if you have three queens, three knaves, or three tens, discard one of them preferably to the seven of such a suit, because it is 3 to 1 that you do not take in any one certain card, elder-hand, to make you a quatorze, and consequently you would discard the seven to great disadvantage.
4. Should your adversary be considerably before you in the game, the consideration of the cards must be put quite out of the question; therefore, suppose you should have a quart to a queen, or to a knave ; it is only about 5 to 4, being elder-hand, but that you take in a card to make you a quint, about 3 to 1 but that you take in a queen, a knave, or ten; and should you have three of either dealt you, push for the game, particularly if it be so far advanced as to give you but little chance in another deal; and in this, and other cases, have recourse to the calculations ascertaining the odds.
5. Gaining the point, generally makes ten difference ; therefore, when you discard, endeavour to gain it, but do not risk losing the cards.
6. Saving your lurch, or lurching your adversary, is so materia], that you ought always to risk some points to accomplish either of them.
7. If you have six tricks, with any winning card in your hand, play that card ; because, at least, you would play eleven points to one against yourself by not so doing, unless in play you discover what cards your adversary has laid out.
8. Should you be greatly advanced in the game, as for instance 80 to 50, in that case let your adversary gain two points for one as often as you can, especially should you in the next deal be elder-hand ; but if, on the contrary, younger hand, and your game be 86 to 50 or 60, never regard