If all pass, the deal goes to the left. BRIDGE. There are two principal varieties of this game; straight bridge, in which the dealer or his partner must make the trump, their opponents having nothing to say about it except to double the value of the tricks. The dealer’s partner is always the dummy, and either side may score toward game by making the odd trick or more. Auction bridge, in which the privilege of making the trump is bid for, the highest bidder playing the hand with his partner as dummy, regardless of the position of the deal, and his side being the only one that can score toward game, the adversaries scoring nothing but penalties in the honour column if they defeat the contract. As this is the more popular form of bridge at the present time, it will be given first. Since the adoption of the higher value for the spade suit under the name of royal spades, and the change in the value of the suits, the game gradually came to be known as royal auction, but as that change is now universal, the name has slipped back to its original title. AUCTION BRIDGE, OR AUCTION. _=CARDS.=_ Auction 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.

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If the four back pins are bowled down and the head pin is left standing, the score is 2. If all the pins are bowled down, the score is 1. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alleys cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 20. FOUR BACK. [Illustration: 4 3 2 1 O O O O ] The pins are spotted as above. Three balls (not exceeding 6 inches in size) are allotted to each inning.

When the triplets come, will he get back 75 counters on them? He will probably win the blind, and one or two antes; but the moment he makes his own ante good, every player who cannot beat triplets, knowing his system, will lay down his hand. An extensive observation of the methods of the best players has led the author to the conclusion that the great secret of success in Poker, apart from natural aptitude for the game, and being a good actor, is to _=avoid calling=_. If you think you have the best hand, raise. If you think you have not the best, lay it down. Although you may sometimes lay down a better hand than the one that takes the pool, the system will prove of immense advantage to you in two ways: In the first place, you will find it a great educator of the judgment; and in the second place, it will take almost any opponent’s nerve. Once an adversary has learned your method, it is not a question of his betting a red chip on his hand; but of his willingness to stand a raise of two blues, which he will regard as inevitable if you come in against him at all. The fear of this raise will prompt many a player to lay down a moderately good hand without a bet; so that you have all the advantage of having made a strong bluff without having put up a chip. The system will also drive all but the most courageous to calling your hand on every occasion, being afraid of a further and inevitable raise; and it is an old saying that a good caller is a sure loser. The theory of calling is to get an opportunity to compare your hand with your adversary’s. Now, if you think that after the comparison yours will prove the better hand, why not increase the value of the pool? If, on the contrary, you fear that his hand will beat yours, why throw good money after bad? If you don’t think at all about it, and have no means of forming an opinion as to the respective merits of your hands, you are not a poker player, and have no business in the game.

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1 through 1.E.7 or obtain permission for the use of the work and the Project Gutenberg™ trademark as set forth in paragraphs 1.E.8 or 1.E.9. 1.E.3.

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=_ Whoever breaks the balls, i. _e_., opens the game, must play out of baulk, though it is not necessary that he shall strike the red ball. _=4.=_ The game shall be adjudged in favour of whoever first scores the number of points agreed on, when the marker shall call “game”; or it shall be given against whoever, after having once commenced, shall neglect or refuse to continue when called upon by his opponent to play. _=5.=_ If the striker scores by his stroke he continues until he ceases to make any points, when his opponent follows on. _=6.=_ If when moving the cue backward and forward, and prior to a stroke, it touches and moves the ball, the ball must be replaced to the satisfaction of an adversary, otherwise it is a foul stroke; but if the player strikes, and grazes any part of the ball with any part of the cue, it must be considered a stroke, and the opponent follows on. _=7.

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Colchester Miss G. M. Francis. GLOUCESTERSHIRE { Holloway s _Dictionary_, _Midland { Garner_. Shepscombe, Cheltenham Miss Mendham. Forest of Dean Miss Matthews. HAMPSHIRE Cope s _Glossary_, Miss Mendham. Bitterne Mrs. Byford. Liphook Miss Fowler.

If there are an even number of candidates, the tables divide evenly, but if the number is odd, the smaller table is formed by those cutting the highest cards. The table formed, the pack must be shuffled and spread, and positions drawn for. The player cutting the lowest card has the choice of seats, and must deal the first hand. The player cutting the next lowest has the next choice, and so on, until all are seated. _=TIES.=_ If the first cut does not decide, those tying must cut again. Should two or more players cut cards of equal value, the new cut will decide nothing but the tie; for even should one of those cutting to decide a tie draw a card lower than one previously cut by another player, the original low cannot be deprived of his right. For instance: there are six players. [Illustration: First cut is:-- 🂥 🃘 🃋 🂷 🃞 🃈 Second cut is:-- 🂴 🃒 ] The 5 and 7 have the first and second choice of seats; the 2 and 4 the third and fourth choice. _=PLAYERS’ POSITIONS.

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Where s the ox? The butcher has killed it. Where s the butcher? The rope has hanged him. Where s the rope? The rat has gnawed it. Where s the rat? The cat has killed it. Where s the cat? Behind the door, cracking pebble-stones and marrow-bones for yours and my supper, and the one who speaks first shall have a box on the ear. --Halliwell s _Nursery Rhymes_, p. 222. The children are seated, and the questions are put by one of the party who holds a twisted handkerchief or something of the sort in the hand. The handkerchief was called hewley puley, and the questions are asked by the child who holds it. If one answers wrongly, a box on the ear with the handkerchief was the consequence; but if they all replied correctly, the one who broke silence first had that punishment.

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_=Counters.=_ One white and four red counters are necessary. The white counter is passed to the left from player to player in turn, to indicate the position of the next deal. The red counters are placed in front of the maker of the trump and his partners, to distinguish them from their opponents. Markers are not used, the score being kept on a sheet of paper. The score is usually kept by a person who is not playing, in order that none of those in the game may know how the various scores stand. Should an outsider not be available for scoring, there are two methods: One is for one player to keep the score for the whole table, who must inform any player of the state of the score if asked to do so. The other is to have a dish of counters on the table, each player being given the number he wins from time to time. These should be placed in some covered receptacle, so that they cannot be counted by their owner, and no other player will know how many he has. As it is very seldom that a successful bid is less than five, and never less than four, counters marked as being worth 4, 5, 6 and 7 each will answer every purpose, and will pay every bid made.

In settling, the Joker is worth five counters. If the player to whom it was dealt takes it in, he pays these five counters to the pool. If another player gets the Joker, he must pay the five counters to the player who got rid of it. The remainder of the pool is then divided in the usual way. This is a most exasperating game. _=DISCARD HEARTS.=_ This is sometimes called _=Black Jack=_, or _=Black Lady=_. If it is the Jack, it is worth ten hearts; if it is the Queen, it is worth thirteen hearts. After the cards are dealt, each player in turn lays out three cards which he does not want, and the player on his left is obliged to take them, after having discarded himself. No player may look at what he is going to get until he has discarded himself.

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12. A proved error in the honour score may be corrected at any time before the score of the rubber has been made up and agreed upon. 13. A proved error in the trick score may be corrected at any time before a declaration has been made in the following game, or, if it occur in the final game of the rubber, before the score has been made up and agreed upon. CUTTING. 14. In cutting the ace is the lowest card; between cards of otherwise equal value the heart is the lowest, the diamond next, the club next, and spade the highest. 15. Every player must cut from the same pack. 16.

The dealer, when it is his turn to play to the first trick, should take the trump card into his hand; if left on the table after the first trick be turned and quitted, it is liable to be called; his partner may at any time remind him of the liability. 53. After the dealer has taken the trump card into his hand, it cannot be asked for; a player naming it at any time during the play of that hand is liable to have his highest or lowest trump called. 54. If the dealer take the trump card into his hand before it is his turn to play, he may be desired to lay it on the table; should he show a wrong card, this card may be called, as also a second, a third, etc., until the trump card be produced. 55. If the dealer declare himself unable to recollect the trump card, his highest or lowest trump may be called at any time during that hand, and unless it cause him to revoke, must be played; the call may be repeated, but not changed, _i.e._, from highest to lowest, or _vice versa_, until such card is played.

” In the early days of Duplicate Whist, Mnemonic Duplicate was, to some extent, played even when several tables of players were participating. It still survives in a few circles, chiefly where Duplicate Whist has never been tried. It can be played under any of the Duplicate Whist schedules by playing them through twice--the second time with the North and South hands given to the East and West players, and vice versa. As each deal is played twice by each pair, double the time is required to play the same number of deals, as at Duplicate Whist. Allowance must be made for this in fixing the number of deals to be played. The Snow System of movement, where practicable, is preferable. Where the Howell pair system of movement is used, the scores do not require “equating”, as they are equalised on the replay. Under other systems, only the North and South scores need be kept, as the comparison can be made quite as readily as by direct comparison of these scores. DUMMY. There are three forms of Dummy: The English game, for three players; the French game, for three or four: and the game now generally known as Bridge, or Bridge Whist.

_=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. If the long spade suit is opened, and Z returns the diamond 10, A-B will make four tricks less on this hand. _=No. 3.

Underhill was still full of the wonder of their job. Happily he babbled on, What does happen to us when we planoform? Do you think it s sort of like dying? Did you ever see anybody who had his soul pulled out? Pulling souls is just a way of talking about it, said Woodley. After all these years, nobody knows whether we have souls or not. But I saw one once. I saw what Dogwood looked like when he came apart. There was something funny. It looked wet and sort of sticky as if it were bleeding and it went out of him--and you know what they did to Dogwood? They took him away, up in that part of the hospital where you and I never go--way up at the top part where the others are, where the others always have to go if they are alive after the Rats of the Up-and-Out have gotten them. Woodley sat down and lit an ancient pipe. He was burning something called tobacco in it. It was a dirty sort of habit, but it made him look very dashing and adventurous.

If the dealer gives too many or too few cards to any player, he must shuffle and deal again. If the error is not discovered until the hand is partly played out, the deal is void, and the misdealer deals again. A misdeal does not lose the deal under any circumstances, but it is usual to exact a penalty of ten points for a misdeal. _=OBJECTS OF THE GAME.=_ The object of each player is to obtain the privilege of attempting to accomplish a certain task, which is known as his “game,” and which he must be able to carry through successfully against the combined efforts of the two other players. The more difficult the task undertaken, the greater the number of points scored for it, and the player who will undertake the game which is of the greatest value of those offered must be allowed the privilege of trying it. In order to determine which player this is, they may all bid for the privilege by naming a certain number of points, usually well within the actual value of the game they intend to play. If a bidder meets with opposition, he gradually approaches the true value of his game, and the player whose game is worth the most will of course be able to bid the greatest number of points, and must be selected as the player, the two others being his adversaries. _=Games.=_ These games are divided into two principal classes, those in which the player undertakes to win, and those in which he tries to lose.

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How s poor Jenny jo, Jenny jo, Jenny jo? He s very ill. Oh, very good, very good, very good. How s poor Jenny jo, Jenny jo, Jenny jo? He s fallen downstairs and broken his neck. Oh, very good, very good, very good. How s poor Jenny jo, Jenny jo, Jenny jo? He s dead. Oh, very good, very good, very good. --Annaverna, Louth, Ireland (Miss R. Stephen). (_b_) Two children stand apart; one, who personates the Mother, stands still and holds out her skirts with both hands; the other personates Jenny Jones, and kneels or stoops down in a crouching position behind her companion s outstretched skirts. The other players form a line by joining hands.