When a partner accepts him, the combination must make four tricks more than the original proposal. Four honours are paid for as four over-tricks; three honours as two over-tricks. Piccolissimo is played, and comes between the bids of seven and eight tricks. GERMAN WHIST. _=CARDS.=_ German Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. _=PLAYERS.=_ Two persons play. They cut for the first deal, and the choice of seats. _=DEALING.

The declarer holds K J x x x; Dummy having Q x x. The play is to force the Ace, as if the combination of K Q J x x were in one hand. Many opportunities arise for leading the Ace first from a short suit, in order to secure a ruff on the second or third round. _=Second Hand Play.=_ If any card is led by the adversaries which the fourth hand cannot win, the second hand should cover it if possible; for unless he does so, his weakness will be exposed, and the suit will be continued. This is especially true of cases in which the second hand holds single honours, such as Jack and others, or Queen and others. Even the King should be played second hand in such cases, unless it is so well guarded that the Ace must fall before the King can be forced out. If the fourth hand can win the card led, it is seldom necessary to cover second hand. For instance: If the Jack of trumps is led, the dealer holding Q 9 7 4, and Dummy having A 6 3 2; there is no need to play the Queen. If the King is in third hand, such play would establish the Ten.

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If a bower is turned, the dealer’s partner should lead a small trump at the first opportunity. In playing against a lone hand the best cards in plain suits should always be led, trumps never. In playing alone, it is best to lead winning trumps as long as they last, so as to force discards, which will often leave intermediate cards in plain suits good for tricks. _=Second Hand.=_ Play the best card you have second hand, and cover everything led if you can. With King and another or Queen and another, it is usually best to put up the honour second hand, on a small card led. _=Trumping.=_ It is seldom right to trump partner’s winning cards, unless he has ordered up the trump, and you think you can lead through the dealer to advantage. In playing against a lone hand, it is sometimes good play to trump your partner’s ace with an unguarded left bower or ace of trumps, as it may prevent the dealer from getting into the lead with a small trump, and may save a King or Queen of trumps in your partner’s hand. If you don’t trump, the dealer will probably get in and swing the right bower, and your trump will be lost.

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Woman: Because John Sanderson, &c. Musician: He must, &c. And so she lays down the cushion before a man, who, kneeling upon it, salutes her, she singing-- Welcom, John Sanderson, &c. Then, he taking up the cushion, they take hands and dance round, singing as before. And thus they do till the whole company are taken into the ring. And then the cushion is laid before the first man, the woman singing, This dance, &c. (as before), only instead of come to, they sing go fro, and instead of Welcom, John Sanderson, &c., they sing Farewel, John Sanderson, farewel, farewel; and so they go out one by one as they came in. _Note_, that the woman is kiss d by all the men in the ring at her coming in and going out, and the like of the man by the woman.--_The Dancing Master_: London, printed by J.

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But Pheola upset the apple cart. She grabbed my right arm, so newly powerful. No, Billy Joe! she cried. I _don t_ want to die! Who s dying? I snapped. He s shooting me! she gasped. Shoot? With what? I had one terrified moment--what to lift? What was aimed at her? At the last possible moment I saw it. His crap-stick was a hollow tube, and he was raising it toward _me_, not toward Pheola. I d heard of things like that--a gas-powered dart gun. Silent, and shooting a tiny needle with a nerve poison in grooves cut in its tip. I lifted, but half in panic.

Holding the _=Highest=_ trump. 4th. Holding the _=Lowest=_ trump. 5th. Winning a trick with the _=Jack=_ of trumps in it. 6th. Making the majority of the pips that count for what is called _=Game=_. _=Turning the Jack=_ is entirely a matter of chance, and should not occur more than once in thirteen deals. If a Jack is turned every few deals, you may be sure that unfair methods are being used. Nothing is more common among advantage players than turning up Jacks every few deals.

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But if the declarer fails to make good on his contract he scores nothing but honours as actually held, while his adversaries score 50 points penalty in the honour column for every trick by which the declaration falls short, no matter what the declaration was, but they never score anything toward game, no matter how many tricks they win, because they are not the declarers. They may, however, score slams. If we suppose the winning declaration to be three hearts, and the declarer makes the odd trick only, holding simple honours, he scores 16 above the line, while the other side scores 100 points above the line for defeating the contract by two tricks, worth 50 each. If the dealer is left in with one spade, he cannot lose more than 100 points, even if he is doubled, provided neither he nor his partner redouble. If the adversaries set the contract for one trick, the declarer loses 50 only, and even if he is set for six tricks, he can lose only the 100. If any other declaration is doubled and fails, the adversaries score 100 points, instead of 50, for every trick by which they defeat the contract. If it is redoubled, they score 200. But if the declarer succeeds after being doubled, he not only scores double value for the tricks toward game, but he gets 50 points for fulfilling a doubled contract and 50 more for any tricks over his contract if he makes them. These figures are 100 in each case if he redoubles. Suppose the declaration is three no trumps, doubled, and the declarer makes five by cards.

(Anon.) Von Posert, Quedlinburg. 1879. Encyclopædia der Spiele, by Fr. Anton. 1889. Skat, by F. Tschientschy. 1888. Skat, by L.

), by Richard. Short Whist, by Major A. (Écarté Laws in appendix.) POOL ÉCARTÉ. Pool Écarté is played by three persons, each of whom contributes an agreed sum, which is called a _=stake=_, to form a pool. They then cut to decide which shall play the first game, the lowest écarté card going out. The players then cut for the first deal, choice of seats and cards, etc., exactly as in the ordinary game. The winner of the first game retains his seat; the loser pays into the pool another stake, equal to the first, and retires in favour of the third player, who is called the _=rentrant=_. The rentrant takes the loser’s seat and cards, and cuts with the successful player for the first deal.

Carrer, (se) to straddle the blind. Contre-carrer, to over-straddle. Carrom, see cannon. Cartes, F., playing cards. Carte Blanche, a hand which does not contain K, Q or J. Carte Roi, F., the best card remaining of a suit. Cases, when three cards of one denomination have been withdrawn from the box at Faro, the fourth is a case. Case-keeper, a board for recording the cards as they are withdrawn from the box at Faro.

If a player ask his partner if he has none of the suit led, before the trick is turned down, the revoke may be corrected, unless the player in error replies in the negative, or has led or played to the next trick. Dummy cannot revoke under any circumstances. The penalty for the revoke depends on the side in error. If the declarer revokes he cannot score anything but honours as actually held, while the adversaries take 100 points penalty in the honour column, in addition to any they may be entitled to for defeating the declaration. If an adversary revokes, they score honours only, and the declarer may either take the 100 points, or he may take three actual tricks and add them to his own. If he takes the tricks, they may aid him in fulfilling his contract, as the score is then made up as the tricks lie, but the declarer will not be entitled to any bonus in case he was doubled. Suppose Z is the declarer, and is playing three hearts doubled. He wins the odd trick only, but detects a revoke, for which he takes three tricks. This gives him four by cards, doubled, worth 64 points toward game, but he does not get any bonus for making his contract after being doubled, or for the extra tricks, because they were taken in penalty and not in play. _=Exposed Cards.

counts 10. Should both fail, the nearest goes first. He may now lay his taw about the hole or fire at the other, on hitting which he counts another 10. He now goes for the hole again, and failing, lies where he happens to stop. If he misses, B. from his present position tries to get into the hole, and failing, lies still; but if he reaches the hole, he counts 10, and proceeds as A. had done. The one who first gets the 100 (or other number) now goes in for his pizings, which performance takes place thus:--The loser, so far, is lying about, and the winner goes back to drakes, and again tries to lodge in the hole; and if he succeeds, the game is up. If not, he lies still, and the loser tries for the hole; if he gets in he counts another 10, or if he should succeed in hitting the winner he scores his adversary s 100 to his own number, and then goes on for his pizings as the other had done. In failure of either securing the game thus, the process is repeated at drakes.

If the top did not give way, the other players tried in turn. If the top did not split, it was returned to its owner, but any boy who succeeded in splitting it through the middle, so that the peg fell out, took possession of the peg. I have seen a top split at the side in such a way as to be quite useless as a top, though no peg was gained. I remember, too, a schoolfellow of mine drawing from his pocket some seven or eight pegs, the trophied memorials of as many tops.--London (J. P. Emslie). See Hoatie, Hoges, Peg-top. Hairry my Bossie This is a game of chance. The players are two, and may be boys or girls, or a boy and a girl.

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FOUR PAIRS. TWO FOURS. ] The player to the left of the dealer is the original leader. _=DEALING.=_ The method of dealing varies with the number of players engaged. When only one pack is used, any player may shuffle, the dealer last. The pack must be presented to the pone to be cut, and the entire pack is then dealt out, one card at a time. When two play, the dealer gives each six cards, one at a time. These two hands are kept separate, and two more are dealt in the same manner, and then a third two, the last card being turned up for the trump. When the deal is complete, there will be six hands on the table, three belonging to each player.

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B. _Irregularities in the Hands._ If a player have either more or less than his correct number of cards, the course to be pursued is determined by the time of the discovery of the irregularity. (1) When the irregularity is discovered before or during the original play: There must be a new deal. (2) When the irregularity is discovered at the time the cards are taken up for overplay and before such overplay has begun: It must be sent back to the table from which it came, and the error be there rectified. (3) When the irregularity is not discovered until after the overplay has begun: In two-table duplicate there must be a new deal; but in a game in which the same deals are played at more than two tables, the hands must be rectified as is provided above and then passed to the next table without overplay at the table at which the error was discovered; in which case, if a player have less than thirteen cards and his adversary the corresponding surplus, each pair takes the average score for that deal; if, however, his partner have the corresponding surplus, his pair is given the lowest score and his opponents the highest score made at any table for that deal. C. _Playing the cards._ Each player, when it is his turn to play, must place his card, face upward, before him and toward the centre of the table. He must allow it to remain upon the table in this position until all have played to the trick, when he must turn it over and place it face downward, nearer to himself; if he or his partner have won the trick, the card should point toward his partner and himself; otherwise it should point toward the adversaries.

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B.--Supplies are not effective if enemy is between supplies and troops they belong to. Men surrounded and besieged must be victualled at the following rate:-- One packet food for every thirty men for every six moves. One packet forage every six horses for every six moves. In the event of supplies failing, horses may take the place of food, but not of course of forage; one horse to equal one packet. In the event of supplies failing, the following consequences ensue:-- Infantry without ammunition cannot fire (guns are supposed to have unlimited ammunition with them). Infantry, cavalry, R.A., and R.E.

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The simplest method of arranging the players is to take two packs of cards, one red and one blue, and to select two aces from each for the four positions at the head table; three deuces, treys, etc., for the six positions at each of the other tables until the last or booby table is reached, at which there must be only four players at starting. If there are not enough players to make exactly six at each of the intermediate tables, the numbers may be varied from four to seven, cards being selected to agree with the number required; but the head and booby tables must start with four only. The cards thus selected are then thoroughly shuffled, and presented face downward to the ladies to draw from. Each lady takes a red-backed card, the gentlemen drawing the blue cards only. The number of pips on the card drawn will indicate to each person the table at which they are to sit. Should the number of men and women not be equal, some of the men must represent women or _vice versa_. Each player is provided at starting with a certain number of counters, usually fifty. The head table is supplied with a box of counters differing in colour from any of those used by the players, and also with a bell. The choice of seats, deal, etc.

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Bell). I. Oh, a-hunting we will go, a-hunting we will go; We ll catch a little fox and put him in a box, And never let him go. --Bath (Miss Large). II. Hunting we will go, brave boys, Hunting we will go; We ll catch an old fox And put him in a box, For a-hunting we will go. Halt! shoulder arms! fire! --Horncastle, North Kelsey, Lincoln (Miss Peacock). III. O have you seen the Shah, O have you seen the Shah? He lights his pipe on a star-light night, O have you seen the Shah? For a-hunting we will go, A-hunting we will go; We ll catch a fox and put him in a box, A-hunting we will go. --Epworth, Doncaster (C.