Académie des Jeux, (Fr.), by Van Tenac. Académie des Jeux, (Fr.), 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.

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B. is broken down. | | 6.|L. B. is falling down.| -- | -- | | 7.| -- |Says the little D. | -- | | 8.| -- | -- | -- | | 9.

=_ It is usually best to draw losing trumps from the adversaries, unless a player can foresee that he may want the best to stop a strong adverse suit. _=A Thirteenth Card=_, played by the partner, is usually considered an invitation to put on the best trump. The Second Hand should not trump a thirteenth card unless he is weak in trumps. _=AMERICAN LEADS.=_ Advanced players, who have had so much practice that they can infer the probable position of the cards without devoting their entire attention to it, have adopted a new system of leading from the four combinations following, in order to show the number of small cards in the suit:-- [Illustration: 🃑 🃞 🃝 🃛 🃖 | 🂱 🂾 🂶 🂴 🂲 🃁 🃎 🃍 🃆 🃅 | 🂮 🂭 🂧 🂤 🂢 ] From these the King is never led if there are more than four cards in the suit. Having more than four, the lowest of the sequence of high cards is led. From the first this would be the Jack; from the second the Queen; from the third the Ace, (because the King is barred;) and from the fourth the Queen. The Ten is not ranked among the high cards in American Leads. On the second round, with the first two combinations, the difference between a suit of five or one of six cards may be indicated by following with the Ace if five were held originally; the King, if more than five. Seven cards may be shown with the first combination, by leading the Queen on the second round.

Z passes, and A says; “I keep over you.” B then bids seven tricks, and if A will not risk seven tricks in hearts, B will be the successful bidder. If A should bid seven tricks by keeping over B, the latter must know that it is useless for him to bid again unless he can make more tricks in diamonds than A can in hearts; for A’s bid, being in first preference, will always outrank B’s for the same number of tricks. A player once having passed cannot come into the bidding again, except to call one of the misères. In the example just given, either Y or Z, after having twice passed, might have outbid the seven tricks by calling a little misère. Such a bid can, of course, be entertained only when it outranks any bid already made. A player is not compelled to bid the full value of his hand; but it is to his interest to go as near to it as he can with safety; because, as we shall see presently, the more he bids the more he is paid. For instance: If he can make ten tricks, but bids seven only, he will be paid for the three over-tricks, if he makes them; but the payment for seven bid and ten taken, is only 22 counters; while the payment for ten bid and ten taken is 42. As he receives from each adversary, a player who underbid his hand in this manner would lose 60 counters by his timidity. It sometimes happens that no one will make a proposal of any sort.

_=When the Adversaries Lead Trumps=_, and the Second Hand has a chance either to establish a suit against them or to force his partner, he should stop the trump lead if he can. If his partner has led trumps, the Second Hand should generally play his winning cards on his right hand opponent’s plain-suit leads, to stop them; and continue the trumps. These are about all the conventionalities necessary for the beginner. After at least a year’s practice with them, he will either discover that he has no aptitude for the game, or will be ready to go into further details. A beginner who attempts to handle the weapons of the expert simply plays with edged tools, which will probably cut no one but himself and his partner. * * * * * _=THE SIGNAL GAME.=_ Having become thoroughly familiar with the elementary conventionalities of the game, so that they can be used without the slightest hesitation at the whist table, the player may proceed to acquaint himself with the details of what is commonly known as the Signal Game, which comprises all the various methods of signalling up hands between partners, according to certain arbitrary and pre-arranged systems of play. Many players object to these methods as unfair; but they are now too deeply rooted to yield to protest; and the best thing for a player to do is to familiarise himself with his adversaries’ weapons. _=The Trump Signal.=_ A player anxious to have trumps led, but who has no immediate prospect of the lead, may call on his partner to lead trumps at the first opportunity, by playing any two cards of a suit led, the higher before the lower.

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III. Hark the robbers Coming through, coming through, My fair lady. They have stolen my watch and chain, Watch and chain, watch and chain. Off to prison they shall go, They shall go, they shall go, My fair lady. --Wolstanton, Stoke-on-Trent (Miss A. A. Keary). IV. Hark the robbers coming through, Coming through, coming through, Hark the robbers coming through, My fair lady. What s the robbers done to you, Done to you, done to you, What s the robbers done to you, My fair lady? They have stole my watch and chain, Watch and chain, watch and chain, They have stole my watch and chain, My fair lady.

Holding a strong hand, a player may often coax another to raise him, by offering to divide the pool. The successful bluffer should never show his hand. Even if he starts the game by bluffing for advertising purposes, hoping to get called on good hands later, he should not show anything or tell anything that the others do not pay to see or know. Bluffing is usually more successful when a player is in a lucky vein than when he has been unfortunate. POKER LAWS. _=1. Formation of Table.=_ A poker table is complete with seven players. If eight play the dealer must take no cards, or a sixty-card pack must be used. If there are more than seven candidates for play, two tables must be formed unless the majority decide against it.

Pheola let me get her a cocktail dress in one of the women s shops. The right dress helped, but more steaks would have helped even more. I ll bet I put five pounds on her that day. She was one hungry cropper. Hungry and sniffly. We idled away the afternoon and waited until nearly midnight to go back to the Sky Hi Club. Action is about at its peak then, and if the cross-roader had been tipping dice again, as they suspected, they would have had time to notice which table wasn t making its vigorish. Plain enough where they were having trouble. Fowler Smythe was scowling through his glasses behind a table with Barney, the dealer I d hit with the Blackout. Their faces were sweating in the dry desert air.

I d felt the fluttery rasp of his heart muscle as it had strained against my lift. He didn t have too long. Thank God for a dry field, the scalpel surgeon said, politely holding out his left hand to me. I shook it with my left. That s why I hadn t done the cutting, too. There aren t any one-handed surgeons. My right arm looks fine. It just hasn t any strength. Old Maragon had told me once that my TK powers were a pure case of compensation for a useless arm. The surgeon dropped my hand.

E. have changed position. Rivers impassable. Transport and Supply. No supplies or stores can be delivered during a move if T. and S. have moved. Rivers impassable. Next as to Supply in the Field: All troops must be kept supplied with food, ammunition, and forage. The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves.

--Jamieson. See Tig. Capie-Hole A hole is made in the ground, and a certain line drawn, called a Strand, behind which the players must take their stations. The object is at this distance to throw the bowl into the hole. He who does this most frequently wins. It is now more generally called The Hole, but the old designation is not quite extinct. It is otherwise played in Angus. Three holes are made at equal distances. He who can first strike his bowl into each of these holes thrice in succession wins the game (Jamieson). It is alluded to in _The Life of a Scotch Rogue_, 1722, p.

Sequences may run to any length, and four, five, or six of a kind is in order. The cards in hand that do not fit any combination of three or more are deadwood, and the object is to reduce this deadwood to less than fifteen. _=METHOD OF PLAYING.=_ Each player in turn to the left of the dealer draws a card from the stock or the discard pile and discards one in its place, face up. No player is allowed to lay down anything until he can show his whole hand, and then only when his deadwood is fifteen or less, and he is not obliged to lay down even then if he prefers to wait until he can reduce his deadwood still further. _=THE SHOW-DOWN.=_ As soon as any player can show down his hand, the game is at an end. He lays out his combinations and pushes them aside. Then he announces the pip value of his deadwood, after discarding a card in place of the one drawn. Suppose he draws the seven of hearts, and lays down the 6 7 8 9 of that suit; J Q K of clubs; discards the king of spades and leaves two deuces and a five for his deadwood.

This will secure the retrograde motion, but accompanied by a great deal of twist, which must be calculated for if the cue ball is to strike a cushion. A short draw may also be made by using the pinch. [Illustration] _=The Massé.=_ Most players imagine this to be a very difficult shot, but it is extremely simple if the principle of the direction of the cue and the effect of the pinch are kept in view. If we place the three balls in a straight line, about four inches apart, we have the simplest form of the massé. To find the exact spot at which the cue ball must be struck, join the centres of the cue and object balls by an imaginary line A-B. At right angles to this will be a line A-E, and no matter which side of the ball B you wish to massé upon, your cue must strike the ball A somewhere on the line A-E. Suppose you wish to massé to the left, as shown in the diagram. The pinch must be made on the ball about a quarter from the top, the cue being pointed in the direction in which you want the ball to go, which will be to the extreme edge of B, on the line C-D. The cue must be held at an angle of about 70 degrees.

Foot and Over One boy out of a number stoops in the position for Leap-frog at an agreed fixed line. From the players he chooses a Leader and a Foot. The Leader first leaps over the stooping boy at a foot from the line; the other players then leap in turn each at a foot further from the line, the stooping boy moving forward from the line for each player; finally the Foot leaps as far as the distance leapt by the last boy. If this is accomplished, the Leader hops from the line and then leaps; the followers hop and leap each a foot further than each other; finally the Foot hops and leaps as far as the distance covered by the last boy. If this is accomplished, the Leader hops twice and then leaps; the same process going on until one of the boys fails, who then takes the place of the stooping boy, and the game begins again. If the Foot covers any longer distance than the Leader, the Leader stoops down.--Earls Heaton, Yorks. (H. Hardy). This game is general.

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The reason for the division of the pool is that there is no satisfactory way to determine how the play would have resulted had the revoke not occurred. It is impossible to take back the cards and replay them, because no one would have a right to judge how much a person’s play was altered by his knowledge of the cards in the other hands. If a player, having already won a trick, renders himself liable to any penalty, as for exposing a card, leading or following suit out of turn, or abandoning his hand, he is looed for three red counters, payable to the next pool, and the payment for the tricks he has won must be left in the pool in white counters. IRISH LOO. In this variation, no widow is dealt, and there is no distinction between simple and double pools. A trump is always turned up, and the dealer asks each in turn, beginning on his left, whether or not he will play, taking up the cards of those who decline to stand. He then announces his own decision, and proceeds to ask those who have declared to play whether or not they wish to exchange any of the cards originally dealt them. The usual question is simply: “How many?” and the player names the number of cards he wishes to exchange, if any; at the same time discarding others in their places. The number first asked for cannot be amended or recalled. The trump is laid aside, and the cards called for are dealt from the remainder of the pack, without further shuffling.

Don’t throw away a “spare” because you think you were entitled to a “strike.” Don’t use any unnecessary motions. Don’t exert yourself. Take it easy. A slow accurate ball is better than a swift wild one. Don’t put your whole thumb in the finger hole. One joint is enough. Don’t use a large finger hole. Big holes make a ball lop-sided. Don’t roll a ball down the alley when there is a ball in the pit.

=_ Shuffle and cut the cards, and deal out thirteen face upward in two rows of five each, and one row of three. Any two cards, the pip value of which equals 10, may be withdrawn from the tableau, and others dealt from the top of the pack in their places. Only two cards may be used to form a 10. The K Q J 10 of each suit must be lifted together, none of these cards being touched until all four of the same suit are on the table together. When no cards can be lifted, the game is lost. The object in most patience games is to arrange the cards in sequences. An ascending sequence is one in which the cards run from A 2 3 up to the King; and a descending sequence is one in which they run down to the ace. Sequences may be formed of one suit or of mixed suits, according to the rules of the game. _=THE CARPET.=_ Shuffle and cut the pack.

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E deals, and A passes; B takes the widow; C and D draw from B’s abandoned hand, and E knocks; without drawing, of course. A, who passed the first time, now has an opportunity to draw or exchange. So have each of the others in turn, up to D; but after D draws or exchanges, the hands must be shown, because the next player, E, has knocked. When the hands are shown, there are two ways to settle: If the counters have a money value, the best poker hand wins the pool, and the deal passes to the left. If the counters have no money value, there is no pool; but the player who has the worst hand shown puts one of his counters in the middle of the table. This continues until some player has lost all five of his counters, and he is then called upon to pay for the whiskey, or whatever refreshments may be at stake upon the game. Hence the name: Whiskey Poker. THIRTY-ONE. This game is sometimes called _=Schnautz=_. A pool is made up by any number of players.

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She said it declaratively, without reproach. Underhill, looking at her, shivered. He didn t see how she could take Captain Wow so calmly. Captain Wow s mind _did_ leer. When Captain Wow got excited in the middle of a battle, confused images of Dragons, deadly Rats, luscious beds, the smell of fish, and the shock of space all scrambled together in his mind as he and Captain Wow, their consciousnesses linked together through the pin-set, became a fantastic composite of human being and Persian cat. That s the trouble with working with cats, thought Underhill. It s a pity that nothing else anywhere will serve as Partner. Cats were all right once you got in touch with them telepathically. They were smart enough to meet the needs of the fight, but their motives and desires were certainly different from those of humans. They were companionable enough as long as you thought tangible images at them, but their minds just closed up and went to sleep when you recited Shakespeare or Colegrove, or if you tried to tell them what space was.

Blackburne, the English chess champion, regards the game as a dangerous intellectual vice which is spreading to rather an alarming extent. Discussing the matter, after his game with Mr. Bardeleben, he said: “I know a lot of people who hold the view that chess is an excellent means of training the mind in logic and shrewd calculation, provision and caution. But I don’t find these qualities reflected in the lives of chess-players. They are just as fallible and foolish as other folks who don’t know a rook from a pawn. But even if it were a form of mental discipline, which I doubt, I should still object to it on the ground of its fatal fascination. Chess is a kind of mental alcohol. It inebriates the man who plays it constantly. He lives in a chess atmosphere, and his dreams are of gambits and the end of games. I have known many an able man ruined by chess.

More money is lost at Napoleon by playing imperfect misères than in any other way. _=Variations.=_ The foregoing description applies to the regular four-handed game; but there are several variations in common use. Better bids than “nap” are sometimes allowed, on the understanding that the bidder will pay double or treble stakes if he fails, but will receive only the usual amount if successful. For instance: One player bids _=Nap=_, and another holds what he considers a certainty for five tricks. In order not to lose such an opportunity the latter bids _=Wellington=_, which binds him to pay ten counters to each player if he fails. Another may outbid this again by bidding _=Blucher=_, which binds him to pay twenty to each if he loses, but to receive only ten if he wins. In England, the bidder, if successful, receives double or treble stakes for a Wellington or a Blucher, which is simply another way of allowing any person with a nap hand to increase the stakes at pleasure, for a player with a certain five tricks would of course bid a Blucher at once, trebling his gains and shutting off all competition at the same time. This variation is not to be recommended, and benefits no one but the gambler. _=Pools.

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Why didn t you come down? Because I had no shoes. Why didn t you borrow a pair? Because nobody would lend me a pair. Why didn t you steal a pair? Do you want me to get hung? Then the Mother runs after her, and if she can catch her thrashes her for letting Sunday go. Then the Mother pretends to go out washing again, and the Witch fetches the other days of the week one by one, when the same dialogue is rehearsed.--Dronfield, Derbyshire (S. O. Addy). This game was also played in London. The _dramatis personæ_ were a mother, an eldest daughter, the younger children, a witch, and a pot was represented by another child. The Mother names the children after the days of the week.

Billy Joe! she smiled. She was back from the dead. * * * * * In an hour we had returned to the motel. She was as good as new, but badly shaken. I still don t know what happened, she said. I shrugged. Smoke screen, Pheola. Every time there s a run of luck on a crap table, somebody yells TK! And I suppose there s a number of TK s who aren t in the Lodge, and who figure to make a killing here and a killing there by tipping the dice. But any decent TK, even a Fowler Smythe, can spot them. There was TK in this, but not tipping dice.

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| -- | -- |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.| -- | -- | -- | |30.| -- | -- | -- | |31.

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Such cards are called _=cases=_, and the betting limit on cases is only half the amount allowed on other cards. It is not considered _comme il faut_ for a player to wait for cases, and those who play regularly usually make a number of small bets during the early part of the deal, and then bet high on the cases as they come along. A player who goes upon the principle that the dealer can cheat those who bet high, and who follows and goes against the big bets with small ones, or who plays one-chip bets all over the board, hoping to strike a good spot to fish on, is called a piker; and when a game runs small this way, the dealers call it a _=piking game=_. _=Keeping Tab.=_ In addition to the case-keeper, score sheets are provided on which the players may keep a record of what cards win and lose on each turn. These tabs are printed in vertical columns, about five deals to a sheet. A dot indicates the soda card; a dash, hoc. All winners are marked with a down stroke, and all losers with a cypher. The diagram in the margin will give a very good idea of a faro tab for a complete deal. The Queen was soda, the Five split out, and the Eight was in hoc.

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For you shall have a dik-ma-day, You shall have a dr[=a]gon; You shall have a nice young man With princes for his th[=e]gan (or s[=e]gan). --Lanarkshire (W. G. Black). III. A dish, a dish, a green grass, A dish, a dish, a dish, Come all you pretty maidens And dance along wi us. For we are lads a roving, A roving through the land, We ll take this pretty fair maid By her lily white hand. Ye sall get a duke, my dear, An ye sall get a drake, An ye sall get a bonny prince For your ain dear sake. And if they all should die, Ye sall get anither; The bells will ring, the birds will sing, And we ll clap our hands together. --Biggar (W.

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The cards that count for Game are the four honours and the Ten of each suit. Every ace counts 4; every King 3; every Queen 2; every Jack 1; and every Ten 10. After the last card has been played, each player turns over the tricks he has won, and counts up the pip value of the court cards and Tens that he has won. Whoever has the highest number counts the point for Game. For instance: Two are playing. The elder hand has taken in an ace, two Kings and a Jack, which are collectively worth 11. The dealer has taken in a Queen and a Ten, which are worth 12; so the dealer marks the point for Game. If both players have the same number, or if there is no Game out, which rarely happens, the non-dealer scores Game. If three play, and Game is a tie between the two non-dealers, neither scores. The non-dealer is given the benefit of counting a tie for Game as an offset to the dealer’s advantage in turning Jacks.