If any one calls attention in any manner to the trick before his partner has played thereto, the adversary last to play to the trick may require the offender’s partner to play his highest or lowest of the suit led, and, if he has none of that suit, to trump or not to trump the trick. SEC 2. A player has the right to remind his partner that it is his privilege to enforce a penalty and also to inform him of the penalty he can enforce. SEC. 3. A player has the right to prevent his partner from committing any irregularity, and for that purpose, may ask his partner whether or not he has a card of a suit to which he has renounced on a trick which has not been turned and quitted. SEC. 4. If either of the adversaries, whether with or without his partner’s consent, demands a penalty to which they are entitled, such decision is final; if the wrong adversary demands a penalty or a wrong penalty is demanded, or either adversary waives a penalty, none can be enforced except in case of a revoke. SEC.

Upon the second card of this row place another card face up, and then cards face down on the remaining five of the top row. On the third pile from the left, place another card face up, and then four more face down to the right. Continue this until you have seven cards face up, which will give you twenty-eight cards in your layout. Take out any aces showing, and place them in a row by themselves for “foundations.” Build up on these aces in sequence and suit to kings. On the layout, build in descending sequence, red on black, black on red, turning up the top card when any pile is left without a faced card upon it. If there is more than one card face up on any pile, they must be removed together or not at all. Spaces may be filled only with kings. The stock is run off three cards at a time, and any card showing can be used. The pack can be run through in this manner until no cards showing can be used, but there must be no shuffling or rearrangement of the cards.

To win _=Seven Tricks=_. To win one trick, neither more nor less, after having discarded a card which is not to be shown, there being no trump suit; _=Piccolissimo=_. To win _=Eight Tricks=_. To lose every trick, no trump suit, _=Grand Misère=_. To win _=Nine Tricks=_. To lose 12 tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called; _=Little Spread=_. To win _=Ten Tricks=_. To lose every trick, no trump suit, the single player’s cards being exposed on the table, but not liable to be called; _=Grand Spread=_. To win _=Eleven Tricks=_. To win _=Twelve Tricks=_.

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The dealer has two small clubs only to lead. If the two winning clubs are led right out, it is impossible to catch the Q J 10, no matter how those cards lie, therefore the dealer leads a club, but makes no attempt to win the first round. No matter what is played by the adversaries he _=ducks=_ the first round, keeping his Ace and King. Next time the dealer gets in, he leads another club, and now he is able to win the second and third rounds of the suit, and will probably catch all the adverse cards and establish it. The dealer’s play always requires careful planning of the whole hand in advance. _=THE NULLO.=_ Although not yet in the official laws of the game, this bid seems to be a popular one with many players. It is a contract to lose tricks instead of winning them, and is primarily a defence against overwhelmingly strong no-trumpers. A bid of three nullos means that the declarer will force his opponents to win nine tricks, he winning four only, so that each trick _=under=_ seven counts for the nullo player on his side. _=SCORING.

I did give them a little time, he agreed. How was I to know? He looked calmly at them over the tops of his glasses. You can go now, he said, like a schoolmarm dismissing class. The gorillas helped the blindly staring dealer to his feet, brushing at the sawdust that clung to his clothing, and had him presentable by the time they led him through the door. They seemed glad to get away. The Blackout, the TK said musingly to me. You hear about it, and the Psiless cringe when they think it might happen to them. But you don t see it every day. You re in the Lodge, of course? he added. Of course, I said coldly.

The first six tricks taken by one side, and forming a _=book=_, do not count; but all above that number count toward game. At the end of each hand, the side that has taken any tricks in excess of the book scores them, their opponents counting nothing. As soon as either side reaches five points, they win the game, but the concluding hand must be played out, and the winners are entitled to score all the points over five that they can make on that hand. For instance: The score is 4 to 3 in favor of Vivant and Mort. They win the first seven tricks, which makes them game; but they do not cease playing. If they succeed in gaining eleven tricks out of the thirteen, they win a game of 9 points, instead of 5. As already observed, Vivant loses or gains double the value of the points in each hand. In the three-handed game this must be so; but in my opinion it would be a great improvement in the four-handed game to allow the player sitting out to share the fortunes of the Vivant, as in Bridge, and in many German games of cards, notably Skat. _=SLAMS.=_ The two great differences between French and English Dummy are that honours are not counted in Mort, and that a special value is attached to slams.

This is a very important rule, and little understood. Suppose a player holds four Kings and four Queens. The total count for the various combinations these cards will make is 220: two plain-suit marriages, 20 each; royal marriage, 40; four Kings, 80; and four Queens, 60. As only one combination can be scored for each trick won, and as the player must lay down at least one fresh card for each successive meld, it is evident that if he begins with the 80 Kings, and then marries each of them in turn, when he comes to the fourth Queen he will have to sacrifice the 20 for a marriage in order to score the 60 for the four Queens. He cannot score both, or he will not be complying with the rule about the fresh card from the hand for every meld. That is why four Kings and four Queens are never worth 240, but only 220. A player cannot meld cards which have already been used to form higher combinations in the same class; but he may use cards melded in lower combinations to form more valuable ones in the same class, provided he adds at least one fresh card from his hand. The principle is that cards may be _=added=_ to melds already shown, but they cannot be _=taken away=_ to form other combinations in the same class. For example: Royal marriage has been melded and scored. The player may _=add=_ to this the Ace, Ten, and Jack of trumps to make the sequence, which is a more valuable combination in the same class.

Our campaign was to our single game what a rubber is to a game of whist. We made the end of a war 200, 300, or 400 or more points up, according to the number of games we wanted to play, and we scored a hundred for each battle won, and in addition 1 for each infantry-man, 1-1/2 for each cavalry-man, 10 for each gun, 1/2 for each man held prisoner by the enemy, and 1/2 for each prisoner held at the end of the game, subtracting what the antagonist scored by the same scale. Thus, when he felt the battle was hopelessly lost, he had a direct inducement to retreat any guns he could still save and surrender any men who were under the fire of the victors guns and likely to be slaughtered, in order to minimise the score against him. And an interest was given to a skilful retreat, in which the loser not only saved points for himself but inflicted losses upon the pursuing enemy. At first we played the game from the outset, with each player s force within sight of his antagonist; then we found it possible to hang a double curtain of casement cloth from a string stretched across the middle of the field, and we drew this back only after both sides had set out their men. Without these curtains we found the first player was at a heavy disadvantage, because he displayed all his dispositions before his opponent set down his men. And at last our rules have reached stability, and we regard them now with the virtuous pride of men who have persisted in a great undertaking and arrived at precision after much tribulation. There is not a piece of constructive legislation in the world, not a solitary attempt to meet a complicated problem, that we do not now regard the more charitably for our efforts to get a right result from this apparently easy and puerile business of fighting with tin soldiers on the floor. And so our laws all made, battles have been fought, the mere beginnings, we feel, of vast campaigns. The game has become in a dozen aspects extraordinarily like a small real battle.

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_=When five or seven play=_, there are special scores for lone hands. When all five tricks are taken by one side, but not by an individual playing a lone hand, it is simply a march, and counts two points, no matter how many are playing. When two or three are playing, a march must of course be a lone hand, as there are no partnerships. As we shall see later, there are some varieties of Euchre in which a lone hand may play against a lone hand, but this is not permitted in the ordinary game. No one but the individual player who makes the trump can play alone. Except in five and seven-handed Euchre, the player or side first reaching five points wins the game. If three are playing, and two of them reach five points simultaneously by euchreing the third, they both win a game. If they are playing for stakes, they divide the pool. _=TAKING UP THE TRUMP.=_ After the trump is turned up, each player in turn examines his cards, and if he does not care whether the trump suit remains unchanged or not, he says: “_=I pass=_.

180, says: The neive, though employed in the game, is not the object addressed. It is held out to him who is to guess--the conjuror--_and it is he who is addressed_, and under a conjuring name. In short (to hazard a wide conjecture, it may be) he is invoked in the person of Nic Neville (Neivi Nic), a sorcerer in the days of James VI., who was burnt at St. Andrews in 1569. If I am right, a curious testimony is furnished to his quondam popularity among the common people. It will be remembered that this game is mentioned by Scott in _St. Ronan s Well_-- Na, na, said the boy, he is a queer old cull. . .

Underplay, leading a card which is not the best of a suit, when the best would naturally be led; or holding up the best card to let another player win the trick. Vade, F., the pool to be played for. Vergeben, G., misdeal. Verleugnen, or Verläugnen, G., to revoke. Vivant, F., Dummy’s partner. Vole, F.

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Potteries { Lawton. Wolstanton Miss Keary. { Moor s _Suffolk Words_, Forby s SUFFOLK { _Vocabulary_, Lady C. Gurdon s { _Suffolk County Folk-lore_. SURREY-- Barnes Mrs. G. L. Gomme. Clapham Miss F. D.

Académie des Jeux, by Van Tenac. Académie des Jeux, by Richard. Règles de tous les Jeux, by Dreyfous. Bohn’s Handbook of Games. Piquet, and Rubicon Piquet, by Berkeley. Laws of Piquet, by “Cavendish.” _Westminster Papers_, Vols. II. to IX. inclusive.

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|Draw, draw water. | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.|For my lady s |Send a lady a |For my lady s | | |daughter. |daughter. |daughter. | | 5.| -- | -- | -- | | 6.| -- | -- | -- | | 7.

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The Jack is worth 11, the Queen 12, and the King 13; so that a 9 and 2 can be taken in with a Jack, or a 6 4 and 3 with a King. In the same manner a Queen will win a Jack and Ace, or a King will win a Jack and deuce. The aces are sometimes valued at 14 each. SPADE CASSINO. In this interesting variation every spade counts one point toward game. The spade Jack counts one in addition to its being a spade, and the extra point so made takes the place of the count for “spades” in the ordinary game, so that 24 points are made in every hand, exclusive of sweeps: Cards 3; Big Cassino 2; Little Cassino 1; the four Aces 4; the spade Jack 1, and 13 spades. It must be remembered that the spade Jack and deuce count 2 points each, the extra point being for the spade. The game is scored on a cribbage board, every point being pegged immediately; that is, every spade, every Ace, the Cassinos and the sweeps. There is nothing to count at the end of the hand but the cards. Sixty-one points is game, once round the board and into the game hole.

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|True love is dead. | |19.| -- | -- | -- | |20.| -- | -- | -- | |21.| -- | -- | -- | |22.| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn|He sent letter to turn| | |your head. |your head. |your head. | |24.

c d | f a 1 a b 2 b | e 3 e c d | f | Hands 5 and 6 played and exchanged. | None. The _=b=_ and _=c=_ pairs now give way to _=e=_ and _=f=_:-- e d | b a 1 a f 2 f | c 3 c e d | b | Hands 7 and 8 played and exchanged. | 3 and 4. While tables 1 and 2 are playing two fresh hands, the trays containing hands Nos. 3 and 4 which were left at table 3 are overplayed by the _=b=_ and _=c=_ pairs, which makes a match between them and the _=e=_ and _=f=_ pairs. Again the pairs at the first two tables change adversaries; dealing, playing and exchanging two more hands; the third table remaining idle. f d | b a 1 a e 2 e | c 3 c f d | b | Hands 9 and 10 played and exchanged. | None. The pairs _=a=_ and _=d=_ now give way to _=b=_ and _c_, and the _=b=_ _=c=_ _=e=_ _=f=_ pairs play two hands and exchange them; then change adversaries for two more hands; _=a=_ and _=d=_ remaining idle all the time.

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Each player begins with an equal number of counters, usually 100. At the end of the hand, after the hearts have been counted and announced, each player pays into the pool, for every heart he holds, as many counters as there are players besides himself. For instance: A, B, C and D play. A takes three hearts; B and C five each, and D none. There being three players besides himself, A puts up three times three, or 9 counters. B and C put up 15 each, and D none; so that there are 39 in the pool. Each player then takes out of the pool 1 counter for every heart he did _=not=_ hold when the hearts were announced. D, having taken no hearts, gets 13 counters. A, having taken three hearts only, is entitled to 10 counters for the 10 hearts he did not hold, while B and C get 8 each. This exhausts the pool.

A larger den, opposite to this, is marked out for the Geese. A boy or a girl represents the Fox, and a number of others the Geese. Then the Fox shouts, Geese, Geese, gannio, and the Geese answer, Fox, Fox, fannio. Then the Fox says, How many Geese have you to-day? The Geese reply, More than you can catch and carry away. Then the Geese run out of the den, and the Fox tries to catch them. He puts as many as he catches into his den (S. O. Addy). (_b_) This game is a very general one at Christmas time. It is practically the same as Gled Wylie, and Hen and Chickens, and the Hawk and Chickens of Mr.

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VII. Isabella, Isabella, Isabella, Farewell! Last night when we parted I believed you broken-hearted, As on the green mountain You stands [_qy._ sang] like a lark. Go to church, love, go to church, love, Go to church, love, Farewell! In the ring, love, in the ring, love, In the ring, love, Farewell! Give a kiss, love, give a kiss, love, Give a kiss, love, Farewell! Isabella, Isabella, Isabella, Farewell! --Fernham and Longcot (Miss I. Barclay). VIII. Isabella, Isabella, Isabella, Farewell! Last night when I departed I left her broken-hearted; On the hill yonder there stands your young man. Fetch him here, love, fetch him here, love, Fetch him here, love, Farewell! Shut the gates, love, shut the gates, love, Shut the gates, love, Farewell! Open the gates, love, open the gates, love, Open the gates, love, Farewell! Go to church, love, go to church, love, Go to church, love, Farewell! Show your ring, love, show your ring, love, Show your ring, love, Farewell! --Hanbury, Staffs. (Miss E. Hollis).

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There are four of these eccentric hands, and the figures on the right are the odds against their being dealt to any individual player: _=Blaze.=_ Five picture cards. Beat two pairs; but lose to three of a kind. [Illustration: 🂻 🃝 🃍 🃎 🂮] 3008 to 1 _=Tiger.=_ Must be seven high and deuce low; without a pair, sequence or flush. It beats a straight; but loses to a flush. [Illustration: 🃇 🂦 🂥 🂳 🃒] 636 to 1 _=Skip, or Dutch Straight.=_ Any sequence of alternate cards, of various suits. Beats two pairs and a blaze. [Illustration: 🂭 🂺 🃘 🃆 🃔] 423 to 1 _=Round-the-Corner.

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O. Addy). The game, it will be seen, differs in several ways from the other games of Fool, Fool, come to School type. The fool becomes a definite Dog, and the players _wish_ for any thing they choose; the Dog has apparently to find out their wishes. See All the Birds, Fool, Fool. Lobber There are three or more players on each side, two stones or holes as stations, and one Lobber. The Lobber lobs either a stick about three inches long or a ball--(the ball seems to be a new institution, as a stick was always formerly used)--while the batsman defends the stone or hole with either a short stick or his hand. Every time the stick or ball is hit, the boys defending the stones or holes must change places. Each one is out if the stick or ball lodges in the hole or hits the stone; or if the ball or stone is caught; or if it can be put in the hole or hits the stone while the boys are changing places. This game is also played with two Lobbers, that lob alternately from each end.

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They cut for seats and deal, the highest cut having the choice. _=Stakes.=_ Sixty-six is played for so much a game, or for so much a point, the loser’s score being deducted from the winner’s. If the loser has not scored at all, it is usually counted a double game. _=Dealing.=_ The cards having been shuffled and presented to the pone to be cut, the dealer gives six cards to each player, three at a time, dealing first to his adversary. There are several ways of making the trump, one of which should be agreed upon before play begins. One way is for the pone to draw a card from the top, the middle, or the bottom of the talon, after the dealer has given each player his six cards. Another way is for the dealer to turn up the seventh card, after dealing the first round of three to each player. Another, and the one generally adopted in America, is for the dealer to turn up the thirteenth card for the trump, after giving six cards to each player.