=_ The general arrangements for the players and their positions are exactly the same as those already described in connection with Progressive Euchre. The players at each table cut for the deal, and play begins with the tap of the bell at the head table. Only one deal is played at each table. There are no counters. At the end of the hand the ladies compare their cards, and the one having the fewer hearts goes to the next higher table. The gentlemen then compare their cards in the same way, so that one lady and one gentleman go up from each table at the end of every hand. They take the seats vacated by those leaving the table they go to. All ties are determined by cutting, those cutting the lower cards going up. In cutting, the ace is low. Each player is provided with a score card, to which the gold, red and green stars are attached as in Euchre.

Mother says, Come in. ] What have you been doing all this time? Brushing Jenny s hair and combing Jenny s hair. What did her mother give you for your trouble? A silver penny. Where s my share of it? Cat ran away with it. Where s the cat? In the wood. Where s the wood? Fire burnt it. Where s the fire? Moo-cow drank it. Where s the moo-cow? Butcher killed it. Where s the butcher? Eating nuts behind the door, and you may have the nutshells. --London (Miss Dendy, from a maid-servant).

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The other players, being the ones who are to suffer from this line of play, will of course prevent it if possible; and in order to carry out the plan in spite of their opposition, it will be necessary for the individual player to gain the lead a certain number of times, and so force his game upon them. Again, a player may know that he can load a certain adversary if he can get in and lead a certain suit or card; or he may know that by giving one player the lead, that player can load another. In such cases commanding cards must be held or retained, in order to give the player a certain control of the lead. When a player is attempting to take all thirteen hearts, the control of the lead, especially in the end game, is very important; because the design of each of the other players will be to get the lead into some other hand, in the hope that they may load the player having it, and so at least divide the pool. _=THE DISCARD.=_ One of the most important elements in heart play is the discard. The beginner is too apt to discard hearts at every opportunity; but a little experience will teach him that even a 3 in a plain suit may be a better card to part with. The most important thing in discarding is to reduce the odds against your winning the pool. Let us suppose that you have the A K Q of a plain suit. It is 5⅛ to 1 that you get a heart if this suit is led a third time.

, for the six positions at each of the other tables until the last or booby table is reached, at which there must be only four players at starting. If there are not enough players to make exactly six at each of the intermediate tables, the numbers may be varied from four to seven, cards being selected to agree with the number required; but the head and booby tables must start with four only. The cards thus selected are then thoroughly shuffled, and presented face downward to the ladies to draw from. Each lady takes a red-backed card, the gentlemen drawing the blue cards only. The number of pips on the card drawn will indicate to each person the table at which they are to sit. Should the number of men and women not be equal, some of the men must represent women or _vice versa_. Each player is provided at starting with a certain number of counters, usually fifty. The head table is supplied with a box of counters differing in colour from any of those used by the players, and also with a bell. The choice of seats, deal, etc., is decided at each table exactly as at Draw Poker.

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Shall I be there by candle-light? Yes, there and back again. Open the gates as wide as high, And let King George and his family pass by. --Wales (_Folk-lore Record_, v. 88). { Barley Bridge? XV. How many miles to { Banbury? { London? Four score and ten [_or_, Fifty miles and more]. Shall we be there by candle-light? Oh, yes, and back again. [_Or, at Market Drayton._ Shift your feet with nimble light, And you ll be there by candle-light.] Open the gates as wide as the sky, And let King George and his lady go by.

_=PLAYING OUT OF TURN.=_ If any adversary of the bidder leads or plays out of turn, he forfeits three counters to the bidder, independently of the result of the hand, and receives nothing if the bid is defeated. If the bidder leads out of turn, the card must be taken back, unless all have followed the erroneous lead, in which case the trick is good. There is no penalty if he plays out of turn. _=REVOKES.=_ When a revoke is detected and claimed, the hands are immediately abandoned, and the individual player in fault must pay all the counters depending on the result. If he is the bidder, he pays each adversary; if he is opposed to the bidder, he pays for himself and for each of his partners. In England it is the rule to take back the cards and play the hand over again, as at Écarté, the revoking player paying all the stakes according to the result. This is often very unfair to the bidder, and leads to endless disputes as to who held certain cards which have been gathered into tricks. Sometimes the difference between a seven and an eight in a certain player’s hand will change the entire result.

Holy Bang A game with marbles, which consists in placing a marble in a hole and making it act as a target for the rest. The marble which can hit it three times in succession, and finally be shot into the hole, is the winning ball, and its owner gets all the other marbles which have missed before he played.--London (_Strand Magazine_, ii. 519). See Bridgeboard, Capie Hole, Hundreds. Honey Pots [Music] --London (J. P. Emslie). [Illustration: Fig. 1.

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This game is sometimes called _=Schnautz=_. A pool is made up by any number of players. The dealer takes a pack of fifty-two cards and gives three to each, face down, and three extra cards to the table, dealt face up. Each player in turn to the left can exchange one of his own cards for one of those on the table, the object being to get a flush of three cards of some suit having a pip value of thirty-one; or else to get three of a kind. The aces are worth 11, the other court cards and the ten, 10 each. If no one can get a flush worth thirty-one, three of a kind wins the pool. If no one has three of a kind, the highest pip value shown in one suit wins. Drawing is kept up until some player knocks, after which only one more draw is allowed, the knocker not being allowed to draw again. A player can knock without drawing at all if he wishes to prevent the others from beating his original hand. PROGRESSIVE POKER.

5 stage of the Wakefield version, and this varies too, inasmuch as it was the same gob which is picked up and then laid down before catching the buck. Mr. Kinahan says, Jackstones, played with three or four small stones that are thrown up in the air and caught again, seems to have been a very ancient game, as the stones have been found in the _crannogs_ or lake-dwellings in some hole near the fireplaces, similar to where they are found in a cabin at the present day. An old woman, or other player, at the present time puts them in a place near the hob when they stop their game and go to do something else (_Folk-lore Journal_, ii. 266). In the Græco-Roman saloon, British Museum, is a statue originally composed of two boys quarrelling at the game of Tali (see _Townley Gallery_, i. 305; Smith s _Dict. Greek and Roman Antiq._, s.v.

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Premier en Cartes, F., the first to play. Private Conventions, any system of giving information by the play which could not be understood by a partner unless explained to him. Probabilities, the odds in favour of any event. Progression, a martingale which increases a bet a certain amount every time it is lost, and decreases it every time it is won. Proil, or Prial, Pairs Royal. Puits, F., only one to go, the whiskey hole. Punters, those who play against the banker. Puppy-foot, the ace of clubs.

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| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.|Fochabers (Scotland). | Hampshire. | Northants. | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket o |Drawing a bucket of |Draw a pail of water. | | |water.

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The suits shall always outrank one another in the same order; clubs, spades, hearts and diamonds. The four jacks, or Wenzels, which are always the four best trumps, shall outrank one another in the same order. 13. In Nullo, the cards rank: A K Q J 10 9 8 7, and the suits and jacks are all of equal rank. DEALING. 14. When four or more play at the same table, the dealer takes no cards, but gives cards to the two sitting immediately on his left and to the one next him on his right. 15. When only three play, Hinterhand shall deal the cards. 16.

His forked tongue flicked out over his horny lip, pink and dainty. Now, vanish! I said to the snake. It didn t. Instead the door to my office opened, letting in a little more of the unmistakable smell of the hospital, as well as old Maragon, Grand Master of the Lodge. He was complaining and shaking a finger at me as he came toward my desk. He didn t jump more than a foot when he got a look at my arm. His shaggy gray eyebrows climbed way, way up his forehead in a mutely shouted question. I wouldn t give the old goat the time of day. When I dead-panned him, he shrugged and lowered himself into the chair beside my desk. Thought you hated snakes, Lefty, he said.

2ND SET. 3RD SET. +-----+ +-----+ +-----+ | | | | | | +------+ Dealer’s:-- | 2 | | 4 | | 6 | |Trump.| | | | | | | +------+ +-----+ +-----+ +-----+ ] The players first take up hands Nos. 1 and 2; a card is led from No. 1, the dealer follows suit from No. 2, or trumps, or discards, and the play continues until these two hands are exhausted. The second set are then taken up and played in the same manner; the player who won the last trick in one set having the first lead in the next. Finally, the third set are played in the same manner; all the cards taken by each side being gathered into one pile by the player who has won them. The trump card must remain on the table until the dealer takes up the last hand.

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Beginning at his left, the dealer distributes the cards one at a time in rotation, until the pack is exhausted. The last card is turned face up on the table, and the suit to which it belongs is the trump for that hand. When two packs are used, one is shuffled by the dealer’s partner while the other is dealt, and the shuffled pack is placed on the left of the player whose turn it will be to deal next. Each player deals in turn until the conclusion of the game or rubber. _=IRREGULARITIES IN THE DEAL.=_ The following rules regarding the deal should be strictly observed:-- If any card is found faced in the pack, the dealer must deal again. Should the dealer turn over any card but the trump, while dealing, the adversaries may, if they please, demand a new deal. A player dealing out of turn may be stopped before the trump card is turned; but after that, the deal must stand, afterwards passing to the left in regular order. On the completion of the deal, each player should take up and count his cards to see that he has thirteen; if not, it is a misdeal, and unless the pack is found to be imperfect, the deal passes to the player on the misdealer’s left. The dealer loses the deal:--if he neglects to have the pack cut; if he deals a card incorrectly, and fails to remedy the error before dealing another; if he counts the cards on the table, or those remaining in the pack; if he looks at the trump card before the deal is complete; or if he places the trump card face down, on his own or on any other player’s cards.