The games may be roughly divided into two classes; those in which the result is entirely dependent on chance, and cannot be changed by the player after the cards have been shuffled and cut; and those which present opportunities for judgment and skill, the choice of several ways to the same end being offered to the player at various stages of the game. The first class is of course the simplest, but the least satisfactory, as it is nothing more than a game of chance. Of the many hundreds of patience games, it is possible to give only a few of the best known. _=TAKE TEN.=_ Shuffle and cut the cards, and deal out thirteen face upward in two rows of five each, and one row of three. Any two cards, the pip value of which equals 10, may be withdrawn from the tableau, and others dealt from the top of the pack in their places. Only two cards may be used to form a 10. The K Q J 10 of each suit must be lifted together, none of these cards being touched until all four of the same suit are on the table together. When no cards can be lifted, the game is lost. The object in most patience games is to arrange the cards in sequences.

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The K Q J may be distributed in eight different ways, in any of which your partner will pass your Ten if second hand does not cover. In four cases, second hand would cover with the King, and in one with the Queen and Jack. In the remaining three your partner’s hand would be benefited. If Dummy has King and one or two small cards, it is not so disadvantageous to lead up to the King as would at first appear; because it is forced out of his hand on the first round, unless declarer plays Ace, and it is usually good policy to force out Dummy’s cards of re-entry early in the hand. In leading from high-card combinations, the usual bridge leads should be followed; but exceptions must be made on the second round when certain cards are in Dummy’s hand. For instance: With A K J and others, it is usual to stop after the first round, and wait for the finesse of the Jack. This is obviously useless if the Queen is not in Dummy’s hand. So with K Q 10, unless Dummy has the Jack; or K Q 9, unless Dummy has the 10. The lead from A Q J should be avoided if Dummy has the King. With A Q 10 and others, J in Dummy’s hand, begin with the Queen.

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He sent forward a feeble little infantry attack, that we cut up with the utmost ease, taking several prisoners, made a disastrous demonstration from the church, and then fell back altogether from the gentle hill on which Hook Farm is situated to a position beside and behind an exposed cottage on the level. I at once opened out into a long crescent, with a gun at either horn, whose crossfire completely destroyed his chances of retreat from this ill-chosen last stand, and there presently we disabled his second gun. I now turned my attention to his still largely unbroken right, from which a gun had maintained a galling fire on us throughout the fight. I might still have had some stiff work getting an attack home to the church, but Red had had enough of it, and now decided to relieve me of any further exertion by a precipitate retreat. My gun to the right of Hook s Farm killed three of his flying men, but my cavalry were too badly cut up for an effective pursuit, and he got away to the extreme left of his original positions with about 6 infantry-men, 4 cavalry, and 1 gun. He went none too soon. Had he stayed, it would have been only a question of time before we shot him to pieces and finished him altogether. So far, and a little vaingloriously, the general. Let me now shrug my shoulders and shake him off, and go over this battle he describes a little more exactly with the help of the photographs. The battle is a small, compact game of the Fight-to-a-Finish type, and it was arranged as simply as possible in order to permit of a full and exact explanation.

Those who have come into the pool after the false opening, stay in and play for the pot, regardless of the value of the hands dealt them. _=40. Fattening.=_ If no player will open, the cards are reshuffled, cut, and dealt, usually by the same dealer, and each player adds one counter to the pool. _=41. Coming In.=_ If any player opens the pot for a certain amount, each player in turn, on his left, can come in by putting up a similar amount, regardless of the value of his hand. Any player on the right of the opener who passed on the first round may now come in. Any player declining to put up the amount for which the pot is opened must abandon his hand, and all his interest in the pool. _=42.

For a moment, they stared at each other, man squatting, cat standing erect on her hind legs, front claws digging into his knee. Human eyes and cat eyes looked across an immensity which no words could meet, but which affection spanned in a single glance. Time to get in, he said. She walked docilely into her spheroid carrier. She climbed in. He saw to it that her miniature pin-set rested firmly and comfortably against the base of her brain. He made sure that her claws were padded so that she could not tear herself in the excitement of battle. Softly he said to her, Ready? For answer, she preened her back as much as her harness would permit and purred softly within the confines of the frame that held her. He slapped down the lid and watched the sealant ooze around the seam. For a few hours, she was welded into her projectile until a workman with a short cutting arc would remove her after she had done her duty.

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This is the first position:-- b d f a 1 a c 2 c e 3 e b d f Tables 1 and 2 deal and play two hands each, and then exchange trays with each other. At table 3, two hands are dealt and played, both being left in the trays. The players at tables 1 and 2 then change adversaries; dealing, playing and exchanging two fresh hands. The players at the third table remain idle, or look on. 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.