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DEALING. 13. When the pack has been properly cut and reunited, the dealer must distribute the cards, one at a time, to each player in regular rotation, beginning at his left. The last, which is the trump card, must be turned up before the dealer. At the end of the hand, or when the deal is lost, the deal passes to the player next to the dealer on his left, and so on to each in turn. In _=Solo Whist=_, the cards are distributed three at a time until only four remain in the pack. These are dealt one at a time, and the last turned up for trump. In _=Boston=_ and in _=Cayenne=_, the cards are dealt four at a time for two rounds, and then five at a time. No trump is turned. After the cards have been dealt the player opposite the dealer presents the still pack to be cut by the player on the dealer’s left, and the top card of the portion left on the table is turned up.

Every time you get the cue ball between the two others you will find yourself in difficulties; but whenever both the balls are in front of the cue ball, there will be some chance to score. When there is a choice of several ways of making a shot, the balls being wide apart, it will usually be found that one of them will bring the balls into better position than the others, and for that reason it is called a _=gathering shot=_. The expert tries to get the balls on the rail by a series of these gathering shots, and if any of the three positions shown in the diagram can be arrived at, a large run may be made by the _=rail nurse=_. When the balls are not left in one of these positions they are said to _=break=_, but there are several positions in which they may be recovered by a kiss or a massé shot. In No. 4, the player must be careful to come back on the proper side of the carrom ball, so as to get back to position 2, if possible. [Illustration] [Illustration] [Illustration] When the player reaches the corner, there are three principal positions for accomplishing the turn. In the first shown, the spot white must be touched very lightly on the left side, the cue ball going to the cushion with a strong English on the right side. In the second position, the red ball is barely touched. The third position is a light force shot but would be a half follow if the spot white were further out.

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If he finds himself without King, Queen or Jack of any suit, he immediately shows his hand to the dealer, and marks fifty points for _=carte blanche=_. Whether he has carte blanche or not, he begins the play by leading any card he pleases. If the dealer has carte blanche, he must show and score it before playing to the first trick. Players are not obliged to follow suit, nor to trump; but may renounce or trump at pleasure until the stock is exhausted, after which the method of play undergoes a change. Until the first marriage is declared and scored there is no trump suit. If the second player in any trick follows suit, the higher card wins. Trumps win plain suits. If identical cards are played to the same trick, such as two club aces, the leader wins. The tricks are left face upward on the table until an ace or Ten is played, for tricks not containing either of these cards are of no value. When an ace or Ten is played, the winner of the trick gathers in all the cards that have accumulated, and turns them face down in front of him.

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A trick once turned and quitted cannot again be seen, and the players are not allowed to count the number of tricks they have won. The last card of the stock is taken by the player winning the trick, and the turn-up trump goes to his adversary. _=The Last Eight Tricks.=_ When the stock is exhausted, the players take back into their hands all the cards remaining of the combinations which have been laid on the table. The winner of the previous trick then leads any card he pleases, but his adversary must now not only follow suit, but must win the trick if he can, either with a superior card of the same suit, or with a trump. The same rule applies to all the remaining tricks. Brisques still count for the winner of the trick containing them, and should be scored as soon as made. The winner of the last trick of all scores ten points for it immediately, in addition to any brisques that it may contain. _=Irregularities in Play.=_ If a player leads out of turn, and his adversary plays to the lead, whether intentionally or otherwise, the trick stands good.

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The children then change places and repeat.--Monton, Lancashire (Miss Dendy). Bung the Bucket [Music] --London (J. P. Emslie). [Illustration] A number of boys divide themselves into two sides. One side, the Buckets, stoop down, as for Leap-frog, arranging themselves one in front of the other. The hindmost supports himself against the one in front of him, and the front one supports himself against a wall (fig.). They thus make an even and solid row of their backs.

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As soon as the boys who have gone out to field have reached a certain distance--there is no limit prescribed--they shout Relievo, and upon this signal the four boys standing by the side of the Den pursue them, leaving the Tenter in charge of the Den (fig. 2). When a boy is caught he is taken to the Den, where he is obliged to remain, unless the Tenter puts both his feet into the Den, or takes out the one foot which he ought always to keep in the Den. If the Tenter is thus caught tripping, the prisoner can escape from the Den. If during the progress of the game one of the boys out at field runs through the Den shouting Relievo without being caught by the Tenter, the prisoner is allowed to escape, and join his comrades at field. If one of the boys out at field is tired, and comes to stand by the side of the Den, he is not allowed to put his foot into the Den. If he does so the prisoner calls out, There are two Tenters, and escapes if he can (fig. 3). When all the boys out at field have been caught and put into the Den, the process is reversed--the boys who have been, as it were, hunted, taking the place of the hunters. Sometimes the cry is Delievo, and not Relievo.

Lawson). Contrary, Rules of I. Here I go round the rules of contrary, Hopping about like a little canary. When I say Hold fast, leave go; When I say Leave go, hold fast. --Cornwall (_Folk-lore Journal_, v. 52). II. Here we go round the rules of contrary, When I say Hold fast! let go, and when I say Let go! hold fast. --London (A. B.

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” The dealer plays his remaining Nine, and calls “Twenty-eight.” The pone tells him to go, and he pegs one. These three cards are turned down. The pone then plays a Ten, and the dealer marks one for the last card. The hands and crib are then shown. If either player can reach exactly 31, he scores two points for it, whether he has been told to go or not. Suppose the pone begins with a Nine. The dealer plays a Six and pegs 2 for the fifteen. The pone pairs the Six, calls “Twenty-one,” and pegs 2 for the pair. The dealer with two Fives and a Four in his hand, plays the Four, and calls “Twenty-five,” hoping the pone has no small card, which will allow the dealer to make a run of three with one of his Fives if he is told to go.

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_=32. Betting Out of Turn.=_ Should any player bet out of his turn, he cannot take down his counters again if he has removed his hand from them. Should the player whose proper turn it was raise the bet, the player who bet out of turn must either meet the raise or abandon his hand, and all interest in that pool. _=33. Mouth Bets.=_ Any player stating that he bets a certain amount, but failing to put up the actual counters in the pool, cannot be called upon to make the amount good after the hands are shown, or the pool is won. If the players opposed to him choose to accept a mouth bet against the counters they have already put up, they have no remedy, as no value is attached to what a player says; his cards and his counters speak for themselves. Any player wishing to raise a mouth bet has the privilege of raising by mouth, instead of by counters; but he cannot be called upon to make the amount good after the hands are shown, or the pool has been won. _=34.

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Kit-Cat A game played by boys. Three small holes are made in the ground, triangularly about twenty feet apart, to mark the position of as many boys, each of whom holds a small stick, about two feet long. Three other boys of the adverse side pitch successively a piece of stick, a little bigger than one s thumb, called Cat, to be struck by those holding the sticks. On its being struck, the boys run from hole to hole, dipping the ends of their sticks in as they pass, and counting one, two, three, &c., as they do so, up to thirty-one, which is game. Or the greater number of holes gained in the innings may indicate the winners, as at cricket. If the Cat be struck and caught, the striking party is out, and another of his sidesmen takes his place, if the set be strong enough to admit of it. If there be only six players, it may be previously agreed that three _put outs_ shall end the innings. Another mode of putting out is to throw the Cat home, after being struck, and placing or pitching it into an unoccupied hole, while the in-party are running. A certain number of misses (not striking the Cat) may be agreed on to be equivalent to a put out.

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He suggested it to Rose, who fell for it and went along. Rose decided to steal Simonetti s half of the business from his partner with Smythe s help. It was no more complicated than smuggling thousand dollar bills off the table in false bottoms of trays that drinks were being served on. Smythe was using TK to lift the bills into those false bottoms, well screened by the trays from the TV monitors. Barney was in on it, of course. And after the joint had lost enough dough that way, Rose and Simonetti would have had to sell out. Only the buyer would have been a dummy for Rose and Smythe, using money Smythe had lifted off the tables. The whole TK business was just a smoke screen to keep matters confused, I concluded. How come they dared send for a TK like you? Why weren t they scared you d catch them, just like you did? It took a little more than TK, I reminded her. TK is just a power, one more ability in life.

_=26.=_ If the corner of the cushion should prevent the striker from playing in a direct line, he can have any ball removed for the purpose of playing at the object-ball from a cushion. _=27.=_ When three players, each with one life, remain in a pool, and the striker make a miss, the other two divide without a stroke. _=28.=_ Neither of the last two players can star, but if they are left with an equal number of lives each they may divide the pool; the striker, however, is entitled to his stroke before the division. _=29.=_ All disputes are to be decided by the marker; but if he be interested in the game, they shall then be settled by a majority of the players. BLACK POOL. This is a variation of English Colour-Ball Pool.

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In the fourth plan (fig. 4) the game is:--Throw stone into No. 1. Pick it up. Hop from No. 1 to No. 8, not touching lines. So successively into Nos. 2, 3, 4, &c. Walk into No.

A player who intends to take the widow, but no partners, can bid _=eight=_ and one who intends to take neither widow nor partners can bid _=fifteen=_. In this form of Euchre the scores are generally known, and 100 points is game. In some clubs it is the practice for the successful bidder to select one of his partners by asking for the holder of a certain card. For instance: B has the lead, and has bid five in hearts, holding the three best trumps, the club ace, and a losing spade. Instead of selecting his partners at random, he asks for the spade ace, and the player holding that card must say, “Here”; upon which the bidder will pass him a counter, marking him as one of his partners. CALL-ACE EUCHRE. In this variety of euchre, each player is for himself so far as the final score goes. The one who takes up the trump or orders it up, or who makes it after it is turned down, may call upon the best card of any suit but the trump. The player holding the best card of that suit must be his partner, but he does not declare himself. When the highest card of the suit asked for falls in play, the partner is disclosed.

Newell (_Games_, pp. 56-58) gives some versions of this game. He considers the original to have been a European game (he had not found an English example) in which there were two mothers, a rich and a poor one; one mother begging away, one by one, all the daughters of the other. (_d_) This game no doubt originates from the country practice of hiring servants at fairs, or from a dramatic Hirings being acted at Harvest Homes. The Good-bye of mother and daughters belongs, no doubt, to the original game and early versions, and is consistent with the departure of a servant to her new home. The lover incident is an interpolation, but there may have been a request on the part of the mother to the lady not to allow the girl followers or sweethearts too soon. As to the old practice of hiring servants, Miss Burne has noted how distinctly it stamps itself upon local custom (_Shropshire Folklore_, pp. 461, 464). That the practice forms the groundwork of this game is well illustrated by the following descriptive passage. They stay usually two or three dayes with theire friends, and then aboute the fifth or sixth day after Martynmasse will they come to theire newe masters; they will depart from theire olde services any day in the weeke, but theire desire (hereaboutes) is to goe to theire newe masters eyther on a Tewsday or on a Thursday; for on a Sunday they will seldome remoove, and as for Monday, they account it ominous, for they say-- Monday flitte, Neaver sitte; but as for the other dayes in the weeke they make no greate matter.

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Of three unknown cards, it is 7 to 1 against his holding all three, or none of them; or about an equal chance that he holds two of the three; or one only. If Dummy holds any of the weak suits just given, you holding nothing higher than the Ten, you should lead it. Suppose you have 10 9 6; Dummy having A 3 2. The K Q J may be distributed in eight different ways, in any of which your partner will pass your Ten if second hand does not cover. In four cases, second hand would cover with the King, and in one with the Queen and Jack. In the remaining three your partner’s hand would be benefited. If Dummy has King and one or two small cards, it is not so disadvantageous to lead up to the King as would at first appear; because it is forced out of his hand on the first round, unless declarer plays Ace, and it is usually good policy to force out Dummy’s cards of re-entry early in the hand. In leading from high-card combinations, the usual bridge leads should be followed; but exceptions must be made on the second round when certain cards are in Dummy’s hand. For instance: With A K J and others, it is usual to stop after the first round, and wait for the finesse of the Jack. This is obviously useless if the Queen is not in Dummy’s hand.

| | Score Card. | | 1st Round.| 2nd Round.| 3rd Round.| | A | B | C | +-----------+-----------+-----------+ +----+----+----+ | A won 33 | A lost 16 | C lost 36 | | +33| +40| +55| | C won 55 | B won 40 | B won 48 | | +17| +88| +67| | C won 12 | A lost 24 | C lost 12 | | -7| | +31| | | | | +----+ +----+ | | | | | | | +19| At the end of the second round a line was drawn under A’s account, which then contained three items; and after the first game in the third round a line was drawn under C’s account. If we suppose the game to be stopped at this point, the scores would be balanced as follows: We take the three scores and bring them down on one line. We draw a line under them, and proceed as follows: First we take A, who has lost 7 to B, and from whom B has also won 88. This gives us 95 minus for A and 95 plus for B. We then compare A and C, and find that A owes C 26; put down as minus for A, plus for C. We now compare B and C, and find that B wins the difference, which is 69 points; put down plus for B, minus for C.

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| | 6.| -- | -- | -- | | 7.|Grant said the little | -- | -- | | |bee. | | | | 8.| -- |Dance o er my lady | -- | | | |lee. | | | 9.| -- | -- |My fair lady. | |10.| -- |With a gay lady. | -- | |11.

Woodley grunted. He was not much given to flights of fantasy. Undeterred, Underhill went on, It must have been pretty good to have been an Ancient Man. I wonder why they burned up their world with war. They didn t have to planoform. They didn t have to go out to earn their livings among the stars. They didn t have to dodge the Rats or play the Game. They couldn t have invented pinlighting because they didn t have any need of it, did they, Woodley? Woodley grunted, Uh-huh. Woodley was twenty-six years old and due to retire in one more year. He already had a farm picked out.

pgdp.net VIGORISH By WALTER BUPP Illustrated by Petrizzo [Transcriber s Note: This etext was produced from Astounding Science Fiction June 1960. Extensive research did not uncover any evidence that the U.S. copyright on this publication was renewed.] _If it takes a thief to catch a thief ... what does it take to catch a psi-gifted thief?_ What do you hate and fear the most? I know a girl who gags and throws up at the mere sight of a bird. Poor kid, when she was a barefoot moppet she stepped on a fledgling robin in the grass.

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These are placed in a line with the player’s game hole at each end. _=DEALING.=_ The cards are shuffled and presented to the pone to be cut, and he must leave at least six cards in each packet. Six cards are dealt to each player, one at a time in rotation, beginning with the player on the dealer’s left if there are more than two. No trump is turned, and the remainder of the pack is placed face downward at the end of the cribbage board on the dealer’s left. _=Irregularities.=_ It is a misdeal if any card is found faced in the pack, or if the pack is found to be imperfect, and there must be a fresh deal by the same dealer. Any previous cuts or scores made with the imperfect pack stand good. A player dealing out of turn may be stopped before the non-dealer lifts his cards from the table. The penalty for dealing out of turn is two points, if the error is detected in time; otherwise the deal stands good.

| | +-.-+---+-.-+---+-.-+---+-.-+---+ ] [Illustration: No. 11. +---+-.-+---+-.-+---+-.-+---+-.

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_, orange, the one so named steps out and stands beside Foolie. All not first chosen are gone over in this way. Those left unchosen take their stand beside the Namer. There is then a tug-of-war, with the Namer and Foolie as the leaders.--Keith (Rev. W. Gregor). In Hants the children stand _vis-à-vis_, as in a country dance. One of the number is sent out of earshot, and the others decide with the Captain as to the name of the bird each wishes to personate. The Captain then calls to the child who is out, Tom Fool, Tom Fool, come home from school, and pick me out a blackbird, cuckoo, or other bird.

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If any player can show triplets, he receives one white counter from each of the other players, and the hands are then abandoned. If more than one triplet is shown, the inferior does not pay the higher. If no triplet is shown, the cards are redealt. A misdeal does not lose the deal. The deal passes to the right; but should the player whose turn it is to deal have lost everything on the previous deal, and have just purchased another stake, the deal passes to the player beyond him. If a player withdraws from the table when it is his turn to deal, the deal passes any newcomer who may take his place. _=Betting.=_ The cards dealt, each player in turn, beginning with the one to the right of the dealer, or to the right of the last straddler, if any, can do one of three things: Equal the amount of the ante; increase it as much as he pleases within the limits of his cave; or pass, retaining his cards but betting nothing. If any player _=opens=_ the game by making a bet, the player on his right may equal or raise it; but he cannot pass after the game is opened, unless he withdraws from the pool. Any player may call for a sight for the amount in front of him, but that does not prevent the others from continuing the betting.

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The cards rank: 3 2 A K Q J 7 6 5 4, the 3 being the highest, and the 4 the lowest, both in cutting and in play. There are no trumps. _=Markers.=_ The game may be scored by paying and taking in counters, each player being provided with about fifty at the beginning of the game, which are purchased from a banker; but the better way is to keep account of the gains and losses of the single player in each deal, in the manner already described in connection with Skat, balancing the account at the end in the same way. _=Players.=_ Calabrasella is played by three persons, two of whom are partners against the third in each hand. If four play, the dealer takes no cards, but shares the fortunes of those who are opposed to the single player, just as in Skat. The players on the right and left of the dealer are known as the pone and the eldest hand respectively. _=Cutting.=_ The players cut for seats and deal, the lowest card having the first choice and dealing the first hand.