He who turned up the former was the winner (_Dictionary_). Miss J. Barker writes that Huckle-bones is played in Hexham; and Professor Attwell (Barnes) played the game as a boy, and is still a proficient in it; he played it recently for my benefit with his set of real huckle-bones (A. B. Gomme); and see _Notes and Queries_, 9th ser., iv. 378, 379. The figures or sets are practically the same as those described under Fivestones. The game is very ancient. In the _Sanctuarie of Salvation_, &c.

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In banking games, on the contrary, one player is selected as opposed to all others, and the opposition is continual. If there is any advantage in being the banker, it is supposed to be a permanent one, and if the banker has not been at any special expense in securing the advantages of his position he is obliged to surrender it from time to time and give other players a chance. This is the rule in Vingt-et-un, Baccara, and Blind Hookey. If the banker is not changed occasionally, he retains his position on account of the expense he has been put to to provide the apparatus for the play, as in Faro, Keno, Roulette, and Rouge et Noir. To justify this expenditure he must have some permanent advantage, and if no such advantage or “percentage” is inherent in the principles of the game, any person playing against such a banker is probably being cheated. At Monte Carlo, everything is perfectly fair and straightforward, but no games are played except those in which the percentage in favour of the bank is evident, and is openly acknowledged. In Faro there is no such advantage, and no honest faro bank can live. It is for that reason that the game is not played at Monte Carlo, in spite of the many thousands of Americans who have begged the management to introduce it. The so-called percentage of “splits” at Faro is a mere sham, and any candid dealer will admit that they do not pay for the gas. Roulette, Rouge et Noir, Keno, and Chuck Luck are all percentage games, although the banker in the latter is seldom satisfied with his legitimate gains.

Two of the company advance, either with or without ropes, to draw him out. After repeated attempts they find themselves unable to do it, and call for more assistance. The game continues till all the company take part in it, when Dun is extricated of course; and the merriment arises from the awkward and affected efforts of the rustics to lift the log, and sundry arch contrivances to let the ends of it fall on one another s toes. Drop Handkerchief This is a game similar to Cat and Mouse, but takes its name from the use of the handkerchief to start the pursuit. Various rhyming formulæ are used in some places. In Monton, Lancashire (Miss Dendy), no rhyme is used. The children stand in a ring. One runs round with a handkerchief and drops it; the child behind whom it is dropped chases the dropper, the one who gets home first takes the vacant place, the other drops the handkerchief again. In Shropshire the two players pursue one another in and out of the ring, running under the uplifted hands of the players who compose it: the pursuer carefully keeping on the track of the pursued (Burne s _Shropshire Folk-lore_, p. 512).

Let her try _me_. I sat up on the parapet, swinging to put my feet on the gravel of the root. So tonight you found the husband God s been going to give you? I asked. Yes, she said softly. And I m the one? Yes! Not that again! I growled, grabbing her thin shoulders and shaking her. Her glasses bobbled on her nose. I m _not_ your darlin Billy, and you well know it. Admit it! She closed her lips over her buck teeth and sniffled. I reckon not, she said, raising her head and looking at me without flinching. I lied to you.

Not having notified the dealer that he was about to play, the dealer cannot be deprived of his right to mark the King himself, if he holds it. The dealer marks the King, marks another point for penalty, and takes down the pone’s point, erroneously marked. If the player announcing the King without holding it, discovers his error before a card is played, he simply amends the score and apologizes, and there is no penalty. If any cards have been played after an erroneous announcement of the King, such cards can be taken back by the adversary of the player in error, and the hand played over again. _=METHOD OF PLAYING.=_ The elder hand begins by leading any card he pleases, at the same time announcing the suit; “hearts;” “spades;” or whatever it may be. This announcement must be continued at every trick. If a player announces one suit and leads another, his adversary may demand that he take back the card played, and lead the suit announced. If he has none of the announced suit, the adversary may call a suit. If the adversary is satisfied with the card led, but improperly announced, he may demand that it remain as played.

On winning another trick he shows and scores bézique. One of the bézique cards forms a marriage with the spade King, and as the combinations belong to different classes, both may be scored, although the same card is used in each; but the player cannot score the second combination until he wins another trick. Under such circumstances it is usual to declare both combinations, scoring the more valuable, and repeating the one left over until an opportunity arises to score it. In this case the player would say: “Forty for bézique, and twenty to score.” If he lost the next trick he would continue to repeat at every trick: “Twenty to score,” until he won a trick. A player having a score in abeyance in this manner is not obliged to score it if he has anything else to announce. A player with twenty to score might pick up the sequence in trumps before he won another trick, and he would be very foolish to lose the chance to score 250 for the sake of the 20 already announced. If he had time, he would probably declare: “Royal Marriage, forty, and twenty to score.” On winning another trick he would add the A 10 J of trumps, and announce, “Two-fifty in trumps, and twenty to score,” still carrying on the small score for a future opportunity. A player may lay down and score eighty Kings, and afterward sixty Queens, the remaining Kings forming marriages.

The numbers on the wheel are arranged as follows at Monte Carlo, the heavy type being the black:-- [Illustration] The pockets on the edge of the wheel are at the bottom of a sort of circular valley, the centre of which is formed by the revolving wheel, and the outer slope by a stationary but rising margin or border, at the top of which is an overhanging edge, under which the banker spins a small ivory ball, always in the direction opposite to that in which the wheel is turning. As the ball loses its momentum it strikes some little brass ridges, which cause it to jump onto the wheel, and then to run into one of the pockets. The number, the colour, odd or even, and whether above or below, is immediately announced by the banker, and all bets are taken and paid accordingly. _=The Layout.=_ The wheel is sunk in the middle of a long table, on each end of which is a layout, and on these layouts all bets are placed. The divisions are as follows:-- The heavy faced type indicates the black numbers: [Illustration: +------+ | 0 | +--------+------+------+------+--------+ | | 1 | =2= | 3 | | | +------+------+------+ | | | =4= | 5 | =6= | | | Passe +------+------+------+ Manque | | | 7 | =8= | 9 | | | +------+------+------+ | | | =10= | =11= | 12 | | +--------+------+------+------+--------+ | | =13= | 14 | =15= | | | +------+------+------+ | | | 16 | =17= | 18 | | | Pair +------+------+------+ Impair | | | 19 | =20= | 21 | | | +------+------+------+ | | | =22= | 23 | =24= | | +--------+------+------+------+--------+ | | 25 | =26= | 27 | | | +------+------+------+ | | | =28= | =29= | 30 | | | Noir +------+------+------+ Rouge | | | =31= | 32 | =33= | | | +------+------+------+ | | | 34 | =35= | 36 | | +--+--+--+------+------+------+--+--+--+ | P| M| D| | | | P| M| D| |12|12|12| | | |12|12|12| +--+--+--+------+------+------+--+--+--+ ] Bets may be made on the following chances: 1. _=En plein.=_ Flat upon any number, which pays 35 for 1. The betting limit at Monte Carlo is 180 francs. 2.

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This will open the privilege to the next player on the left again, and so on until the limit of straddling is reached; but if one player refuses to straddle, no other following him can do so. Good players seldom or never straddle, as the only effect of it is to increase the amount of the ante. _=METHOD OF PLAYING.=_ The cards dealt, the players take up and examine their hands. The careful poker player always “spreads” his cards before taking them up, to be sure that he has neither more nor less than five, and he lifts them in such a way that the palm and fingers of his right hand conceal the face of the first card, while the thumb of the left hand separates the others just sufficiently to allow him to read the index or “squeezer” marks on the edges. [Illustration: Spreading. Squeezing.] The object of this examination is to ascertain the value of the hand dealt to him, and to see whether or not it is worth while trying to improve it by discarding certain cards and drawing others in their place. The player should not only be thoroughly familiar with the relative value of the various combinations which may be held at Poker, but should have some idea of the chances for and against better combinations being held by other players, and should also know the odds against improving any given combination by drawing to it. The value of this technical knowledge will be obvious when it is remembered that a player may have a hand dealt to him which he knows is comparatively worthless as it is, and the chances for improving which are only one in twelve, but which he must bet on at odds of one in three, or abandon it.

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Any player who has made good the ante and drawn cards may, before making a bet, ask how many cards the dealer drew, and the dealer must inform him. _=28. Betting After the Draw.=_ The first player who holds cards on the left of the age must make the first bet, whether he has straddled or not. If he declines to bet he must abandon his hand. The fact that the age is not playing makes no difference, as his privilege cannot be transferred to any other player. Bets may vary in amount from one counter to the betting limit. If no player will bet, the age takes the pool without showing his hand; or, if he has passed out before the draw, the last player on his right who holds cards wins the pool. _=29. Raising the Bets.

Diamonds will not go round twice without being trumped, so we cannot count on his ♢K. We cannot see any sure tricks for Z. Where are the five other tricks necessary to bring our total up to thirteen? They must be there, for there are thirteen tricks taken in every hand played. If we play over the hand, we shall find that A-B may make six, seven, nine, or ten tricks, according to their good management, and the good or bad play of their adversaries. In _=Foster’s Whist Tactics=_, Illustrative Hand No. 13, may be found the various ideas of sixteen of the best players in the American Whist League with regard to the proper management of this hand. They played it in four different ways, and with very different results in the score. This must show that the accidental distribution of the Aces, Kings, and trumps is not everything in whist, and that there must be ways and means of securing tricks which do not appear on the surface. There are four ways of taking tricks at whist: 1st. By playing high cards, the suit of which the others must follow.

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any any a 1 a d 2 d any any No notice is taken of the scores made by the N & S hands in the last set; as it is simply a match between the a and _d_ pairs. _=Scoring.=_ Each pair against each is considered a match, and the winner of the most matches wins, tricks deciding ties. _=Compass Whist.=_ When we come to handle large numbers, the changes of position become too complicated, and the simplest plan is to arrange them at as many tables as they will fill, and to place on each table an equal number of trays. At the Knickerbocker Whist Club, New York, which is still famous for its compass games, they play a minimum of 24 trays, or get as near that number as possible. If there are 14 tables, they play two deals at each. If there are only 10 tables, they play 30 trays. All the N & S players sit still, and at the end of each round, two or three deals as the case may be, all the E & W players move up one table, 2 going to 1, 3 to 2, etc. Each pair keeps its own score card, on which is put down the number of the tray, the number of the pair played against, which is always the number of the table at which they started; one of the pairs remaining there being No.

_=10.=_ If the player inquire as to which is his ball, or if it be his turn to play, the marker or the players must give him the information sought. _=11.=_ If the striker, while taking aim, inquire which is the ball he ought to play at, and should be misinformed by the marker or by any of the company, he does not lose a life. His ball must in this case be replaced and the stroke played again. _=12.=_ When a ball or balls touch the striker’s ball, or are in line between it and the ball he has to play at, so that it will prevent him hitting _any part of the object-ball_, such ball or balls must be taken up until the stroke be played, and, after the balls have ceased running, they must be replaced. _=13.=_ If a ball or balls are in the way of a striker’s cue, so that he cannot play at his ball, he can have them taken up. _=14.

_=METHOD OF PLAYING.=_ No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as in Whist. Tricks should be carefully stacked, there being the same penalties as in Boston for calling attention to the score. The methods of playing misères and spreads have already been described in connection with Boston. When piccolissimo is played, the moment the single player takes more than one trick the hands are thrown up, and the stakes paid. _=REVOKES.=_ The rules governing these and cards played in error, are the same as at Boston. In piccolissimo, the penalties are the same as in misère. _=PAYMENTS.=_ If the caller succeeds in winning the proposed number of tricks, he is paid by each of his adversaries according to the value of his bid, as shown in Table No.

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I d been worked on before. The more hysterical healers, some really creepy witches, had given me some signs of relief, but none could ever find the real weak place, as she called it. She was mumbling to herself. I guess you could call it an incantation. I got a picture of a nubile waif, too freakish to fit where she d been raised. What had her Hegira been like? In what frightful places had she found herself welcome? From her talk, it could have been an Ozark backwater. I didn t want to know what backwoods crone had taught her some mnemonic rendition of the Devil s Litany. Her hands passed up beyond my shoulder, to my neck. It s in yore haid, she said. In yore darlin haid! Fingers worked over my scalp.

THE PINS ARE SET UP THE SAME AS FOR THE GAME OF AMERICAN TEN PINS. Three balls (not exceeding 6 inches in size) are bowled in each inning. The player must knock down a single pin, which counts 1; then with two remaining balls he endeavors to leave one pin standing, which counts 1. Failure to do either, the inning goes for nothing. No penalties are attached. Dead wood must be removed. Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 20. HEAD PIN AND FOUR BACK.

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In hearts, he has a very good hand, especially as he has a missing suit to discard in. As he is the last bidder he can make sure of the choice for 27, which he bids, and pays into the pool. The result of the play is given in Illustrative Hand No. 4. (As the cards happen to lie, had A been the successful bidder and made it clubs, Z would have won the pool.) ILLUSTRATIVE HANDS. _=No. 1.=_ Sweepstake Hearts. | T| _=No.

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(_c_) The tunes of all versions are very similar. The tune of the Newbury game (Miss Kimber) is the same as the _first_ part of the Ogbourne tune printed (Mr. H. S. May); that from Nottingham (Miss Youngman) is the same as the first part of the London version. This is also the case with the Hanbury, Staffs. (Miss E. Hollis) and Fernham and Longcot game. What difference there is is very slight. The Platt, Kent, game (Miss Burne), is sung to the same tune as Green Gravel, given _ante_, p.

The old game of Hazard was a very complicated affair compared to modern craps, an intimate knowledge of odds and probabilities being requisite for success. The game was generally against the caster, and certain throws were barred when a certain number was the point. Those interested in the subject will find it exhaustively treated in George Lowbut’s “Game of Hazard Investigated.” POKER DICE. If ordinary dice are used, the aces rank above the sixes, the deuces being the lowest. Any number of persons may play, and five dice are used. Each in turn takes the box and has three throws, the first being made with all five dice. After the first throw the caster may lay aside any of the five dice he chooses, putting the others back in the box for a second throw. The same process of selection is allowed for the third throw, any or all five of the dice being available for the last throw. The second and third throws have the same effect as the draw at Poker, except that the dice player may draw twice if he wishes to, and may put back all or any of the dice that he kept on the first or second throws, or he may stand pat on any throw.

, one who is temporarily out of the game, such as one who has overdrawn his hand at Vingt-et-un; as distinguished from one who has lost all his money. The latter would be spoken of as décavé. Crossing the Suit, changing the trump from the suit turned up to one of a different colour, especially in Euchre. Cross-ruff, two partners alternately trumping a different suit. Cul levé, (jouer à) playing one after another, by taking the place of the loser. A vulgar expression. Cutting, dividing the pack when presented by the dealer; or drawing lots for choice of seats and deal. Cutting In and Out, deciding by cutting which players shall give way to fresh candidates. Curse of Scotland, the nine of diamonds. Cut Shots, very fine winning hazards.

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No trump is turned. In Two-handed Hearts, the dealer stops when each player has received thirteen cards. The deal passes to the left. _=Misdealing.=_ It is a misdeal if the dealer omits to have the pack cut, and the error is discovered before the last card is dealt; if he deals a card incorrectly, and does not remedy the error before dealing another; or if he counts the cards on the table, or those remaining in the pack; or if it is discovered before all have played to the first trick that any player has too many or too few cards. A misdeal loses the deal unless one of the other players has touched the cards, or has in any way interrupted the dealer. If any card is exposed by the dealer, the player to whom it is dealt may demand a new deal, provided he has not touched any of his cards. Any one dealing out of turn, or with the wrong cards, may be stopped before the last card is dealt. After that the deal stands good, and the packs, if changed, must so remain. _=IRREGULAR HANDS.

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Any number from three to seven persons sit around the table; but only two play, and the losses of each individual are charged to him on a score sheet ruled off for the purpose. The players may take turns, each playing two deals, the first with the person on his left, and the second with the one on his right. Or it may be agreed that the loser in each deal shall give way to a new player, the winner of the majority of points in each deal to continue. The game is generally arranged for a certain number of tours or deals, at the end of which the scores are balanced and settled for. RUBICON PIQUET, FOR TWO PLAYERS. The chief difference between this game and the usual form, Piquet au cent, is in the manner of declaring. The usual method in England and America is as follows:-- _=The Point=_ is scored by the player holding the greatest number of cards in the suit, and the pip value is resorted to only to decide ties. This is done in order to conceal, if possible, the nature of the cards held. When the numerical value is asked, only the last figure is given, “seven,” for instance, if the point is 47. If the point is good, the elder hand immediately names the suit.