At first, this bid was largely used simply as an additional game-going declaration, and was strongly objected to by many leading players. But as its true place as a defensive bid became better understood it soon came into favour. In the nullo there are no honours, and the declarer scores the tricks over the book made by his opponents, which he forces them to take. Many interesting card problems have been built upon the nullo. Toward the end of 1913 still another change seems to have suggested itself to some of the English players who were familiar with the Russian game of vint, and that is to play auction just as it is played up to the point of the lead to the first trick, but that no dummy is exposed, the four players holding up their cards and following suit just as they would at whist. Whether or not this game will ever become as popular as the combination of dealer and dummy, it is difficult to say, but appearances are against it. There seems to be a growing tendency in America to adopt the English rule of cutting out the spade suit at 2 a trick, and making it always a royal spade, worth 9. The dealer is allowed to pass without making a bid, the lowest call being one club. If all pass, the deal goes to the left. BRIDGE.

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You re in the Lodge, of course? he added. Of course, I said coldly. Please, he said, waving a hand at me. Don t take it so big. So am I. From five feet apart we exchanged the grip, the tactile password impossible for the Psiless to duplicate--just a light tug at each other s ear lobes, but perfect identification as TK s. I m Fowler Smythe, he said. Twenty-fifth degree, he added, flexing his TK muscles. What is it, buster? You on Crap Patrol? I paused before I answered. Twenty-fifth degree? Since when could a gambling casino afford a full-time Twenty-fifth? TK s in the upper degrees come high.

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| |die. | | 31.| -- | -- | -- | | 32.|Ye shall get another. | -- |Ye sall get anither. | | 33.| -- | -- | -- | | 34.| -- | -- | -- | | 35.|Bells will ring and | -- |The bells will ring, | | |birds sing. | |birds will sing.

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At the words, What has this poor prisoner done? the girls who form the arch catch one of the line (generally the last one). When the last verse is sung the prisoner is taken a little distance away, and the game begins again. At Clun the players form a ring, moving round. They sing the first and alternate verses, and chorus, London Bridge is broken down. Two players outside the ring run round it, singing the second and alternate verses. When singing Penny loaves ll get stole away, one of the two outside children goes into the ring, the other remains and continues her part, singing the next verse. When the last verse is sung the prisoner is released. The Berkshire game (Miss Kimber) is played by the children forming two long lines, each line advancing and retiring alternately while singing their parts. When the last verse is begun the children form a ring and gallop around, all singing this last verse together. In the Cork version (Mrs.

W. Gregor. ELGIN-- Fochabers Rev. W. Gregor. KIRKCUDBRIGHT-- Auchencairn Prof. A. C. Haddon. LANARKSHIRE-- Biggar Mr.

If the number that fall when the stones are first thrown up won t allow of this, the player has to drop the required number (but no more) from his hand. In Magic the play is just the same as in One-ers, except that instead of only throwing up a single stone and catching it as the others are in turn picked up, the whole number, except those remaining to be picked up, are thrown and caught. In Four Squares, four of the stones are arranged in a square, each of them is then picked up, whilst the remaining stone is flung upwards and caught; the one picked up is then tossed up, and the one originally tossed up is put down in the place of the other, which is caught as it descends, and the process repeated all round the square. Trotting Donkeys is similarly played, except that the four stones are arranged in a line--not in a square--and I believe there is some other slight difference, but I forget what. Fly-catchers is played like One-ers, except that the stone thrown into the air while the others are being picked up, is not simply caught by being allowed to fall into the hand, but by an outward movement of the hand is _pounced on_, hawk-fashion, from above. Magic Fly-catchers is played in precisely the same way, except that as in simple Magic, not one stone, but all are thrown up and caught--that is, if there are four on the ground one only is thrown up for the first, two for the second, three for the third, and so on until they are all picked up. This is, of course, the most difficult part of all, and, in fact, only experts were expected to do it. Every failure means out, and then your opponent has his turn. The winner is the one who gets through first. Such is the game as I remember it, but I have an uneasy suspicion that I have missed something out.

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A powerful turbine howled as a car pulled away from the curb, perhaps a hundred yards up the way. His lights came on and snapped up to bright. I had a perfect flash of PC--I _do_ have moments of it, no matter what the Lodge thinks. The car was going to take a dive into the fountain pool in front of my motel. But it sure didn t act like it. I froze in the middle of the road, hearing rubber scream as the driver floored the throttle and hurled the automobile right at me. He might as well have been on tracks. There was no place to go--I was in the middle of a six-lane boulevard, and could never make either curb before he ran me down. This is when it pays to be a perceptive. I ve talked to many TK s about how they visualize their lifts.

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1. The trump card and the number of the deal must be recorded, before the play begins, on a slip provided for that purpose, and must not be elsewhere recorded. Such slip must be shown to an adversary, then turned face down and placed in the tray, if one is used. SEC. 2. The dealer must leave the trump card face up until it is his turn to play to the first trick; he must take the trump card into his hand and turn down the trump slip before the second trick is turned and quitted. SEC. 3. When a deal is taken up for overplay, the dealer must show the trump slip to an adversary, and thereafter the trump slip and trump card shall be treated as in the case of an original deal. SEC.

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=_ When the third hand returns his partner’s suit, he should lead the higher of two cards, and the lowest of three, unless he has a card which will beat anything Dummy may hold in the suit, in which case he should _=always beat Dummy=_. _=PLAYING AGAINST DUMMY.=_ Some of the fine points in bridge arise in situations which require a careful consideration of the Dummy’s cards. There are three great principles in playing against Dummy:-- 1st. Lead through the strong suits, and up to the weak. 2nd. Do not lead through a fourchette. 3rd. Do not lead up to a tenace. These rules must not be blindly followed in every instance.

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|Marigold leaves and | -- | -- | | |daisies. | | | |12.|One rush, two rush. |One o my rush, two o |One in a rush, two in | | | |my rush. |a bush. | |13.| -- | -- | -- | |14.|Pray thee, fine lady, |Please, young lady, |Pretty my lady, pop | | |come under my bush. |creep under the |under the bush. | | | |_briar_ bush.

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=_ If any adversary of the bidder leads or plays out of turn, he forfeits three counters to the bidder, independently of the result of the hand, and receives nothing if the bid is defeated. If the bidder leads out of turn, the card must be taken back, unless all have followed the erroneous lead, in which case the trick is good. There is no penalty if he plays out of turn. _=REVOKES.=_ When a revoke is detected and claimed, the hands are immediately abandoned, and the individual player in fault must pay all the counters depending on the result. If he is the bidder, he pays each adversary; if he is opposed to the bidder, he pays for himself and for each of his partners. In England it is the rule to take back the cards and play the hand over again, as at Écarté, the revoking player paying all the stakes according to the result. This is often very unfair to the bidder, and leads to endless disputes as to who held certain cards which have been gathered into tricks. Sometimes the difference between a seven and an eight in a certain player’s hand will change the entire result. _=PAYMENTS.

Bets on single numbers pay even money, if the number bet on comes up on the face of any of the three dice. If it comes up on two of them, such as two deuces, it pays double; but if all three dice are alike it is a _=raffle=_, and the house takes all bets not placed on raffles. Bets on the numbers from 18 to 3 are upon the total count of the pips on the upper faces of the three dice. The small figures under these numbers show the odds paid; 14, for instance, pays twelve for one. All raffles pay 180 for one; the same as 18 or 3. Bets on High and Low, Odd or Even, pay even money. High throws are all above 10, and low throws are all below 11. This would be perfectly even betting if the house did not take raffles. Some houses allow a player to bet on raffles generally; that is, to bet that a raffle of some kind will come. Such bets are paid 30 for 1.

The careful poker player always “spreads” his cards before taking them up, to be sure that he has neither more nor less than five, and he lifts them in such a way that the palm and fingers of his right hand conceal the face of the first card, while the thumb of the left hand separates the others just sufficiently to allow him to read the index or “squeezer” marks on the edges. [Illustration: Spreading. Squeezing.] The object of this examination is to ascertain the value of the hand dealt to him, and to see whether or not it is worth while trying to improve it by discarding certain cards and drawing others in their place. The player should not only be thoroughly familiar with the relative value of the various combinations which may be held at Poker, but should have some idea of the chances for and against better combinations being held by other players, and should also know the odds against improving any given combination by drawing to it. The value of this technical knowledge will be obvious when it is remembered that a player may have a hand dealt to him which he knows is comparatively worthless as it is, and the chances for improving which are only one in twelve, but which he must bet on at odds of one in three, or abandon it. Such a proceeding would evidently be a losing game, for if the experiment were tried twelve times the player would win once only, and would lose eleven times. This would be paying eleven dollars to win three; yet poker players are continually doing this. _=RANK OF THE HANDS.=_ The various combinations at Poker outrank one another in the following order, beginning with the lowest.

Y. Globe, the N.Y. Evening Mail, and the Chicago Journal. A number of the weekly magazines offer similar competitions in England, but as a rule the problems in that country are of very poor quality. About 1910 it became the fashion not to play spades, it being considered a waste of time to play a hand for such a small amount as 2 points a trick, so the dealer was allowed to score 2 for the odd and 4 for honours, regardless of how the cards were distributed, the hand being abandoned. The objection to this practice was that many hands were worth much more than 2 points, and in some cases the spade make would have gone game at the score. This led to the practice of playing “royal spades,” which were played at 10 and then at 9 a trick, sometimes with a penalty of 20 if the declarer failed to make the odd. Shortly after this, later in 1910, there developed a decided rebellion against the dealer’s monopoly of the make, and in order to allow any player at the table who held good cards to get the benefit of them, whether he was the dealer or not, bidding for the privilege of making the trump came into vogue. This was the starting point of auction, its chief difference from the older game being that only the side that made the highest bid for the declaration could score toward game.

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_=REVOKES.=_ The individual player who is detected in a revoke must double the pool, and pay both adversaries. _=PAYMENTS.=_ Payments are made according to the table. The player holding diamond Jack receives two counters from each of the other players in a simple; four in a double; except in misères, in which the card has no value. Misères are paid for according to the trump turned in the deal in which they are played. If a heart is turned, and little misère is played, the payment is 64 counters to or from each player. If a spade was turned, the payment would be 16 only. Three honours between partners count as three: four as four. Being all in one hand does not increase their value.

In the North Derbyshire version (Mr. S. O. Addy) a ring is formed of young men and women, a young man being in the centre. He chooses a young woman at the singing of the fifth line, and then joins the ring, the girl remaining in the centre. (_c_) The tunes of all versions are very similar. The tune of the Newbury game (Miss Kimber) is the same as the _first_ part of the Ogbourne tune printed (Mr. H. S. May); that from Nottingham (Miss Youngman) is the same as the first part of the London version.

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, a few miles distant from Tean, this game is played by grown-up men and women. Jolly Hooper I. Here comes a [or one] jolly hooper, Ring ding di do do, Ring ding di do do. And who are you looking for, In a ring ding di do do, In a ring ding di do do? I am looking for one of your daughters, In a ring ding di do do, In a ring ding di do do. What shall her name be, In a ring ding di do do, In a ring ding di do do? Her name shall be [Sarah], In a ring ding di do do, In a ring ding di do do. Sarah shall ramble, In a ring ding di do do, In a ring ding di do do, All around the chimney [jubilee] pot in 1881. --Deptford, Kent (Miss Chase). II. I ve come for one of your daughters, With a ring a ding a my dolly; I ve come for one of your daughters On this bright shining night. Pray, which have you come for, With a ring a ding a my dolly? Pray which have you come for On this bright shining night? I ve come for your daughter Mary, With a ring a ding a my dolly; I ve come for your daughter Mary On this bright shining night.

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If he announces a suit, and after seeing the cards in the stock does not lead that suit, the dealer may call a suit. If the dealer does not look at the remaining cards the pone cannot see them either. Each player keeps his discards separate from those of his adversary, and is allowed to refer to them at any time during the play of the hand, but on no account can he see his adversary’s discards, unless that adversary has mixed with them one or more of the unseen cards that were left in the stock, and afterward picks up and looks at his discard, including the card which the other is entitled to see. For instance: The dealer leaves a card without looking at it. This he afterward mixes with his discard. Now, if he looks at his discard, of course he sees the card left in the stock, and the pone may demand to see not only the card left, but the entire discard. The same rule applies to the pone if he takes into his discards an unseen card of the stock. _=Irregular Discards.=_ If a player discards less cards than he intended, it is too late to remedy the error if he has touched the stock. If he discards too many cards, as the dealer frequently will by laying out five instead of three, he may take them back if he has not touched those in the stock, but if he touches any card in the stock, he must play with the short hand if there are not enough cards left in the stock to make his hand up to twelve.