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After the draw each in turn can pass or play. If all pass, the hands are abandoned, and the pool remains; each player adding one counter for the next deal. This is to force players to bet on their hands. If a bet is made, the calling and raising proceeds as in Draw Poker. When there are not enough cards to supply the players, the discards must be gathered, shuffled, and cut. Any player with too many or too few cards must abandon his hand as foul. Any player showing his cards must abandon his hand, and forfeit four counters to the pool. The general laws of Poker governing all irregularities may be applied to Ambigu; but it must be remembered that the French are very much averse to penalties of all kinds, and if an error can be rectified without doing an injustice to any player, it is usual to set things right in the simplest manner possible. _=Value of the Hands.=_ There are seven combinations of value in Ambigu, which rank in the following order, beginning with the lowest:-- _=The Point.

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Should he guess rightly he is allowed to take his seat by the lady who has chosen him, while the other girls loudly clap hands. Should he guess wrongly he is hissed, and sent out of the room by the doorkeeper.--Cork, Ireland (Miss Keane). At Long Eaton in Nottinghamshire Miss Youngman records a similar game to this, with a rhyme that is probably taken from a popular song or ballad. The successful candidate for the girl s choice claims a kiss, but if unsuccessful he is beaten out of the room with knotted handkerchiefs. Hitch Jamie; Hitch Jamie, Stride and Loup The boyish play of Hop, Step, and Jump. --Atkinson s _Cleveland Glossary_. Brockett (_North Country Words_) calls this Hitch. See Half-Hammer, Hick, Step, and Jump. Hitchapagy An undescribed Suffolk game.

On other rolls, she keened and chanted oddly to herself, eyes closed, and pinched down most of the stock. But she was never on the wrong side of the Pass line. I kept track, not wanting my stack to build up past the thousand with which I had started. Most of all, I watched the skinny gal dope the dice, sniffle and wipe the end of her nose. She was one homely sharecropper, that was a fact, but she had a nice feel for Lady Luck. Or for what I planned next. * * * * * Wanting to come out with an even thousand, I adjusted the size of her last bet. When I won it, I pulled my chips off the table, which Sniffles didn t resist. She used the lull to grab a handful of sandwiches from another waiter s tray. A gambler at the far end of the table came out, calling loudly to the dice.

=_ After drawing from the stock and before discarding, a player may lay out any three cards, but no more than three at one time. Or he may add one card from his hand to any combination already laid out by another player, but he cannot add more than one card in this way. He may add a card to a combination laid out by himself if he wishes to. _=CALLING OUT.=_ Each player in turn to the left draws, lays out and discards in this manner until some player gets rid of his last card, when he calls out, and the game comes to an end. The last card in a player’s hand may be got rid of by laying it out in combination, or by discarding it if it is the only card left. _=SCORING.=_ As soon as any player calls out it is too late for any other player to lay down any combinations he may hold. Each player in turn to the left shows his hand and the winner gets credit for the pip value of his cards, jacks being worth 11, queens 12, kings 13. It sometimes happens that the stock is exhausted before any player calls out.

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You might as well get your Partners now. I ll let the Scanner know we re ready to go into the Up-and-Out. THE DEAL Underhill spun the combination lock on the Lady May s cage. He woke her gently and took her into his arms. She humped her back luxuriously, stretched her claws, started to purr, thought better of it, and licked him on the wrist instead. He did not have the pin-set on, so their minds were closed to each other, but in the angle of her mustache and in the movement of her ears, he caught some sense of gratification she experienced in finding him as her Partner. He talked to her in human speech, even though speech meant nothing to a cat when the pin-set was not on. It s a damn shame, sending a sweet little thing like you whirling around in the coldness of nothing to hunt for Rats that are bigger and deadlier than all of us put together. You didn t ask for this kind of fight, did you? For answer, she licked his hand, purred, tickled his cheek with her long fluffy tail, turned around and faced him, golden eyes shining. For a moment, they stared at each other, man squatting, cat standing erect on her hind legs, front claws digging into his knee.

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Odds are found by deducting the favourable events from the total, or the numerator from the denominator. In the example, the odds against throwing an ace are therefore 5 to 1. The greater the odds against any event the more _=improbable=_ it is said to be, and the more _=hazardous=_ it is to risk anything upon it. When an event happens which is very improbable, the person to whom it happens is considered _=lucky=_, and the greater the improbability, the greater his luck. If two men play a game, the winner is not considered particularly lucky; but if one wanted only two points to go out and the other wanted a hundred, the latter would be a very lucky man if he won. It is a remarkable fact that luck is the only subject in the world on which we have no recognised authority, although it is a topic of the most universal interest. Strictly speaking, to be lucky simply means to be successful, the word being a derivative of _gelingen_, to succeed. There are a few general principles connected with luck which should be understood by every person who is interested in games of chance. In the first place, luck attaches to persons and not to things. It is useless for an unlucky man to change the seats or the cards, for no matter which he chooses the personal equation of good or bad luck adhering to him for the time being cannot be shaken off.

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II. Here stands a young lady [lass] who wants a sweetheart, Wants a sweetheart, wants a sweetheart, And don t know where to find one, find one, find one. Choose the prettiest that you loves best. Now you re married I wish you joy, First a girl and then a boy, Seven years after son and daughter, Pray you come to kiss together. --Longcot, Berkshire (Miss I. Barclay). (_b_) A ring is formed by the players joining hands, one child standing in the centre. The ring dance round singing the first four lines. At the fourth line the child in the centre chooses one from the ring, who goes into the centre with her. The marriage formula or chorus is then sung, the two kiss, and the one who was first in the centre joins the ring, the second one choosing another in her turn.

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=_ The tricks must be kept separate as they are taken in, and any player is allowed to look at the last trick turned and quitted. Any player looking at any other trick but the last may be penalized ten points. _=Playing Ouverts.=_ The rules of the game require Ouverts to be exposed face upward on the table before a card is played. _=SCORING.=_ The score should always be kept by the player sitting on the right of the first dealer. This will mark the rounds. The score sheet should be ruled in vertical columns, one for each player at the table. Each player is charged individually with his losses and gains, the amounts being added to or deducted from his score, and a plus or a minus mark placed in front of the last figure, so that the exact state of each player’s score will be apparent at a glance. The score of the single player is the only one put down, and it is charged to him as a loss or a gain at the end of each deal.

_=METHOD OF PLAYING.=_ The dealer’s adversary has the first lead; the other must follow suit if he can, and the highest card of the suit led wins the trick. Trumps win all other suits. _=SCORING.=_ Each trick above six counts one point towards game. Of the four honours, A K Q J of trumps, if each player holds two, neither can count. But if one player has only one honour, or none, the other counts 2 points for two honours, if he holds them; 3 points for three; and 4 points for four. The honours count towards game as in whist. The penalty for a revoke is three tricks, and it takes precedence of other scores; tricks count next, honours last. Five points is game.

This could be provided only by light bombs. Pinlighting came into existence. Pinlighting consisted of the detonation of ultra-vivid miniature photonuclear bombs, which converted a few ounces of a magnesium isotope into pure visible radiance. The odds kept coming down in mankind s favor, yet ships were being lost. It became so bad that people didn t even want to find the ships because the rescuers knew what they would see. It was sad to bring back to Earth three hundred bodies ready for burial and two hundred or three hundred lunatics, damaged beyond repair, to be wakened, and fed, and cleaned, and put to sleep, wakened and fed again until their lives were ended. [Illustration] Telepaths tried to reach into the minds of the psychotics who had been damaged by the Dragons, but they found nothing there beyond vivid spouting columns of fiery terror bursting from the primordial id itself, the volcanic source of life. Then came the Partners. Man and Partner could do together what Man could not do alone. Men had the intellect.

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Unfortunately, these calculations are not of the slightest practical use to a poker player, because although three of a kind may not be dealt to a player more than once in forty-five times on the average, it is quite a common occurrence for two players to have threes dealt to each of them at the same time. The considerations which must guide the player in judging the comparative value of his hand, both before and after the draw, must be left until we come to the suggestions for good play. _=THE ANTE.=_ The player to the left of the age is the one who must make the first announcement of his opinion of his hand, unless he has straddled, in which case the player on the left of the last straddler has the first “_=say=_.” If he considers his hand good enough to draw to, let us say a pair of Kings, he must place in the pool, or toward the centre of the table, double the amount of the blind, or of the last straddle, if any. This is called the ante, because it is made before playing the hand, whereas the blind is made before seeing it. The player is not restricted to double the amount of the blind or straddle; he may bet as much more as he pleases within the limit fixed at the beginning of the game. For instance: If there has been only one straddle he must put up four white counters or pass out of the game for that deal. But if he puts up the four, he may put up as many more as he pleases within the limit, which is two blues, or fifty whites. This is called _=raising the ante=_.

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Jeux de Cartes, by Jean Boussac. Académie des Jeux, by Van Tenac. Académie des Jeux, by Richard. Règles de tous les Jeux, by Dreyfous. Bohn’s Handbook of Games. Piquet, and Rubicon Piquet, by Berkeley. Laws of Piquet, by “Cavendish.” _Westminster Papers_, Vols. II. to IX.

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For instance: A bids eight tricks, and his adversaries detect and claim a revoke. As he is supposed to have lost his bid, and one trick more, he may be said to have bid eight, and taken only seven; losing 23 white counters to each of his adversaries, doubling the pool, and then paying a forfeit of four red counters. In some places the forfeit is omitted, and in others it takes the place of doubling the pool. It is not usual to play the hand out after a revoke is claimed and proved. If an adversary of the single player revokes, he and his partners must each pay the caller just as if he had been successful, and must also pay him for three over-tricks as forfeit, provided his bid was not more than nine tricks; for the bid and the over-tricks together must not exceed thirteen tricks. In addition to this, the individual player in fault must pay four red counters as forfeit to the pool. In some places he is made to double the pool; but this is manifestly unfair, as he could not win the amount in the pool in any case, and therefore should not lose it. In a Misère Partout, the revoking player pays five red counters to each adversary, and deposits a forfeit of four red counters in the pool. The hands are immediately thrown up if the revoke is claimed and proved. _=CARDS PLAYED IN ERROR.

I seem to remember one trick in which all the stones on the ground had to be picked up at once _where they lay_--scrambled up so to speak. Or it may be (and, in fact, I think it was) that sometimes, to add to the difficulty of the game, we picked up the groups of two, three, and four in Two-ers, Three-ers, and Four-ers in this fashion, instead of first placing them together.--Epworth, Doncaster (C. C. Bell). In Wakefield the set of pot checks, which represents five hucklebones, now consists of four checks and a ball about the size of a large marble. The checks are something like dice, but only two opposite sides are plain, the other four being fluted. The table played on is generally a doorstep, and it is made ready by drawing a ring upon it with anything handy which will make a mark. There are twelve figures or movements to be gone through as follows. Some have special names, but I do not learn that all have.

A supply waggon is completely destroyed if it falls wholly or partially within the radius. But if there is a wall, house, or entrenchment between any men and the shell, they are uninjured--they do not count in the reckoning of the effect of the shell. I think one can get a practical imitation of the effect of rifle-fire by deciding that for every five infantry-men who are roughly in a line, and who do not move in any particular move, there may be one (ordinary) shot taken with a 4 7 gun. 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.

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Sometimes the banker will draw a handful of beans from the bowl and place them upon the table, covering them with a saucer or with his cap. He then bets any player that there will be 1, 2, 3, or 4 left, the player taking his choice, and being paid three for one if he guesses correctly. In spite of the fact that this game is apparently perfectly fair for all concerned, the author has never seen an American who could win anything at it while a Chinaman was the banker. FARO. This is one of the oldest banking games, and is supposed to be of Italian origin. It belongs to the same family as Lansquenet, Florentini, and Monte Bank. Under the name of Pharaon, it was in great favour during the reign of Louis XIV., and came to America by way of New Orleans. As originally played, the dealer held the cards in his left hand, and any bets once put down could not again be taken up until they were decided. In addition to splits, the dealer took hockelty.

Barclay). VIII. Isabella, Isabella, Isabella, Farewell! Last night when I departed I left her broken-hearted; On the hill yonder there stands your young man. Fetch him here, love, fetch him here, love, Fetch him here, love, Farewell! Shut the gates, love, shut the gates, love, Shut the gates, love, Farewell! Open the gates, love, open the gates, love, Open the gates, love, Farewell! Go to church, love, go to church, love, Go to church, love, Farewell! Show your ring, love, show your ring, love, Show your ring, love, Farewell! --Hanbury, Staffs. (Miss E. Hollis). IX. The trees are uncovered, uncovered, uncovered, The trees are uncovered, Isabella, for me! Last night when we parted we were all broken-hearted, Isabella, Isabella, Isabella, for me! Then give me your hand, love, your hand, love, your hand, love, Then give me your hand, love, and a sweet kiss from you. --Earls Heaton (Herbert Hardy). X.

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If the third hand plays before the second, the fourth hand also may play before the second. 26. If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led or, if he has none, to trump or not to trump the trick. In _=Boston=_, and in _=Solo Whist=_, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick. If the adversary of a Misère player leads or plays out of turn, the bidder may immediately claim the stakes. In Solo Whist, the individual player in fault must pay for himself and for his partners. ABANDONED HANDS. 27. If all four players throw their cards on the table, face upwards, no further play of that hand is permitted. The result of the hand, as then claimed or admitted, is established, provided that, if a revoke is discovered, the revoke penalty attaches.

[Illustration: O O O O . . . . . O ] The pins are set up as above. Three balls (not exceeding 6 inches in size) are allowed in each inning. If the four back pins are bowled down and the head pin is left standing, the score is 2. If all the pins are bowled down, the score is 1. There are no penalties.

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=_ Five cards of the same suit, in sequence with one another. [Illustration: 🃈 🃇 🃆 🃅 🃄] 72192 to 1 _=Royal Flush.=_ A straight flush which is ace high. [Illustration: 🃑 🃞 🃝 🃛 🃚] 649739 to 1 When hands are of the same rank, their relative value is determined by the denomination of the cards they contain. For instance: A hand without a pair, sequence, or flush is called by its highest card; “ace high,” or “Jack high,” as the case may be. As between two such hands, the one containing the highest card would be the better, but either would be outclassed by a hand with a pair in it, however small. A hand with a pair of nines in it would outrank one with a pair of sevens, even though the cards accompanying the nines were only a deuce, three and four, while those with the sevens were an ace, King and Queen. But should the pairs be alike in both hands; such as tens, the highest card outside the pair would decide the rank of the hands, and if those were also alike, the next card, or perhaps the fifth would have to be considered. Should the three odd cards in each hand be identical, the hands would be a tie, and would divide any pool to which each had a claim. Two flushes would decide their rank in the same manner.

In order to determine which player this is, they may all bid for the privilege by naming a certain number of points, usually well within the actual value of the game they intend to play. If a bidder meets with opposition, he gradually approaches the true value of his game, and the player whose game is worth the most will of course be able to bid the greatest number of points, and must be selected as the player, the two others being his adversaries. _=Games.=_ These games are divided into two principal classes, those in which the player undertakes to win, and those in which he tries to lose. When he plays to lose, it is to lose every trick, there being no trump suit, and the cards in each suit ranking A K Q J 10 9 8 7. These games are called _=Null=_, or Nullo, and _=Null Ouvert=_, the latter being played with the successful bidder’s cards exposed face upward on the table, but not liable to be called. The moment he wins a trick in a Nullo, he loses his game. Nullos are quite foreign to Skat, and appear to have been introduced as a consolation for players who always hold bad cards. When _=Ramsch=_ is played, the object is to take less than either of the other players; but the cards rank as in the ordinary game, except that the four Jacks are the only trumps. In all other games the successful bidder undertakes to win; but his success does not depend on the number of tricks he takes in, but on the total value of the counting cards contained in those tricks.

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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., only one suit in the player’s hand; a flush. Force, to compel a player to trump a trick in order to win it. Forced Leads, leads which are not desirable, but which are forced upon the player to avoid those which are still less advantageous. Fordern, G.

Wasn t sure you wanted to talk, she said out of the dark. It shook me up. She certainly couldn t _see_ me. How d you know I was here? I asked her. I don t know how. But I knew you would be. That wasn t what I had asked, exactly. She sniffled, and I could almost see the back of her hand swipe at the bead of moisture that kept forming at the tip of her skinny nose. Made me think. Psi powers crop up more often than they should in folks who are marked with a debility.

=_ A revoke is a serious matter in Solo Whist. The penalty for it is the loss of three tricks, and the revoking players must pay the _=red=_ counters involved in the call whether they win or lose; but they may play the hand out to save over-tricks. For instance: A proposer and acceptor make 11 tricks; their adversaries having claimed a revoke. After deducting the revoke penalty, 3 tricks, the callers still have 8 tricks left, enough to make good the call. They each lose a red counter; but no white ones, having saved their over-tricks. Had they taken only 8 tricks altogether, the penalty for the revoke would have left them only 5, and they would each have had to pay one red and three whites. If either adversary of the callers revokes, the individual player in fault must pay for all the consequences of the error. If the player in fault can show that the callers would have won in spite of the revoke, his partners must pay their share; but the revoking player must settle for the three tricks lost by the revoke. For instance: Z calls solo; A revokes; Z makes 6 tricks, which it can be shown he must have done in spite of the revoke. A, Y, and B each pay Z 1 red and 1 white counter, and then A pays Z 9 white counters in addition for the tricks taken as revoke penalty.

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When your partner wins the first round of an adverse suit, and immediately returns it, he is inviting a force. _=Dummy on the Left.=_ When the player is third hand with Dummy on his left, his chief care will be to divine his partner’s object in leading certain cards up to Dummy. The general principles of inference are the same as in the preceding case, and cards may often be inferred in the same manner from the evident intention of partner. For instance: You hold K x x; partner leads J, declarer covering with Queen. A glance at Dummy’s cards shows him to have 10 x x; so your partner may be credited with A 9. You have x x; your partner leading Q, covered by declarer with K, and Dummy having J x x. You may credit your partner with A 10. You have x x; your partner leads Q and declarer wins with Ace; Dummy holding 10 x x. Your partner must have J 9 and others, and the declarer has the King.