Seven. Quarrels which will be lasting unless the card is followed by some hearts. _=R.=_ Family rows. _=COMBINATIONS.=_ 4 aces, death; 3 aces, dissipation; 2 aces, enmity. 4 Kings, honours; 3 Kings, success in business; 2 Kings, good advice. 4 Queens, scandal; 3 Queens, dissipation; 2 Queens, friendship. 4 Jacks, contagious diseases; 3 Jacks, idleness; 2 Jacks, quarrels. 4 Tens, disagreeable events; 3 Tens, change of residence; 2 Tens, loss.
Namers and Guessers Any number of players can play this game. Two are chosen, the one to be Namer, and the other Guesser or Witch. The rest of the players range themselves in a row. The Guesser retires out of sight or to a distance. The Namer then gives each player a secret name. When names have been given to all the players, the Namer calls on the Guesser to come, by saying-- Witchie, witchie, yer bannocks are burnin , An ready for turnin . Whereupon he approaches, and the Namer says-- Come, chois me out, come, chois me in, to ---- (naming one by the assumed name). The players all shout, Tack me, tack me, repeatedly. The Witch points to one. If the guess is correct the player goes to the Witch s side, but if it is incorrect he goes to the Namer s side.
If that card is not in play there is no Game. In _=Pedro Sancho=_, the Five and Nine of trumps count their pip value in scoring, so that 18 points can be bid and made on one deal; one each for High, Low, Jack, and Game, and fourteen more for the Nine and Five of trumps. These two trumps have no special rank. The Ten will win the Nine, and the Six will take the Five. In some places all the cards in the pack are dealt out, which makes a much better game in any form of Pedro. The eldest hand sells, as at Auction Pitch. If a player’s first bid is raised he may raise again in his proper turn. Fifty points is game, and the players are usually provided with two varieties of counters for scoring; one worth five points, and the other worth one. The rank of the points in scoring is; High, Low, Jack, Ten (Game), Five, and Nine. The revoke penalty is to be set back the number of points bid, or ten points if there is no bid, and the player in fault cannot score anything that hand.
, until the K is reached. The player who has the King, or the highest card, if the King is in the stock, starts again with any card he pleases. Any player who cannot continue the sequence in his turn must pass that round. As soon as one player gets rid of his last card the game is at an end and every player at the table must pay him a counter for each card held. The deal then passes to the left and the layout is dressed for the next hand. RANTER GO ROUND. This is a round game for any number of players who make up a pool or stake to be played for. A full pack of fifty-two cards is used and each player has three markers. The dealer gives one card to each, face down. This card is examined and if it is not satisfactory it is passed to the player on the left, the object being to avoid holding the lowest card at the table.
DUMMY. There are three forms of Dummy: The English game, for three players; the French game, for three or four: and the game now generally known as Bridge, or Bridge Whist. Dummy is not recognized in any form by the American Whist League, and there are no American Laws governing it. We shall describe each variety of the game in its turn; beginning with the English. _=Cards.=_ _=ENGLISH 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 patterns as those used in whist. _=Players.=_ According to the English usage, Dummy is played by three persons, and the table is complete with that number.