Rose decided to steal Simonetti s half of the business from his partner with Smythe s help. It was no more complicated than smuggling thousand dollar bills off the table in false bottoms of trays that drinks were being served on. Smythe was using TK to lift the bills into those false bottoms, well screened by the trays from the TV monitors. Barney was in on it, of course. And after the joint had lost enough dough that way, Rose and Simonetti would have had to sell out. Only the buyer would have been a dummy for Rose and Smythe, using money Smythe had lifted off the tables. The whole TK business was just a smoke screen to keep matters confused, I concluded. How come they dared send for a TK like you? Why weren t they scared you d catch them, just like you did? It took a little more than TK, I reminded her. TK is just a power, one more ability in life. It doesn t make you God.

44. In Tournée, but not in Solo, Grand, or Nullo, the player may, in order to avoid the possibility of being made schneider, abandon his game as lost before playing to the second trick. The adversaries are then bound to score it as a “game” lost, even if they could have made the player schneider. 45. No matter who is the single player, Vorhand shall always lead for the first trick. The winner of one trick leads for the next, and so on, and each player in turn must follow suit if he can. 46. If, during the play of the hand, any player is found to have a wrong number of cards, the others having their right number, only those who have their right number can win the game. If it is the player who has a wrong number, his game is lost. If it is one of his adversaries, the player’s game is won.

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He then announces his own decision, and proceeds to ask those who have declared to play whether or not they wish to exchange any of the cards originally dealt them. The usual question is simply: “How many?” and the player names the number of cards he wishes to exchange, if any; at the same time discarding others in their places. The number first asked for cannot be amended or recalled. The trump is laid aside, and the cards called for are dealt from the remainder of the pack, without further shuffling. In all other respects, the game is Three-card Loo. FIVE-CARD LOO. This is Irish Loo with some additional variations. Each red counter should be worth five white ones, and the players will require about fifty red counters each at starting. The dealer puts up five red counters. Any player holding a flush of five cards in any suit may immediately claim the pool, and every person at the table, whether playing or not, is supposed to be looed, and pays five red counters to the next pool.

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=_ When a revoke is detected and claimed, the hands are immediately abandoned, and the individual player in fault must pay all the counters depending on the result. If he is the bidder, he pays each adversary; if he is opposed to the bidder, he pays for himself and for each of his partners. In England it is the rule to take back the cards and play the hand over again, as at Écarté, the revoking player paying all the stakes according to the result. This is often very unfair to the bidder, and leads to endless disputes as to who held certain cards which have been gathered into tricks. Sometimes the difference between a seven and an eight in a certain player’s hand will change the entire result. _=PAYMENTS.=_ If the bidder succeeds in winning the specified number of tricks, each adversary pays him a counter for every trick bid. If he bid three tricks, they pay him three counters each; four counters each for four tricks bid; and the value of three tricks for a misère. If he fails to win the specified number of tricks, he pays each adversary; three counters if he bid three tricks, or a misère; four if he bid four. Any player bidding nap, and succeeding in winning all five tricks, receives ten counters from each adversary; but if he fails, he pays only five to each.

(Herbert Hardy). VI. Here comes three jolly, jolly sailors, Just arrived on shore; We ll spend our money like merry, merry men, And then we ll work for more. Hurrah for the round, round ring, Hurrah for the round, round ring; And he that loves a pretty, pretty girl, Let him call her from the ring. --Shipley, Horsham (_Notes and Queries_, 8th series, i. 210, Miss Busk). (_b_) This game is played at Warwick as follows:--The children form a large ring, clasping hands and standing still. One child walks round inside the ring, singing the verses. This child then chooses another from the ring, bending on one knee and kissing her hand. The lines are then repeated, the two walking arm in arm round the inside of the ring.

XIII. Green gravel, green gravel, the grass is so green, The flowers are all faded and none to be seen. O [Dolly], O [Dolly], your sweetheart is dead, He s sent you a letter to turn back your head. Wallflowers, wallflowers, growing up so high, We are but little, and we shall have to die! Excepting [Dolly Turner], she s the youngest girl. O for shame, and fie for shame, and turn your back to home again. --Madeley, Shropshire (Miss Burne). XIV. Green gravel, green gravel, the grass is so green, The fairest young lady that ever was seen. As I went up Miss Betsey s stairs to buy a frying-pan, There sat Miss Betsey a-kissing her young man. She pulled off her glove and showed me her ring, And the very next morning the bells did ring.

III. Blackthorn! New milk and barley-corn; How many sheep have you to sell? More nor yo can catch and fly away wi . --Addy s _Sheffield Glossary_. IV. Blackthorn! Butter-milk and barley-corn; How many sheep have you to-day? As many as you catch and carry away. --Earls Heaton, Yorkshire (Herbert Hardy). (_b_) One set of children stand against a wall, another set stand opposite, facing them. The first set sing the first line, the others replying with the second line, and so with the third and fourth lines. The two sides then rush over to each other, and the second set are caught. The child who is caught last becomes one of the first set for another game.

A pair obtains a plus score for the contest when its net total is more than the average; a minus score for the contest when its net total is less than the average. NOTE.--Some players in America are adopting the English rule, which allows the dealer to pass, without making any declaration. The usual expression is, “No bid.” Each player to the left may then pass in turn, and if no bid is made the deal passes to the left. The lowest declaration is one club, as spades have a constant value of nine and are always “royals.” The English rule is to score 50 for little slam and 100 for grand slam, and some American players have adopted that rule. [24] See Law 50. The same ruling applies to Law 54. [25] This includes a double or redouble out of turn.

=_ Neither player is allowed to touch the other’s pegs. If the score is erroneous, the player in fault must be called upon to remedy it himself. A player whose pegs are touched by his adversary can score two holes for penalty. If a player removes his adversary’s front peg, the latter may immediately claim the game. If a player displaces his own front peg, he must place it behind the other. If both players displace their front pegs, as by accident, they may agree to replace them where they believe them to have stood; but if they cannot agree they must call the game void. _=Pegging Out.=_ In pegging during the play, the first man to reach his game hole wins, no matter what either may have in hand or crib. If neither can peg out in play, the non-dealer has the first show. If he cannot show out, the dealer proceeds to count his hand and then his crib.

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In Misère Partout, any player having _=less=_ than his proper number of cards forfeits five red counters to each of the other players, and the hands are abandoned. If any player has _=more=_ than the proper number of cards, it is a misdeal, and the misdealer deals again, after forfeiting one red counter to the pool. In _=Solo Whist=_, the deal stands good. Should the player with the incorrect number of cards be the caller or his partner, the hand must be played out. Should the caller make good his proposition, he neither receives nor pays on that hand. If he fails, he must pay. Should the player with the defective hand be the adversary of the caller, he and his partners must pay the stakes on that hand, which may then be abandoned. Should two players have an incorrect number of cards, one of them being the caller, there must be a new deal. CARDS LIABLE TO BE CALLED. 20.

Sweeting). XII. I ve come to see how Jenny Jones is to-day. You can t see her, she s washing. I ve come to see how Jenny Jones is to-day. You can t see her, she s ironing [she s starching, she s brewing, she s baking, _successively_]. I ve come to see how Jenny Jones is to-day. You can t see her, she s ill [then she s worse]. I ve come to see how Jenny Jones is to-day. You can t see her, she s dead! _Chorus.

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A shrewd greek can often help a silent partner who is playing under the disguise of a single caller, especially in misère. Persons who play in the many public cafés of Europe should be especially careful to avoid this style of partnership, where it is very common. _=SUGGESTIONS FOR GOOD PLAY.=_ Apart from the general principles common to all forms of Whist, such as the play of high or low cards, trumps or plain suits, etc., there are several points peculiar to Solo Whist which require attention. _=Proposing.=_ It is better to propose on two or three sure tricks, with strong probabilities of several more, than on a certainty of four only. For instance: The two highest trumps and two suits containing Aces, with no other trick probable, is not such a good hand for a proposal as one containing four average trumps, with one plain suit of K Q J x x, and another of K Q x x. It is not improbable that the latter may be good for seven or eight tricks. Nothing but experience will teach a player what combinations of cards are “probably” good for tricks; but K x x, or Q J 10 x or K Q, may be counted on.

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They cast their nets into the sea, And the [three?] jolly fish caught we. --North Staffs. Potteries (Mrs. Thomas Lawton). (_b_) A circle is formed by joining hands, and two children stand in the centre. They walk round. At the seventh line the two in the centre each choose one child from the ring, thus making four in the centre. They then sing the remaining four lines. The two who were first in the centre then go out, and the game begins again, with the other two players in the centre. (_c_) Miss Burne says this game is more often played as Three Jolly Fishermen.