=_ The object is now to see which player or partnership can get the greatest number of points in going through the pack once, each playing his own solitaire with his individual pack, but keeping level with his opponents in the matter of hands and deals. It is usual for each to cut the starter for the other and then to verify the count of the other’s hands and cribs. If one reaches 91 before the other gets round past 60, it is reckoned as a double game. If neither side reaches 91 before the pack runs out, the player that comes nearer to it wins. When two play against two as partners, each takes an adversary and plays against him individually, the scores being balanced at the end by adding those of the partners together. *** END OF THE PROJECT GUTENBERG EBOOK FOSTER S COMPLETE HOYLE: AN ENCYCLOPEDIA OF GAMES *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark.

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XI. Please, mother, buy me a milk-can, A milk-can, a milk-can, Please, mother, do. Where s the money coming from, Coming from, coming from, What shall I do? Sell father s feather bed, Feather bed, feather bed, Please mother, do. Where shall the father sleep? Sleep in the servants bed. Where shall the servants sleep? Sleep in the pig-sty. Where shall the pig sleep? Sleep in the washing-tub. What shall I wash in? Wash in a thimble. The shirts won t go in. Wash by the river side. Supposing if I fall in? Good job too! --Hartley Wintney, Winchfield, Hants (H.

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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. The expert at fortune telling has a stock of vague suggestions, supposed to be given by the cards, which are so framed as to draw from the client the drift of her hopes and fears. The scent once found, most of the fortune telling is in the nature of confirming the client’s own views of the situation. Nevertheless, when well done, by a good talker, fortune telling is very amusing, especially in a small company. BANKING GAMES. There are two distinct classes of banking games; those that can be played without any apparatus but a pack of cards and some counters; and those which require a permanent establishment and expensive paraphernalia. Among the first, probably the best known banking games are: Vingt-et-un, Baccara, Blind Hookey, and Fan Tan, the latter requiring only one card, the face of which is never seen.

Take the results just given for example:-- ------+------+------+--------------------- A | B | C | D ------+------+------+--------------------- 186 | 42 | 344 | 116 = 688 ÷ 4 = 172 172 | 172 | 172 | 172 ------+------+------+--------------------- +14 | -130 | +172 | -56 ------+------+------+--------------------- The average is simply deducted from each score, and the remainder is the amount won or lost, in cents. _=CHEATING.=_ As in all games in which the cards are dealt in groups, the greek will find many opportunities in Skat. The clumsiest shuffler can usually locate some of the Wenzels at the top or the bottom of the pack, before presenting it to be cut, and if the players do not insist on the cards being dealt always in the same manner, the sharper can secure to himself two or more Wenzels, either in his hand or in the Skat. Any person who deals the cards sometimes three at a time, and again five at a time, should be stopped immediately, and no such excuses as changing his luck should be listened to for a moment. Any person who habitually picks up the cards with their faces towards him, and straightens them by lifting them from their positions in the pack, should be stopped at once, and requested to straighten the cards face down. Dealing seconds is very difficult when the cards have to be “pinched” in threes and fours. A second dealer holding back a Wenzel on the top may give his adversary two underneath without knowing it. Marked cards are of advantage only when the dealer plays, and are of little use beyond telling him what he can turn up for a trump, or what he will find in the Skat. The rule for having four in the game, if possible, is one of the greatest safeguards, unless the dealer is in secret partnership with one of the players.

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Elwell, 1908. Auction Bridge Up to Date, by W. Dalton, 1909. Principles of Auction Bridge, by “Badsworth,” 1910. Auction Bridge Up to Date, by R.F. Foster, 1910. Advanced Auction Bridge, by R.F. Foster, 1911.

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Of these unknown cards the dealer holds five, and he may get these five in 65,780 different ways. The theory of the jeux de règle is that there are only a certain number of those ways which will give him two or more trumps. If the player holds one trump, the odds against the dealer’s holding two or more are 44,574 to 21,206; or a little more than 2 to 1. If the player holds two trumps, the odds against the dealer’s holding two or more are 50,274 to 15,506; or more than 3 to 1. It is therefore evident that any hand which is certain to win three tricks if the dealer has not two trumps, has odds of two to one in its favour, and all such hands are called jeux de règle. The natural inference from this is that such hands should always be played without proposing, unless they contain the King of trumps. The exception in case of holding the King is made because there is no danger of the dealer’s getting the King, no matter how many cards he draws, and if the player’s cards are not strong enough to make it probable that he can win the vole, it is better for him to ask for cards, in hope of improving his chances. If he is refused, he stands an excellent chance to make two points by winning the odd trick. While it is the rule for the player to stand when the odds are two to one in his favour for making the odd trick, and to ask for cards when the odds are less, there are exceptions. The chances of improving by taking in cards must not be forgotten, and it must be remembered that the player who proposes runs no risk of penalty.

The rank of the cards and all other preliminaries are the same as at Hearts. There is no trump suit. The cards are dealt 3-2-3 at a time. The eldest hand leads any card he pleases, and the others must follow suit if they can. If all follow suit, the highest card played wins the trick, which is turned face down, and the cards in it are dead. The winner leads for the next trick, and so on. But if any player is unable to follow suit, he is not allowed to discard, but must immediately gather up the cards already played, and take them into his own hand with the cards originally dealt to him. The players following the one who renounces to the suit led do not play to the trick at all; but wait for him to lead for the next trick. Should any player fail to follow suit on the next trick, or on any subsequent trick, he gathers the cards already played, takes them into his hand and leads for the next trick. The play is continued in this manner until some player gets rid of all his cards, and so wins the game.

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It is very seldom right for the adversaries to lead trumps. Some exceptions will naturally present themselves, such as an eldest hand leading to his partner’s turned-up King. In the middle or end game, it may be advantageous to bring down the caller’s trumps together, or to draw two for one. If an adversary finds himself with a pretty strong hand, he should utterly disregard his partner, and play as false as he can; for if the callers have eight probable tricks between them, it is impossible for the fourth player to have anything, unless there has been some mistake in the call. _=In General.=_ There are one or two exceptions to the methods of playing sequences at Whist, dependent on the position of the players holding them. For instance: If first or second hand holds any sequence of high cards, he should play the highest if his partner sits next him on the left, and the adversaries are to play after him; otherwise the partner might think the higher cards of the sequence were against the leader. If a caller should hold K Q x second hand, and play the Q as at Whist, his partner following him, and holding Ace, would have to play it, thinking the King might be beyond. _=SOLO.=_ In speaking of the players in a solo, misère, or abundance, it is usual to distinguish those opposed to the single player by calling them respectively, Left, Right, and Opposite.

The King is not allowed to move to a square which would expose him to capture by adverse pieces, for reasons which will presently be explained. ♞ _=The Knight=_ has a very peculiar movement, which is L shaped, and necessitates his changing the colour of the square he stands on, every time he moves. The simplest way for the beginner to learn the Knight’s move is to observe that he must go two squares, neither more nor less, in a vertical or a horizontal direction, and must then change the colour of the square he stands on by going one square either to the right or left, which will complete the L shaped movement. Diagram No. 4 will show that when the Knight is away from the side of the board, he may go to any one of eight different squares; but when he is in a corner he can go to two only. For that reason Knights are much more powerful when placed near the centre of the board. [Illustration: _No. 4._ +---+---+---+---+---+---+---+---+ | | | | | 8 | | 1 | | +---+---+---+---+---+---+---+---+ | | | | 7 | | | | 2 | +---+---+---+---+---+---+---+---+ | | | | | | ♞ | | | +---+---+---+---+---+---+---+---+ | | | | 6 | | | | 3 | +---+---+---+---+---+---+---+---+ | | | | | 5 | | 4 | | +---+---+---+---+---+---+---+---+ | | 1 | | | | | | | +---+---+---+---+---+---+---+---+ | | | 2 | | | | | | +---+---+---+---+---+---+---+---+ | ♞ | | | | | | | | +---+---+---+---+---+---+---+---+ ] The peculiarity of the Knight’s move is that it is not retarded by other pieces, because the Knight can jump over them, a privilege which is not given to any other piece on the board. In Diagram No.

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ANNOUNCEMENTS. 38. The player, if he does not use the skat cards, may announce any suit for the trump, or he may play a Grand or Nullo. 39. If he wishes to announce schneider or schwarz, he must do so when he names the game to be played, and before a card is led. All Open Grands are compulsory “schwarz announced.” 40. The manner of taking up the skat cards, when the player uses them, is sufficient announcement for a Tournée, Passt-mir-nicht, or Guckser; but a Gucki Nullo must be announced before the skat cards are touched, and open Gucki Nullo must be announced before the skat cards are seen. 41. The player is not allowed to announce either schneider or schwarz in any game in which he uses the skat cards.

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). II. Here we go the jingo-ring, The jingo-ring, the jingo-ring, Here we go the jingo-ring, About the merry-ma-tansie.

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The reason for the arrangement of the players will be better understood if we first describe the method. _=METHOD OF PLAYING.=_ There is no cutting for partners, and choice of seats and cards as at whist, because the players take their places and deal according to a pre-arranged schedule. The player to the left of the dealer begins by placing the card he leads face up on the table, and in front of him. The second player follows by placing his card in front of him in the same manner; and so the third, and so the fourth. The four cards are then turned face down, and the dealer takes up the trump. The partners winning the trick place their cards lengthwise, pointing towards each other; the adversaries place theirs across. At the end of the hand, the number of tricks taken by each side can be seen by glancing at any player’s cards. If there is any discrepancy, a comparison of the turned cards will show in which trick it occurs, and the cards can be readily faced and examined. [Illustration: +--------+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | +-------++-+-+-+ +-+ | | +-+-+ | | | | | | | | | +--------+---+-+ +-----+-+ N +-------+ +----------+ | | | | +-------+ | | | | | | +-------+--+ +----------+ | | | | +----------+ +----------+ | | | | +-------+ | +----------+ | | | | | +-------+ | +--+-------+ | | | | | | +-------+ | | +-------+ | | | | | +-------+--+ W E +--+-------+ | | | | | +-------+ | | +-------+ | | | | | | +-------+--+ | +-------+ | | |X | +----------+ +----------+ | | | | +----------+ +----------+ | | | | +----------+ +--+-------+ | | | | | | +-------+ | | | | +----------+ +-------+ S +-+-----+-+-+---+--------+ | | | | | | | | | +-+-+ | | +-+ +-+-+-++-------+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+--------+ ] N & S 6; E & W 7.

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Minor irregularities will be found provided for in the laws. The cards being dealt, each player sorts his hand to see that he has the correct number, thirteen; and the player or players keeping the score should announce it at the beginning of each hand. _=STAKES.=_ In auction, the stake is a unit, so much a point. The number of points won or lost on the rubber may be only two or three, or they may run into the hundreds. The average value of a rubber at auction is about 400 points. Any much larger figure shows bad bidding. In straight bridge the average is about 180. In settling at the end of the rubber, it is usual for each losing player to pay his right-hand adversary. _=MAKING THE TRUMP.

_=SEBASTOPOL.=_ In this variety of the Block Game, four persons play. Each takes seven bones, and the double six sets. Nothing but sixes can be played until both sides and both ends of the first set have been played to. When these five dominoes have been set, any of the four ends may be played to. Each player in turn must play or say, “go.” The game is decided and settled for as in the ordinary Block Game. _=BERGEN GAME.=_ Two persons play, each of whom draws six bones. The highest double sets, and scores two points for the _=double header=_.

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The joker stands for the 8 of clubs. Another player holding the actual 8 of clubs could move the joker to the position of the 5 and add his 8. Or if he had the 4 of clubs, he could move the joker to represent the 5 and add his 4 to the sequence, or he might add both 8 and 4 if he held those cards. On account of the privilege of laying out as many cards at a time as the player pleases, and adding as many as he can to other combinations, this is a much livelier game than the ordinary single-pack rum. The settling is the same, the winner getting the pip value of each player’s hand. In case no one has all his cards down before the stock is exhausted, which is very unusual, however, the discards are turned face down and drawn from again. CANFIELD. This form of solitaire is often confused with Klondike, but there is a marked difference both in the layout and the play. The full pack of fifty-two cards is used. After it has been thoroughly shuffled and properly cut, thirteen cards are counted off, face down, and placed at the player’s left, face up.

=_ Most players imagine this to be a very difficult shot, but it is extremely simple if the principle of the direction of the cue and the effect of the pinch are kept in view. If we place the three balls in a straight line, about four inches apart, we have the simplest form of the massé. To find the exact spot at which the cue ball must be struck, join the centres of the cue and object balls by an imaginary line A-B. At right angles to this will be a line A-E, and no matter which side of the ball B you wish to massé upon, your cue must strike the ball A somewhere on the line A-E. Suppose you wish to massé to the left, as shown in the diagram. The pinch must be made on the ball about a quarter from the top, the cue being pointed in the direction in which you want the ball to go, which will be to the extreme edge of B, on the line C-D. The cue must be held at an angle of about 70 degrees. A firm but light blow with a well chalked cue will pinch your ball toward E; but the direction of the cue will propel it toward D. If the cue has been held at the right angle, and you have not struck too hard, the ball will feel the effect of these two forces equally, which will make it move toward a point half way between D and E, which will be F. The retrograde motion being stronger than the propulsion of the pinch, will gradually overcome it, and the ball will return toward G.

Nares says the simpler plan here represented (fig. 2), which he had also seen cut on small boards, is more like the game than the one referred to in the variorem notes of Shakespeare. [Illustration: Fig. 2.] Forby has, _Morris_, an ancient game, in very common modern use. In Shakespeare it is called nine men s _morris_, from its being played with nine men, as they were then, and still are called. We call it simply _morris_. Probably it took the name from a fancied resemblance to a dance, in the motions of the men. Dr. Johnson professes that he knew no more of it than that it was some rustic game.

_=Drawing the Losing Trump.=_ It is usually best to draw losing trumps from the adversaries, unless a player can foresee that he may want the best to stop a strong adverse suit. _=A Thirteenth Card=_, played by the partner, is usually considered an invitation to put on the best trump. The Second Hand should not trump a thirteenth card unless he is weak in trumps. _=AMERICAN LEADS.=_ Advanced players, who have had so much practice that they can infer the probable position of the cards without devoting their entire attention to it, have adopted a new system of leading from the four combinations following, in order to show the number of small cards in the suit:-- [Illustration: 🃑 🃞 🃝 🃛 🃖 | 🂱 🂾 🂶 🂴 🂲 🃁 🃎 🃍 🃆 🃅 | 🂮 🂭 🂧 🂤 🂢 ] From these the King is never led if there are more than four cards in the suit. Having more than four, the lowest of the sequence of high cards is led. From the first this would be the Jack; from the second the Queen; from the third the Ace, (because the King is barred;) and from the fourth the Queen. The Ten is not ranked among the high cards in American Leads. On the second round, with the first two combinations, the difference between a suit of five or one of six cards may be indicated by following with the Ace if five were held originally; the King, if more than five.

W. Peach, says Miss Baker, has supplied me with the reminiscences of his own youth. He says the May garland was hung in the centre of the street, on a rope stretched from house to house. Then was made the trial of skill in tossing balls (small white leather ones) through the framework of the garland, to effect which was a triumph. See Cuck Ball, Keppy Ball, Monday. Ball and Bonnets [Illustration: Fig. 1.] [Illustration: Fig. 2.] This is a boys game.

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The amount bid for the bank is placed on the table, and none of it can be withdrawn, all winnings being added to it. If no bid is made, the banker may place on the table any amount he thinks proper, and that amount, or what remains of it after each coup, is the betting limit. When the banker loses all he has, the bank is sold to the next highest bidder, or offered to the next player on the list. If the banker wishes at any time to retire, the person taking his place should begin with an amount equal to that then in the bank. _=Counters.=_ Each of the players should be provided with a certain number of counters, all of which must be sold and redeemed by the banker or his assistant. _=Cards.=_ Three packs of fifty-two cards each are shuffled together and used as one. The players shuffle as much as they please, the banker last, and the banker then presents them to any player he pleases to have them cut. The banker may burn one or two cards if he pleases; that is, turn them face upward on the bottom of the pack.