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Hockerty Cokerty. Hockey. Hoges. Ho-go. Hoilakes. Holy Bang. Honey Pots. Hood. Hoodle-cum-blind. Hoodman Blind.

=_ The players draw cards from an outspread pack for the choice of seats, those cutting the lowest cards having the first choice. The lowest cut of all deals the first hand, passing the white counter to the player on his left, whose turn it will be to deal next. Ties are decided in the usual way. _=Dealing.=_ The cards are dealt from left to right, two being given to each player for the first round, then three, and then two again, until each player has received seven cards. The four remaining in the pack are then placed in the centre of the table, face down, and form the _=widow=_. No trump is turned. The rules governing all irregularities in the deal are the same as in ordinary Euchre. _=Making the Trump.=_ The cards dealt, each player in turn, beginning with the eldest hand, bids a certain number of points, at the same time naming the suit which he wishes to make the trump.

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In this catching, however, there was some difficulty, as by the regulations of the game the middle couple were not to separate before they had succeeded, while the others might break hands whenever they found themselves hard pressed. When all had been taken in turn, the last couple was said to be in Hell, and the game ended.--Dekker s _Works_, iv. 434. Jamieson calls this a game generally played by young people in a corn-yard. Hence called _barla-bracks about the stacks_, S. B. (_i. e._, in the North of Scotland).

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Then they enter the result, which should be 6 tricks. If the total of the tricks taken by the same team on the N & S and the E & W hands is not 13, it must be a loss or a gain. At the end of the 24 hands, the result of the match can be immediately ascertained by laying side by side the score cards of the East and West hands played at the same table. The North and South scores are not compared, because the laws say they may be incorrect, but the East and West must be, officially, right. We give on the two preceding pages an illustration of the full score of a match. The check marks in the 6th column show that the N & S players compared the score with the E & W before turning down their cards. The figures in the 2nd column are the gains on the various hands. The figures in the 7th column show which of the four players whose names appear at the top of the score-card were partners for that series of hands. The result shows that the O team had a majority of one trick at table No. 1, while the X team had a majority of three tricks at table No.

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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.=_ Napoleon is sometimes played with a pool, each player contributing a certain amount, usually two counters, on the first deal. Each dealer in turn adds two more; revokes pay five, and leads out of turn three. The player who first succeeds in winning five tricks on a nap bid takes the pool, and a fresh one is formed.

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When the pack has been properly cut and reunited, the cards must be dealt, one at a time, face down, from the top of the pack, the first to the player at the left of the dealer, and each successive card to the player at the left of the one to whom the last preceding card has been dealt. The last, which is the trump card, must be turned and placed face up on the tray, if one is used; otherwise, at the right of the dealer. SEC. 2. There must be a new deal-- (a) If any card except the last is faced or exposed in any way in dealing; (b) If the pack is proved incorrect or imperfect; (c) If either more or less than thirteen cards are dealt to any player; (d) If, after the first trick has been turned and quitted on the original play of a deal, one or more cards are found to have been left in the tray. LAW IV.--THE TRUMP CARD. SEC. 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.

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When the talon is exhausted, the thirteen cards in each hand should be known to both players if they have been observant, and the end game becomes a problem in double dummy. _=STAKES.=_ The game is usually played for so much a point, the player having won the majority of the tricks receiving the difference between the number of his tricks and those of his adversary. Each game is complete in one hand. In many respects the game resembles single-handed Hearts, except that in Hearts none of the cards drawn are shown. CHINESE WHIST. _=CARDS.=_ Chinese Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. _=MARKERS.=_ Ordinary whist markers are used for scoring the points.

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. King and Queen against King and Pawn.

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This old son of a gun and I will take over for a while. Twice again the twinge, the skip. He had no idea where he was until the lights of the Caledonia space board shone below. [Illustration] With a weariness that lay almost beyond the limits of thought, he threw his mind back into rapport with the pin-set, fixing the Lady May s projectile gently and neatly in its launching tube. She was half dead with fatigue, but he could feel the beat of her heart, could listen to her panting, and he grasped the grateful edge of a thanks reaching from her mind to his. THE SCORE They put him in the hospital at Caledonia. The doctor was friendly but firm. You actually got touched by that Dragon. That s as close a shave as I ve ever seen. It s all so quick that it ll be a long time before we know what happened scientifically, but I suppose you d be ready for the insane asylum now if the contact had lasted several tenths of a millisecond longer.

| -- | -- |Bride with a baby. | |15.| -- |Doctor, cat, and | -- | | | |devil. | | |16.| -- | -- |Applause for the | | | | |bride. | +---+----------------------+----------------------+----------------------+ +---+----------------------+ | |Earls Heaton (Yorks.).| +---+----------------------+ | 1.|Roving life. | | 2.

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No other player may exchange his whole hand, but each in turn may draw one card until some player knocks. The moment any player knocks, all drawing must cease, and the hands are shown at once. Triplets, straight flushes, and points determine the value of the hands, as already described, and the best hand takes the pool. The dealer makes no extra payments, as he has no perquisites. The first player to lose his three counters pays for the whiskey; and if two or more are frozen out at the same time, the one with the worst hand pays. The game is sometimes varied by playing freeze-out, a value being attached to the three counters, and players who are decavé retiring from the game until all the counters have been won by a single player. Two other combinations are sometimes introduced in either form of Commerce: A flush, three cards of one suit, ranking next below the straight flush; and a single pair outranking the point. Another variety of Commerce is variously known as _=My Ship Sails; or My Bird Sings=_. The counters have a money value, and three are given to each player. Three cards are dealt, face down, and one at a time.

21. A candidate wishing to enter a table must declare such intention prior to any of the players having cut a card, either for the purpose of commencing a fresh rubber or of cutting out. 22. In the formation of fresh tables, those candidates who have neither belonged to nor played at any other table have the prior right of entry; the others decide their right of admission by cutting. 23. Any one quitting a table prior to the conclusion of a rubber may, with consent of the other three players, appoint a substitute in his absence during that rubber. 24. A player cutting into one table, whilst belonging to another, loses his right of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate. 25. If any one break up a table, the remaining players have the prior right to him of entry into any other, and should there not be sufficient vacancies at such other table to admit all those candidates, they settle their precedence by cutting.

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The value of the game is determined by deducting the losers’ score from seven. In _=Boston=_, the game is finished in twelve deals. In _=Cayenne=_, a game consists of ten points, each trick above six counting towards game according to the table of values. Honours and Slams also count towards game. Every hand must be played out, and all points made in excess of the ten required to win the game are counted on the next game; so that it is possible to win two or three games in one hand. In Nullo, every trick over the book is counted by the adversaries. Players cannot count out by honours alone; they must win the odd trick or stop at the score of nine. If one side goes out by cards, the other cannot score honours. The rubber is won by the side that first wins four games of ten points each. The value of the rubber is determined by adding 8 points to the winners’ score for tricks, honours, and slams, and then deducting the score of the losers.

, are precisely as at Straight Poker; but in dealing, only the first card is dealt face down, the remaining four being turned up by the dealer as he gives them out. Each player in turn then looks at his _=down card=_, and the betting proceeds as in Straight Poker, each player having the privilege of passing once before a bet is made. A much more popular method is to stop the deal at two cards, each player having received one face down, and another face up. The best card showing then makes the first bet, and each player in turn must meet it, raise it, or pass out of that pool. If no one will call, the player making the bet takes the pool, and the next deal. If a bet is made and called, those in the call do not show their down cards, but are each given another card, face up, and the same betting process is gone through, the best hand showing face up making the first bet in each round. As long as two or more players remain in the pool they are given more cards until they have five. Then the final betting is done, and if a call is made, the down cards are shown, and the best poker hand wins the pool. Straight flushes do not count. WHISKEY POKER.

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” Guided by this indication, his partner must fix on some suit for the trump or go no-trumps, and must announce it. Either the dealer or his partner may elect to play without a trump, if he has sufficient strength in all the suits to do so. _=IRREGULARITIES IN DECLARING.=_ If the dealer’s partner makes a declaration before being asked to do so, either adversary may demand that the declaration shall stand, or that there shall be a new deal. In England, only the eldest hand, A, may exact the penalty. If the dealer’s partner passes the declaration to the dealer, either adversary may claim a new deal or may insist that the player in error shall make the declaration. In England, the eldest hand exacts this penalty. Should an adversary of the dealer make a declaration, the dealer may, after looking at his own hand, either have a new deal or proceed as if nothing had been said. _=SETTLING THE VALUE OF THE TRICKS.=_ The trump suit having been announced, the first hand or leader, A, before he plays a card, has the privilege of doubling the value of the tricks if he thinks the opponents cannot win the odd trick with the trump named.

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At trick 5 B still holds major tenace in trumps, and leads a small card of his long suit to try to get A into the lead again. If A leads trumps again, his only possible card of re-entry for his club suit is gone. At trick 7, if B draws Y’s king, he kills A’s card of re-entry at the same time. _=No. 2.=_ This is an excellent example of the _=American Game=_. A has a three-trump hand, but his long suit is not headed by two honors in sequence, and the Queen of clubs cannot be considered as a re-entry, so A makes the gambit opening of the singleton diamond. His partner, having nothing in plain suits, immediately returns the diamond. A now leads an intermediate club, and B forces him again. At trick 6, A avoids changing suits.

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_=Tricks and Honours.=_ The score for tricks and for honours must be kept separate, usually above and below the line, as at bridge. All trick points, which are the only ones that count toward game, are placed below the line; the honour points above. For winning a game, 1,000 points are added in the honour column. The side that first wins two games of 500 points each adds 2,000 rubber points in the honour column. _=Slams.=_ If a little slam, 12 tricks, is made, but has not been bid, it is worth 1,000 points in honours. If a little slam, “six tricks,” has been bid and is made, it is worth 5,000 more for bidding it, or 6,000 altogether. If a grand slam, 13 tricks, is made but not bid, it is worth 2,000 honour points. If a little slam is bid and a grand slam made, it is worth 7,000 altogether.

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The laws governing misdeals are the same as at whist or bridge. _=OBJECTS OF THE GAME.=_ The play is for tricks alone, but whether the players try to win them or to lose them depends on the declaration. In Grands it is to win; in Nullos, it is to lose. _=BIDDING.=_ The player to the left of the dealer makes the first bid. He may offer to play grand or nullo or he may pass. The moment either grand or nullo is named, the bidding ends. If the first player passes, the next to the left must declare himself. If all pass without a bid, the hand is played as a nullo.