, knave of hearts, and ten of diamonds become winners of pool stakes on playing out their respective cards.  These would in each case become stops, and the player would have the right to play another card.

The one who first succeeds in clearing his hand wins the game, and receives from each of the other competitors a stake for every remaining card.  The pool stakes cannot be taken unless the cards are played up to, and if this is not done the amounts are carried on to the next deal.  The hints and fuller explanation given in Pope Joan and Spin should be studied in connection with this game.  [90]

¯¯¯¯¯¯¯¯¯¯

There are two distinct methods of playing this game, so unlike as to lead to the conclusion that at some time or other two separate games must have been confused by being called under the same name, and have since been so associated with each other.  There is hardly one point in common between the two methods in vogue; and while one is entirely different from anything yet described in the present volume, the other is, to a great extent, played on the lines of Pope Joan, Spin, and Newmarket, and may be regarded as an offshoot of those games—­rather than as an independent one—­which has got mixed with the one known under the title of Snip-Snap-Snorum, and has come to be recognised under that name.  As preference in such a case should be given to the independent game, we shall first describe that, and afterwards devote attention to the other system.  In doing so we must excuse ourselves for the manifest inconsistency of associating two distinct games under the one title, on the ground of custom and practice among different individuals, and in order to avoid confusion as far as possible, we have re-named the game we shall describe last, as Jig, that being one of the terms used in the game, and sufficiently distinctive for every purpose.

Snip-Snap-Snorum is a round game, available for any number, of players from two to ten, when the full pack of fifty-two cards is played with, or for any number up to six [91] when the smaller pack of thirty-two is used.  Probably the best number of players is five or six in the former case, and three or four in the latter; the greatest objection to a large number of players being that those first out have to wait until the others have exhausted their stakes, which may not occur until several more rounds have been completed.

At the commencement of the game each player has to be provided with five coins or counters, of equal value, and the game is decided when all but one of the players has exhausted those five stakes.  The player who holds out the longest becomes the winner, and secures the whole of the pool, which is contributed to during the progress of the game as described later on.

The deal is decided in the ordinary way, the player to whom the first knave is turned up having the first right to deal the cards.  He shuffles the pack, has it cut, and then distributes five cards to each player, one at a time, and commencing with the one on his left-hand side.  There is no turn-up card needed; when all have received their five cards the hands are looked at, and the game begins.  The object of the players is to play cards of equal value to those of their right-hand adversaries, and if they do so the player has to pay a penalty into the pool; one stake for Snip, which is the first pairing of a card; two stakes for Snap, the second pairing of the same card; and three stakes for Snorum, the third pairing.  For instance, suppose there are five players,A,B,C,D, andE.Ais the dealer, and, the cards having been dealt,Bhas to lead; he plays a nine, and calls it when he places it on the table face upwards in front of him;Clikewise has a nine, which he must play by also placing it face upwards on the table in front of him, and says “Snip,” upon whichBhas to pay a stake into the pool, his card having been pairedDalso has [92] a nine, which he plays in similar manner, and says “Snap,” upon whichChas to pay two stakes into the pool, his card having been also paired;Ethen has to follow on, and also having a nine in hand, he must play it, and says “Snorum,” which imposes a penalty of three stakes uponD.  This having disposed of the four nines in the pack,A, whose turn it now is to play, has to start upon a new card, and he has the option of playing whichever of the five in his hand he chooses.

The penalties of Snip-Snap-Snorum do not remain in force if any other card intervenes between the pairs, so that it is only the player next in order of play who has the opportunity of securing a stack& for the pool from any of the others.  Taking the illustration given above, we will suppose thatDhad no nine, and was accordingly compelled to play, say, a ten.Bwould have had to pay the penalty for Snip, as before; butCcould have nothing to pay, his card not having been paired.  Then supposeE, in his turn, played a nine, and A also played one, that would only “snip”E’snine, although the other two nines had just been played;Ewould have to pay one stake to the pool.

As soon as the five cards dealt to each player are exhausted, the next in order becomes the dealer, and distributes five cards to each player, as before, and the game is conducted round and round on exactly similar lines until one of the party has lost the last of his five stakes.  He is then out of the game, and if he has any cards left he must add them, face downwards and unexposed, to the top of the undealt portion of the pack.  The other players proceed with the game, and as each loses his last stake he is left out, and no fresh cards are dealt him.  This goes on until all but one have lost their stakes, when, as already described, the game is finished, and the last in takes the pool.  [93]

If a new game is started on, the first out in the previous game becomes the new dealer.

The lead is a disadvantage in this game, as, after a few cards have been played, it is often possible to know that certain cards remaining in hand are absolutely safe, or nearly so.  For instance, suppose two knaves have been played during the first round or two, and that a third knave is in a player’s hand, that card may be played as an almost safe one, as there is only one other that can pair with it, and the odds of the fourth knave being in the next player’s hand are very remote.  For the same reason a player having two of a kind in his own hand should always play one of them when his turn comes round, provided, of course, he is not able to pair with the player immediately preceding him.

If a player has a card similar to that played immediately before him, he must play it.  In the event of his failing to do so, he has to pay a double penalty to the pool, while the player who would have been penalized has to contribute just as though the right card had been played.  These penalties must be enforced before the cards are cut for the next deal.

VARIATIONS.

This method of playing the game is sometimes varied as follows:  Instead of dealing five cards to each player, the whole of the pack is distributed, equally; or as nearly equal as possible, among the players, each of whom starts with five coins or counters, as in the other game.  The player on the dealer’s left-hand side, whom we will callB, as above, has to lead, and he keeps on playing one card after another until the opponent on his left (C) can pair one of them.  WhenCsucceeds in doing this, he says “Snip,” andBhas to pay a stake into the pool, while he remains in [94] active until the game has proceeded right round the table.  Play now rests betweenCandD.  IfDcan pairC’scard with which he snippedBhe does so, and calls “Snap,” whenChas to pay two stakes to the pool; if thenEcan also pair the card, he cries “Snorum,” andDhas to pay three stakes to the pool.  If, however, the players cannot pair, thenChas to keep on playing out his cards untilDcan pair one, in which caseCis snipped, and the game proceeds as just described.  The game goes round until all have played their cards, when the pack is again shuffled, and a new deal started upon, the game being won and the stakes secured by the player who holds out the longest with his five stakes, as in the other game.

This variation may be altered again by agreeing that an unlimited number of coins or counters may be used, and that the player who first succeeds in getting rid of his cards shall be the winner of the pool.  By this system each deal becomes complete in itself, but it will not be found a very desirable innovation if many players are engaged, as in that case the cards are so divided that it becomes an easy matter to clear a hand.

TURN-UP SNIP.

It is sometimes agreed that the dealer shall turn up the top card of the undealt portion of the pack, and if then the first player can match it, the dealer has to pay the penalty for Snip.  A much better way of playing this variation, however, is for the pool to pay the penalty for this first Snip.  In that case the player takes one counter out of the pool and adds it to his own stock.  [95]

¯¯¯¯¯¯

We have already mentioned that our reason for adopting the above title is to distinguish this method of playing the game of Snip-Snap-Snorum from the one just described, and it will be evident to those who study the two systems that we are quite justified in introducing a distinctive name for the one we are now about to deal with, which, as we have said, has little or nothing—­beyond former title and use of similar terms—­in common with the other.

The first dealer having been settled, and the pack shuffled, the cards are dealt out one at a time until the pack is exhausted.  The object of the players is to get rid of their cards as speedily as possible, the one first out winning a coin or counter from each of the other players for every card remaining in their hands.  The player on the dealer’s left-hand side has to play first, and he leads whichever card he chooses, placing it face upwards on the table in front of him, and saying “Snip”; the holder of the next highest card of the same suit (ace counting as lowest and king as highest) has to follow on, and says “Snap”; then the three next highest cards are played, the holders of them saying “Snorum,” “Hicockalorum” and “Jig” respectively, when playing them.  The one who plays Jig has the next lead, and may follow on with whichever card he chooses.  If either of the cards played is a stop,—­that is to say, the succeeding card has been played out, or it is a king,—­then the player says “Jig” after announcing what card he plays, as, for [96] instance, “Snip-Jig,” “Snap-Jig,” and so on.  The player of the stop has to lead the next card.

It will thus be seen that the object of the players should be to lead such cards as will bring the Jig into their own hand again whenever possible, as then another card has to be led, and a greater chance exists of clearing the hand.  To do this successfully, it is necessary to remember what cards are played during the progress of the game, so as to know which are stops, and then, if the stops are in hand, such cards should be played as would lead up to them.  It will be well to bear in mind the following, which gives a list of the “Jigs” to the several cards of the pack:—

Similarly, if the two, three, or four is a stop, the ace, two or three may be played so as to lead up to them and thus secure the Jig.

When one of the party has exhausted his cards, he says “Out,” and then receives a coin or counter from each player for every card they have left, and he also wins the amount in the pool if one has been formed.  This is possible in many ways:  either by each player contributing to it equally, by calling upon the dealer to pay in, or by the infliction of fines or penalties for incorrect calls,etc.

It is hardly necessary to give further details of the method of playing the hands, the game being so similar to Pope Joan, Spin, and Newmarket, which are fully described elsewhere.  Players will do well to refer to those games for further information in regard to this variation of Snip-Snap-Snorum.  [97]

¯¯¯¯¯¯

This game, which is of considerable antiquity, is available for two, three, four, or more persons, but is usually played by four, when two of the players act as partners against the other two.  It is, however, equally available for four players acting independently, in which case each scores his individual points, whereas in the partnership game, as with only two players, the lesser number of points is taken from the greater, and the difference only is scored by the winner.  With three players it is also necessary to score independently, although in all these independent scorings it is sometimes decided that the lowest scorer shall not reckon anything, while the number of his points is deducted from those of each of the others; as, for instance:  supposeAmade 1 point,B2,C3 andD5;Awould not score anything, whileBwould score 1,C2, andD4.  Similarly, ifAmade 2 points,B2,C2 andD5;Dwould be the only one to score, and he would count 3.

It is usual to play with the full pack of fifty-two cards; there is however no reason why the smaller pack of thirty-two should not be used, but in that case the hands would be of shorter duration.

Assuming that four persons intend to take part in the game, and that they decide to play in pairs, the first question to settle will be as to who shall be partners, and who the first dealer.  This is arranged by each of the four [98] players taking a card from the top or other part of the pack, when those who draw the two lowest cards have to play against the drawers of the two highest.  The lowest of the four (ace counting as lowest) becomes the first dealer.  In the event of a tie, which prevents the decision being thus made, only those whose cards are alike draw a second time.  The partners sit opposite to each other, and the cards of each player are kept distinct until the hands are completed by the entire pack having been played through.

The cards having been shuffled and cut, the dealer distributes four cards to each of the players, dealing them one at a time.  He also places four other cards face upwards in the middle of the table.  It is usual to deal these latter one at a time when going round with the regular hands, but they may be taken all at one time from the top of the pack, after the players have received their cards.  The player on the left-hand side of the dealer then plays a card from his own hand, and takes with it every card of the same denomination among those exposed on the table, as well as all that will combine and make the same number.  For instance, a ten not only takes every other ten, but also nine and ace, eight and two, seven and three, six and four, or two fives, two threes and a four, and other combinations.

If the player is able to pair or combine any of the cards, he places them with his own card face downwards on the table in front of him; but if he is not able to pair or combine, he must add a card, face upwards, to those already exposed on the table.  The next player does the same, and so on round the table until the four cards in hand have either been paired, combined, or added to the exposed stock on the table.  The original dealer then distributes four fresh cards to each of the players, but does not expose any on the table as in the first round.  The same proceeding [99] is repeated until the whole pack has been exhausted, the player who is last able to pair or combine any of the exposed cards taking all the remaining cards off the table, and scoring one point for thus “sweeping the board,” as it is termed.  If a player is able to sweep the board at any other time during the progress of the game, he also scores a point, and the following player has to commence a new board by laying out a card.

The whole of the cards having thus been played, the partners combine their winnings, and the counting of the cards commences, the various points of the game being as follow:

The partners whose winnings show the greater number of points then deduct the points of their opponents from their own, and score the remainder to their game; thus, if one sides secures 6, and the other side 5, the former score 1 point and the latter score nothing; while if the respective scores were 7 and 4, the winners of the seven points would add to their score.

The object of those engaged in the game being to secure Great Cassino, Little Cassino, the four aces, the majority of spades, and the greater number of cards, a few rules will at once suggest themselves to guide the play of the hands.  [100] Secure the Cassino cards on the first opportunity, also aces and spades, after which aim to make as many combinations as possible, leaving the pairs until last, unless they be the ten or the two, which are always best got off the board as early as possible, so as to prevent the opponents making the Cassinos if they have them in hand.

When three players are engaged, it is sometimes agreed that the two lowest shall add their points together, and subtract them from the highest.  In such a case, if the two lower numbers together either amount to or exceed the higher, then neither party scores.  This method will not be found desirable in actual play, as it leads to so many hands resulting in a negative score.

If a card is exposed by the dealer in the first round, other than those dealt for the exposed hand, then the deal is forfeited, but the exposure of a card at a subsequent period does not disqualify the dealer, the player being compelled to take the exposed card, although it is best to impose some penalty for the fault.  [101]


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