During all the discards the trump card remains the same. _=MARKING THE KING.=_ The discards settled, the first and most important thing before play begins is to mark the King. If the King is turned up, the dealer marks one point for it immediately. If the pone holds it, he must _=announce=_ and mark it before he plays a card. If he leads the King for the first trick, he must still announce it by saying distinctly: “I mark the King;” and unless this announcement is made before the King touches the table, it cannot be marked. So important is this rule that in some European Casinos it is found printed on the card tables. Having properly announced the King, it may be actually marked with the counters at any time before the trump is turned for the following game. If the dealer holds the King he must announce it before his adversary leads for the first trick. It is in order that there may be no surprises in this respect that the elder hand is required to say distinctly: “I play,” before he leads a card.

Arnot, in _Notes and Queries_, 8th series, vol. ii. p. 138, who was rector of Ilket s Hall, in the county of Suffolk, says the ball was about the size of a cricket-ball, and was driven through a narrow goal; and from the evidence of the parish clerk it seems certain that it was not Football. See also Spurden s _East Anglian Words_, and _County Folk-lore, Suffolk_, pp. 57-59. There are Upper Campfield and Lower Campfield at Norton Woodseats. They are also called Camping fields. This field was probably the place where football and other village games were played. These fields adjoin the Bocking fields.

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| -- | -- | -- | | 41.| -- | -- | -- | | 42.| -- | -- | -- | | 43.| -- | -- | -- | | 44.| -- | -- | -- | | 45.| -- | -- | -- | | 46.| -- | -- | -- | +----+----------------------+----------------------+----------------------+ +----+----------------------+----------------------+----------------------+ | No.| Lincolnshire, |Sussex, Hurstmonceux. | Middlesex. | | | Frodingham.

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The number of odd counters remaining decides which number wins; if none remain, 4 wins. If there were 2 or 3 counters over, the banker would pay all bets on the corners 1 and 2, even money. If there were 2 over, he would pay all bets on the edge of the card between 1 and 2 at the rate of three for one, and so on. The counters are then returned to the bowl, and bets are placed for another coup. Sometimes the banker will draw a handful of beans from the bowl and place them upon the table, covering them with a saucer or with his cap. He then bets any player that there will be 1, 2, 3, or 4 left, the player taking his choice, and being paid three for one if he guesses correctly. In spite of the fact that this game is apparently perfectly fair for all concerned, the author has never seen an American who could win anything at it while a Chinaman was the banker. FARO. This is one of the oldest banking games, and is supposed to be of Italian origin. It belongs to the same family as Lansquenet, Florentini, and Monte Bank.

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A player cannot increase his own bid unless he is overbid. The highest bidder becomes the single player, opposed to the two others. _=Frog.=_ In this, hearts must be trumps. The single player turns the widow face up to show what it contained, and then takes the three cards into his hand. He must then discard to reduce his playing hand to eleven cards again. Any points in the cards he lays away will count for him at the end of the play. The player on the dealer’s left always leads for the first trick, any card he pleases. The others must follow suit if they can, but they are not obliged to head the trick. If a player cannot follow suit, he must trump, and if the third player cannot follow suit either, he must play a trump, but he is not obliged to over-trump unless he likes.

See Hawkey. Noughts and Crosses [Illustration] This game is played on slates by school-children. The accompanying diagram is drawn on the slate, and a certain figure (generally twenty) is agreed upon as game. There are two players, one takes noughts [o], the other crosses [x]. The three places drawn on the slate above the diagram are for the players each to put down marks or numbers for the games they win, the centre place being for Old Nick, or Old Tom. The object of the game is for each player to occupy three contiguous places in a row or line with either noughts or crosses, and to prevent his opponent from doing so. The diagram is of course empty when play begins. One player commences by putting his mark into either of the vacant places he prefers, the other player then places his in another, wherever he thinks he has the best opportunity to prevent his opponent getting a three, and at the same time to get a three himself; then the first player plays again, and so on alternately until all the squares are occupied, or until one of the players has a three in line. If neither player gets a three, the game is won by Old Nick, and one is scored to his name. In the diagram the result of the game is shown when won by Old Nick.

It is 11 to 1 against making a straight out of a sequence of four cards which is open in the middle, or at one end only. It is 5 to 1 against making a straight out of a sequence of four which is open at both ends. [Illustration: 🂻 🃚 🂨 🂧 | 🂹 🃘 🂧 🃆 IN-BETWEEN STRAIGHT. OPEN-END STRAIGHT. ] It is 4½ to 1 against filling a four-card flush. It is 23 to 1 against filling a three-card flush. It is 95 to 1 against filling a two-card flush. It is 3 to 1 against improving a four-card straight flush which is open at both ends. The chances against getting the straight or the flush have been given; the odds against getting the straight flush are 24 to 1. The chance for getting a pair exists; but the pair would probably be worthless.

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, at the beginning of the play--the winner to have his choice of taking black or white. _=7.=_ The first play must _=invariably=_ be made by the person having the black men. _=8.=_ At the end of five minutes [if the play has not been previously made], “Time” must be called by the person appointed for that purpose, in a distinct manner; and if the play is not completed in another minute, the game shall be adjudged lost through improper delay. _=9.=_ When there is only _=one way=_ of taking _=one or more=_ pieces, time shall be called at the end of one minute, and if the play is not completed in another minute, the game shall be adjudged lost through improper delay. _=10.=_ Either player is entitled, on giving intimation, to arrange his own or his opponent’s pieces properly on the squares. After the first move has been made, however, if either player touch or arrange any piece without giving intimation to his opponent, he shall be cautioned for the first offence, and shall forfeit the game for any subsequent act of the kind.

1--Battle of Hook s Farm. General View of the Battlefield and Red Army] We also found difficulties about the capturing of guns. At first we had merely provided that a gun was captured when it was out of action and four men of the opposite force were within six inches of it, but we found a number of cases for which this rule was too vague. A gun, for example, would be disabled and left with only three men within six inches; the enemy would then come up eight or ten strong within six inches on the other side, but not really reaching the gun. At the next move the original possessor of the gun would bring up half a dozen men within six inches. To whom did the gun belong? By the original wording of our rule, it might be supposed to belong to the attack which had never really touched the gun yet, and they could claim to turn it upon its original side. We had to meet a number of such cases. We met them by requiring the capturing force--or, to be precise, four men of it--actually to pass the axle of the gun before it could be taken. All sorts of odd little difficulties arose too, connected with the use of the guns as a shelter from fire, and very exact rules had to be made to avoid tilting the nose and raising the breech of a gun in order to use it as cover..

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. She hated him because he was--she thought--proud, and strange, and rich, better and more beautiful than people like her.

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The number of cards discarded must be distinctly announced, and the trump is then laid aside, and the cards given from the top of the pack, without further shuffling. It is considered imperative that the player who has proposed should take at least one card, even if he proposed with five trumps in his hand. The pone helped, the dealer then announces how many cards he takes, placing his discards on his left. The dealer, if asked, must inform his adversary how many cards he took, provided the question is put before he plays a card. After receiving his cards, the pone may either stand or propose again, and the dealer may either give or refuse; but such subsequent stands or refusals do not carry with them any penalty for failure to make three tricks. Should these repeated discards exhaust the pack, so that there are not enough cards left to supply the number asked for, the players must take back a sufficient number from their discards. If the dealer has accepted a proposal, and finds there are no cards left for himself, that is his own fault; he should have counted the pack before accepting. The trump card cannot be taken into the hand under any circumstances. _=MISDEALING AFTER DISCARDING.=_ If the dealer gives the pone more or less cards than he asks for, he loses the point and the right to mark the King, unless it was turned up.