This game, which has lately revived in popularity, is played by two
persons with a pack of cards from which the twos, threes, fours,
fives, and sixes have been discarded. In the clubs it is usual to play
with two packs, used alternately. The players cut for deal, the
highest card deals. The pack is shuffled and the non-dealer cuts. The
dealer then from the united pack gives five cards to each, beginning
with his adversary, by twos and threes, or threes and twos; and always
dealing in the same way throughout the game. The eleventh card is
turned up for trump. If the turn-up be a king, the dealer marks one
point; five points being game. The non-dealer looks at his cards, and
if he be dissatisfied with them, he may propose--that is, change any
or all of them for others from the stock, or remainder of the pack on
the table. Should he propose, he says, "I propose," or "cards," and it
is in the option of the dealer to give or refuse cards. When he
decides to give, he says, "I accept," or "How many?" Should he refuse
to change he says, "I decline," or "Play." The dealer may, if he
accept the proposal, change any or all the cards in his own hand.
Sometimes a second discard is allowed, but that must be by previous
agreement. Of course the non-dealer may play without discarding, in
which case the dealer must play his own hand without changing any of
his cards. When the hands are arranged the non-dealer plays a card,
which is won or lost by the playing of a superior card of the suit
led. The second must follow suit, or win the trick if he can;
otherwise he may throw any card he chooses. The order in value of the
cards is--king, queen, knave, ace, ten, nine, eight, seven. The winner
of the trick leads for the next trick, and so on, till the five cards
on each side are played. The winner of three tricks scores one point;
if he win the whole five tricks--the _rôle_--he scores two points; if
he hold the king, he names it before playing his first card--"I mark
king." Should the non-dealer play without proposing, and fail to make
three tricks, his adversary marks two points; should the dealer refuse
to accept and fail to win three tricks, his opponent scores two. The
game is five up; that is, the player who first marks five points,
wins. The score is marked by two cards, a three and a two, or by
counters. The deal is taken alternately; but when the play is for
rubbers it is usual to cut for deal at the end of each rubber.
[KNOWLEDGE IS MODEST, CAUTIOUS, AND PURE.]