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A married man with light hair would be the ♢ K, with dark hair, the ♣ K. If he claims to be single, the ♡ J. If your client is a woman, the ♡ Q will do for blondes, the ♣ Q for brunettes. Do not ask if she is married, and take no notice of rings. Having obtained the necessary twelve cards, the more you know about the consultant’s history, hopes, and prospects, and the better you can judge her character, the less attention you need pay to the cards, and the more satisfactory the result of the consultation will be. It is not necessary to stick too closely to the meanings of the cards, nor to their combinations; the great thing is to tell your client what she wants to hear. In order to confirm the truth of the pleasing story you have built upon the twelve cards, they must be gathered together, shuffled, presented to be cut with the left hand, and then divided into four packets of three cards each. The first packet is for the Person, the second for the House, the third for the Future, and the fourth for the Surprise. Each packet is successively turned up, and its contents interpreted in connection with the part of the questioner’s life which it represents. In case there should be nothing very surprising in the last pack, it is well to have a few generalities on hand, which will be true of a person’s future six times out of ten.

Affranchir, F., to establish a suit. Age, the eldest hand; sometimes erroneously spelt Edge. Albany Lead, a lead in Whist, to show four trumps and three of each plain suit. American Leads, leads that show the number of cards in the suit led, at Whist. Ames Ace, double aces thrown with dice. Anchor Shot, getting the object balls against the cushion and astride the line at baulk-line billiards. Ante, a bet made before playing, but after seeing the hand. Antepenultimate, the lowest but two of a suit. Après, the announcement of a refait at Rouge et Noir.

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It is to the interest of _=A=_ to euchre _=B=_; but it is to the interest of _=C=_ to let _=B=_ make his point because if _=B=_ is euchred, _=A=_ wins the game. _=B=_ having made his point, _=C=_ deals, and it is then to the interest of _=B=_ to let _=C=_ make his point. Suppose _=C=_ makes a march, 3 points, which puts him on a level with _=A=_. On _=A’s=_ deal it is _=C’s=_ game to euchre him, but _=B=_ must let _=A=_ make his point; so that instead of being opposed by both _=B=_ and _=C=_, as he was a moment ago, _=A=_ finds a friend in _=B=_, and the two who were helping each other to beat _=A=_, are now cutting each other’s throats. On _=B’s=_ deal, _=A=_ does not want to euchre him, for although that would win the game for both _=A=_ and _=C=_, _=A=_, who now has 4 points up, does not wish to divide the pool with _=C=_ while he has such a good chance to win it all himself. Suppose _=B=_ makes his point. _=A=_ will do all he can to euchre _=C=_, but _=B=_ will oppose the scheme, because his only chance for the game is that _=A=_ will not be able to take up the trump on his own deal, and that _=B=_ will make a march. SET-BACK EUCHRE. This is simply a reversal of the ordinary method of scoring, the players starting with a certain number of points, usually ten, and deducting what they make on each deal. The peculiarity which gives the game its name is that if a player is euchred he is _=set back=_ two points, his adversaries counting nothing.

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=_ The four players at Solo Whist are usually distinguished by the letters A B Y Z. [Illustration: Y +-----+ | | A | | B | | +-----+ Z ] Z is the dealer, and A is known as the _=eldest hand=_. The position of the players does not imply any partnership; for, as we shall see presently, any player may have any one of the others for a partner, without any change taking place in their positions at the table. The players having once taken their seats are not allowed to change them without the consent of all the others at the table. _=DEALING.=_ The cards having been properly shuffled, are presented to the pone to be cut. Beginning on his left, the dealer distributes the cards three at a time, until only four remain. These he deals one at a time, turning up the last for the trump. When two packs are used, the player sitting opposite the dealer shuffles the still pack while the other is dealt. The deal passes in regular rotation to the left.

Lobber. Loggats. London. London Bridge. Long-duck. Long Tag. Long Tawl. Long Terrace. Loup the Bullocks. Lubin.

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No player is allowed to take back into his hand any card that has once been discarded. If he has taken up the cards, or has seen any of them, and has too many, his hand is foul, and must be abandoned. If the dealer gives himself more cards than he needs, he must take them; but if less, he can supply the deficiency, provided he has not looked at any of the drawn cards. _=25. Incorrect Dealing.=_ Should the dealer give any player more or fewer cards than he asks for, and the player discover the error before taking them up or seeing any of them, the dealer must withdraw the surplus card, and place it on the top of the pack. Should the dealer give a player fewer cards than he asks for, he must supply the deficiency when his attention is called to it, without waiting to supply the other players. Should the dealer give cards to any player out of his proper turn, he may correct the error if none of the cards have been seen; not otherwise. _=26. The Last Card=_ of the pack must not be dealt.

Should any player in his turn refuse to straddle, no other player on his left can straddle. _=18. The Ante.=_ After the cards are dealt, each player in turn, beginning with the one to the left of the age, or to the left of the last straddler, if any, must either abandon his hand or put into the pool twice the amount of the blind, or of the last straddle. When it comes to the turn of the age, and the straddlers, if any, they must either abandon their hands, or make the amount they have in the pool equal to twice the amount of the blind, or of the last straddle, if any. _=19. Raising the Ante.=_ Each player, when it is his turn to come in, may add to the amount of the ante any sum within the betting limit. This will compel any player coming in after him to equal the total of the ante and the raise, or to abandon his hand; and it will also give such following player the privilege of raising again by any further amount within the betting limit. Should any player decline to equal the amount put up by any previous player, he must abandon his hand, together with all his interest in that pool.

|prince. | | 25.| -- | -- | -- | | 26.| -- | -- | -- | | 27.|A young prince for | -- |For your ain sake. | | |your sake. | | | | 28.| -- | -- | -- | | 29.| -- | -- | -- | | 30.|If this young prince | -- |If they all should | | |should die.

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This is the way to wash the clothes, Wash the clothes, wash the clothes, This is the way to wash the clothes, About the merry-ma-tansa. [Then follows verses for wringing clothes, ironing, baking bread, washing hands, face, combing hair, washing and sweeping the house, and a number of other things done in housekeeping. The boy then presents the girl with a ring, and they all sing--] Now she s married in a goud ring, A gay goud ring, a gay goud ring, Now she s married in a goud ring, About the merry-ma-tansa. A gay goud ring is a dangerous thing, A cankerous thing, a cankerous thing, A gay goud ring is a dangerous thing, About the merry-ma-tansa. Now they re married we wish them joy, Wish them joy, wish them joy, Now they re married we wish them joy, About the merry-ma-tansa. Father and mother they must obey, Must obey, must obey, Father and mother they must obey, About the merry-ma-tansa. Loving each other like sister and brother, Sister and brother, sister and brother, Loving each other like sister and brother, About the merry-ma-tansa. We pray this couple may kiss thegither, Kiss thegither, kiss thegither, We pray this couple may kiss thegither, About the merry-ma-tansa. [If any lad was left without a partner, the ring sing--] Here s a silly auld man left alone, Left alone, left alone, He wants a wife and can t get none, About the merry-ma-tansa. --Biggar (William Ballantyne).

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The box must be lifted by the person who is recording the throws, in a raffle, for instance, after the spectators have had time to assure themselves that all the dice are covered. If the caster has his fingers over the mouth of the box when he turns it over, or lifts the box himself, the throw is foul. The second method is known as rolling, or the _=long gallery=_, and is generally used in poker dice and such games. After the box has been shaken, the caster holds it by the side, and gives it a twist and a push, which causes the dice to pour out, and roll along the table. The third method is called _=shooting=_, and is always employed in craps. No box is used, the dice being held in the hand and rolled along the table or the ground. The crap shooter is obliged to shake the dice in his hand to show that he is not holding them with certain faces together, which is a common way of preventing or getting certain throws, especially with shaped dice. Whichever method is employed, each die must lie flat upon one of its own faces after the throw, neither resting upon nor _=cocked=_ against any other die or any obstruction upon the table or the ground. If any of the dice are cocked, all of them must be taken up and thrown again. RAFFLING.

Any player may ask the others to _=draw cards=_ in any trick, provided he does so before the cards are touched for the purpose of gathering them. In answer to this demand, each player should indicate which card of those on the table he played. No one is allowed to see any trick that has been turned and quitted. _=Taking Tricks.=_ As the tricks are taken they should be neatly laid one upon the other in such a manner that any player at the table can count them. All tricks belonging to one side should be kept together. At the end of each hand the score should be claimed and marked. Revokes must be detected and claimed before the cards are cut for the following deal. _=CUTTING OUT.=_ When the play is confined to four players, rubbers are usually played, and the table is complete with six persons, two looking on, and awaiting their turn.

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In settling at the end of the rubber it is usual for the losers to pay their right-hand adversaries. _=MAKING THE TRUMP.=_ The trump suit must be named by the dealer or his partner, after they have examined their cards. The dealer has the first say, and he may either select cayenne or any of the other suits; or he may announce _=grand=_, playing for the tricks without any trump suit; or he may call _=nullo=_, playing to take as few tricks as possible, without a trump suit. If the dealer makes the choice, his partner must abide by it; but if he has not a hand to justify him in deciding, he should leave the selection to his partner, who must decide one way or the other. The considerations which should guide players in their choice are the scoring possibilities of their hands, in tricks and in honours. As in Whist, the first six tricks taken by one side do not count; but each trick above that number counts one, two, etc., _=by cards=_. There are five honours in the trump suit in Cayenne; A K Q J 10; and the partners holding the majority of them count 1 for each honour that they hold in excess of their opponents, and 1 in addition, for _=honours=_. For instance: If A-B have three honours dealt them, they must have one more than their adversaries, and 1 for honours; entitling them to score 2.

_=PLAYERS.=_ The number of players, their arrangement at the table, etc., is precisely the same as at Boston. _=CUTTING.=_ Instead of cutting for the first deal, any one of the players takes a pack of cards, and gives thirteen to each player in succession, face up. The player to whom he gives the diamond Jack deals the first hand, and has the choice of seats and cards. The others sit as they please. _=DEALING.=_ The cards are shuffled before every deal. The player on the left of the dealer cuts, and cards are given first to the player on the dealer’s right, dealing from right to left.

--Dublin (Mrs. Lincoln). Mr. Patterson (_Antrim and Down Glossary_) mentions this as Hockey; the same as Shinney. Called in some districts, he adds, Comun and Kamman, from the Irish name for the game. Conkers The same game as Cogger. The game is more generally called playin at sneel-shells. --Ross and Stead s _Holderness Glossary_. Conquerors or Conkers I. Cobbly co! My first blow! Put down your black hat, And let me have first smack! --Burne s _Shropshire Folk-lore_, p.

=_ In some places 13 counters are placed on the table, the winner of each trick taking down one. This system often leads to disputes, as there can be no check upon it, and there is nothing to show in which trick the error occurred. _=COUNTING TRICKS.=_ At the end of each hand, the players sitting North and South score the _=total=_ number of tricks they have taken; instead of the number in excess of a book. Their adversaries, sitting East and West, do the same. Each player then slightly shuffles his 13 cards; so as to conceal the order in which they were played, and the four separate hands of 13 cards each are then left on the table, face down; the trump being turned at the dealer’s place. _=TRAYS.=_ When any apparatus is used for holding the cards, such as trays, boxes, or envelopes, each player puts his 13 cards in the compartment provided for them. Each tray has a mark upon it, usually an arrow, showing which end of the tray should point toward a given direction, usually the North. The pocket into which the dealer’s cards go is marked “dealer,” and it is usual to provide a trump slip for each tray.

(_b_) The first Dorsetshire game is played as follows:--Two girls are chosen, the one to represent a lady and the other a mother, who is supposed to be taking her children out to service. She has one or more of them in each hand, and leads them up to the lady, saying or singing the first verse. The dialogue then proceeds, and the verse is repeated until all the children are similarly disposed of. A few days are supposed to pass, after which the mother calls to see her children, when the lady tells her she cannot see them. At last she insists upon seeing them, and the children are all sat down behind the lady, and the mother asks one child what the lady has done to her; and she tells her that the lady has cut off her nose, and made a nose-pie, and never give her a bit of it. Each one says she has done something to her and made a pie, and when all have told their tale they all turn on her and put her to prison. The second Dorsetshire game somewhat differs. One child takes seven or eight others whom she pretends are her children. Another child, presumably a mistress in want of servants, stands at a distance. The first child advances, holding the hand of her children, saying the first verse.

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It is to the interest of _=A=_ to euchre _=B=_; but it is to the interest of _=C=_ to let _=B=_ make his point because if _=B=_ is euchred, _=A=_ wins the game. _=B=_ having made his point, _=C=_ deals, and it is then to the interest of _=B=_ to let _=C=_ make his point. Suppose _=C=_ makes a march, 3 points, which puts him on a level with _=A=_. On _=A’s=_ deal it is _=C’s=_ game to euchre him, but _=B=_ must let _=A=_ make his point; so that instead of being opposed by both _=B=_ and _=C=_, as he was a moment ago, _=A=_ finds a friend in _=B=_, and the two who were helping each other to beat _=A=_, are now cutting each other’s throats. On _=B’s=_ deal, _=A=_ does not want to euchre him, for although that would win the game for both _=A=_ and _=C=_, _=A=_, who now has 4 points up, does not wish to divide the pool with _=C=_ while he has such a good chance to win it all himself. Suppose _=B=_ makes his point. _=A=_ will do all he can to euchre _=C=_, but _=B=_ will oppose the scheme, because his only chance for the game is that _=A=_ will not be able to take up the trump on his own deal, and that _=B=_ will make a march. SET-BACK EUCHRE. This is simply a reversal of the ordinary method of scoring, the players starting with a certain number of points, usually ten, and deducting what they make on each deal. The peculiarity which gives the game its name is that if a player is euchred he is _=set back=_ two points, his adversaries counting nothing.

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If all pass except the pone, he must play against the dealer, either with the cards dealt him, or with the widow. If he declines to play, he must pay the dealer five counters, and the pool remains. The dealer must play if he is opposed by only one player; but if two others have announced to play, the dealer may play or pass as he pleases. If he plays, he may discard and take up the trump card. No other player may rob the trump. _=METHOD OF PLAYING.=_ The eldest hand of those who have declared to play begins by leading any card he pleases. Each player in turn must head the trick; that is, play a higher card if he can. If he has two higher, he may play either. If he has none of the suit led, he must trump if he can, even if the trick is already trumped by another player.

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Even if the dealer knocks, he must turn up the widow, and allow each player an opportunity to draw from it, or to exchange his entire hand for it. When a player knocks, he signifies that no matter what the players following him may do, when it comes to his turn again the hands must be shown. A player cannot draw and knock at the same time; but a player can refuse to draw or exchange after another player has knocked, not before. In some localities it is the rule to turn the widow face up at once if any player knocks before it is taken; allowing all those after the knock an opportunity to draw or exchange; but this is not the usual custom. Suppose five play. E deals, and A passes; B takes the widow; C and D draw from B’s abandoned hand, and E knocks; without drawing, of course. A, who passed the first time, now has an opportunity to draw or exchange. So have each of the others in turn, up to D; but after D draws or exchanges, the hands must be shown, because the next player, E, has knocked. When the hands are shown, there are two ways to settle: If the counters have a money value, the best poker hand wins the pool, and the deal passes to the left. If the counters have no money value, there is no pool; but the player who has the worst hand shown puts one of his counters in the middle of the table.