There are two ways to settle: Each may pay a certain amount to the pool, and the first man out take it all; or, after one is out, the two remaining finish the game, and the loser pays both or settles for the refreshments, as the case may be. If the first man goes out when it will be his turn to deal, he must deal the next hand. FOUR-HANDED SIXTY-SIX This game is sometimes called _=Kreutz-mariage=_, owing to the German fashion of dealing the cards in the form of a cross; but as the cards are not dealt that way, and marriages are not scored in America, the name is not appropriate in this country. The pack is increased to thirty-two cards by the addition of the Sevens and Eights. After the cards are cut by the pone, the dealer gives three to each player on the first round, then two, and then three again, turning up the last card for the trump. In Germany the dealer first gives two cards to his partner, then two to his left hand adversary, then two to his right hand adversary, and finally two to himself. This is continued for four rounds, so that each player receives eight cards, and the last is turned up for the trump. The turned-up trump belongs to the dealer, and cannot be exchanged. In this form of the game the players must not only follow suit, but must win the trick if they can, and must trump and over-trump if possible. A player is even obliged to win his partner’s trick.

_=CUTTING.=_ This is unknown at Spoil Five. The players take their seats at random, and one of them deals a card face up to each in succession. The first Jack takes the first deal. Some note should be made of the player who gets the first deal, as the rules require that when the game is brought to an end the last deal shall be made by the player on the right of the first dealer. _=THE POOL.=_ Before play begins each player deposits one counter in the pool, and to this amount each successive dealer adds a counter until the pool is won, when all contribute equally to form a new one. In some places it is the practice for each successive dealer to put up for all the players, whether the pool is won or not. This simply makes larger pools. _=DEALING.

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_=Irregularities in the Hands.=_ In all games in which the player need not follow suit unless he chooses, such as Seven-up, there should be no penalty if the player has not his full complement of cards, because he cannot possibly gain anything by playing with a short hand. But in all such games as Whist, where the absence of a card in plain suits might enable a player to trump, a penalty must be enforced for playing with less than the proper number of cards. In all such games as Poker, it is only to the player’s own disadvantage to play with too few cards, provided he is not allowed to call four cards a flush or a straight, and there should be no objection to his playing with a short hand. Many good players “squeeze” their cards, and if they find a good pair in the first two, they put up the ante without looking further. It is manifestly unfair to bar them out of the pool because the dealer has given them only four cards, which gives them no possible advantage, but rather the reverse. This is in accordance with common sense, and is the law in Cribbage and Piquet. _=Discrimination.=_ No person should be allowed any advantage over another which is not compensated for in some way. In Seven-up, for instance, the non-dealer counts game if it is a tie; an advantage which is offset by the dealer’s counting Jack if he turns it.

It may be fired from any convenient position behind the row of five men, so long as the shot passes roughly over the head of the middle man of the five. Of course, while in Little Wars there are only three or four players, in any proper Kriegspiel the game will go on over a larger area--in a drill-hall or some such place--and each arm and service will be entrusted to a particular player. This permits all sorts of complicated imitations of reality that are impossible to our parlour and playroom Little Wars. We can consider transport, supply, ammunition, and the moral effect of cavalry impact, and of uphill and downhill movements. We can also bring in the spade and entrenchment, and give scope to the Royal Engineers. But before I write anything of Colonel Sykes suggestions about these, let me say a word or two about Kriegspiel country. The country for Kriegspiel should be made up, I think, of heavy blocks or boxes of wood about 3 x 3 x 1/2 feet, and curved pieces (with a rounded outline and a chord of three feet, or shaped like right-angled triangles with an incurved hypotenuse and two straight sides of 3 feet) can easily be contrived to round off corners and salient angles. These blocks can be bored to take trees, etc., exactly as the boards in Little Wars are bored, and with them a very passable model of any particular country can be built up from a contoured Ordnance map. Houses may be made very cheaply by shaping a long piece of wood into a house-like section and sawing it up.

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If a bet had been made and met by another player, such a point should generally be laid down. With good cards it is always better for the eldest hand to pass, especially with a brelan, for he will then have an opportunity to judge of the value of the hands against him, and he can raise the bet to his advantage. Good players will not bet on an ace alone, unless the suit is turned up; nor on a point of 21 with a weak card of the turn-up suit. If three play in a pool the point should be very strong to follow beyond the first raise; and if four players are engaged, it is almost a certainty that brelans will be shown. When a player with a brelan has frightened off his opponents with a big bet, it is usual to _=stifle=_ the brelan, as it is considered more to the player’s advantage to leave his adversaries under the impression that he may have been bluffing than to show the hand for the sake of the one white counter to which it entitles him. With three cards of one suit to the King, it is usual to bet high, in order to drive out anything but a brelan. Any player holding ace and another of the suit will of course abandon his hand, as his point is worth only 21 at the most, and the player with three to the King will get the benefit of his cards when the point is counted. AMBIGU. _=Cards.=_ Ambigu is played with a pack of forty cards, the K Q J of each suit being deleted.

One then moves his hand round the handkerchief, saying, Here we go round by the rule of Contrairy; when I say Hawld hard, let go, and when I say Let go, hawld hard. Forfeits are paid by those not complying with the order.--Lowsley s _Berkshire Glossary_. Cop-halfpenny The game of Chuck-farthing. --Norfolk and Suffolk (Holloway s _Dict. of Provincialisms_). Corsicrown A square figure is divided by four lines, which cross each other in the crown or centre. Two of these lines connect the opposite angles, and two the sides at the point of bisection. Two players play; each has three men or flitchers. Now there are seven points for these men to move about on, six on the edges of the square and one at the centre.

--Cornwall (_Folk-lore Journal_, v. 50). (_b_) Mr. S. O. Addy says the following lines are said or sung in a game called T Bull s i t Barn, but he does not know how it is played:-- As I was going o er misty moor I spied three cats at a mill-door; One was white and one was black, And one was like my granny s cat. I hopped o er t style and broke my heel, I flew to Ireland very weel, Spied an old woman sat by t fire, Sowing silk, jinking keys; Cat s i t cream-pot up to t knees, Hen s i t hurdle crowing for day, Cock s i t barn threshing corn, I ne er saw the like sin I was born. Bulliheisle A play amongst boys, in which, all having joined hands in a line, a boy at one of the ends stands still, and the rest all wind round him. The sport especially consists in an attempt to heeze or throw the whole mass on the ground.--Jamieson.

Kibel and Nerspel. King by your leave. King Cæsar. King Come-a-lay. King of Cantland. King o the Castle. King Plaster Palacey. King William. King s Chair. Kirk the Gussie.

6. Honours are credited to the original holders; they are valued as follows: _When a Trump is Declared._ 3[1] honours held between partners equal value of 2 tricks. 4 ” ” ” ” ” ” 4 ” 5 ” ” ” ” ” ” 5 ” 4 ” ” in 1 hand ” ” 8 ” 4 ” ” ” 1 ” { 5th in } ” ” 9 ” 5 ” ” ” 1 ” {partner’s} ” ” 10 ” _When No Trump is Declared._ 3 aces held between partners count 30 4 ” ” ” ” ” 40 4 ” ” in one hand ” 100 7. Slam is made when partners take thirteen tricks.[2] It counts 40 points in the honour score. 8. Little slam is made when partners take twelve tricks.[3] It counts 20 points in the honour score.

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If, prior to the cut for the following deal, a pack be proved incorrect, the deal is void, but all prior scores stand.[7] The pack is not incorrect when a missing card or cards are found in the other pack, among the quitted tricks, below the table, or in any other place which makes it possible that such card or cards were part of the pack during the deal. 40. Should three players have their proper number of cards, the fourth, less, the missing card or cards, if found, belong to him, and he, unless dummy, is answerable for any established revoke or revokes he may have made just as if the missing card or cards had been continuously in his hand. When a card is missing, any player may search the other pack, the quitted tricks, or elsewhere for it. If before, during or at the conclusion of play, one player hold more than the proper number of cards, and another less, the deal is void. 41. A player may not cut, shuffle, or deal for his partner if either adversary object. THE DECLARATION. 42.

Battre, F., to shuffle. Bedienen, G., to follow suit. Bekommen, G., to win. Bekennen, G., to follow suit. Belle, F., the last game of the rubber.

Three holes are made at equal distances. He who can first strike his bowl into each of these holes thrice in succession wins the game (Jamieson). It is alluded to in _The Life of a Scotch Rogue_, 1722, p. 7. See Bun-hole. Carrick Old name for Shinty in Fife.--Jamieson. Carry my Lady to London I. Give me a pin to stick in my thumb To carry my lady to London. Give me another to stick in my other To carry her a little bit farther.

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Hard Buttons Several boys place one button each close together on a line. The game consists in hitting a particular button out of this line with the nicker without touching the others. This is generally played in London streets, and is mentioned in the _Strand Magazine_, ii. 515. See Banger, Buttons. Hare and Hounds A boys game. One boy is chosen as the Hare. He carries with him a bag filled with strips of paper. The rest of the boys are the Hounds. The Hare has a certain time (say fifteen minutes) allowed him for a start, and he goes across country, scattering some paper on his way in order to indicate his track.

Planoforming was sort of funny. It felt like like-- Like nothing much. Like the twinge of a mild electric shock. Like the ache of a sore tooth bitten on for the first time. Like a slightly painful flash of light against the eyes. Yet in that time, a forty-thousand-ton ship lifting free above Earth disappeared somehow or other into two dimensions and appeared half a light-year or fifty light-years off. At one moment, he would be sitting in the Fighting Room, the pin-set ready and the familiar Solar System ticking around inside his head. For a second or a year (he could never tell how long it really was, subjectively), the funny little flash went through him and then he was loose in the Up-and-Out, the terrible open spaces between the stars, where the stars themselves felt like pimples on his telepathic mind and the planets were too far away to be sensed or read. Somewhere in this outer space, a gruesome death awaited, death and horror of a kind which Man had never encountered until he reached out for inter-stellar space itself. Apparently the light of the suns kept the Dragons away.

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It is usual to play 24 hands in the afternoon, and 24 more at night. A | A | A | A | A | A | W X | Y Z | W Y | X Z | X Y | W Z | B | B | C | C | D | D | | | | | | | 1st. | 2nd. | 3rd. | 4th. | 5th. | 6th. | | | | | | | Y | W | X | W | W | X | C D | C D | B D | B D | B C | B C | Z | X | Z | Y | Z | Y | If more than four players are engaged on each side, this arrangement must be repeated with every additional four; the tables being always in sets of two each, but in such cases, and in fact in anything but League matches, it is usual to play only the 1st, 3rd and 5th sets. _=CLUB AGAINST CLUB.=_ The smaller club should put into the field as many multiples of four as it can; the larger club presenting an equal number to play against them.

Any player other than the eldest hand should propose on general strength and the player accepting him should do so on trump strength. Some such distinction should be clearly understood, in order that there may be no such contretemps as two players proposing and accepting on trumps alone and finding themselves without a trick in the plain suits after the trumps are drawn. If the eldest hand is strong in trumps, but has not four sure tricks, he should pass, which will give him an excellent opportunity to accept a player proposing on general strength in the plain suits. If the proposal should be accepted before it comes to his turn, the eldest hand should be in a good position to defeat it. If any player, other than the eldest hand, has sufficient trump strength to justify a proposal, he will usually find that he can risk a solo; or by passing, defeat any proposal and acceptance that may be made. _=Accepting.=_ A proposal by the eldest hand should not be accepted by a player with only one strong suit. The probability of tricks in several suits is better than a certainty in one suit; but if one strong suit is accompanied by a card of re-entry, or by four trumps, it should prove very strong, particularly in partnership with the eldest hand. When the partners will sit next each other, proposals may be accepted on slightly weaker hands than would be considered safe otherwise. _=Playing Proposals and Acceptances.

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If he puts up two blues, each will have an equal amount in the pool, and as no one will have anything more to say, the betting must stop, and the hands must be shown. But if D raises A again, by putting up four blues instead of two, he gives A another say, and perhaps A will raise D in turn. Although B may have had quite enough of this, he must either put up four more blues, the two raised by D and the further raise by A, or he must abandon his hand. If B throws down his cards he loses all claim to what he has already staked in the pool, four blues and a red, besides his straddle and ante. Let us suppose he drops out, and that D just calls A, by putting up two blues only, making the amount he has in the pool exactly equal to A’s, eight blues and a red, besides the antes. This prevents A from going any further, because it is not his turn to say anything. He is not asked to meet any one’s raise, nor to make any bet himself, but simply to show his hand, in order to see whether or not it is better than D’s. _=SHOWING HANDS.=_ It is the general usage that the hand _=called=_ must be shown first. In this case A’s hand is called, for D was the one who called a halt on A in the betting, and stopped him from going any further.

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C. Howell of Washington, D.C., and have been arranged for any number of pairs from four to thirty-four. _=INDIVIDUALS.=_ When four play memory duplicate, one of the four, usually S, retains his seat and keeps the score, the others changing places right and left alternately, each playing with S as a partner for 8 hands. These changes successively bring about the three following positions:-- c | b | a a b | a c | c b S | S | S | | Hands:--1 to 4 | 5 to 8 | 9 to 12 For the overplay, the trays are reversed, the hands originally dealt N & S being placed E & W; but the players continue to change right and left alternately. This brings the same partners together, but on different sides of the table. c | b | a b a | c a | c b S | S | S | | Hands:--1 to 4 | 5 to 8 | 9 to 12 _=Scoring.=_ The names of the four players should be written at the head of each score-card, and as there is no trump turned in memory duplicate, the third and seventh columns can both be used for the numbers of the players that are partners, and the sixth column for the N & S gains.

_=SCORING.=_ The last card played, the total number of points made by each player are put down on the score sheet, or marked on a cribbage board, and if neither player has reached 100 points, the deal passes to the one who was elder hand on the last deal. The order of scoring should be carefully observed, in order to determine which goes out first, and whether or not a player is lurched. Carte blanche, The Point, Sequence, Quatorze or Trio, Repic, Points for Leading or Winning, Pic, the Odd Trick, Capot. If one player reaches 100 before his adversary has reached 50, it is a _=lurch=_, and counts a double game. _=Abandoned Hands.=_ If a player throws down his cards, he may still take them up again, unless he or his adversary have mixed their cards with the discards, or with the remainder of the talon. _=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner are good discarding, and taking advantage of tenace positions in the play, so as to secure the count for cards, which is often important. _=Elder Hand.

Rise daughter, rise daughter, off of your poor feet, To see your poor father lie dead at your feet. I won t rise, I won t rise off of my poor feet, To see my poor father lie dead at my feet. Rise daughter, rise daughter, off of your poor feet, To see your dear sister lie dead at your feet. I won t rise, I won t rise off of my poor feet, To see my poor sister lie dead at my feet. Rise daughter, rise daughter, off of your poor feet, To see your poor brother lie dead at your feet. I won t rise, I won t rise off of my poor feet, To see my poor brother lie dead at my feet. Rise daughter, rise daughter, off of your poor feet, To see your dear sweetheart lie dead at your feet. I will rise, I will rise off of my poor feet, To see my dear sweetheart lie dead at my feet. --Barnes, Surrey (A. B.

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Bubble-hole A child s game, undescribed.--Halliwell s _Dictionary_. Bubble-justice The name of a game probably the same as Nine Holes. --Halliwell s _Dictionary_. Buck, Buck A boy stoops so that his arms rest on a table; another boy sits on him as he would on a horse. He then holds up (say) three fingers, and says-- Buck, buck, how many horns do I hold up? The stooping boy guesses, and if he says a wrong number the other says-- [Two] you say and three there be; Buck, buck, how many horns do I hold up? When the stooping boy guesses rightly the other says-- [Four] you say and [four] there be; Buck, buck, rise up. The boy then gets off and stoops for the other one to mount, and the game is played again.--London (J. P. Emslie).

How many miles to Babylon? Three score and ten. Will we be there by candle-light? Yes, and back again. Open your gates and let us go through. Not without a beck and a boo. There s a beck, and there s a boo, Open your gates and let us go through. --Nairn, Scotland (Rev. W. Gregor). III. How far to Banbury Cross? Four score and ten.

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=_ The table formed, the players draw from the outspread pack for positions. The lowest cut has the first choice, and deals the first hand. The player cutting the next lowest has the next choice, and so on until all are seated. _=4. Ties.=_ If players cut cards of equal value they must cut again; but the new cut decides nothing but the tie. _=5. Stakes.=_ Any player may be the banker, and keep the kitty, if any. In Draw, Straight, or Stud Poker, each player may purchase as many counters as he pleases.