The Spy then sets out to find them. The moment he detects one he turns and runs with all his might to the Parley, pursued by the one he has discovered. If he is overtaken, he must carry on his back the pursuer to the Parley. The same thing is gone through till all the players are discovered.--Keith (Rev. W. Gregor). Jamieson says, Hy Spy, a game resembling Hide and Seek, but played in a different manner. The station, which in England is called Home, is here the Den, and those who keep it are the Seekers, and are called the Ins. Those who hide themselves, instead of crying Hoop, as in England, cry Hy spy; and they are denominated the Outs.

=_ Before play begins limits must be agreed upon for the amount of the blind, the straddle, the ante in jack pots, and for betting or raising. _=7. Shuffling.=_ Before the first deal the pack must be counted to see that it contains the proper number of cards. Should the first dealer neglect this he forfeits five counters to the pool. Before each deal the cards must be shuffled. Any player may shuffle, the dealer last. _=8. Cutting to the Dealer.=_ The dealer must present the pack to the pone, [the player on his right,] to be cut.

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If a player is found, during or at the end of a hand, to be a card short, all others at the table having their right number, and all having played to the first trick, the player with the short hand is compelled to take the last trick, with whatever hearts it may contain. _=Exposed Cards.=_ Should a person lead or play two cards to one trick, he is allowed to indicate the one intended; but he must leave the other face upward on the table. All exposed cards are liable to be called by any player at the table, and should one player call such a card, his decision is binding on the others. A player with an exposed card in front of him must play it when called upon, provided he can do so without revoking; but he cannot be prevented from getting rid of the exposed card in the course of play, if the opportunity offers. _=Leading Out of Turn.=_ Should a player lead out of turn, he may be called upon to lead or not to lead a heart when it is next his turn to lead. This penalty can be enforced only by the player on his right. If all have played to the false lead the error cannot be rectified; but if all have not played, their cards must be taken back, and are not liable to be called. If any person plays out of turn in any trick, the player on his left, not having played, may demand that the card be taken back, and after the proper player has played the player in error may be called upon to play his highest or lowest of the suit led, or not to discard a heart.

VI. Who will go gathering nuts in May, Nuts in May, nuts in May? Who will go gathering nuts in May, At five o clock in the morning? --N.-W. Lincolnshire (Rev. ---- Roberts). VII. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, On a cold and frosty morning. Who will you have for your nuts in May, Nuts in May, nuts in May? Who will you have for your nuts in May, On a cold and frosty morning? We will have a girl for nuts in May, Nuts in May, nuts in May, We will have a girl for nuts in May, On a cold and frosty morning. --Earls Heaton, Yorks. (Herbert Hardy).

_=JINK GAME.=_ When a player has won three tricks, he should immediately abandon his hand and claim the pool, for if he continues playing he must _=jink it=_, and get all five tricks or lose what he has already won, the game being spoiled just as if no one had won three tricks. It is sometimes a matter for nice judgment whether or not to go on, and, for the sake of an extra counter from each player, to risk a pool already won. The best trump is often held up for three rounds to coax a player to go on in this manner. _=IRREGULARITIES IN THE HANDS.=_ If, during the play of a hand, it is discovered that any one holds too many or too few cards, that hand is foul, and must be abandoned, the holder forfeiting all right to the pool for that deal. Those who have their right number of cards finish the play without the foul hand, but any tricks already won by the holder of the foul hand remain his property. _=IRREGULARITIES IN PLAY.=_ If any player robs when he does not hold the ace; leads or plays out of turn; reneges to the lead of a higher trump; renounces in the trump suit; revokes in a plain suit; or exposes a card after any player has won two tricks, he loses all his right and interest in the current pool, which he cannot win, either on that or any subsequent deal, but to which he must continue to contribute when it comes to his turn to deal. After the pool has been won, and a fresh one formed, the penalty is removed.

This enables the dealer to make a double pair royal and 31, pegging fourteen holes more. (The last card does not count when a go or 31 is pegged). On the show the pone has only a pair, which puts him to 60, within one of the game hole. The dealer shows 12 in hand and 17 in crib, making him 54 up. In the next deal the player who wanted one could not peg, his adversary securing a fifteen and a go, and showing out with a pair and a fifteen, 61 up and game. THREE-HANDED CRIBBAGE. Five cards are dealt to each player, and then another, face down, for the foundation of the crib. Each player then lays out one card to make the dealer’s crib up to four. The starter is cut by the player on the dealer’s left, and the game proceeds as at six-card Cribbage, the eldest hand having the first show, the dealer the last. FOUR-HANDED CRIBBAGE.

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] The game is known to savage peoples. Professor Haddon noted it among the Torres Straits people, who start the game in the same manner as we do, but continue it differently (_Journ. Anthrop. Inst._, vol. xix. p. 361); and Dr. Tylor has pointed out the significance of these string puzzles among savage peoples in _Journ. Anthrop.

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A player may announce _=Gucki Grand=_, which means that he will take both the skat cards into his hand at once, in order to get the privilege of laying out any two cards he pleases, but that Jacks will be the only trumps. If a Gucki Grand is lost, it costs double. A player may announce a _=Gucki Nullo=_, in which he takes both the skat cards into his hand and lays out any two cards he pleases. This loses double if it is not successful. _=Revolution=_ is seldom played. It is a Nullo in which the adversaries put their twenty cards together as one hand to see if they can make the player take a trick. _=Uno=_ and _=Duo=_ are Grands, in which the single player engages to take one trick in Uno, or two in Duo, neither more nor less. _=GAME VALUES.=_ Each of the foregoing games has what is called a unit of value, which is afterward multiplied several times according to the number of Matadores, and whether the game was schneider or schwarz. These unit values are as follows, beginning with the lowest: ---------------+------------------+------------------------- Suits Trumps:--| Jacks Trumps:-- | No Trumps:-- ----+----+-----+------------------+------------------------- |Turn| Solo| Turned Grand 12 | Gucki Nullo 15 ♢ | 5 | 9 | Gucki Grand 16 | ” if played open 30 ♡ | 6 | 10 | Solo Grand 20 | Solo Nullo 20 ♠ | 7 | 11 | Open Grand 24 | ” if played open 40 ♣ | 8 | 12 | Ramsch 20 | Revolution 60 ----+----+-----+------------------+------------------------- When one player takes no trick in a Ramsch, the player with the greater number of points loses 30.

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He can discard three cards and draw to the pair; or one card, and draw to the straight; or two cards, keeping his ace in the hope of making two good pairs, aces up. The details of the best methods of drawing to various combinations will be discussed when we come to suggestions for good play. [Illustration: 🂱 🂴 🃒 🂣 🃄 ] In drawing cards, each player in turn who has made good his ante, beginning with the age, must ask the dealer for the number of cards he wants. The demand must be made so that every player can hear, because after the cards have been delivered by the dealer no one has the right to be informed how many cards any player drew. When the dealer comes to his own hand, he must distinctly announce the number of cards he takes. He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards. In dealing the cards for the draw, the pack is not cut again, the cards being dealt from the top, beginning where the deal before the draw left off. As each player asks for his cards he must discard those he wants replaced, and he must receive the entire number he asks for before the next player is helped. In some places it is the custom for all those who have made good the ante to discard before any cards are given out. This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for.

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Sixty Bridge Hands, by C.S. Street, 1903. Laws and Principles of Bridge, by “Badsworth,” 1903. Bridge Whist in Brief, by Fisher Ames, 1904. Bridge at a Glance, by W. Dalton, 1904. The Gist of Bridge, by R.F. Foster, 1904.

Some of the women who played it in their youth say that it began in the Primitive Methodist school at Mead Vale. It is played at Outword, also a remote village, and was introduced there by a stonemason, who stated that he had learned it from a cousin who had been in America. Further inquiry by Miss Hope elicited the fact that the cousin had learned the game, when a boy, in his native place in Lancashire. He did not know whether it was a well-known game there. This information points perhaps to a modern origin, but in such cases it must be borne in mind that people are very fond of suggesting recent circumstances as the cause of the most ancient traditions or customs. The obvious analogy to the incident in the myth of the Pied Piper, and to the Welsh custom at St. Almedha Church, near Brecknock, recorded by Giraldus Cambrensis, where the imitation of a frenzied leader is carried out as a religious ceremony, rather suggests that in this game we may have a survival of a ceremonial so common among early or uncultured people, the chief incident of which is the frenzied dancing of a god-possessed devotee. [3] A variant of the second line is, Ranting, roaring, heely man. I suppose he was Irish, said my informant, as he was named Healey (Miss G. Hope).

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Well, I should know. So was I. Simonetti finished licking the seam of his roach. He came forward as he lit it and blew too much smoke in my face. What you doing here? he said in a husky voice. I told Rose no dice. We need another TK like we need a hole in the head. You think I _want_ to be in this trap? I snapped at him. Say the word, Tex, and I m gone. You re fired, he said huskily.

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_=No. 5=_ is a shot which was thought impossible until a few years ago. It depends on the communication of side to the object ball. The cue ball is struck very much on the side, almost like a massé, the spin thus given being communicated to the object ball and from that to the second ball, to which it must be frozen. The result will be that the second ball will make a slight curve on its way to the pocket. _=False Angles.=_ In playing bank shots it is sometimes necessary to make the object ball come back from the cushion at a smaller angle than the natural one. Some players imagine this can be done by putting side on the cue ball, but such is not the case. It is accomplished by striking so hard that the ball buries itself in the cushion, the result of which is that the angle of reflection is less than that of incidence. It is possible to drive an object ball to the rail at an angle of 60 degrees with such force that after crossing the table twice it will come off at a perfect right angle from the cushion.

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E.8 or 1.E.9. 1.E.3. If an individual Project Gutenberg™ electronic work is posted with the permission of the copyright holder, your use and distribution must comply with both paragraphs 1.E.1 through 1.

” DOUBLE DUMMY. _=CARDS.=_ Double Dummy is played with a full pack of fifty-two cards, ranking as at whist both for cutting and playing. Two packs are generally used. _=MARKERS=_ are necessary, and are of the same description as those used in whist. _=PLAYERS.=_ According to the English usage, double dummy is played by two persons, and the table is complete with that number. _=CUTTING.=_ The players cut for the deal; the player cutting the lowest card deals for his dummy first, and has the choice of sitting to the right or left of his opponent. It is usual to select the seat on the right of the living player, because it is possible that one may forget whether or not certain cards have been played, and under such circumstances it is better to lead up to an exposed hand than to one whose contents you are not sure of.

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A children s game, played with five white pebbles called Jackstones, says Mr. Patterson (_Antrim and Down Glossary_). The game is called Jack. See Fivestones, Hucklebones. Jauping Paste-eggs A youthful amusement in Newcastle and the neighbourhood at Easter. One boy, holding an egg in his hand, challenges another to give blow for blow. One of the eggs is sure to be fractured in the conflict, and its shattered remains become the spoil of the conqueror. See Conkers. Jenny Jones [Music] --Platt, near Wrotham, Kent (Miss Burne). [Music] --Northants (Rev.

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[19] THE REVOKE.[20] 83. A revoke occurs when a player, other than dummy, holding one or more cards of the suit led, plays a card of a different suit. It becomes an established revoke when the trick in which it occurs is turned and quitted by the rightful winners (_i.e._, the hand removed from the trick after it has been turned face downward on the table), or when either the revoking player or his partner, whether in turn or otherwise, leads or plays to the following trick. 84. The penalty for each established revoke is: (_a_) When the declarer revokes, he cannot score for tricks and his adversaries add 100 points to their score in the honour column, in addition to any penalty which he may have incurred for not making good his declaration. (_b_) When either of the adversaries revokes, the declarer may either add 100 points to his score in the honour column or take three tricks from his opponents and add them to his own.[21] Such tricks may assist the declarer to make good his declaration, but shall not entitle him to score any bonus in the honour column in case the declaration has been doubled or redoubled, nor to a slam or little slam not otherwise obtained.

_=5.=_ _=Ties.=_ Players cutting cards of equal value cut again, but the new cut decides nothing but the tie. _=6.=_ _=Cutting Out.=_ At the end of a rubber the players cut to decide which shall give way to those awaiting their turn to play. After the second rubber, those who have played the greatest number of consecutive games give way; ties being decided by cutting. _=7.=_ _=Cutting.=_ In cutting, the ace is low, the other cards ranking, K Q J 10 9 8 7, the King being the highest.

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Seven. Trifling love affairs. _=R.=_ They will get you into trouble. _=DIAMONDS.=_ Ace. A letter, or a written notice. King. A person to beware of. _=R.

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I ll stick her up in the pear-tree Sweet and meek, and sae is she: I lo ed her ance, but she s no for me, Yet I thank ye for your courtesy. I ll gie thee Rozie o the Cleugh, I m sure she ll please thee weel eneugh. Up wi her on the bane dyke, She ll be rotten or I ll be ripe: She s made for some ither, and no me, Yet I thank ye for your courtesy. Then I ll gie ye Nell o sweet Sprinkell, Owre Galloway she bears the bell. I ll set her up in my bed-head, And feed her wi milk and bread; She s for nae ither, but jist for me, Sae I thank ye for your courtesy. --Mactaggart s _Gallovidian Encyclopædia_. II. I maun ride hame, I maun gang hame, And bide nae langer here; The road is lang, the mirk soon on, And howlets mak me fear. Light doon and bide wi us a night, We ll choose ye a bonnie lass; Ye ll get your wull and pick o them a , And the time it soon wull pass. Which ane will ye choose, If I with you will bide? The fairest and rarest In a the kintra side.