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_=Irregularities in Play.=_ If a player leads out of turn, and his adversary plays to the lead, whether intentionally or otherwise, the trick stands good. If the adversary calls attention to the error, the card led out of turn may be taken back without penalty. If a player has too many cards after playing to the first trick, his adversary may either claim a fresh deal or may compel him to play without drawing from the talon, until the number of cards in his hand is reduced to eight; the player with too many cards not being allowed to make any announcements until he has his right number of cards. If a player has too few cards, his adversary may either claim a fresh deal, or may allow him to make good the deficiency by drawing from the stock. After the stock is exhausted, any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand. In France he is penalised by counting nothing from that point on, either for brisques or for the last trick. _=Irregularities in Drawing.=_ If a player has forgotten to take a card from the talon, and has played to the next trick, his adversary may elect to call the deal void, or to allow him to draw two cards next time. If a player has drawn two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself.

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” Whist Developments, by “Cavendish.” * Whist of To-day, by Milton C. Work. * _Whist à Trois_, by Ch. Lahure. [Dummy.] x Whist, and its Masters, by R.F. Foster. * Whist, A monthly journal; pub.

So through the kitchen and through the hall, I choose the fairest of them all, The fairest one that I can see Is ----, so come to me. --Derbyshire (Mrs. Harley). (_b_) A long row of children walk to and fro. One child, facing them on the opposite side, represents the Rover. He sings the first, third, and fifth verses. The row of children sing the second and fourth in response. After the fifth verse is sung the Rover skips round the long row, singing the sixth verse to the tune of Nancy Dawson, or Round the Mulberry bush. He chooses one of them, who goes to the opposite side with him, and the game goes on until all are rovers like himself. See Here comes a Lusty Wooer, Jolly Hooper.

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If B raises the limit, it is obvious that he has placed in the pool twice the amount of the betting limit; but his _=raise=_ over A’s bet is within the betting limit. If another player should raise B again, he would be putting up three times the limit; A’s bet, B’s raise, and his own raise. In the absence of any definite arrangement, it is usual to make the betting limit fifty times the amount of the blind. That is, if the value of the blind, or one white counter, is five cents, the limit of a bet or raise will be two dollars and a half, or two blue counters. This fixes the ante at two white counters, or ten cents, in the absence of straddles, and limits the straddling to the fourth player from the age, or sixteen white counters. This proportion makes a very fair game, and gives a player some opportunity to vary his betting according to his estimate of the value of his hand. Where the blind is five cents, the ante ten, and the limit twenty-five, the game ceases to be Poker, and becomes a species of _=show-down=_. It is universally admitted by good judges that a player can lose more money at twenty-five cent show-down than he will at two-and-a-half Poker. There are several other variations in the manner of arranging the stakes and the betting limits, but they will be better understood after the game itself has been described. _=DEALING.

, March 19-21, 1906. In effect Sept. 1, 1906._ The alleys upon which the game shall be played shall not be less than 41 nor more than 42 inches in width. The length from the centre of No. 1 pin spot to the foul line shall be 60 feet. Back of the foul line there shall be a clear run of not less than 15 feet. The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed 12 inches apart from centre to centre. They shall be 2¼ inches in diameter. The pin spots numbered 7, 8, 9 and 10 shall be placed 3 inches from the pit edge of the alleys, measuring from the edge to the centre of such pin spots.

If it is true that there is nothing unfair in your game, let me put a type-writer girl in the dealer’s place to shuffle and pull out the cards, and let your men just see to paying and taking bets. The boast of all these fashionable gambling houses is that they never won a man’s money except in a square game. Strange to say, this is generally true, and the explanation is very simple. If you are losing there is no necessity to cheat you, so you lose your money in a square game. If you are winning, it is the bank’s money, and not yours, that they would win if they started to cheat you; and as the dealer is paid to “protect the money of the house,” as they call it, he is perfectly justified in throwing the harpoon into you for a few deals, just to get his own money back; but he is very careful not to cheat you out of any of your own money. You may lose if you like, but you cannot win; faro banks are not run that way. ROUGE ET NOIR, OR TRENTE-ET-QUARANTE. The banker and his assistant, called the croupier, sit opposite each other at the sides of a long table, on each end of which are two large diamonds, one red and the other black, separated by a square space and a triangle. Any number of persons can play against the bank, placing their bets on the colour they select, red or black. Six packs of fifty-two cards each are shuffled together and used as one, the dealer taking a convenient number in his hand for each deal.

Duck Dance. Duck Friar. Ducks and Drakes. Duckstone. Duffan Ring. Dumb Crambo. Dumb Motions. Dump. Dumps. Dust-point.

King and Queen against two Rooks. King and Queen against King and two Bishops. King and Rook against King, Rook and Pawn. King and Rook against King and Bishop. King and Rook against King and Knight. King and Rook against King, Rook and Bishop. The following games can be _=won=_:-- King and Queen, or King and Rook, against a King. King and Queen against King and Rook. King and Queen against King and Bishop. King and Queen against King and Knight.

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512). The Dorsetshire variant is accompanied by a rhyme: I wrote a letter to my love; I carried water in my glove; And by the way I dropped it-- I dropped it, I dropped it, I dropped it, &c. This is repeated until the handkerchief is stealthily dropped immediately behind one of the players, who should be on the alert to follow as quickly as possible the one who has dropped it, who at once increases her speed and endeavours to take the place left vacant by her pursuer. Should she be caught before she can succeed in doing this she is compelled to take the handkerchief a second time. But if, as it more usually happens, she is successful in accomplishing this, the pursuer in turn takes the handkerchief, and the game proceeds as before.--Symondsbury (_Folk-lore Journal_, vi. 212). Jack lost his supper last night, And the night before; if he does again to-night, He never will no more--more--more--more. I wrote a letter to my love, And on the way I dropt it; Some of you have picked it up, And got it in your pocket--pocket--pocket--pocket. I have a little dog, it won t bite you-- It won t bite you--it won t bite you-- It _will_ bite you.

Euchres score 2 for every other player but the lone hand. A lone hand making three or four tricks only, scores 1. 500, OR BID EUCHRE. In this variety of euchre, the joker is always used. When there is a trump suit, it is the best trump; but when there are no trumps, it is a suit by itself, but still a trump. The player holding it cannot trump with it as long as he can follow suit; but when he has none of the suit led, he can trump with the joker if he likes. When the joker is led in a no-trump hand, the leader must name the suit that he wishes played to it. Five hundred is supposed to be a game for three players, but sometimes two play against two as partners. The dealer gives ten cards to each player, three and then two at a time as in the ordinary game of euchre; but after dealing the first three cards to each he lays off three cards face down for a widow. This widow is taken in hand by the successful bidder, who discards three cards in its place.

=_ In all games in which the deal is an advantage, a misdeal loses the deal; but in all games in which the deal is a disadvantage, or some position is more advantageous than that of the dealer, such as the “age” at Poker, a misdeal does not lose the deal. The only exception to this rule is in Bridge, in which there are no misdeals, and Cribbage, which has a fixed penalty. _=Bidding.=_ In all games in which there is any bidding for the privilege of playing or of making the trump, or any betting on the value of the hands, the privilege must be extended to each player in turn, beginning on the dealer’s left. Any bid or any bet once made can neither be taken back nor amended. If any bid is made out of turn in any partnership game, it must be assumed that undue information is conveyed, and the player in error, or his partner, must lose his bid. In round games there is no penalty. _=Exposed Cards.=_ No player can exact a penalty for his own error, so that if an adversary of the dealer exposes one of his own cards he cannot claim a misdeal, but the dealer’s side may. There should be no penalty for a player’s having exposed a card unless he can derive some benefit from the exposure, such as from his partner’s having seen it.

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For instance, to account for a Scottish custom it is said that St. Cowie, patron saint of two parishes of Campbeltown, proposed that all who did not find themselves happy and contented in the marriage state, should be indulged with an opportunity of parting and making a second choice. For that purpose he instituted an annual solemnity, at which all the unhappy couples in his parish were to assemble at his church; and at midnight all present were blindfolded and ordered to run round the church at full speed, with a view of mixing the lots in the urn. The moment the ceremony was over, without allowing an instant for the people present to recover from their confusion, the word Cabbay (seize quickly) was pronounced, upon which every man laid hold of the first female he met with. Whether old or young, handsome or ugly, good or bad, she was his wife till the next anniversary of this custom (Guthrie s _Scottish Customs_, p. 168). Another old wedding superstition is alluded to by Longfellow:-- While the bride with roguish eyes, Sporting with them, now escapes and cries, Those who catch me, married verily this year will be. See Joggle Along. Jolly Rover [Music] --Derbyshire (Mrs. Harley).

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A misdeal loses the deal. Other irregularities are governed by the same laws as in Boston. The deal passes to the right, and the next dealer is indicated by the position of the tray containing the pool, which the dealer always passes to the player on his right, after putting in his ten or twenty counters. Forty deals is a game; the first thirty-two of which are called “simples,” and the last eight “doubles.” In the doubles, all stakes and contributions to the pool are doubled. If anything remains in the pool at the end, it is divided equally, unless a player demands that it shall be played for until won. Such extra deals are simples. _=RANK OF THE SUITS.=_ The suit turned on the first deal is called “belle” for that game. The suit turned on each succeeding deal is called “petite.

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A player exposing more than one card must cut again. _=Stakes.=_ The game is played for so much a point. The largest winning or loss for the single player is 140, but such an amount is almost impossible, and the average payments are 10 or 20. _=Dealing.=_ The cards are presented to the pone to be cut, and at least four must be left in each packet. The dealer then distributes them to the players four at a time, until each has twelve, four remaining in the stock or talon, which is left upon the table face down. No trump is turned. The deal passes to the left. There are no misdeals.

Run, a succession of counting shots at Billiards. Schnitt, G., a finesse. Schneiden, G., to finesse. Schinden is sometimes used. Scratch, a fluke, a score which was not played for. Screw Shot, a force shot at Billiards. Second Dealing, dealing the second card from the top of the pack, keeping back the top card until it can be dealt to yourself or your partner. See Saw, a cross ruff.

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If there is only one of the adversary’s men on any point which can be reached by a throw of the dice, the blot may be hit, a man being moved to that point, and the adverse man taken from the board and placed upon the bar. In the diagram in the margin, for instance, it is White’s play, and he has thrown six-four. Black has left a blot on White’s four-point, and the single white man in the outer table can reach this with the six throw, taking up the black man, and placing it upon the bar. White now has a blot on his four point, which he should cover by playing in a man four points from the outer table, it being better to leave a blot there than at home. [Illustration: +-+-+-+-+-+-++-+-+-+-+-+-+ | | |⛀|⛂|⛀|⛀||⛀|⛀| |⛀| |⛂| | | |⛀| |⛀|⛀||⛀|⛀| | | |⛂| | | | | | | ||⛀| | | | | | | | | | | | || | | | | | | | | | | | | || | | | | | | | || | | | | | | | || | | | | | | | | | | | | || | | | | | | | | |⛂| | |⛂|| | | | | | | |⛂| |⛂| | |⛂||⛂|⛂| | | |⛀| |⛂| |⛂| | |⛂||⛂|⛂| | |⛀|⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ] When a player has a man that has been hit, and placed upon the bar by the adversary, he must re-enter that man before he moves any others. He may choose for the purpose either of the numbers on the next throw of the dice, and must place his man on the point in the adversary’s home table which agrees with the number selected. Suppose that in the foregoing example, Black’s next throw is five-deuce. He cannot enter the man on the five-point, because it is covered by the enemy: so he must enter upon the deuce point, which is not covered, and must move some other man five points for the throw upon the other die. If both the five and deuce points were covered, Black could not enter on either of them, and as he cannot play until the man on the bar is entered, the throw would be lost, and he would have to wait until his adversary threw and moved in his turn. If two men are upon the bar, both must be entered before any man can be moved.

The other people ceased to be people and became small glowing heaps of fire, embers, dark red fire, with the consciousness of life burning like old red coals in a country fireplace. As the pin-set warmed a little more, he felt Earth just below him, felt the ship slipping away, felt the turning Moon as it swung on the far side of the world, felt the planets and the hot, clear goodness of the Sun which kept the Dragons so far from mankind s native ground. Finally, he reached complete awareness. He was telepathically alive to a range of millions of miles. He felt the dust which he had noticed earlier high above the ecliptic. With a thrill of warmth and tenderness, he felt the consciousness of the Lady May pouring over into his own. Her consciousness was as gentle and clear and yet sharp to the taste of his mind as if it were scented oil. It felt relaxing and reassuring. He could sense her welcome of him. It was scarcely a thought, just a raw emotion of greeting.

|won t come out. | | | 44.|To help us with our |To help us with our | -- | | |dancing. |dancing. | | | 45.|Now we ve got our |Now we ll get our | -- | | |bonny lass. |bonny lass. | | | 46.|To help us with our |To help us with our | -- | | |dancing. |dancing.

The game is called Not, from the ball being made of a knotty piece of wood.--Gloucestershire (Holloway s _Dict. of Provincialisms_). 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.

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Magical Music. Malaga Raisins. Marbles. Mary Brown. Mary mixed a Pudding up. Merrils. Merritot. Merry-ma-tansa. Milking Pails. Mineral, Animal, and Vegetable.

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--Sussex (Holloway s _Dict. of Provincialisms_). Not A game where the parties, ranged on opposite sides, with each a bat in their hands, endeavour to strike a ball to opposite goals. The game is called Not, from the ball being made of a knotty piece of wood.--Gloucestershire (Holloway s _Dict. of Provincialisms_). 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].

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The individual player takes a full pack of fifty-two cards, shuffles and cuts, and deals off three for himself, two for his crib, and then three more for himself. Taking up the six, he sorts them and discards for the crib, just as if the two cards already there had been laid off by an opponent. The pack is then cut for the starter. There is no play, and the hand is turned up and counted, scoring it on a regular cribbage board. The crib is then counted and scored. Leaving the starter still face up on the top of the pack, the eight cards in hand and crib are thrown aside. For the next deal, the player gives himself three cards from the top of the pack, one of which was the starter on the last deal, then two for the crib and three more for himself, discarding for the crib, cutting a starter, counting and scoring hand and crib as before. This is continued until only four cards are left, one of them being the starter for the last deal. Turn up these four cards and count them as a hand. The game is usually 91 points, and the object of the solitaire player is to see if he can reach the game hole without going through the pack more than once.