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If neither knocks, and at the end of the hand both players are found to have points enough to put them out, neither wins the game. If the game is 1000 points, it must be continued to 1250. Should both reach that point without knocking, it must be continued to 1500. If neither knocks, and only one has enough points to put him out, he wins the game on its merits. _=SCORING.=_ The game is usually 1000 points. All scores for dix, melds, and the last trick, are counted as soon as made; but the players are not allowed to keep any record of the score for cards, nor to go back over their tricks to refresh their memory. Any player going back further than the last trick turned and quitted, forfeits his entire score for cards. The player first correctly announcing that he has reached 1000 points, wins the game, no matter what his adversary’s score may be; but if the announcement is incorrect, he loses the game. Should a player score more than he is entitled to; as, for instance, scoring 80 for four Queens, his adversary may take down the superfluous score, 20 points in this instance, and may add it to his own score for a penalty.

The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed 12 inches apart from centre to centre. They shall be 2¼ inches in diameter. The pin spots numbered 7, 8, 9 and 10 shall be placed 3 inches from the pit edge of the alleys, measuring from the edge to the centre of such pin spots. The pins shall be spotted on the pin spots placed upon the alleys according to the following diagram, and the pins and spots shall be known by the numbers as follows: [Illustration: 7 8 9 10 4 5 6 2 3 1 ] The pins shall be of the following design and measurements: 15 inches in height, 2¼ inches in diameter at their base, 15 inches in circumference at a point 4½ inches from their base, 11⅝ inches in circumference at a point 7¼ inches from their base, 5¼ inches in circumference at the neck, a point 10 inches from the base; 8 inches in circumference at the head, a point 13½ inches from the base. The taper from point to point shall be gradual, so that all lines shall have a graceful curve. The balls shall not in any case exceed 27 inches in circumference nor exceed 16 pounds in weight. Any sized ball of less circumference or weight may be used. Two alleys immediately adjoining each other shall be used in all games. The contesting teams shall successively and in regular order roll one frame on one alley, and for the next frame alternate and use the other alley, so alternating each frame until the game is completed. In delivering the ball the player must not permit any part of his foot, while any portion thereof is in contact with the alleys, to rest or extend on, over or beyond the foul line, nor shall any part of his person be permitted to come in contact with any part of the alleys beyond the foul line, at any time before the delivered ball shall have reached the pins.

He is probably working a vest or sleeve hold-out. Some clumsy or audacious sharpers will go so far as to hold out cards in their lap, or stick them in a “bug” under the table. One of the most successful poker sharps ever known, “Eat-um-up Jake” Blackburn, who had a hand like a ham, could hold out five cards in his palm while he carried on all the operations of shuffling, dealing, and playing his hand. Such men require great dexterity and nerve to get rid of their “deadwood,” or surplus cards, without detection. _=Holding out=_ is regarded by the professional as a most dangerous experiment, but it is very common. Never play with a man who keeps his eyes rivetted on the cards as he deals, and who deals comparatively slowly. He is probably using marked cards, or has marked the important ones himself during the play. Poker sharps who mark cards by scratching them with a sharp point concealed in a ring are obliged to hold the cards at a certain angle to the light in order to see the scratches. Those who dig points in the cards with the thumb nail depend on touch instead of sight. If you find such points on the cards, either dig other points on other cards, or retire from the game.

69. A card dropped on the floor or elsewhere below the table, or so held that it is seen by an adversary but not by the partner, is not an exposed card. 70. Two or more cards played simultaneously by either of the declarer’s adversaries give the declarer the right to call any one of such cards to the current trick and to treat the other card or cards as exposed. 70_a_. Should an adversary of the declarer expose his last card before his partner play to the twelfth trick, the two cards in his partner’s hand become exposed, must be laid face upward on the table, and are subject to call. 71. If, without waiting for his partner to play, either of the declarer’s adversaries play or lead a winning card, as against the declarer and dummy and continue (without waiting for his partner to play) to lead several such cards, the declarer may demand that the partner of the player in fault win, if he can, the first or any other of these tricks. The other cards thus improperly played are exposed. 72.

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SMUDGE. In this variation of auction pitch, any player who is not in the hole wins the game at once if he can bid four and make it. PEDRO. Pedro, Pedro Sancho, Dom Pedro, and Snoozer, are all varieties of Auction Pitch, in which certain counting cards are added, and secondary bids are allowed. Everything counts to the player winning it, instead of to the one to whom it is dealt. The game point is scored by the player who wins the trick containing the Ten of trumps. If that card is not in play there is no Game. In _=Pedro Sancho=_, the Five and Nine of trumps count their pip value in scoring, so that 18 points can be bid and made on one deal; one each for High, Low, Jack, and Game, and fourteen more for the Nine and Five of trumps. These two trumps have no special rank. The Ten will win the Nine, and the Six will take the Five.

The rules for seeing, raising, calling, and showing hands are precisely the same as at Draw Poker. Owing to the absence of the draw, there is no clue to the strength of an opponent’s hand, except his manner, and the amount of his bet. The hands shown are much weaker than the average of those at Draw Poker, being about equal to hands that a player in that game would come in on. Triplets are very strong at Straight Poker, and two pairs will win three out of four pools in a five-handed game. The great element of success is bluff. STUD POKER. The arrangements for the cards, seats, antes, buck, etc., are precisely as at Straight Poker; but in dealing, only the first card is dealt face down, the remaining four being turned up by the dealer as he gives them out. Each player in turn then looks at his _=down card=_, and the betting proceeds as in Straight Poker, each player having the privilege of passing once before a bet is made. A much more popular method is to stop the deal at two cards, each player having received one face down, and another face up.

As soon as either side reaches or passes 30, they win the game; but the hand must be played out, and all tricks taken must be counted. The total is written on the score-sheet; the score of the losers standing to their credit until the final accounting at the end of the rubber. _=RUBBERS.=_ Three games, of 30 points each, constitute a rubber; but if the first two are won by the same players, the third is not played. The side winning the majority of the games adds 100 (rubber) points to its score. _=SUGGESTIONS FOR GOOD PLAY.=_ The points which the beginner may profitably study in Bridge are chiefly in making the trump, and in the methods by which the hands of the partners are combined, so as to work together. _=Making the Trump.=_ The bridge player’s first consideration should be the state of the score, which will show how many points he needs to win the game. Let us suppose this number to be 12, he having already scored 18.

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There being six cards in each hand, with the starter, the counting combinations sometimes run into high figures, and it is therefore usual to play the game 121 or even 181 points up. * * * * * There are no authoritative _=LAWS=_ for Cribbage, but the foregoing descriptions contain all the regulations in force at the best clubs. TEXT BOOKS. The Cribbage Player’s Handbook, by Walker. Bézique and Cribbage, by Berkeley. Pocket Guide to Cribbage, by “Cavendish.” Bohn’s Handbook of Games. Cribbage, by Rawdon Crawley. Dick’s Handbook of Cribbage. PIQUET.

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org/ebooks/search/?query=game&submit_search=Search .The Project Gutenberg eBook of The Traditional Games of England, Scotland, and Ireland (Vol 1 of 2) This ebook is for the use of anyone anywhere in the United States and most other parts of the world at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this ebook or online at www.gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. Title: The Traditional Games of England, Scotland, and Ireland (Vol 1 of 2) Author: Alice Bertha Gomme Release date: December 29, 2012 [eBook #41727] Language: English Credits: Produced by David Edwards, Harry Lamé, the Music Team (Anne Celnik, monkeyclogs, Sarah Thomson and others) and the Online Distributed Proofreading Team at http://www.pgdp.net (This file was produced from images generously made available by The Internet Archive) *** START OF THE PROJECT GUTENBERG EBOOK THE TRADITIONAL GAMES OF ENGLAND, SCOTLAND, AND IRELAND (VOL 1 OF 2) *** Produced by David Edwards, Harry Lamé, the Music Team (Anne Celnik, monkeyclogs, Sarah Thomson and others) and the Online Distributed Proofreading Team at http://www.pgdp.

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| |44.| -- | -- |Then off to prison he | | | | |must go. | |45.| -- | -- | -- | |46.| -- | -- | -- | |47.| -- | -- | -- | |48.|We ll give him a horse| -- | -- | | |to gallop around. | | | |49.| -- |Here comes my lord | -- | | | |Duke, let everyone | | | | |pass by but the very | | | | |last one. | | +---+----------------------+----------------------+----------------------+ (_d_) This game is universally acknowledged to be a very ancient one, but its origin is a subject of some diversity of opinion.

_=The Fourth-best.=_ From any combination of cards, if you have not the best, or both the second and third-best, in your hand for the second round, lead your original fourth-best. From all the following, the proper lead on the second round would be the fourth-best, in each case the four of the suit: [Illustration: 🂡 🂭 🂧 🂤 🂢 | 🂾 🂽 🂸 🂴 🃁 🃋 🃉 🃄 🃃 | 🂮 🂭 🂧 🂤 🃑 🃙 🃘 🃔 🃓 | 🃎 🃋 🃊 🃄 ] _=Leading Trumps.=_ A trump lead is sometimes adopted when all the plain suits are bad ones to lead away from, such as A Q, or A J, or K J in each and no length. If a player holds high cards which are not in sequence, such as the major tenace, ace and queen, it is very probable that the declarer holds the king. By refusing to lead such suits, and waiting for them to come up to the tenace, the declarer’s high card may be caught and a valuable trick saved. When a good player opens his hand with a trump, right up to the declaration, his partner should lead his best supporting cards boldly up to dummy’s weak suits. _=The Pone’s Leads.=_ When the pone gets into the lead, if he does not return his partner’s suit, he should open his own suits according to the rules already given for all the high-card combinations. If he has no high-card combination, it is usually better for him to lead some card that will beat Dummy than to lead his fourth-best.

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If the pone asks for less cards than he wants, he must play the hand as it is, and can mark the King if he holds it; but all tricks for which he has no card to play must be considered as won by his adversary. If a player plays without discarding, or discards for the purpose of exchanging, without advising his adversary of the fact that he has too many or too few cards, he loses two points, and the right of marking the King, even if turned up. If either player, after discarding and drawing, plays with more than five cards, he loses the point and the privilege of marking the King. Should the dealer forget himself in dealing for the discard, and turn up another trump, he cannot refuse his adversary another discard, if he demands it, and the exposed card must be put aside with the discards. If any cards are found faced in the pack when dealing for the discard, the deal stands good if they will fall to the dealer. But if the exposed card will go to the pone, he has the option of taking it, or claiming a fresh deal by the same dealer. During all the discards the trump card remains the same. _=MARKING THE KING.=_ The discards settled, the first and most important thing before play begins is to mark the King. If the King is turned up, the dealer marks one point for it immediately.

=_ If he cannot use the card drawn, or does not wish to, he draws it from its position on the top of the stock and places it between himself and the dealer, still face up. The dealer then decides whether or not he wants it, and if he does not he “passes” it by turning it face down, and pushing it to his right. Cards once passed in this manner cannot again be seen by either player. The player who passes the card turns up the next one on the stock. If he does not want it, he places it on the table between himself and his adversary, and if his adversary does not want it either, he turns it down and passes it to the pile of deadwood, turning up the top card of the stock again. In this manner it will be seen that each player has to decide on two cards in succession; the one drawn but not used by his adversary, and the one he draws himself. This is continued until the stock is exhausted, which ends the game. _=Discarding.=_ If a player uses any card drawn from the stock in this manner, it is obvious that he has too many cards, and in order to reduce his hand and show-downs to ten cards, he must discard something, unless he can show down everything remaining in his hand, in which case he would have eleven cards down, and win the game. In discarding, the card thrown out is placed at the disposal of the adversary, as if it were the card drawn from the stock, and if the adversary does not want it, he passes it and draws another.

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They win the first seven tricks, which makes them game; but they do not cease playing. If they succeed in gaining eleven tricks out of the thirteen, they win a game of 9 points, instead of 5. As already observed, Vivant loses or gains double the value of the points in each hand. In the three-handed game this must be so; but in my opinion it would be a great improvement in the four-handed game to allow the player sitting out to share the fortunes of the Vivant, as in Bridge, and in many German games of cards, notably Skat. _=SLAMS.=_ The two great differences between French and English Dummy are that honours are not counted in Mort, and that a special value is attached to slams. A slam is made when one side takes the thirteen tricks. These must be actually won, and cannot be partly made up of tricks taken in penalty for revokes. Players cannot score a slam in a hand in which they have revoked. A slam counts 20 points to the side making it; but these 20 points have nothing to do with the game score.

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_=Increasing Builds.=_ If any player held an Ace and a 10 in his hand, he could increase the 9 build to a 10 build, by putting his Ace on the 7 and 2, and announcing the total value, “Ten.” Any following player would then be unable to win the build with anything but a 10, and the player who originally built it a 9 would lose it unless he also held a 10 in his hand. Should the build remain a 9 until it came round again to the player who originally built it, he could then take it in with his 9, or he might himself increase it to 10, if he had an Ace and a 10 in his hand; but in order to do this the player must have in his hand the cards to win both the original and the increased builds. A player holding in his hand a 10, 3 and 2, but no 8, could not build a 5 on the table to an 8, and afterward advance it to 10. He must have the 2 3 8 and 10 all in his own hand to do this. Some players imagine that a player cannot increase his own build in this manner, even if he has both the cards for the first and last build; but there is no reason why a player should be denied a privilege which is freely granted to his adversary. If any player can legitimately make or increase a build, all may do so, provided they have the proper cards. _=Double Builds.=_ When two cards of the same denomination, or two builds of the same value are put together as one, they cannot be increased.

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He should know that the caller has nothing between the 5 and the 9, and must have the Ace; so his cards were probably A 5 4 3 2. While it is manifestly impossible to catch him on that suit, it may still be led three times, in order to give the partners discards, as both of them must be short. If this estimate of the caller’s cards is wrong in anything, it is not with regard to the Ace, so there is not the slightest danger in continuing the suit. As a general rule, the suit first led by an adversary should be returned, unless the player winning the trick has a singleton in another suit, when he should lead that. The suit led by the caller, if he was eldest hand, should not be returned. Some judgment of character must be used in playing on a caller’s own lead. An adventurous player will sometimes call a misère on a hand which contains a singleton 5 or 6, and will lead it at once; trusting that second hand will imagine it to be safe, and cover it. Players should be aware of this trap, and never cover a misère player’s own lead if they can help it, unless the card led is below a 4. _=ABUNDANCE.=_ Very few persons will risk calling an abundance which they are not pretty certain of; but a player may be forced to the call on a doubtful hand, especially if he is over-called on his original proposal to play a solo.

Brelan Carré, F., four cards of the same denomination. Bringing in a Suit, making tricks in a plain suit after the adverse trumps are exhausted. Brûler, F., to burn a card. Bûche, F., cards that count for nothing, such as the tens and court cards in Baccara; equivalent to the G. Ladons, or Fehlkarten. Bucking the Tiger, playing against the bank at Faro. Bumblepuppy, playing Whist in ignorance or defiance of conventionality.

As the verse is sung and finished, Dinah goes to any one in the ring, and, if successful in guessing her name, takes her place, the other taking the place of Dinah, the game going on as before.--Earls Heaton (Herbert Hardy). Dinah was a Christy Minstrel song in the fifties. It is probable that the game, which resembles Buff, has been played to the tune of the song. Singing a chorus would soon follow. See Buff, Muffin Man. Dip o the Kit A rustic game, undescribed and marked as obsolescent.--Peacock s _Manley and Corringham Glossary_. Dish-a-loof A singular rustic amusement. One lays his hand down on a table, another clashes his upon it, a third his on that, and so on (fig.

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Instead of turning the trump, a single suit may be declared trumps for the game. On the overplay, the cards may be gathered into tricks instead of playing them as required by law (Law VIII, Sec. 1). In case of the discovery of an irregularity in the hands, there must always be a new deal. MNEMONIC DUPLICATE FOR MORE THAN ONE TABLE. Except a contest played in comparison with a progressive match, the replaying of the cards by the same players--“up and back,” as it is sometimes called--is the only possible method of approximating to Duplicate Whist for one table; but where eight or more players participate, this form of the game is extremely undesirable, from the element of memory entering into the replay and destroying the integrity of the game and its value as a test of Whist skill. It has been well described as “a mongrel game--partly Whist and partly Dummy, but lacking in the best features of each.” In the early days of Duplicate Whist, Mnemonic Duplicate was, to some extent, played even when several tables of players were participating. It still survives in a few circles, chiefly where Duplicate Whist has never been tried. It can be played under any of the Duplicate Whist schedules by playing them through twice--the second time with the North and South hands given to the East and West players, and vice versa.

Dibbs. Dinah. Dip o the Kit. Dish-a-loof. Doddart. Doncaster Cherries. Dools. Down in the Valley. Drab and Norr. Draw a Pail of Water.

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1. No conversation should be indulged in during the play, except such as is allowed by the laws of the game. 2. No player should in any manner whatsoever give any intimation as to the state of his hand or of the game, or of approval or disapproval of a play. 3. No player should lead until the preceding trick is turned and quitted. 4. No player should, after having led a winning card, draw a card from his hand for another lead until his partner has played to the current trick. 5. No player should play a card in any manner so as to call particular attention to it, nor should he demand that the cards be placed in order to attract the attention of his partner.