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4. The highest number to be made of a repique and capot is 170 points. The cards which compose that number are the four tierce-majors, which are supposed to be good for every thing.

5. Suppose you are elder-hand, and want 8 points of the game, and the younger-hand wants 23; and you have the ace, king, and queen of clubs dealt you; the ace, king, and ten of diamonds; the ace, knave, and nine of hearts; the knave, nine, and seven of spades; to prevent any possibility of the younger-hand making 23 points-and he is not to reckon carte-blanche-you are to discard the king and queen of clubs, and knave, nine, and seven of spades, by which method of discarding you are certain to make 8 points before the younger-hand can make 23 points.

6. Suppose you have the ace, queen, and knave of clubs, with the king and ten of diamonds; and your adversary has the ace, queen, and knave of diamonds, and the king and ten of clubs, he being to lead, is to make 5 points, or to lose the game. To prevent him from making five points, when he plays the king of clubs, you are to play the ace ; by which means he can only make 4 points.

7. A and B play a party at piquet, and have won one game each. A has it in his power to win the second; but then he will be younger-hand at the beginning of the next game. A has it also in his power to reckon only 99 points of the second game, and B will be 70; it is A's interest to win the second game, in the proportion of 14 to 13 in his favour.

LAWS OF THE GAME OF PIQUET.

1. The elder-hand is obliged to lay out at least one card.

2. If the elder-hand take in one of the three cards, which belong to the younger hand, he loses the game.

3. If the elder-hand, in taking his five cards, should happen to turn up a card belonging to the younger-hand, he is to reckon nothing that deal.

4. If the elder or younger-hand play with thirteen cards, he counts nothing.

5. Should either of the players have thirteen cards dealt him, it is at the option of the elderhand to stand the deal or not, and if he choose to stand, then the person having thirteen is to discard one more than he takes in; but should either party have above thirteen cards, then a new deal must take place.

6. If the elder or younger-hand reckon what he has not, he counts nothing.

7. If the elder-hand touch the stock after he has discarded, he cannot alter his discard.

8. If a card be faced, and it be discovered either in the dealing or in the stock, there must be a new deal, unless it be the bottom card.

9. If the dealer turn up a card in dealing, belonging to the elder-hand, it is in the option of the elder-hand to have a new deal.

10. If the younger-hand should take in five cards, it is the loss of his game, unless the elderhand should have left two cards.

11. If the elder-hand should call 41 for his point, which happens to be a quart-major, and it is allowed to be good, and should only reckon 4 for it, and should have played, he is not entitled to count more.

12. If the elder-hand should show a point, or a quart or tierce, ask if they are good, and afterwards forget to reckon any of them, it bars the younger-hand from reckoning any of equal value.

13. Carte-blanche counts first, and consequently saves piques and repiques. It also piques and repiques the adversary, in the same manner as if those points were reckoned in any other way.

14. Carte-blanche need not be shown till the adversary has discarded; but the elder-hand must bid the younger-hand to discard for carte-blanche: which having done, he is to show his blanche by counting the cards down one after another.

15. In cutting for the deal, you are to cut two cards at the least.

16. Should the elder-hand call a point, and not show it, it is not to be reckoned: and the hand may show and reckon his point.

younger

17. If you play with eleven cards, or fewer, no penalty attends it.

18. Should the elder-hand leave a card, and after having taken in should put to his discard the four cards taken in, they must remain with his discard, and he can only play with eight cards.

19. If the younger-hand leave a card or cards, and should mix it with his discard before he has shown it to the elder-hand, who is first to tell him what he will play, the elder-hand is entitled to see his whole discard.

20. If the younger-hand should leave a card or cards, and should not see them, nor mix them with his discard, the elder-hand has no right to see them; but then they must remain separate whilst the cards are playing, and the younger-hand cannot look at them.

21. If the younger-hand should leave a card or cards, and look at them, the elder-hand is entitled to see them, first declaring what suit he will lead.

22. If the dealer should give a card too few, it is in the option of the elder-hand to have a new deal; but should he stand the deal, he must leave three cards for the younger-hand.

23. In the first place, call your point; and if you have two points, if you design to reckon the highest, you are to call that first, and are to abide by your first call.

24. You are to call your tierces, quarts, quints, &c., next; and the highest of them first, if you design to reckon them.

25. You are to call a quatorze preferably to three aces, &c., if you design to reckon them.

26. If you call a tierce, having a quart in your hand, you must abide by your first call.

27. Whoever deals twice together, and discovers it previous to seeing his cards, may insist upon his adversary dealing, though the latter may have looked at his cards.

28. Should the pack be found erroneous in any deal, that deal is void; but the preceding deals are valid.

29. The player who at the commencement does not reckon or show carte-blanche, his point, or any sequence, &c., is not to count them afterwards.

30. No player can discard twice, and after he has touched the stock, he is not allowed to take any of his discard back again.

31. When the elder-hand does not take all his cards, he must specify what number he takes or leaves.

32. Whosoever calls his game wrong and does not correct himself before he plays, is not to reckon any thing that game; but the adversary is to reckon all he has good in his own game.

33. Any card that has touched the board is deemed to be played unless in case of a revoke. 34. Should any player name a suit and then play a different one, the antagonist may call a suit.

35. The player who looks at any card belonging to the stock, is liable to have a suit called.

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THIS game is played by two persons, with a box and dice, upon a table divided into two parts, or rather four, two inner and two outer tables, upon which there are twelve black and twelve white

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