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The winner of the trick takes the last but one, and the loser takes the trump card. _=Irregular Announcements.=_ Should a player announce four of a kind, having only three; as, for instance, laying down three Kings and a Jack, and declaring four Kings, his adversary can compel him not only to take down the score erroneously marked, but to lead or play one of the three Kings. A player may be called upon to lead or play cards from any other erroneous declarations in the same manner; but if the player has the right card or cards in his hand, he is permitted to amend his error, provided he has not drawn a card from the stock in the meantime. _=SCORING.=_ It is better to score all points as soon as they are made. The game is usually 1000 points. Some players do not count the brisques until the last trick has been played, but the practice is not to be recommended. Scores erroneously marked must be taken down, and the adversary may add the points to his own score. _=Suggestions for Good Play=_ will be found in Binocle.

If everything is correct, the player is given all the money paid by the other players for their cards, less the ten per cent which goes to the house. If two kenos are made on the same number, they divide the pool equally. As an illustration of the profitable nature of the game for the house, it may be remarked that if ten men were to play keno for a dollar a card, and each of them made keno ten times, they would all be “dead broke;” because on each of the hundred kenos at ten dollars each, the bank would have taken out its dollar percentage. CHUCK-LUCK. This game is sometimes called _=Sweat=_, and again, but erroneously, _=Hazard=_. It is played with three dice, which are usually thrown down a funnel in which several cross-bars are placed. The player is offered five different forms of betting, all of which appear on the _=Layout=_, and which cover all the combinations possible with three dice. [Illustration: +-----------------------+ | Single Numbers. | HIGH. +---+---+---+---+---+---+ LOW.

Suppose _=B=_ makes his point. _=A=_ will do all he can to euchre _=C=_, but _=B=_ will oppose the scheme, because his only chance for the game is that _=A=_ will not be able to take up the trump on his own deal, and that _=B=_ will make a march. SET-BACK EUCHRE. This is simply a reversal of the ordinary method of scoring, the players starting with a certain number of points, usually ten, and deducting what they make on each deal. The peculiarity which gives the game its name is that if a player is euchred he is _=set back=_ two points, his adversaries counting nothing. The revoke penalty is settled in the same way. The game is usually counted with chips, each player starting with ten, and placing in the centre of the table those that he is entitled to score. BLIND EUCHRE. Each player is for himself and a widow of two cards is dealt. The player who takes the widow practically orders up the trump and must play against all the others after discarding two cards.

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The word “Hoyle” has gradually come to stand as an abbreviation for an “Encyclopedia of Indoor Games.” The common expression, “played according to Hoyle,” usually means “correctly played,” or “played according to the standard authorities.” The original Edmund Hoyle wrote on very few games, but his work was the first attempt to put together the rules for the most popular indoor games in one volume. Although Hoyle died more than a hundred years ago, his work has been constantly added to as new games came into vogue, which has led many to believe that he is the authority for games that he never heard of, such as pinochle and poker. Persons who have never given the subject much attention may be surprised to learn how little authority there is for the rules governing the majority of our popular games. If we except the table games, such as chess, checkers, billiards, backgammon and ten pins, and such card games as whist, bridge, auction, and skat, all of which are regulated by well-defined codes of laws, agreed upon by associations of prominent clubs, to govern championship contests, etc., we have very few games left which are not played in different ways in various localities. This is undoubtedly because such games are learnt at the card table and not from books. A person who is shown a new game cannot remember all its details, some of which may not have been explained to him even. If he tries to teach it to others while his knowledge is in this imperfect state, he will naturally invent rules of his own to cover the points he has forgotten, or has never learnt, usually borrowing ideas from games with which he is more familiar.

XV. Round the green gravel the grass grows green, All pretty fair maids are fit to be seen; Wash them in milk, and clothe them in silk, And write down their names with pen and black ink-- Choose one, choose two, choose the fairest daughter. Now, my daughter, married to-day, Like father and mother they should be, To love one another like sister and brother-- I pray you now to kiss one another. Now my daughter Mary s gone, With her pockets all lined with gold; On my finger a gay gold ring-- Good-bye, Mary, good-bye. Now this poor widow is left alone, Nobody could marry a better one; Choose one, choose two-- Choose the fairest daughter. --Sheffield (S. O. Addy). XVI. Round the green gravel the grass is so green, And all the fine ladies that ever were seen; Washed in milk and dressed in silk, The last that stoops down shall be married.

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=_ In this variation, when the hearts are announced at the end of the hand, the spots on them are the units of value, the Jack being worth 11, the Queen 12, the King 13, and the Ace 14. This adds nothing to the interest or skill of the game; but rather tends to create confusion and delay, owing to the numerous disputes as to the correctness of the count. The total to be accounted for in each deal is 104. In settling, the player with the smallest number collects from each of the others the amount they have in excess of his. If two or more players have an equal number, or none at all, they divide the amount collected from each of the others. For instance: Four play, A has 8 points, B 24, C 18, and D 54. As 8 points is the lowest, B pays A 16, C pays him 10, and D pays him 46. If A and B had 8 each, C 32, and D 56, C would pay 24, and D 48; and A-B would divide the amount between them. The chief variation in play arises from the fact that one who must win a heart trick cannot always afford to play his highest heart as in the ordinary game. _=JOKER HEARTS.

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Royal Auction and Nullos, by R.F. Foster, 1914. Auction Developments, by Milton Work, 1914. Whitehead’s Conventions of Auction Bridge, by Wilbur C. Whitehead, 1914. WHIST. _=CARDS.=_ Whist is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but ranking below the deuce in cutting. Two packs are generally used, the one being shuffled while the other is dealt.

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=_ All bets are made with counters of various colors and values, which are sold to the players by the dealer, and may be redeemed at any time. These counters are placed on the layout, which is a complete suit of spades, enamelled on green cloth, sufficient space being left between the cards for the players to place their bets. The ace is on the dealer’s left. [Illustration: +----------------+ | 🂦 🂥 🂤 🂣 🂢 🂡 | |🂧 | | 🂨 🂩 🂪 🂫 🂭 🂮 | +----------------+ ] There are a great many ways of placing bets at Faro. For instance: A player may make bets covering twenty-one different combinations of cards, all of which would play the Ten to win, as follows:-- [Illustration: 🂥 🂤 🂣 20 12 13 21 18 3 19 14 15 16 17 🂨10 🂩 2 8🂪9 4 🂫 11🂭 6 5 7 ] If the first bet is supposed to be flat upon the Ten itself, 2, 3 and 4 would take in the card next the Ten; 5 the cards on each side with the Ten; 6 and 7 the three cards behind which the bets are placed, the Ten being one in each instance; 8 and 9 take in the Ten and the card one remove from it in either direction; 10 and 11 are the same thing, but placed on the other card; 12 to 17 inclusive take in the various triangles of which the bet is the middle card; 18 and 19 take in the four cards surrounding them; 20 and 21 are _=heeled=_ bets, the bottom counter being flat on the corner of the card, and the remainder being tilted over toward the card diagonally across from the one on which the bet is placed, playing both cards to win. In addition to these twenty-one bets, others might be made by heeling bets that would take certain cards to lose, and the Ten to win. Bets may also be _=strung=_ behind odd or even cards on the side next the dealer. These show that the player bets the next case card that comes will win if it is an even card, and lose if it is odd; that is, if he places his string behind an even card. If the player thinks a card will win, he bets it _=open=_, that is, with nothing but his counters. If he wants to play a card to lose, he _=coppers=_ it, by placing a checker or button on his chips.

Dust-point. ELLER Tree. Ezzeka. FATHER S Fiddle. Feed the Dove. Find the Ring. Fippeny Morrell. Fire, Air, and Water. Fivestones. Flowers.

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.

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All these are incidents of primitive well-worship (see Gomme s _Ethnology and Folk-lore_, pp. 82-103). Garland dressing is very general; cakes were eaten at Rorrington well, Shropshire (Burne s _Shropshire Folk-lore_, p. 433); pins and portions of the dress are very general offerings; silence is strictly enforced in many instances, and a sacred tree or bush is very frequently found near the well. The tune of the Hampshire game (Miss Mendham s version) is practically the same as that of the Mulberry Bush. Newell (_Games of American Children_, p. 90) gives a version of this game. Drawing Dun out of the Mire Brand, quoting from an old collection of satires, epigrams, &c., says this game is enumerated among other pastimes: At shove-groat, venter-point, or crosse and pile, At leaping o er a Midsummer bone-fier, Or at _the drawing Dun out of the myer_. So in the _Dutchesse of Suffolke_, 1631: Well done, my masters, lends your hands, _Draw Dun out of the ditch_, Draw, pull, helpe all, so, so, well done.