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=_ If a player has forgotten to take his card from the talon, and has played to the next trick, the English laws compel him to play the remainder of the hand with eight cards; the French laws give his adversary the option of calling the deal void, or allowing the player in error to draw two cards from the stock next time. If a player draws two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself. If it was his adversary’s card, he must show his own card also. If he has not seen it, he may put it back without penalty. If he draws out of turn, he must restore the card improperly drawn, and if it belongs to his adversary, the player in error must show his own card. If both players draw the wrong cards, there is no remedy. If the loser of any trick draws and looks at two cards from the stock, his adversary may look at both cards of the following draw, and may select either for himself. If he chooses the second card, he need not show it. If, on account of some undetected irregularity, an odd number of cards remain in the stock, the last card must not be drawn. _=OBJECTS OF THE GAME.

The Tenter tries to catch him before he can touch the wall or post or whatever is chosen for the home. If the Tenter can catch him he becomes Tenter, and puts his stone on the Duckstone, and the original Tenter takes his turn in throwing. One rule of the game is that the Tenter s stone must always be on the Duck-table when he is trying to catch a boy, so if it is knocked off it must be replaced before he can try to catch the boy running home. The chance of getting home is increased for the boy who knocks it off.--North-West Lincolnshire (Rev. ---- Roberts and Miss Peacock). (_b_) Similar versions are from Earls Heaton (Herbert Hardy), Ireland (_Folk-lore Journal_, ii. 265), Peacock (_Mauley and Corringham Glossary_). Addy (_Sheffield Glossary_) gives this game with the following addition: If a duck falls short of the Duckstone, and the one whose duck is on the stone sees that he can _wand_ or _span_ with his hand the distance between the duck thus thrown and the Duckstone, he shouts out Wands, and if he can wand or span the distance he takes his duck off, and the duck thus thrown is put on. Holland (_Cheshire Glossary_), Darlington (South Cheshire), Baker (_Northants Glossary_), and Brogden (_Provincial Words, Lincolnshire_), also give this game.

--Berkshire (Miss Thoyts, _Antiquary_; xxvii. 254). (_b_) A ring is formed, one child in the centre. The ring sing the first verse, and then the centre child chooses one from the ring. The chosen pair kiss when the ring has sung the second. The first child then joins the ring, and the game begins again. In the Barnes version the centre child calls one to her from the ring by singing the second verse and naming the child she chooses. (_c_) A version from Lady C. Gurdon s _Suffolk County Folk-lore_ (p. 62) is the same as previous versions, except that it ends-- Now you re married you must be good Make your husband chop the wood; Chop it fine and bring it in, Give three kisses in the ring.

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If Baccara is honestly played it is one of the fairest of all banking games, but the opportunities for cheating are so many and so easily availed of, and the money to be won and lost is so great, especially at Chemin de Fer, that few who know anything of cheating at cards can resist the temptation to practice it at Baccara. _=The Laws=_ of Baccara are very long and complicated. As no official code exists, and as each gambling club makes its own house rules, it is not necessary to give them here, the directions contained in the foregoing description being sufficient for any honest game. _=Text Books.=_ The following will be found useful:-- Théorie Mathematique du Baccara, by Dormoy. Baccara Experimental, by Billard. Traité Théorique et Pratique Baccara, by Laun. _Westminster Papers_, Vols. X. and XI.

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A lookout sits on the right of the dealer to see that he pays and takes correctly, and to watch that no bets are changed, or coppers slipped off, during the turn. _=Splits.=_ If two cards of the same denomination win and lose on the same turn, it is a split, and the dealer takes half the bets on the split card, no matter whether it is bet to win or lose. Splits should come about three times in two deals if the cards are honestly dealt. _=Keeping Cases.=_ As the cards are withdrawn from the box they are marked on a case-keeper, which is a suit of thirteen cards, with four buttons running on a steel rod opposite each of them. As the cards come out, these buttons are pushed along, so that the player may know how many of each card are still to come, and what cards are left in for the last turn. In brace games, when the cards are pulled out two at a time to change the run of them, the case-keeper is always a confederate of the dealer, and is signalled what cards have been pulled out under the cards shown, so that he can secretly mark them up. A bet placed or left upon a card of which none are left in the box is called a _=sleeper=_, and is public property; the first man that can get his hands on it keeps it. When only one card of any denomination is in the box, it is obvious that such a card cannot be split, and that the bank has no advantage of the player.

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XIII. We ve come to see poor Jenny Jones. Poor Jenny Jones is washing, you can t see her. We ve come to see poor Jenny Jones. Poor Jenny Jones is drying, you can t see her. We ve come to see poor Jenny Jones. Poor Jenny Jones is starching, you can t see her. We ve come to see poor Jenny Jones. Poor Jenny Jones is ironing, you can t see her. We ve come to see poor Jenny Jones.

If he wishes to exchange, he must place his five cards face upward on the table, and take up the widow, but without showing it to any other player. The hand he abandons then becomes the widow. If he prefers to draw to his hand, he says: “_=I pass=_,” which transfers to the next player the option of taking the widow. If he wishes to stand on the merits of the hand dealt to him, without drawing to it, he _=knocks=_ on the table, which also passes the option of taking the widow to the next player on his left. If any player takes the widow, the next player on his left can do any one of three things: He may discard from his own hand any card he pleases, taking one from the widow in its stead; the card which he discards being placed on the table face upward, and becoming part of the widow; or he may exchange his entire hand for the widow; or he may stand on the hand dealt him, and knock. Whether he draws one card, exchanges his entire hand, or knocks, the next player on his left has the option of drawing, exchanging, or knocking; and so on, until some player does knock. Should no player take the widow until it comes to the dealer’s turn, he must either take it, or turn it face upward on the table. 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.

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If he holds three Kings and three Tens, for instance, and announces the Tens in order to find out whether or not his adversary has three Queens or Jacks, and the dealer says: “Not good,” the three Kings are lost, and the dealer scores his own trios. It sometimes happens that in order to keep a good point or sequence, a player will discard one card of a quatorze originally dealt him; or one of a trio, of which he afterward draws the fourth. He can score only the trio, of course; but his adversary, having none of that denomination either in his hand or discards, knows that four were possible, and after playing a card he has a right to ask the suit of the card which was discarded. _=METHOD OF PLAYING.=_ The elder hand can lead any card he pleases, announcing the suit at the same time. The dealer is bound to follow suit, if able, but he is not obliged to win the trick. As there are no trumps, the higher card, if of the suit led, wins the trick. If the second player does not follow suit, the leader wins. The winner of one trick leads for the next, and so on until all twelve tricks are played. Every time a card is played which is better than a Nine, the leader counts one for it, adding the number to the total value of his score as already announced.