A full pack of fifty-two cards is used and each player has three markers. The dealer gives one card to each, face down. This card is examined and if it is not satisfactory it is passed to the player on the left, the object being to avoid holding the lowest card at the table. If the player on the left holds any card but a king, he is obliged to exchange. If the one who is forced to exchange gives an ace or a deuce, he announces it; but the player who demands the exchange is not allowed to say what he gives, as the card may be passed on. Each player in turn to the left may exchange, or he may pass, which means that he is satisfied with his card. When it comes round to the dealer, he cannot exchange; but he may cut the pack and take the top card. All the cards are then turned face up, and the lowest shown loses a counter. The deal passes to the left. When all the players but one have lost all their markers, the survivor takes the pool.

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, K, Q or J. Fille, F., see Widow. Finesse, any attempt to take a trick with a card which is not the best of the suit. First, Second, or Third Hand, the positions of the players on any individual trick. Five Fingers, the five of trumps at Spoil Five. Flèches, the points upon a backgammon board. Fluke, making a count that was not played for. Flush, cards of the same suit. Flux, F.

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---- Roberts. Anderby, Botterford, Brigg, } Frodingham, Horncastle, } Miss Peacock. North Kelsey, Stixwould, } Winterton } East Kirkby Miss K. Maughan. Metheringham Mr. C. C. Bell. MIDDLESEX Miss Collyer. Hanwell Mrs.

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The player first correctly announcing that he has reached 1000 points, wins the game, no matter what his adversary’s score may be; but if the announcement is incorrect, he loses the game. Should a player score more than he is entitled to; as, for instance, scoring 80 for four Queens, his adversary may take down the superfluous score, 20 points in this instance, and may add it to his own score for a penalty. _=CHEATING.=_ Apart from the usual weapons of false shuffles, strippers cut to locate or pull out the binocle cards, and the opportunities always offered to the greek when the cards are dealt three or four at a time, the bézique family of games are particularly adapted to the use of marked cards. These will show the philosopher the exact value of both the cards in the next draw, and will enable him to vary his play accordingly. It is for this reason that in France the top card of the stock is always drawn by the same player, no matter which wins the trick. In Rubicon Bézique, a person should be very familiar with the movements peculiar to dealing seconds before he ventures to play in a public café, or he may find his adversary with the most astonishing run of repeated combinations, and will be rubiconed almost every game. Never play with a man who cuts the pack with both hands, watches the cards closely as he deals, or looks intently at the top of the stock before he plays to the current trick. Players who have a nervous affection which makes them pass over too many counters at once will also bear watching. Colour blindness may lead them to take over a blue instead of a white in a close game.

A player who intends to take the widow, but no partners, can bid _=eight=_ and one who intends to take neither widow nor partners can bid _=fifteen=_. In this form of Euchre the scores are generally known, and 100 points is game. In some clubs it is the practice for the successful bidder to select one of his partners by asking for the holder of a certain card. For instance: B has the lead, and has bid five in hearts, holding the three best trumps, the club ace, and a losing spade. Instead of selecting his partners at random, he asks for the spade ace, and the player holding that card must say, “Here”; upon which the bidder will pass him a counter, marking him as one of his partners. CALL-ACE EUCHRE. In this variety of euchre, each player is for himself so far as the final score goes. The one who takes up the trump or orders it up, or who makes it after it is turned down, may call upon the best card of any suit but the trump. The player holding the best card of that suit must be his partner, but he does not declare himself. When the highest card of the suit asked for falls in play, the partner is disclosed.

The first pair let go hands, separate, and skip widely apart, still singing. Gradually, in this manner, two separate lines are formed, until, following each other and singing, the pairs come together again, join hands, and march and sing in couplets linked. The Bath game is played by the children standing in two rows facing each other, and clapping hands and singing the verse. At the same time the two children facing each other at the top of the lines join hands and trip down and up between the lines. Their hands are unclasped, and the two children run down the outside of the lines, one running on each side, and meet at the bottom of the lines, where they stand. The two children now standing at the top proceed in the same way: this is continued until all the children have done the same. A ring is then formed, when the children again clap and sing. Any number can play at this game. In the Epworth version the children range themselves in double rank at one end of the room or playground, and march down to the other end hand in hand. At the bottom they loose hands and divide, the first rank turning right, the second left, and march back in two single files to the other end again, where they re-form as at first, and repeat their man[oe]uvre, singing the verses alternately.

The lower score is deducted from the higher, and the difference is the value of the game. If all 35 points are won by either side, they count double, 70. _=Scoring.=_ If the single player loses, he loses to both adversaries, and if he wins he wins from both. His score is the only one put down, and the amount is preceded with a minus or plus sign according to the result. If he secures 23 points, he wins 11; if he takes in 16 only, he loses 3. If the amount is less than 18 it must be a loss; if it is 18 or more it must be a gain. The method of balancing the scores at the end will be found fully explained in connection with Skat. _=Irregularities.=_ The penalty for a revoke is the loss of 9 points, which are taken from the score of the side in error at the end of the hand, and added to the side not in fault.

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The Project Gutenberg eBook of The Game of Rat and Dragon This ebook is for the use of anyone anywhere in the United States and most other parts of the world at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this ebook or online at www.gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. Title: The Game of Rat and Dragon Author: Paul Myron Anthony Linebarger Release date: August 5, 2009 [eBook #29614] Language: English Credits: Produced by Sankar Viswanathan, Adam Buchbinder, and the Online Distributed Proofreading Team at http://www.pgdp.net *** START OF THE PROJECT GUTENBERG EBOOK THE GAME OF RAT AND DRAGON *** Produced by Sankar Viswanathan, Adam Buchbinder, and the Online Distributed Proofreading Team at http://www.pgdp.net Transcriber s Note: This etext was produced from Galaxy Science Fiction, October 1955.

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Do not unlink or detach or remove the full Project Gutenberg™ License terms from this work, or any files containing a part of this work or any other work associated with Project Gutenberg™. 1.E.5. Do not copy, display, perform, distribute or redistribute this electronic work, or any part of this electronic work, without prominently displaying the sentence set forth in paragraph 1.E.1 with active links or immediate access to the full terms of the Project Gutenberg™ License. 1.E.6.

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The age has the first draw, and can take any number of cards from one to five, or he may _=stand pat=_, refusing to draw any. A player cannot receive from the dealer more or less cards than he discards; so that if a person is allowed to play with a short hand, of four cards only, he will still have only four cards after the draw. If his hand was foul, it will remain so after the draw. In drawing, a player may keep or discard what cards he pleases. There is no rule to prevent his throwing away a pair of aces and keeping three clubs if he is so inclined; but the general practice is for the player to retain whatever pairs or triplets he may have, and to draw to them. Four cards of a straight or a flush may be drawn to in the same way, and some make a practice of drawing to one or two high cards, such as an ace and a king, when they have no other chance. Some hands offer opportunities to vary the draw. For instance: A player has dealt to him a small pair; but finds he has also four cards of a straight. He can discard three cards and draw to the pair; or one card, and draw to the straight; or two cards, keeping his ace in the hope of making two good pairs, aces up. The details of the best methods of drawing to various combinations will be discussed when we come to suggestions for good play.

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No matter what happens, the same dealer must deal again if it was his proper turn to deal. 22. If a card is exposed by the dealer during the deal, there must be a new deal; or if the cards of the players become confused, so that the dealer cannot separate them. 23. If the dealer gives too many or too few cards to any player, or neglects to lay out the skat cards in their proper turn, or does not give the right number of cards in each round, or gives three to one player and four to another, or fails to present the pack to be cut, there must be a new deal, and the dealer is charged 10 points for the error. THE SKAT CARDS. 24. Any active player taking up or seeing either or both the skat cards when he is not entitled to do so shall be debarred from bidding that deal. If any but an active player look at either of the skat cards, 10 points shall be deducted from his score. 25.