3 E & W. Each pair adds up its score card at the end, and puts down the total number of tricks they have won. The names of the players having been previously written on the blackboard, their scores are put down opposite their names, each side, N & S and E & W, is then added up in order to find the average, and all scores above average are plus, while all below average are minus. The following is an example of the averaging of a game in which five tables took part, playing 30 deals:-- N & S E & W a 201 -6 f 189 +6 b 204 -3 g 186 +3 c 211 +4 h 179 -4 d 207 = j 183 = e 212 +5 k 178 -5 --------------- --------------- 5 |1035 5 |915 +---- +--- Aver. 207, N & S. Aver. 183, E & W. The _=e=_ and _=f=_ pairs make the best scores N & S and E & W respectively; the _=f=_ pair, having won the greatest number of tricks above the average of the hands, would be the winners. _=Howell Pair System.=_ A very popular system of managing pairs in club games, and also in the national tournaments for the Minneapolis trophy, is called the Howell Pairs.

It is to the interest of _=A=_ to euchre _=B=_; but it is to the interest of _=C=_ to let _=B=_ make his point because if _=B=_ is euchred, _=A=_ wins the game. _=B=_ having made his point, _=C=_ deals, and it is then to the interest of _=B=_ to let _=C=_ make his point. Suppose _=C=_ makes a march, 3 points, which puts him on a level with _=A=_. On _=A’s=_ deal it is _=C’s=_ game to euchre him, but _=B=_ must let _=A=_ make his point; so that instead of being opposed by both _=B=_ and _=C=_, as he was a moment ago, _=A=_ finds a friend in _=B=_, and the two who were helping each other to beat _=A=_, are now cutting each other’s throats. On _=B’s=_ deal, _=A=_ does not want to euchre him, for although that would win the game for both _=A=_ and _=C=_, _=A=_, who now has 4 points up, does not wish to divide the pool with _=C=_ while he has such a good chance to win it all himself. 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.

|Suppose the nuts were | -- | -- | | |rotten and bad. | | | |36.| -- |Set a dog to bark all | -- | | | |night. | | |37.| -- |If the dog should meet| -- | | | |a bone. | | |38.| -- | -- | -- | |39.| -- |Set a cock to crow | -- | | | |all night. | | |40.| -- |If the cock should | -- | | | |meet a hen.

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Dummy cannot revoke under any circumstances; but the penalty for any other player is the loss of three tricks for each revoke made, which are taken from the side in error at the end of the hand. In England, the penalty may be exacted in any of three ways; three tricks, or the value of three tricks in points, or the addition of a like amount to opponent’s score. A slam cannot be scored if the tricks necessary to make it were taken for the revoke penalty. The side making a revoke cannot win the game that hand, no matter what they score; but they may play the hand out, and count all they make to within two points of game, or 28. Players cannot score a slam in a hand in which they have revoked. _=Exposed Cards.=_ If the dealer or his partner exposes a card before the declaration has been made, either adversary may claim a new deal. If any player exposes a card before the first card is led, his partner forfeits the right to double or redouble. If the pone exposes a card in this manner, the dealer may call it an exposed card, or he may require the eldest hand not to lead that suit. If, during the play of the hand, either adversary of the dealer exposes a card, by playing two cards at once, dropping one face up on the table, or holding it so that his partner can see any portion of its face, the card so exposed must be left face upward on the table, and is liable to be called.

7. When a deal has been played the cards of the respective players, including the trump card, must be placed in the tray face down and the trump slip placed face up on top of the dealer’s cards. SEC. 8. If on the overplay of a deal, the dealer turns a trump card other than the one recorded on the trump slip, and such error is discovered and corrected before the play of the deal is commenced, the card turned in error is liable to be called. SEC. 9. If such error is not corrected until after the overplay has begun and more than two tables are engaged in play, the players at that table shall take the average score for the deal; if less than three tables are in play there must be a new deal. SEC. 10.

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Some do that. The coins came up off the mahogany an inch or so, and made a solid smack when the lift broke and he dropped them back. Not very impressive work for a Twenty-fifth degree. The coins spilled over. * * * * * I used the excuse of straightening up the stack to get a touch, myself. I could have done it visually, of course, or I could have straightened them up with TK, but touch helps my grip. I took a good look at the door to the main casino, a heavy job of varnished native cedar. Just to show him, I turned my back on the bar, leaning against it with one foot on the brass rail. The lift was as clean as I ve ever managed. Anger, fear, any strong emotion, is a big help.

Only one declaration can be made at a time. Any card laid upon the table for one declaration can be used again in future declarations, provided the player making the new announcement adds at least one fresh card from his hand. A player having a marriage and a penchant on the table cannot afterward score for the pair of Queens; but if he adds a Queen from his hand he can score the triplet. Pairs, triplets and fours are divided into two classes, the major being formed of court cards; the minor of cards below the Jack. Minor combinations cannot be scored if the adversary has upon the table cards which form a major combination of the same or greater value in the same class; that is, in class A. For instance: If your adversary has two Queens on the table, you cannot announce any pair below Jacks. His Queens need not have been announced as a pair; they may be parts of a marriage and a penchant. But if you have on the table a pair as good as his, you can score minor pairs. For instance: He has two Kings on the table, and you have two Aces. Your Aces cancel his Kings, and you can score any minor pair; but he can not.

|True love is dead. | |19.| -- | -- | -- | |20.| -- | -- | -- | |21.| -- | -- | -- | |22.| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn|He sent letter to turn| | |your head. |your head. |your head. | |24.

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The Ace should be put on invariably. To play the Queen in such a position is called _=finessing against yourself=_. _=Singly Guarded Honours.=_ Many players put on the King Second Hand, if they hold only one small card with it, and a small card is led. This will win the trick as often as it will lose it; but it betrays the hand to the adversary, and enables him to finesse deeply if the suit is returned. It may be done in order to get the lead, and in trumps the practice is very common, and generally right. With Queen and only one small card, it can be demonstrated that it is useless to play the Queen Second Hand, except as an experiment, or to get the lead in desperate cases. With any combination weaker than J 10 x, it is useless to attempt to win the trick Second Hand, and only makes it difficult for the partner to place the cards correctly. _=The Fourchette.=_ When the Second Hand has cards immediately above and below the one led, he should cover.

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If it goes round until the dealer buys it back himself, the straddling must then be stopped. _=Dealing.=_ As in all French games, the cards are cut by the player on the dealer’s left, and are dealt from right to left. Three cards are given to each player, one at a time, face down, and the thirteenth is then turned face up on the pack. This card is called the _=retourne=_. _=Misdeals.=_ If any card is exposed during the deal, either in the pack or in giving it to a player, it is a misdeal; but the distribution of the cards is continued until each player has received three cards, the exposed card being given out in its regular order. If any player can show triplets, he receives one white counter from each of the other players, and the hands are then abandoned. If more than one triplet is shown, the inferior does not pay the higher. If no triplet is shown, the cards are redealt.

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Hence the name: Whiskey Poker. THIRTY-ONE. This game is sometimes called _=Schnautz=_. A pool is made up by any number of players. The dealer takes a pack of fifty-two cards and gives three to each, face down, and three extra cards to the table, dealt face up. Each player in turn to the left can exchange one of his own cards for one of those on the table, the object being to get a flush of three cards of some suit having a pip value of thirty-one; or else to get three of a kind. The aces are worth 11, the other court cards and the ten, 10 each. If no one can get a flush worth thirty-one, three of a kind wins the pool. If no one has three of a kind, the highest pip value shown in one suit wins. Drawing is kept up until some player knocks, after which only one more draw is allowed, the knocker not being allowed to draw again.

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If the player on the right takes it, the player on the left may ask for a card also; but whether he does so or not, the banker is not obliged to draw unless he chooses, after the first card offered has been taken by either player. When the card is taken it is turned face up, and left on the table in front of the person to whom it belongs. Only one card may be drawn by any player, and all the hands are then exposed. Ties are a stand-off. The banker pays all bets on the side that is nearer 9 than himself, and wins all on the side which is not so near 9 as himself. The players on the opposite sides of the table have nothing to do with each other; each wins or loses with the banker alone. It should be observed that if a player had 4 originally, and draws a 9, his point is not 13, but 3, because all 10’s count for nothing. There is no such thing as being créve, as at Vingt-et-un. _=Irregularities.=_ If the banker gives two cards, face up, to the player on his right, the player may retain which he pleases, throwing the other into the waste basket.

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This making of a better proposition than one already made is known as “_=Over-calling=_.” A player who has made a call of any kind, or has accepted a proposal, may amend his proposition to a better one, only in case he is over-called; or a player who can not get a partner to accept him may amend his call to solo. For instance: A player may have a hand which he feels sure is good for 8 tricks, perhaps 9. To be safe, he calls solo, and hopes to make three or four over-tricks. If he is outbid by some player over-calling him with a misère, he may be tempted to amend his call to abundance. No call is good until every player who has not already passed does so, by saying distinctly, “I pass.” _=STAKES.=_ The losses and gains of the players are in proportion to the difficulties of the tasks they set themselves. The most popular method of settling is to pay or take red counters for the various calls, and white counters for the tricks under or over the exact number proposed. If the callers succeed in their undertakings, their adversaries pay them; if they fail, they pay their adversaries.

Then we will have a jolly, jolly whirl, Then we will have a jolly, jolly whirl, And he who wants a pretty little girl Must kiss her on the shore. --Forest of Dean, Gloucestershire (Miss Matthews). III. Here comes one jolly sailor, Just arrived from shore, We ll spend our money like jolly, jolly joes, And then we ll work for more. We ll all around, around and around, And if we meet a pretty little girl We ll call her to the shore. --Northants (Rev. W. D. Sweeting). IV.

Hexham Miss J. Barker. NOTTINGHAMSHIRE Miss Peacock. Long Eaton Miss Youngman. Nottingham Miss Winfield, Miss Peacock. Ordsall Miss Matthews. OXFORDSHIRE Aubrey s _Remains_, ed. 1880. Oxford Miss Fowler. Summertown _Midland Garner_, vol.

* * * * * _=Text Books.=_ There are at present only two text-books on the game; _Foster on Hearts_, and _Hearts and Heartsette_. SLOBBERHANNES. _=Cards.=_ Slobberhannes is played with a Euchre pack, thirty-two cards, all below the Seven being deleted. The cards rank: A K Q J 10 9 8 7, the ace being the highest both in cutting and in play. There is no trump suit. _=Counters.=_ Each player is provided with ten counters, and points are marked by placing these counters in the pool. The player who first loses his ten counters also loses the game.

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It is a common boyish pastime to hold one of these shells between the last joints of the bent fingers, and forcibly press the apex against another held in a similar manner by an opponent, until one of them, by dint of persevering pressure, forces its way into the other; and the one which in these contests has gained the most victories is termed the Conqueror, and is highly valued (Northamptonshire, Baker s _Glossary_). The game is known as Fighting Cocks in Evans _Leicestershire Glossary_. In London it was played with walnut shells. Cogs The top stone of a pile is pelted by a stone flung from a given distance, and the more hits, or cogglings off, the greater the player s score.--Robinson s _Whitby Glossary_. Apparently the same game as Cockly-jock. Common A game played with a ball and crooked stick (cut from a tree or hedge), with a crook at the end (same game as Hurl ).--Dublin (Mrs. Lincoln). Mr.

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Cobbler s Hornpipe. Cob-nut. Cock. Cock-battler. Cock-fight. Cock-haw. Cock-stride. Cockertie-hooie. Cockle-bread. Cockly-jock.