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SHUFFLING 26. The pack must neither be shuffled below the table nor so that the face of any card be seen. 27. The pack must not be shuffled during the play of the hand. 28. A pack, having been played with, must neither be shuffled by dealing it into packets, nor across the table. 29. Each player has a right to shuffle, once only, except as provided by Rule 32, prior to a deal, after a false cut [_see_ Law 34], or when a new deal [_see_ Law 37] has occurred. 30. The dealer’s partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack.

The well-known custom at Greenwich is probably the same game, and there are examples at Tumbling Hill, a few miles from Exeter, at May Pole Hill, near Gloucester, and other places. Huckle-bones Holloway (_Dict. of Provincialisms_) says that the game is called Huckle-bones in East Sussex and Dibs in West Sussex. Parish (_Dict. of Sussex Dialect_) mentions that huckle-bones, the small bone found in the joint of the knee of a sheep, are used by children for playing the game of Dibs; also Peacock s _Manley and Corringham Glossary_. Barnes (_Dorset Glossary_) says, A game of toss and catch, played mostly by two with five dibs or huckle-bones of a leg of mutton, or round pieces of tile or slate. Halliwell s description is clearly wrong. He says it was a game formerly played by throwing up the hip-bone of some animal, on one side of which was a head of Venus and on the other that of a dog. He who turned up the former was the winner (_Dictionary_). Miss J.

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. This A does, in the example, on the first round of the Club suit. 2nd. By playing low cards, after the higher ones have been exhausted, and the adverse trumps are out of the way. This Y will do with his Diamonds, or A with his Clubs, according to circumstances. 3rd.

A revoke is established as soon as the trick in which it occurs has been turned and quitted, or a card has been led or played to the next trick. _=Exposed Cards.=_ When four play, all exposed cards must be left on the table, and are liable to be called by the adversaries if they cannot be previously got rid of in the course of play. All cards led or played out of turn are exposed, and liable to be called. If two or more cards are played to a trick, the adversaries may select which shall remain; the other is exposed. _=METHODS OF CHEATING.=_ Few games lend themselves more readily to the operations of the greek than Seven-up. Turning Jacks from the bottom of the pack; setting up the half-stock for the beg; dealing oneself more than six cards, and dropping on the tricks already won those counting for Game; getting the A J 10 and 2 of a suit together during the play of a hand, and then shifting the cut to get them on the next deal, turning up the Jack; marked cards; strippers; wedges; reflectors; these and many other tricks are in common use. Those who are not expert enough to deal seconds or shift cuts will sometimes resort to such trifling advantages as abstracting one of the Tens from the pack, so that they may know a suit from which a small card can always be led without any danger of the adversary’s making the Ten. One very common swindle in Seven-up is known as _=the high hand=_, which consists in giving the intended victim the A K J 10 9 2 of trumps, and then inducing him to bet that he will make four points.

Addy (_Sheffield Glossary_) gives the first two lines as a game. He says, The first horse in a team conveying lead to be smelted wore bells, and was called the bell-horse. I remember when a child the two first lines being used to start children a race (A. B. G.). Chambers (_Pop. Rhymes_, p. 148) gives a similar verse, used for starting a race:-- Race horses, race horses, what time of day? One o clock, two o clock, three, and away; and these lines are also used for the same purpose in Cheshire (Holland s _Glossary_) and Somersetshire (Elworthy s _Glossary_). Halliwell, on the strength of the corrupted word Bellasay, connects the game with a proverbial saying applied to the family of Bellasis; but there is no evidence of such a connection except the word-corruption.

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At trick 4, if Y cannot win a trick in clubs and give Z a finesse in trumps, Z cannot win the game. At trick 7, both black queens are against Z, and he must take the best chance to win if the diamond ace is also against him. The adversaries cannot place the club ace, and so Z underplays in clubs as his only chance for the game. * * * * * _=PRUSSIAN WHIST.=_ This is the ordinary 5, 7 or 10 point whist, with or without honours, except that instead of turning up the last card for trump, the player to the left of the dealer cuts a trump from the still pack, which is shuffled and presented to him by the dealer’s partner. _=FAVOURITE WHIST.=_ This is the regular 5, 7 or 10 point whist, with or without honours, except that whichever suit is cut for the trump on the first deal of the rubber is called _=the favourite=_. Whenever the suit turns up for trump, after the first deal, tricks and honours count double towards game. There must be a new favourite at the beginning of each rubber, unless the same suit happens to be cut again. A variation is to attach a progressive value to the four suits; tricks being worth 1 point when Spades are trumps; when Clubs 2; when Diamonds 3; and when Hearts 4.

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The player holding the best card of that suit must be his partner, but he does not declare himself. When the highest card of the suit asked for falls in play, the partner is disclosed. As the whole pack is not dealt out, it often happens that the ace, or even both ace and king, of the suit called for are in the talon. Should it turn out that the caller has the highest card of the suit himself, he has no partner. When six play, 32 cards are used, and only one remains unknown. When five play, the sevens are thrown out. When four play, the eights are also discarded. If the maker of the trump does not want a partner, he may either say “alone” or he may ask for a suit of which he holds the ace himself. If the maker of the trump and his partner get three tricks, they score 1 point each. If they win all the tricks, they score 3 points each if there are five or six in the game; 2 points if there are not more than four players.

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_, each player who holds one honour scores the value of a trick; each player who holds two honours scores twice the value of a trick; a player who holds three honours scores three times the value of a trick; a player who holds four honours scores eight times the value of a trick; and a player who holds five honours scores ten times the value of a trick. In a no-trump declaration, each ace counts ten, and four held by one player count 100. The declarer counts separately both his own honours and those held by the dummy. (14) A player scores 125 points for winning a game, a further 125 points for winning a second game, and 250 points for winning a rubber. (15) At the end of the rubber, all scores of each player are added and his total obtained. Each one wins from or loses to each other the difference between their respective totals. A player may win from both the others, lose to one and win from the other, or lose to both. [23] This hand is generally dealt opposite to the dealer. THE LAWS OF DUPLICATE AUCTION. Duplicate Auction is governed by the Laws of Auction, except in so far as they are modified by the following special laws: A.

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=_ The players must each cast a single die for the privilege of first move, the higher winning. Ties throw again. _=4.=_ By mutual consent it may be agreed to let the higher throw play the points on his own and his adversary’s die for the first move; otherwise he must throw again with two dice. _=5.=_ Each player must throw the dice into the table on his right hand, and if either die jumps into the other table, or off the board, both dice must be taken up and thrown again. _=6.=_ To constitute a fair throw, each die must rest flat upon the board, and if either die is “cocked” against the other, or against the edge of the board or of a man, both dice must be taken up and thrown again. _=7.=_ If the caster interferes with the dice in any way, or touches them after they have left the box, and before they come absolutely to rest and the throw is called by the caster, the adversary may place face upward on the die or dice so interfered with, any number he chooses, and the caster must play it as if thrown.

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In order to avoid disputes there should be a previous understanding as to what points go out first in a close game. In the absence of any agreement to the contrary, the points count out in the following order:--Cards first, then Spades, Big Cassino, Little Cassino, Aces, and Sweeps. If the Aces have to decide it, the spade Ace goes out first, then clubs, hearts, and diamonds. If the sweeps have to decide it, only the difference in the number of sweeps counts, and if there is none, or not enough, the game is not ended, and another deal must be played. It is better to agree to _=count out=_ in twenty-one point Cassino; each player keeping mental count of the number of cards and spades he has taken in, together with any “natural” points. The moment he reaches 21 he should claim the game, and if his claim is correct he wins, even if his adversary has 21 or more. If he is mistaken, and cannot show out, he loses the game, no matter what his adversary’s score may be. If neither claims out, and both are found to be, neither wins, and the game must be continued to 32 points, and so on, eleven points more each time until one player claims to have won the game. _=Suggestions for Good Play.=_ The principal thing in Cassino is to remember what has been played especially in the counting and high cards, such as Aces, Eights, Nines, and Tens.

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Y-Z’S, 1 GAME, 6 POINTS.] Let us suppose A-B to announce grand on their deal, and to make four by cards, which, multiplied by 8, gives them 32 points; that is, three games, and 2 points to their credit on the marker. The first of these games is a double, Y-Z having 6 points up. The two others are quadruples, put down on the score-sheet thus:-- A-B | 0 | 2 | 4 | 4 | | | | Score: | | | | | | | | Y-Z | 2 | 0 | 0 | 0 | | | | [Illustration: A-B’S, 3 GAMES, 2 POINTS. Y-Z’S, 1 GAME, 0 POINTS.] In the next hand let us suppose clubs to be cayenne. Y deals, and plays in colour, spades. Y-Z win 6 by cards, and 4 by honours; 10 points multiplied by 3, = 30. For this they score three games, the first being a triple, and the others quadruples. These three games win the rubber, for which they add 8 points, and 4 points for the little slam.

--Monton, Lancashire (Miss Dendy). A version of this game played at Eckington, Derbyshire, is played as follows:--A den is chalked out or marked out for the Fox. A larger den, opposite to this, is marked out for the Geese. A boy or a girl represents the Fox, and a number of others the Geese. Then the Fox shouts, Geese, Geese, gannio, and the Geese answer, Fox, Fox, fannio. Then the Fox says, How many Geese have you to-day? The Geese reply, More than you can catch and carry away. Then the Geese run out of the den, and the Fox tries to catch them. He puts as many as he catches into his den (S. O. Addy).

_=With a Trump.=_ When the winning declaration is a suit for trumps, the declarer’s first consideration upon getting into the lead must be whether or not to lead trumps. As a rule, the trumps should be led at once, so as to exhaust the adversaries; but there are exceptional cases, the principal ones being:-- Do not lead trumps from the strong trump hand if it would be to your advantage to put the other hand in the lead with a plain suit, so as to let the trump lead come from the weaker hand to the stronger, as when a finesse in trumps is desirable. Do not lead trumps if you have no good plain suit, and can make more tricks by playing for a cross-ruff. Do not lead trumps if the weaker hand can trump some of your losing cards first. It often happens that a _=losing trump=_ can be used to win a trick before trumps are led. _=At No-trump.=_ The declarer’s first care in a no-trumper must be to select the suit that he will play for. Four simple rules cover this choice:-- 1. Always lead from the weak hand to the strong if the suit is not already established.

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If the dealer holds the King he must announce it before his adversary leads for the first trick. It is in order that there may be no surprises in this respect that the elder hand is required to say distinctly: “I play,” before he leads a card. The dealer must then reply: “I mark the King,” if he has it; if not, he should say: “Play.” A player is not compelled to announce or mark the King if he does not choose to do so. If a player announces and marks the King when he does not hold it, his adversary can take down the point erroneously marked, and mark one himself, for penalty. This does not prevent him from marking an additional point for the King if he holds it himself. For instance: The pone announces King, and marks it, at the same time leading a card. 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.

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=_ The beginner should be on his guard against being caught, “two for one,” especially in such positions as those shown in Diagrams Nos. 6 and 7. [Illustration: No. 6. +---+---+---+---+---+---+---+---+ | | | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | ⛂ | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | | | | | ⛂ | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] [Illustration: No. 7. +---+---+---+---+---+---+---+---+ | | ⛀ | | | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛂ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | ⛂ | | | | +---+---+---+---+---+---+---+---+ ] In No. 6, White will play 19 16, forcing you to jump, and will then play 27 23, forcing you to jump again. In No. 7, White will play 30 26, making your man a King.

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|Born for your sake. | | 29.| -- | | 30.| -- | | 31.| -- | | 32.| -- | | 33.| -- | | 34.| -- | | 35.|Bells shall ring, cats| | |shall sing. | | 36.

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School, London, under the name of Kings (A. Nutt). See How many miles to Barley Bridge? King Cæsar. King o the Castle One boy is chosen as King. He mounts on any convenient height, a knoll, or dyke, or big stone, and shouts-- A m King o the Castle, An fah (who) ll ding (knock) me doon? The players make a rush at the King, and try to pull him down. A tussle goes on for a longer or a shorter time, according to the strength of the King and his skill in driving off his assailants. The boy that displaces the King becomes King, and is in his turn assaulted in the same way. The game may go on for any length of time. Another form of words is-- I m the King o the Castle, An nane can ding me doon. --Keith (Rev.

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=_ When any doubt arises as to the nearest ball, the marker measures the distance, and the player strikes at the ball declared to be nearest his own. _=5.=_ The baulk is no protection. _=6.=_ The player loses a life by pocketing his own ball off another, by running a coup, by missing the ball played on, by forcing his ball off the table, by playing _with_ the wrong ball, by playing _at_ the wrong ball, by playing out of his turn, by striking the wrong ball, or by having his ball pocketed by the next striker. _=7.=_ Should the striker pocket the ball he plays at, and by the same stroke pocket his own or force it over the table, _he_ loses a life and not the person whose ball he pocketed. _=8.=_ Should the player strike the wrong ball, he pays the same forfeit to the person whose ball he should have played at as he would have done if he had pocketed it himself. _=9.

They kissed and rose, he taking the cushion and his place in front of the lady, heading the next dance round, the lady taking him by the coat-tails, the first gentleman behind the lady, with the horn-bearer in the rear. In this way the dance went on till all present, alternately a lady and gentleman, had taken part in the ceremony. The dance concluded with a romp in file round the room to the quickening music of the fiddler, who at the close received the whole of the money collected by the horn-bearer. At Charminster the dance is begun by a single person (either man or woman), who dances about the room with a cushion in his hand, and at the end of the tune stops and sings:-- Man: This dance it will no further go. Musician: I pray you, good sir, why say you so? Man: Because Joan Sanderson will not come to. Musician: She must come to, and she shall come to, And she must come whether she will or no. Then the following words are sung as in the first example:-- Man: Welcome, Joan Sanderson, welcome, welcome. Both: Prinkum-prankum is a fine dance, And shall we go dance it once again, And once again, And shall we go dance it once again? Woman: This dance it will no further go. Musician: I pray you, madam, why say you so? Woman: Because John Sanderson will not come to. Musician: He must come to, and he shall come to, And he must come whether he will or no.

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He must also double the pool, and add to it a revoke forfeit of four red counters. 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.

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If both players have the same number, or if there is no Game out, which rarely happens, the non-dealer scores Game. If three play, and Game is a tie between the two non-dealers, neither scores. The non-dealer is given the benefit of counting a tie for Game as an offset to the dealer’s advantage in turning Jacks. When no trump is turned, as in Pitch, no one can count Game if it is a tie. _=METHOD OF PLAYING.=_ The eldest hand begins by leading any card he pleases. If a trump is led, each player must follow suit if able. When a plain suit is led he need not follow suit if he prefers to trump; but if he does not trump, he must follow suit if he can. If he has none of the suit led he may either trump or discard. This rule is commonly expressed by saying that a player may _=follow suit or trump=_.

For instance: His point is 51, good; his sequence is five to the Ace, good; and his triplet of Aces is good. These are worth 5, 15, and 3 respectively, and his total count is 23, if he has no minor sequences or trios. This is not put down, but simply announced. The strict rules of the game require the player whose combination is acknowledged to be good, to show it; but among good players this is quite unnecessary, for each usually knows by his own cards what his adversary should and probably does hold. The elder hand having finished his declarations, and announced their total value in points, leads any card he pleases. If this card is a Ten or better, he claims one point for leading it, even if he does not win the trick, and he adds this point to his score. An illustration will probably make the foregoing processes clearer. The elder hand, after the draw, holds these cards:-- ♡ A K Q J: ♣ A K Q: ♢ A K Q 7: ♠ A. He announces: “Forty-one.” “Not good.

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The striker shall be credited with any previous scores, but is subject to any other penalty he may incur. 18. The striker cannot score by a stroke made with both feet off the floor, but is subject to any penalty he may otherwise incur. 19. If the striker play before all the balls have ceased rolling, or before a pool ball has been respotted, or whilst any pool ball has been wrongly spotted, he cannot score, and the next player in rotation shall proceed from the position in which the balls have been left. The striker is subject to any penalty he may otherwise incur. 20. If the striker play with the wrong ball, he shall be penalized in the value of the black ball. 21. If the striker touch a ball in play otherwise than in the proper manner laid down in these Rules, he cannot score and the balls shall be replaced.

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Jamieson says this is a game well-known in Lothian and in the South of Scotland. Sir Walter Scott, in _Rob Roy_, iii. 153, says, Here auld ordering and counter-ordering--but patience! patience!--We may ae day play at _Change seats, the king s coming_. This game is supposed to ridicule the political scramble for places on occasion of a change of government, or in the succession. See Musical Chairs, Turn the Trencher. Checkstone Easther s _Almondbury Glossary_ thus describes this game. A set of checks consists of five cubes, each about half an inch at the edge, and a ball the size of a moderate bagatelle ball: all made of pot. They are called checkstones, and the game is played thus. You throw down the cubes all at once, then toss the ball, and during its being in the air gather up one stone in your right hand and catch the descending ball in the same. Put down the stone and repeat the operation, gathering two stones, then three, then four, till at last you have summed up all the five at once, and have succeeded in catching the ball.