The one who lays down the last of the sequence of four cards starts a fresh sequence, and the winner is the one who can first get rid of all the cards originally dealt him. All the others then pay him a counter for each card they have left. COMMIT. The etymology of this word has been quite overlooked by those who have described the game. The word is from the French, comΓ©te, a comet; but instead of being an equivalent in English, it is simply a phonetic equivalent; Commit, instead of Comet. Tenac informs us that the game was invented during the appearance of Halley’s comet; and the idea of the game is that of a string of cards forming a tail to the one first played, a feature which is common to quite a number of the older games of cards. Commit is played by any number of persons, with a pack of fifty-one cards, the Eight of diamonds having been deleted. The players draw for positions at the table and for the first deal, and make up a pool. The cards have no value except the order of their sequence in the various suits. The ace is not in sequence with the King, but below the 2.

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35. Any figure once named cannot be recalled. A player having once passed, cannot come into the bidding again. 36. The survivor of the bidding shall be known as the Player, and shall have the privilege of naming the game to be played; the two other active players being his adversaries. 37. If no bid is made, and Vorhand will not undertake to play any game against the two others, they must play Ramsch. ANNOUNCEMENTS. 38. The player, if he does not use the skat cards, may announce any suit for the trump, or he may play a Grand or Nullo.

Sure enough, there was the brunette, frowning as she tried to figure why the blond bomber had high-tailed it out of there. I shook my head at her and she let it lie. That should have cut out the last distraction. But no, I could see one more bimbo working her way through the laughing, drink-flushed crowd toward me. She had hair-colored hair, which was sort of out of character for a barroom hustler. I put plenty of TK on the heel of her right slipper, and she stepped right out of it. It might as well have been nailed to the floor. Nothing was going to discourage this one, I saw. I let her pick it off the floor, squeeze it back on her skinny foot, and come toward me. This new babe leaned over toward me and stuck her nose up against mine.

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1887. All but the first two on the list treat of the old game, bidding by suits, and making no mention of Guckis; but some of them, especially Buhle’s, contain some very fine examples of good play. The first two on the list and the last two are in English. All the others are in German. AMERICAN SKAT. In this variation, now so largely played, the highest bidder always sees the skat before announcing his game. Although a gucki, it need not be a grand, but may be solo or nullo if he likes. If he wins the game he announces the scores as usual; but if he loses he always loses double. He may announce schneider or schwarz after discarding for the skat. If he makes an announced schneider, it doubles the value of his game, instead of simply adding a multiplier.

_=46. Shy Bets.=_ If any player is shy in a jack pot, whether from failure to put up his ante, to fatten, or to substantiate his mouth bets with counters, nothing can be collected from him after a call has been made, or the pot has been won. STRAIGHT POKER. Straight Poker or _=Bluff=_ is played with a full pack of fifty-two cards, and any number of players from one to eight. The arrangements for counters, seats, and deal are exactly the same as in Draw Poker, but the method of anteing and betting up the hands is slightly different. There is no draw to improve the hand, and no such combination as a straight flush is recognized, four of a kind being the highest hand possible. The ante and betting limit must be decided before play begins. The first dealer is provided with a _=buck=_, which should be a penknife, or some similar article. Before dealing, he puts up the amount of the ante for all the players, and then _=passes the buck=_ to the player on his left, who must ante for all the players in the next pool.

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If eight play the dealer must take no cards, or a sixty-card pack must be used. If there are more than seven candidates for play, two tables must be formed unless the majority decide against it. _=2. Cutting.=_ The players who shall form the table, and their positions at the beginning of the game may be decided by drawing from an outspread pack, or by throwing round a card to each candidate, face up. If there are eight or more candidates, the tables shall divide evenly if the number is even, those cutting the highest cards playing together. If the number is odd, the smaller table shall be formed by those cutting the highest cards. In cutting, the ace is low. Any player exposing more than one card must cut again. _=3.

_=Blind and Straddle.=_ Before the distribution of the cards, the dealer puts up a blind, usually five counters, which the player on his right has the privilege of straddling. If he straddles, he may be straddled again, and so on. In Bouillotte the straddle practically buys from the dealer the privileges of the age. 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.

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If the Jack was the starter, the combination would be worth 30 to the dealer, but his heels would have to be counted before a card was played. _=Flushes.=_ In addition to the foregoing combinations, if all four cards in the hand are of the same suit the player can peg four points for the flush; if the starter is also the same suit, five points. A flush does not count in the crib unless the starter is the same suit, and then it counts five points. Flushes are never made in play. _=Laying Out for the Crib.=_ With this knowledge of the objects of game, and the various counting combinations, it will be seen that each player should keep the cards which count the most for him, or which are most likely to form good combinations with different starters. Suppose the non-dealer holds these cards:-- [Illustration: πŸƒ– πŸ‚§ πŸ‚¨ πŸ‚Έ πŸ‚© πŸƒš ] If he puts the two Eights in his adversary’s crib, he not only gives him two very good cards, which go to form a great many valuable combinations, but he leaves himself absolutely nothing but 2 points for a single fifteen, formed by the 9 and 6. It would be a little better, but still very bad play, for him to discard the 8 and 6, leaving himself a sequence of four cards and a fifteen, 6 points altogether. He might do a little better by discarding the 10 and 8, leaving himself a run of four, and two fifteens, 8 points altogether.

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Three cards of one suit are a better point than two cards, even if there are more pips on the two cards. If no higher combination than a point is shown, the player with the winning point receives _=one counter=_ from each of the other players at the table, besides winning the pool, and everything in it. In case of ties, the player having two cards in sequence wins. For instance: an 8 and a 7 will beat a 10 and a 5. If this does not decide it, the elder hand wins. _=The Prime.=_ Four cards of different suits, sometimes called a Dutch flush, is a better hand than the point. If a prime is the best combination shown, the holder wins the pool, and receives _=two counters=_ from each of the other players. If the pips in the prime aggregate more than thirty, it is called _=Grand Prime=_, and the holder receives _=three counters=_ from each of the other players, instead of two. If two or more primes are shown, the one with the highest number of pips wins.

--Keith (Rev. W. Gregor). Jolly Fishermen [Music] --Tean, North Staffs. (Miss Burne). I. They were two jolly fishermen, They were two jolly fishermen, They were two jolly fishermen, And just come from the sea, And just come from the sea. They cast their nets into the sea, And jolly fish caught we, And jolly fish caught we, And jolly fish caught we, They cast their nets into the sea, And jolly fish caught we. --Tean and Cheadle, North Staffs. (Miss Burne).

| -- | -- | -- | |21.| -- | -- | -- | |22.| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn| -- | | |your head. |your head. | | |24.| -- | -- |She s left off her | | | | |wedding to turn back | | | | |her head. | |25.| -- | -- | -- | |26.| -- | -- |Mother, is it true; | | | | |What shall I do? [Then| | | | |repeat Nos.

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.

A player may be called upon to lead or play cards from other erroneous declarations in the same manner, but if he has the right card or cards in his hand, he may amend his error, provided he has not drawn a card from the stock in the meantime. _=The Last Twelve Tricks.=_ When the stock is exhausted all announcements are at an end, and the players take back into their hands all the cards upon the table which may remain from the combinations declared in the course of play. Should a player take up his cards before playing to the last trick, he may be called upon to lay his entire hand on the table. The winner of the previous trick then leads any card he pleases; but for the last twelve tricks the second player in each must not only follow suit, but must win the trick if he can, either with a superior card or with a trump. Any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand from that point on. The penalty for the _=revoke=_ varies in different places, but the general rule is for the revoking player to lose his entire count for β€œcards.” The winner of _=the last trick=_ scores ten points for it; and the players then turn over the tricks they have taken, and count their score for β€œcards.” _=Cards.=_ The five highest cards in each suit count toward game for the player winning them.

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Nothing is gained by closing, except compelling the adversary to follow suit; because if you close to make him schwartz, and he gets a trick, you count two only; if you close to make him schneider, and he gets out, you count one only. If you fail in the first case, he counts three, and any failure will give him two points. THREE-HANDED SIXTY-SIX. This is exactly the same as the ordinary game, except that the dealer takes no cards, but scores whatever points are won on the hand he deals. If neither of the others score, either through each making 65, or one failing to claim 66, the dealer scores one point, and the others get nothing. The dealer cannot go out on his own deal. He must stop at six, and win out by his own play. 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.

She walked docilely into her spheroid carrier. She climbed in. He saw to it that her miniature pin-set rested firmly and comfortably against the base of her brain. He made sure that her claws were padded so that she could not tear herself in the excitement of battle. Softly he said to her, Ready? For answer, she preened her back as much as her harness would permit and purred softly within the confines of the frame that held her. He slapped down the lid and watched the sealant ooze around the seam. For a few hours, she was welded into her projectile until a workman with a short cutting arc would remove her after she had done her duty. * * * * * He picked up the entire projectile and slipped it into the ejection tube. He closed the door of the tube, spun the lock, seated himself in his chair, and put his own pin-set on. Once again he flung the switch.

Manque, the numbers from 1 to 18 at Roulette. See Passe. Marque, F., a score which is kept upon the table by means of counters. Martingale, any system which controls the amounts wagered on a series of events. (See chapter on Chance and Probability.) MassΓ©, a shot made with the cue held nearly perpendicular. Master Card, the best card remaining of a suit which has been played. Matsch, G., to win all the tricks, a slam.

Eight. Great anticipations. Seven. Trifling love affairs. _=R.=_ They will get you into trouble. _=DIAMONDS.=_ Ace. A letter, or a written notice. King.

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_=Irregular Declarations.=_ If either player claims a combination which he does not hold, and does not remedy the error before he plays a card, he cannot count anything that deal, losing any other declarations he may have made which are correct. His adversary then counts everything in his hand, whether his combinations were inferior or not. He also counts for what he wins in the tricks. If the elder hand’s declaration is admitted by the dealer to be good, it is good, even if the dealer afterward proves to have a better point, sequence, quatorze or trio. If any combination named by the elder hand is not actually his best, he cannot amend his declaration after the dealer has replied to it. This is in order to prevent a player from getting information to which he is not entitled. If he holds three Kings and three Tens, for instance, and announces the Tens in order to find out whether or not his adversary has three Queens or Jacks, and the dealer says: β€œNot good,” the three Kings are lost, and the dealer scores his own trios. It sometimes happens that in order to keep a good point or sequence, a player will discard one card of a quatorze originally dealt him; or one of a trio, of which he afterward draws the fourth. He can score only the trio, of course; but his adversary, having none of that denomination either in his hand or discards, knows that four were possible, and after playing a card he has a right to ask the suit of the card which was discarded.

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East has made a mistake in turning the fifth trick. _=COUNTERS.=_ In some places 13 counters are placed on the table, the winner of each trick taking down one. This system often leads to disputes, as there can be no check upon it, and there is nothing to show in which trick the error occurred. _=COUNTING TRICKS.=_ At the end of each hand, the players sitting North and South score the _=total=_ number of tricks they have taken; instead of the number in excess of a book. Their adversaries, sitting East and West, do the same. Each player then slightly shuffles his 13 cards; so as to conceal the order in which they were played, and the four separate hands of 13 cards each are then left on the table, face down; the trump being turned at the dealer’s place. _=TRAYS.=_ When any apparatus is used for holding the cards, such as trays, boxes, or envelopes, each player puts his 13 cards in the compartment provided for them.

The best throws are those which cover the most points, take possession of your own or your adversary’s five point, make up your own bar point, or make up points in your home table. 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| | |β›‚|⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | | | | | | | | |⛀|| | | | | | | |x || x| | || | | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚|β›‚| | |⛀| |⛀| | | | |β›‚|| |β›‚|β›‚| | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βšƒβš‚ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | | | | | | | | |⛀|| | | | | | | | || x| | || | | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚|β›‚|β›‚| |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βšƒβš +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | || | | x|| x | | | | | | | || | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| |⛀| | |β›‚| |β›‚|| |β›‚| | | |⛀| |⛀| | |β›‚| |β›‚|| |β›‚| | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βšƒβš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | | | | || x| | x|| | | | | | | | || | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | |β›‚|β›‚|| |β›‚|β›‚| | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βšƒβš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚|β›‚| | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | | | |x || x| | || | | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚|β›‚| | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ] [Illustration: βš‚βš‚ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | || | | x|| x | | | | | | | || | | | | |⛀| | | | | | | || | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| |⛀| |β›‚| |β›‚|β›‚|| | | | | |⛀| |⛀| |β›‚| |β›‚|β›‚|| |β›‚| | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βš‚βš‚ +-+-+-+-+-+-++-+-+-+-+-+-+ | | | |β›‚| |⛀|| |⛀| | | |β›‚| | | | |β›‚| |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | |β›‚| |x || | | || x | | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| |⛀| | | |β›‚|β›‚|| | | | | |⛀| |⛀| | | |β›‚|β›‚|| |β›‚| | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βš‚βš‚ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | | | | | | | | |⛀|| | | | | | | | || x| | || | | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚||β›‚|β›‚| | | |⛀| |⛀| | | | |β›‚||β›‚|β›‚| | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βš‚βš +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | | | | | | | | |⛀|| | | | | | | | || x| | || | | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| |β›‚|β›‚|⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βš‚βš +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| |β›‚| | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | | | |x || x| | || | | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| |β›‚| |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βš‚βš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | || | | x|| x | | | | | | | || | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| |⛀| | | |β›‚|β›‚|| |β›‚| | | |⛀| |⛀| | | |β›‚|β›‚|| |β›‚| | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ⚁⚁ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | | | | | | | | |⛀|| | | | | | | | || x| | x|| | | | | | | | || | | | | |⛀| | | | | | | || | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | |β›‚| |β›‚|| |β›‚| | |β›‚|⛀| |⛀| | |β›‚| |β›‚|| |β›‚| | |β›‚|⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ⚁⚁ +-+-+-+-+-+-++-+-+-+-+-+-+ | | |β›‚| | |⛀|| |⛀| | | |β›‚| | | |β›‚| | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | |β›‚| |x || | | x|| | | | | | | | || | | | | |⛀| | | | | | | || | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | |β›‚| |β›‚|| |β›‚| | | |⛀| |⛀| | |β›‚| |β›‚|| |β›‚| | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βšβš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | | | | || x| | x|| | | | | | | | || | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | |β›‚|β›‚|| |β›‚| | |β›‚|⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βšβš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚|β›‚| | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | | | |x || x| | || | | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | |β›‚|⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βšβš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | | | | || x| | || | | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| |β›‚| |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βš€βš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | || | | x|| x | | | | | | | || | | | | |⛀| | | | | | | || | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| |⛀| | | |β›‚|β›‚||β›‚| | | | |⛀| |⛀| | | |β›‚|β›‚||β›‚|β›‚| | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ] Double aces are the best, because they make up two of the most important points at once. A first-class player will sometimes give an adversary the odds of a first throw of double aces. Double sixes is the next best, and five-ace is considered one of the worst. Three of these throws require special mention, all of which would be very bad openings in the American game, for reasons which will presently be explained. These throws are five-ace, four-ace, and deuce-ace, when played as follows:-- [Illustration: βš„βš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | | | | || x| | x|| | | | | | | | || | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | |β›‚|β›‚|| |β›‚| | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βšƒβš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | | | | || x| | x|| | | | | | | | || | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | |β›‚|β›‚|| |β›‚|β›‚| | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ βšβš€ +-+-+-+-+-+-++-+-+-+-+-+-+ |β›‚| | | | |⛀|| |⛀| | | |β›‚| |β›‚| | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| |⛀| | | |β›‚| | | | | | |⛀|| | | | | |β›‚| | | | | | |⛀|| | | | | | | | || x| | x|| | | | | | | | || | | | | |⛀| | | | | | |β›‚|| | | | | |⛀| | | | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | | |β›‚|| |β›‚| | | |⛀| |⛀| | | |β›‚|β›‚|| |β›‚| | |β›‚|⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ] These are all unfortunate opening throws, five-ace being especially bad, and the English players think the best, perhaps because the boldest, way to play them is to leave one or two blots, one of which, however, lays the foundation for possession of your five-point on the next throw, always a great advantage if you can secure it. If neither of the blots are hit, the Englishman pushes forward in the hope of gammoning his adversary, and so winning a double game. In America, where gammons count no more than hits, nothing is to be gained by taking such chances, and the foregoing methods of playing these three throws would therefore be considered very bad. _=The English Game.=_ When the players count double and triple games, it is not an uncommon thing to play for the gammon, especially against inferior adversaries, or when one gets a decided advantage at the start.

See Mount the Tin. Nine Holes Nine round holes are made in the ground, and a ball aimed at them from a certain distance; or the holes are made in a board with a number over each, through one of which the ball has to pass.--Forby s _Vocabulary_. A rural game, says Nares, played by making nine holes in the ground, in the angles and sides of a square, and placing stones and other things upon, according to certain rules. Moor (_Suffolk Words and Phrases_) says: This is, I believe, accurate as far as it goes, of our Suffolk game. A hole in the middle is necessary. In Norfolk, Holloway (_Dict. Prov._) says that nine round holes are made in the ground, and a ball aimed at them from a certain distance. A second game is played with a board having nine holes, through one of which the ball must pass.

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If the loser has not only taken off none of his men, but has one or more men left on the side of the board farther from him when his adversary throws off his last man, it is a _=backgammon=_, and counts as a triple game. In America, gammons and backgammons are seldom played, every game being simply a hit. This spoils some of the fine points of the game, and entirely alters the tactics of the players, as will be seen when we come to the suggestions for good play. _=The Dice.=_ Although it is usual for each player to be provided with two dice, some players insist on the same pair being used by each player alternately; the claim being that luck will then run more evenly. At the beginning of the game each player makes a cast, either with one die or with two, as may be agreed, and the higher throw has the first play. In some clubs the player making the higher throw is allowed the option of playing the first cast, or of throwing again; but the general practice is to insist that the first cast is simply for the privilege of playing first, and that the dice must be cast again for the first move. After each throw the dice must fall within the borders of the table on the caster’s right, and each die must rest fairly and squarely on one of its faces. If it is _=cocked=_ against a man, the edge of the board, or the other die, or if it jumps over the edge of the table in which it is thrown, both dice must be taken up and cast again. The caster must announce his throw as soon as made.

If the combination was his own build, it must be broken up; if an adversary’s, it must be restored, and left as it was. If a player takes in a build with a wrong card, or takes in a wrong combination, or gathers cards to which he is not entitled, the error must be challenged and proved before the next trick is taken in by another player, because only the last trick gathered can be seen. If a player makes a build without the proper card in his hand to win it, on discovery of the error, the combination must be broken up, and the adversaries may take back the cards they have played in following the erroneous build, and may amend their play. If, however, another player has won the erroneous build, there is no penalty, nor any remedy. _=Showing.=_ After the last card has been played, each player counts his cards face downward, and announces the number. The player having the majority scores the three points for cards. If it is a tie, neither scores. The cards are then turned face up, and the spades counted and claimed; and then all the points for Cassinos and Aces. It should be remembered that the total number of points to be made in each hand, exclusive of sweeps, is eleven, and the total of the claims made must agree with that number.

Barley-break [Illustration: Fig. 1.] [Illustration: Fig. 2.] [Illustration: Fig. 3.] Barley-break, or the Last Couple in Hell, was a game played by six people, three of each sex, who were coupled by lot. A piece of ground was then chosen, and divided into three compartments, of which the middle one was called Hell. It was the object of the couple condemned to this division to catch the others who advanced from the two extremities (figs. 1, 2), in which case a change of situation took place, and Hell was filled by the couple who were excluded by pre-occupation from the other place (fig.

All the Boys in our Town I. All the boys in our town Shall lead a happy life, Except tis ----, and he wants a wife. A wife he shall have, and a-courting he shall go, Along with ----, because he loves her so. He huddles her, he cuddles her, He sits her on his knee; He says, My dear, do you love me? I love you, and you love me, And we shall be as happy As a bird upon a tree. The wife makes the pudding, And she makes it nice and soft-- In comes the husband and cuts a slice off. Tas-el-um, Tos-el-um, don t say Nay, For next Monday morning shall be our wedding day; The wife in the carriage, The husband in the cart. --Hampshire (from friend of Miss Mendham). II. All the boys in our town Leads a happy life, Excepting [Charley Allen], And he wants a wife; And a-courting he shall go Along with [girl s name], Because he loves her so. He kisses her, he cuddles her, He sets her on his knee, And says, My dearest darling, Do you love me? I love you and you love me; We ll both be as happy As birds on the tree.

If Dummy has only two cards of the suit, neither of them the Ace, always play your King. When the declarer leads a suit it is often important to count how many he and your partner can possibly hold. For instance: You have four, K x x x; Dummy has four, A J 10 x, and declarer leads the Queen. It is useless to play your King; for either the Queen is a singleton, and the declarer cannot continue the suit, which will compel Dummy to lead it to you eventually; or, the third round will be trumped, perhaps by your partner. If you have only two small cards with the King, put it on the Queen. You cannot save it, but you may establish your partner’s 9. In the last three tricks, if you find yourself with a doubtful card, and the best and a small card of a suit which the declarer leads through you, win the trick and lead the doubtful card, for if the declarer held the best of that suit he would have led it first, to be sure of a trick. _=Dummy on the Right.=_ When Dummy leads through you, your skill in avoiding any traps the declarer may be setting for you will depend on your knowledge of how he manages his hand, and your ability to infer what he holds. As a general principle, it may be assumed that any high card led by Dummy forms part of a combination, the unseen part of which is in the declarer’s hand.

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=_ | | _=No. 2.=_ A bids 8 on hearts. | T | A bids 8 on hearts. The draw: A 2; Y 2; | R | The draw: A 2; Y 3; B 4; Z 5. | I | B 4; Z 4. ---------------------------+ C +--------------------------- A Y B Z | K | A Y B Z ------+------+------+------+---+------+-------+-------+----- ♣Q | ♣3 | _β™‘8_ | ♣5 | 1 | β™‘3 | β™‘7 | _β™‘10_ | β™‘8 β™‘2 | β™‘6 | _β™‘Q_ | β™‘4 | 2 | _β™‘Q_ | β™‘2 | β™‘4 | β™‘9 β™‘10 | _β™‘J_ | ♣J | β™‘9 | 3 | β™‘6 | _β™‘J_ | Aβ™’ | ♣4 _β™‘K_ | 5β™’ | 2β™  | 4β™  | 4 | ♣2 | _7β™ _ | Kβ™’ | 6β™  _β™‘A_ | β™‘7 | 6β™  | ♣9 | 5 | β™‘K | _β™‘A_ | ♣3 | ♣6 β™‘3 | _β™‘5_ | 10β™  | Kβ™’ | 6 | _β™‘5_ | 5β™’ | 2β™’ | ♣10 ------+------+------+------+---+------+-------+-------+----- _=No. 1.=_ Y’s draw shows that he holds at least four trumps, so A must trust his partner to cinch the first trick and return the trump. [See our suggestions for good play.

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512). IV. I ve come to borrow the riddle (= sieve), There s a big hole in the middle. I ve come to borrow the hatchet, Come after me and catch it. --Chirbury (_Shropshire Folk-lore_, p. 512). V. Down by the greenwood, down by the greenwood, Down by the greenwood tree, One can follow, one can follow, One can follow me. Where must I follow? where must I follow? Follow, follow me. Where must I follow? where must I follow? Follow, follow me.