=_ 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. When the hand is first dealt, the trump is recorded on this slip, which travels round the room with the tray. After the dealer has turned up the designated trump, he places the trump slip in the tray, face down. When the play of the hand is finished and the cards replaced in the tray, the dealer puts his trump slip on the top of his cards.

I guess it s the filth within these croupier types that makes them surround themselves with the aseptic immaculacy of iridium and glass. Their office was in a penthouse perched on the slanting roof shakes of the casino. It was big as a squash court, and as high and as square. Every wall was glass. It couldn t have been in greater contrast to the contrived hominess of the casino if they d thought about it for a year. Then, for the last twist, the furnishings were straight out of the old Southwest--Navajo rugs, heavy, Spanish oak desks, and a pair of matching couches or divans of whole steer leather stretched over oak frames. * * * * * Peno Rose came quickly toward me the moment Fowler Smythe showed me into the office, spurs jingling. Hey! There he is! The boy they had to rule off the track! How s a boy, Lefty? Long time no see. He had his hand stuck way out ahead of him. His sharp, dried-out features repelled me twice as much as they had ten years before.

S. O. Addy, Miss Lucy Garnett. Wakefield Miss Fowler. SCOTLAND. Chambers _Popular Rhymes_, ed. 1870. Mactaggart s _Gallovidian Encyclopædia_, ed. 1871. Jamieson s _Etymological Dictionary_, ed.

The general principle of the game is for the players to combine against the successful bidder, and to spare no effort to prevent him from winning the pool. _=SPOT HEARTS.=_ In this variation, when the hearts are announced at the end of the hand, the spots on them are the units of value, the Jack being worth 11, the Queen 12, the King 13, and the Ace 14. This adds nothing to the interest or skill of the game; but rather tends to create confusion and delay, owing to the numerous disputes as to the correctness of the count. The total to be accounted for in each deal is 104. In settling, the player with the smallest number collects from each of the others the amount they have in excess of his. If two or more players have an equal number, or none at all, they divide the amount collected from each of the others. For instance: Four play, A has 8 points, B 24, C 18, and D 54. As 8 points is the lowest, B pays A 16, C pays him 10, and D pays him 46. If A and B had 8 each, C 32, and D 56, C would pay 24, and D 48; and A-B would divide the amount between them.

A wins the difference in the scores, 38 + 100 = 138 altogether. TEXT BOOKS. Jeux de Cartes, by Jean Boussac. Académie des Jeux, by Van Tenac. Académie des Jeux, by Richard. Règles de tous les Jeux, by Dreyfous. Bohn’s Handbook of Games. Piquet, and Rubicon Piquet, by Berkeley. Laws of Piquet, by “Cavendish.” _Westminster Papers_, Vols.

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. Bridge Developments, by Robertson and Wallaston, 1904.

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How many miles to { Banbury? { London? Four score and ten [_or_, Fifty miles and more]. Shall we be there by candle-light? Oh, yes, and back again. [_Or, at Market Drayton._ Shift your feet with nimble light, And you ll be there by candle-light.] Open the gates as wide as the sky, And let King George and his lady go by. --Market Drayton, Ellesmere, Whitchurch, (Burne s _Shropshire Folk-lore_, p. 522). XVI. How many miles to Bethlehem? Three score and ten. Shall we get there by candle-light? Yes, there and back again.

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=_ Should the player strike the wrong ball, he pays the same forfeit to the person whose ball he should have played at as he would have done if he had pocketed it himself. _=9.=_ If the striker miss the ball he ought to play at, and by the same stroke pocket another ball, _he_ loses a life, and not the person whose ball he pocketed; in which case the striker’s ball must be taken up, and both balls remain in hand until it be their several turns to play. _=10.=_ If the player inquire as to which is his ball, or if it be his turn to play, the marker or the players must give him the information sought. _=11.=_ If the striker, while taking aim, inquire which is the ball he ought to play at, and should be misinformed by the marker or by any of the company, he does not lose a life. His ball must in this case be replaced and the stroke played again. _=12.=_ When a ball or balls touch the striker’s ball, or are in line between it and the ball he has to play at, so that it will prevent him hitting _any part of the object-ball_, such ball or balls must be taken up until the stroke be played, and, after the balls have ceased running, they must be replaced.

|your head. | | |24.| -- | -- |She s left off her | | | | |wedding to turn back | | | | |her head. | |25.| -- | -- | -- | |26.| -- | -- |Mother, is it true; | | | | |What shall I do? [Then| | | | |repeat Nos. 14 & 16.] | |27.| -- | -- | -- | |28.| -- | -- | -- | |29.

=_ The dealer or his partner having announced the trump, the adversary should carefully consider the score before doubling or playing. Most players consider themselves justified in doubling when they have six reasonably certain tricks in their own hands, trusting partner for one only. Great caution should be used in doubling no-trumpers, the position of the lead being carefully studied; because the odd trick usually settles the fate of the game when a no-trumper is doubled. While a player with the lead, and seven certain tricks in one suit, should double a no-trumper, his partner would be very foolish to do so, unless he had, in addition to his long suit, the heart ace; for it is a conventionality of the game for A to lead hearts if B doubles a no-trumper. The original maker of the trump should be very strong to justify him in redoubling the adversary. If he had four probable tricks originally, he may count the adversary who doubles for five, and of the four doubtful tricks remaining, the odds are against partner having the three which would be necessary to win the odd trick. _=Opening Leads.=_ The first lead must necessarily be made in the dark, but the selection of the suit will often depend on the trump, and whether it was named by the dealer or by his partner. If the dealer has made it red, and A has the A K of any plain suit, he should play the King, so as to retain the lead until Dummy’s hand is exposed. If the dealer passes it to his partner, he is probably weak in red.

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Dickinson s _Cumberland Glossary_ describes this as a boyish mode of casting lots. The boy says-- Neevy, neevy-nack, Whether hand will ta tack, T topmer or t lowmer? Mr. W. H. Patterson (_Antrim and Down Glossary_) gives the rhyme as-- Nievy, navy, nick nack, Which han will ye tak , The right or the wrang? I ll beguile ye if I can. Chambers (_Popular Rhymes_, p. 117) gives the rhyme the same as that given by Mr. Patterson. In _Notes and Queries_, 6th Series, vii. 235, a North Yorkshire version is given as-- Nievie, nievie, nack, Whether hand wilta tak, Under or aboon, For a singal half-crown? Nievie, nievie, nick, nack, Whilk han will thou tak? Tak the richt or tak the wrang, I ll beguile thee if I can.

The players may take turns, each playing two deals, the first with the person on his left, and the second with the one on his right. Or it may be agreed that the loser in each deal shall give way to a new player, the winner of the majority of points in each deal to continue. The game is generally arranged for a certain number of tours or deals, at the end of which the scores are balanced and settled for. RUBICON PIQUET, FOR TWO PLAYERS. The chief difference between this game and the usual form, Piquet au cent, is in the manner of declaring. The usual method in England and America is as follows:-- _=The Point=_ is scored by the player holding the greatest number of cards in the suit, and the pip value is resorted to only to decide ties. This is done in order to conceal, if possible, the nature of the cards held. When the numerical value is asked, only the last figure is given, “seven,” for instance, if the point is 47. If the point is good, the elder hand immediately names the suit. If it is not good, the suit is not named, and the elder hand proceeds to call his _=sequences=_.

It is bad policy to trump in to make minor declarations, unless your time is short. It is seldom right to lead the trump Ace, except at the end of the hand, or when you have duplicates, but leading high trumps to prevent an adversary from declaring further is a common stratagem, if you know from the cards in your hand, and those played, that your adversary may get the cards to meld something of importance. _=The Last Tricks.=_ Before you play to the last trick, give yourself time to note the cards your adversary has on the table, and compare them with your own, so that you may play the last tricks to advantage. If you wait until after playing to the last trick, he may gather up his cards so quickly that you will be unable to remember them. At Rubicon it is not always advisable to win the last trick. If your adversary is rubiconed in any case, you may add 100 points to your own score by giving him the 50 for the last trick, which may put him across the line into another hundred. TEXT BOOKS. Foster’s Complete Pinocle. 1906.

1.] Each of the two players has nine wooden pegs, which are either coloured or shaped differently, and the object of each player is to get three of his own pegs in a straight line (fig. 1). It is called Merrils. --Sheffield (S. O. Addy). Cotgrave s _Dictionarie_, 1632, says: _Merelles_, le jeu de merelles, the boyish game called merrils, or fiue-pennie morris. Played here most commonly with stones, but in France with pawns or men made of purpose, and termed merelles. Strutt (_Sports_, p.

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After the cards are dealt, each player in turn lays out three cards which he does not want, and the player on his left is obliged to take them, after having discarded himself. No player may look at what he is going to get until he has discarded himself. The Black Jack or Lady holds its rank as a spade when spades are led; but the moment any other suit is led, of which the player is void, he can discard the Black Jack or Lady, just as he would get rid of a heart. If hearts are led and the player has no hearts, he can play the Black Jack or Lady to the trick, as it ranks below the deuce of hearts. _=PROGRESSIVE HEARTS.=_ The general arrangements for the players and their positions are exactly the same as those already described in connection with Progressive Euchre. The players at each table cut for the deal, and play begins with the tap of the bell at the head table. Only one deal is played at each table. There are no counters. At the end of the hand the ladies compare their cards, and the one having the fewer hearts goes to the next higher table.

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” As the black King can move only one square at a time, he cannot get out of check by moving, because the only squares to which he could go would still leave him in check from the Rook. Neither the Knight nor the Bishop can interpose to shut out the Rook’s attack; neither of those pieces can capture the Rook; and the Pawns cannot move backward; so the black King is mated, and White wins the game. A mate may take place in the middle of the board, as shown in Diagram No. 9. [Illustration: _No. 9._ +---+---+---+---+---+---+---+---+ | | ♛ | ♚ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ♕ | | | +---+---+---+---+---+---+---+---+ | | | | | ♔ | | | | +---+---+---+---+---+---+---+---+ | | ♜ | | | | | | | ] If the black Queen moves diagonally four squares, placing herself in front of the white King, and on the same horizontal file as the black Rook, it will be check-mate, because the white King cannot get out of one check into another by taking the Queen, which is protected by the Rook. For the same reason he cannot move, as the only squares open to him would leave him in check from the Queen, or move him into check from the black King. _=Stalemate.=_ If the King is not in check, but cannot move without going into check, and there is no other piece for the player to move, it is called a stale-mate, and the game is drawn.

He wished she would go away. First she had started to be friendly and now she was distant again. It s a nuisance being telepathic, he thought. You keep trying to reach even when you are not making contact. Suddenly she swung around on him. You pinlighters! You and your damn cats! Just as she stamped out, he burst into her mind. He saw himself a radiant hero, clad in his smooth suede uniform, the pin-set crown shining like ancient royal jewels around his head. He saw his own face, handsome and masculine, shining out of her mind. He saw himself very far away and he saw himself as she hated him. She hated him in the secrecy of her own mind.

See _Le Grand_, _Fabliaux et Contes_, ii. 208. Dr. Hyde thinks the morris, or merrils, was known during the time that the Normans continued in possession of England, and that the name was afterwards corrupted into _three men s morals_, or _nine men s morals_. If this be true, the conversion of _morrals_ into _morris_, a term so very familiar to the country people, was extremely natural. The Doctor adds, that it was likewise called _nine-penny_ or _nine-pin miracle_, _three-penny morris_, _five-penny morris_, _nine-penny morris_, or _three-pin_, _five-pin_, and _nine-pin morris_, all corruptions of _three-pin, &c, merels_ (Hyde s _Hist. Nederluddi_, p. 202). 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.

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org/donate. Section 5. General Information About Project Gutenberg™ electronic works Professor Michael S. Hart was the originator of the Project Gutenberg™ concept of a library of electronic works that could be freely shared with anyone. For forty years, he produced and distributed Project Gutenberg™ eBooks with only a loose network of volunteer support. Project Gutenberg™ eBooks are often created from several printed editions, all of which are confirmed as not protected by copyright in the U.S. unless a copyright notice is included. Thus, we do not necessarily keep eBooks in compliance with any particular paper edition. Most people start at our website which has the main PG search facility: www.

=_ The successful bidder having disposed of the skat cards and announced his game, the Vorhand leads any card he pleases for the first trick. Vorhand should be careful not to lead until the player has laid out or discarded for the Skat in a Gucki or a Tourné. Players must follow suit if they can, but are not obliged to win the trick. Having none of the suit led, they may trump or discard at pleasure. The highest card played, if of the suit led, wins the trick, and trumps win all other suits. The winner of the first trick leads for the next, and so on, until all the cards have been played, or the game is acknowledged as won or lost, and abandoned. In a Grand, if a Jack is led, players must follow suit with the other Jacks, they being trumps. _=Abandoned Hands.=_ If the single player finds he has overbid himself, or sees that he cannot make as good a game as bid, he may abandon his hand to save himself from being made schneider or schwarz, provided he does so before he plays to the second trick. A Solo cannot be abandoned in this manner, as the rule is made only to allow a player to get off cheaply who has been unlucky in finding nothing in the Skat to suit his hand.

Up came the doctor, up came the cat, Up came the devil with a white straw hat. Down went the doctor, down went the cat, Down went the devil with a white straw hat.[1] --Deptford (Miss Chase). III. Up the heathery mountains and down the rushy glen We dare not go a-hunting for Connor and his men; They are all lusty bachelors but one I know, And that s [Tom Mulligan], the flower of the flock; He is the flower of the flock, he is the keeper of the glen, He courted [Kate O Neill] before he was a man; He huggled her, he guggled her, he took her on his knee, Saying, My bonnie [Kate O Neill], won t you marry me? So ---- made a pudding so nice and so sweet, Saying, Taste, love, taste, and don t say no, For next Sunday morning to church we will go. With rings on our fingers and bells on our toes, And a little baby in her arms, and that s the way she goes. And here s a clap, and here s a clap, for Mrs. ---- s daughter. --Belfast (W. H.

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_=Misdealing.=_ A misdeal does not lose the deal, but in some cases a new deal is at the option of the pone. If the dealer exposes a card belonging to his adversary or to the stock, the pone may demand a new deal; but if either player exposes any of his own cards, the deal stands good. If too many cards are given to either player, and the error is discovered before the dealer plays to the first trick, there must be a new deal. If either player has too few cards, the pone may demand a new deal, or may allow the dealer to supply the deficiency from the top of the stock. If any card is found exposed in the pack, there must be a new deal. If any card faced in the stock is not discovered until the first trick has been played to by the dealer, the exposed card must be turned face down, without disturbing its position. If the pack is found to be imperfect, the deal in which it is discovered is void; but all previous scores or cuts made with that pack stand good. _=METHOD OF PLAYING.=_ The pone takes up and examines his nine cards.

_=THE CARPET.=_ Shuffle and cut the pack. Deal out twenty cards in four rows of five cards each, face up. This is the carpet. Any aces found in it are taken out and used to form a fifth row, either at the bottom or the side. The holes made in the carpet by removing the aces are then filled up from the pack. Cards are then taken from the carpet to build upon the aces in ascending sequence, following suit, and the holes in the carpet are continually filled up with fresh cards from the top of the pack. As other aces appear they are laid aside to start the sequence in the suit to which they belong. When you are stopped, deal the cards remaining in the pack in a pile on the table by themselves, face upward. If any card appears which can be used in the ascending sequences, take it, and if this enables you to make more holes in the carpet, do so.

Magical Music. Malaga Raisins. Marbles. Mary Brown. Mary mixed a Pudding up. Merrils. Merritot. Merry-ma-tansa. Milking Pails. Mineral, Animal, and Vegetable.

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For instance: A knows his score is 13, while B has 32. A has royal marriage and Ace of trumps in his hand, and the Nine is turned up. If A closes, and so compels B to follow suit, he must catch the Jack or Ten of trumps by leading the Ace. If he catches the Jack, that will put him to 26, and showing the royal marriage will put him 66, and make B schneider. If B has no trump, one of the marriage cards can be led without any fear of losing it, and that will put A to 66, even if B plays a Nine to both leads. But if A leads the ace of trumps without closing, B is not compelled to follow suit, and might play the Nine of a plain suit to the Ace of trumps. If A then closed or played on without closing, B might win one of the marriage cards with the Ten, and not only get out of schneider, but reach 66 in plain suits before A could win another trick. On the same principle, a player may think he can reach 66 before his adversary can win a trick, provided he can compel him to follow suit. With two plain-suit Aces and the royal marriage, the pone would close before playing to the first trick, trusting to catch at least 4 points with his two aces, and then to show the marriage, making his adversary schwartz. Some judgment is necessary in deciding whether or not to draw before closing.

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... anything. | | 18.|I ll show you a |You shall see a | -- | | |blackbird. |blackbird. | | | 19.| -- | -- |For a pretty girl. | | 20.

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_=MARKERS=_ are not used, counters taking their place. These are usually of the colours and values, and are distributed among the players as already described in Boston. _=STAKES.=_ As a guide in settling upon the unit value, it may be noted that the largest amount possible to win or lose on a single hand is 2,400 white counters; the smallest amount being 30. The average is about 300. _=THE POOL.=_ In addition to the counters won or lost on each hand, a pool is formed by each dealer in his turn placing five counters in a small tray provided for the purpose. This pool may be increased by penalties, etc., and the whole amount may be won under certain conditions, as at Boston. There is no limit to the amount of a single pool.

If an adversary of the single player looks at either of the skat cards during the play of a hand, the single player may at once stop the game, and his adversaries can count only the points they have taken in in tricks up to that time. If they have no tricks they are schwartz; if they have not 30 points they are schneider. When four or more play, any person holding no cards may be penalised ten points for looking at the skat cards. _=METHOD OF PLAYING.=_ The successful bidder having disposed of the skat cards and announced his game, the Vorhand leads any card he pleases for the first trick. Vorhand should be careful not to lead until the player has laid out or discarded for the Skat in a Gucki or a Tourné. Players must follow suit if they can, but are not obliged to win the trick. Having none of the suit led, they may trump or discard at pleasure. The highest card played, if of the suit led, wins the trick, and trumps win all other suits. The winner of the first trick leads for the next, and so on, until all the cards have been played, or the game is acknowledged as won or lost, and abandoned.

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=_ No player is allowed to see any trick that has once been turned and quitted, under penalty of having a suit called from him or his partner. _=39.=_ Any player may ask the others to indicate the cards played by them to the current trick. _=40.=_ A player calling attention in any manner to the trick or to the score, may be called upon to play his highest or lowest of the suit led; or to trump or not to trump the trick during the play of which the remark was made. ÉCARTÉ. Écarté is usually described as a very simple game, but unfortunately the rules governing it are very complicated, and as no authoritative code of law exists, disputes about trifling irregularities are very common. In the following directions the author has selected what appears to be the best French usage. The code of laws adopted by some of the English clubs is unfortunately very defective, and in many respects quite out of touch with the true spirit of the French game. The English are very fond of penalties; the French try to establish the status quo.

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Where s the kite? Flown to the wood. Where s the wood? The fire has burned it. Where s the fire? The water s quenched it. Where s the water? The ox has drunk it. Where s the ox? The butcher has killed it. Where s the butcher? The rope has hanged him. Where s the rope? The rat has gnawed it. Where s the rat? The cat has killed it. Where s the cat? Behind the door, cracking pebble-stones and marrow-bones for yours and my supper, and the one who speaks first shall have a box on the ear. --Halliwell s _Nursery Rhymes_, p.