If not, the three are left on the table and three more turned up in the same way. Let us suppose this is the appearance of the table: [Illustration: The Foundation:-- 🂷 The Stock:-- 🃔 The Layout:-- 🃖 🃁 🂢 🂹 The top card of the three:-- 🃅 ] The player can make several changes at once. The five of diamonds will go on the club six, the club four on the five, the ace of diamonds on the deuce of spades, leaving a space which must be filled from the top of the stock, using the card that was under the four of clubs. Another card is exposed and available under the five of diamonds. Cards built on the foundations must be in the same suit, and build upward, nothing but eights being available on the sevens. On the layout, sequences are built down, and must change colour each time. Any time that there is a space in the four columns of the layout, the top card of the stock may be used to fill the space, but the stock itself must never be added to. If there are only two cards in any of the four columns of the layout at any time, and the top one can be used on another pile, it may be taken for that purpose. Suppose the nine of hearts were built on down to a black six, the five of diamonds could be removed to that pile to release the six of clubs. After running through the entire pack, three cards at a time, the cards that have not been used in the process, and which are lying on the table face up, are taken up again and turned face down, without shuffling them, and run through again, three at a time.

II. I ve come for one of your daughters, With a ring a ding a my dolly; I ve come for one of your daughters On this bright shining night. Pray, which have you come for, With a ring a ding a my dolly? Pray which have you come for On this bright shining night? I ve come for your daughter Mary, With a ring a ding a my dolly; I ve come for your daughter Mary On this bright shining night. Then take her, and welcome, With a ring a ding a my dolly; Then take her, and welcome, On this bright shining night [incomplete]. --Sheffield (S. O. Addy). (_b_) A number of children stand against a wall, and a row of other children face them. They walk backwards and forwards, singing the first and third verses. Then the children who are standing still (against the wall) answer by singing the second and fourth verses.

When any irregularity is remedied in this manner, the trump card remains unchanged. If the dealer turns up more than one card for the trump, his adversary has a right to select which card shall be the trump, or he may claim a new deal by the same dealer, provided he has not seen his hand. If he has seen his hand, he must either claim a misdeal, or the eleventh card must be the trump, the other exposed card being set aside. If the pack is found to be imperfect, all scores previously made with it stand good. _=TURNING THE KING.=_ If the King is turned up, the dealer marks one point for it immediately. If a wrong number of cards has been dealt, and a King is turned, it cannot be scored, because it was not the eleventh card. _=PROPOSING AND REFUSING.=_ The cards dealt, the pone examines his hand, and if he thinks it strong enough to win three or more tricks, he stands; that is, plays without proposing, and says to the dealer: “_=I play=_.” If he thinks he can improve his chances by drawing cards, allowing the dealer the same privilege of course, he says: “_=I propose=_;” or simply: “_=Cards=_.

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--Moor s _Suffolk Words_. The same game as Nought and Crosses, which see. Kittlie-cout A game mentioned but not described by a writer in _Blackwood s Magazine_, August 1821, as played in Edinburgh. He mentions that the terms hot and cold are used in the game. The game of Hide and Seek. --Jamieson. Knapsack One boy takes another by the feet, one foot over each shoulder, with his head downwards and his face to his back, and sets off running as fast as he can. He runs hither and thither till one or other of the two gets tired.--Keith (Rev. W.

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Always remember that a double may enable an adversary to go game, and will often show the declarer which hand to finesse against. _=Free Doubles=_ are opportunities to double when the declarer will go game anyhow if he makes his contract, but they should never be made if there is any chance that he may shift. _=Free Bids=_ are anything better than a spade by the dealer, or anything that over-calls a previous bid, because no one is forced to bid on the first round. A _=Shout=_ is a bid that is a trick more than necessary to over-call the previous bid. It shows a solid suit, or five or six sure tricks in hand. In a losing suit it is a loud call for the partner to go no trumps if he can. A free bid in a losing suit shows the high cards; in a winning suit it shows the tricks in hand. _=A Forced Bid=_ is one that is necessary to over-call, such as two diamonds over a heart. This does not mean that the caller would have bid two diamonds originally. A player who must indicate a lead against a no-trumper makes a forced bid.

|Come and play with us.| | 8.| -- | | 9.| -- | | 10.| -- | | 11.| -- | | 12.| -- | | 13.|We will give you pots | | |and pans. | | 14.|.

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10. +-.-+---+-.-+---+-.-+---+-.-+---+ | . | | . | ⛀ | . | | . | | +-.

=_ In all games in which the player need not follow suit unless he chooses, such as Seven-up, there should be no penalty if the player has not his full complement of cards, because he cannot possibly gain anything by playing with a short hand. But in all such games as Whist, where the absence of a card in plain suits might enable a player to trump, a penalty must be enforced for playing with less than the proper number of cards. In all such games as Poker, it is only to the player’s own disadvantage to play with too few cards, provided he is not allowed to call four cards a flush or a straight, and there should be no objection to his playing with a short hand. Many good players “squeeze” their cards, and if they find a good pair in the first two, they put up the ante without looking further. It is manifestly unfair to bar them out of the pool because the dealer has given them only four cards, which gives them no possible advantage, but rather the reverse. This is in accordance with common sense, and is the law in Cribbage and Piquet. _=Discrimination.=_ No person should be allowed any advantage over another which is not compensated for in some way. In Seven-up, for instance, the non-dealer counts game if it is a tie; an advantage which is offset by the dealer’s counting Jack if he turns it. In Auction Pitch the dealer has no such advantage, because no trump is turned, and therefore the non-dealer cannot count ties for game.

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Whichever colour the chosen hand contains is the one the chooser must take for the first game. The duplicate pieces of each colour are distinguished by their position with regard to the King or Queen; those on the King’s side being called the King’s Bishop, the King’s Knight, and the King’s Rook. Those on the Queen’s side are the Queen’s Bishop, Queen’s Knight, and Queen’s Rook. The pawns are designated by the pieces in front of which they stand; King’s Pawn; Queen’s Knight’s Pawn, etc. The comparative _=value of the pieces=_ changes a little in the course of play, the Rooks especially not being so valuable early in the game. Authorities differ a little as to the exact value of the pieces, but if we take the Pawn as a unit, the fighting value of the others will be about as follows:-- A Knight is worth 3½ Pawns. A Bishop is worth 5¼ Pawns. A Rook is worth 9½ Pawns. A Queen is worth 15 Pawns. A King is worth 4½ Pawns.

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It is often necessary to estimate very closely the number of points that must fall on a certain number of leads. For instance: You are Vorhand, and hold these cards:-- [Illustration: 🂫 🂻 🃋 🃞 🃝 🃙 🃘 🃗 🃇 🂧 ] Even if you find the Ace and Ten with the best Wenzel in one hand against you, you have an almost certain club Solo, for if you lead a Wenzel, your adversary must either take it, or give you the Ace or Ten. If he wins it, and his partner gives him a Ten of another suit, and they then proceed to make both the Aces and Tens of your weak suits, that will give them only 56 points, and you will make every other trick. The only thing that could defeat you is for one player on the fourth trick to lead a suit of which his partner had none. This would require one player to have all the spades and the other all the hearts, which is almost impossible. Another familiar example is the following: You are Vorhand with these cards:-- [Illustration: 🃛 🂫 🃑 🃚 🂡 🂪 🂸 🂷 🃈 🃇 ] Although you cannot possibly win more than six tricks, and must lose every trick in the red suits, you have an invincible Grand; because the adversaries have not a sufficient number of Fehlkarten to give you to avoid adding 16 points to the 46 you already have in your hand, which must make you 62 before they get a trick. It is better to bid on a doubtful Solo than on a risky Tourné, and if you have a choice of two numerically equal suits, it is better to bid on a suit containing small cards in preference to one containing A 10. In bidding Tournés, you must remember that the more cards you hold of a suit, the less your chance to turn up one. It is not good play to bid a Solo on four or five trumps unless you have some aces in the other suits. A Grand may be bid even without a trump, if you have the lead, and hold four aces, or three aces and four Tens.

=_ When the cue-ball is very near another, the player shall not play without warning his adversary that they do not touch, and giving him sufficient time to satisfy himself on that point. _=9.=_ When the cue-ball is in contact with another, the balls are spotted and the player plays with his ball in hand. _=10.=_ Playing with the wrong ball is foul. However, should the player using the wrong ball play more than one shot with it, he shall be entitled to his score just the same as if he had played with his own; as soon as his hand is out, the white balls must change places, and the game proceed as usual. ON FOUL STROKES.--It is a foul, and no count can be made: _=1.=_ If a stroke is made except with the point of the cue. _=2.

The most important matter is the revoke, and it should be clearly understood before play begins whether the revoke penalty is to be paid by the individual in fault, or by the side to which he belongs. Some players think there should be some regulation for penalties in such cases as that of a player taking up the wrong hand, when two or more are dealt to each player; but as no advantage can be gained by the exchange, it is hard to see what right the adversary would have to impose a penalty. ILLUSTRATIVE SCOTCH WHIST HAND. We give a simple example hand, as an illustration of the manner of playing with four persons; two being partners against the other two. _Z deals and turns heart 8_ +-------+-------+-------+-------+ | A Y B Z | +-------+-------+-------+-------+ 1 | Q♢ | _K♢_ | 8♢ | 9♢ | 2 | _♣A_ | ♣K | ♣J | ♣8 | 3 | ♣7 | _♣9_ | ♣6 | 6♠ | 4 | 8♠ | J♠ | K♠ | _A♠_ | 5 | J♢ | 9♠ | A♢ | _Q♠_ | 6 | 7♢ | _10♠_ | ♣Q | 7♠ | 7 | _♡A_ | 10♢ | 6♢ | ♡Q | 8 | ♡9 | ♡6 | _♡K_ | ♡7 | 9 | ♣10 | ♡10 | _♡J_ | ♡8 | +-------+-------+-------+-------+ _A-B win 30 by honours._ _Y-Z win 2 by cards._ _=Trick 1.=_ _=Y=_ plays King second hand, hoping it will be taken by the Ace, so that he may become third or fourth player, and perhaps save his Ten. _=B=_, with the minor tenace in trumps, plays to avoid the lead as long as possible. _=Trick 2.

Jiddy-cum-jiddy A northern name for See Saw. Jingle-the-bonnet A game in which two or more put a halfpenny each, or any piece of coin, into a cap or bonnet. After jingling or shaking them together, they are thrown on the ground; and he who has most heads when it is his turn to jingle, gains the stakes which were put into the bonnet.--Jamieson. Halliwell (_Dictionary_) says this is a northern name for the game of Shake Cap, and Brockett (_North Country Words_) speaks of it as a game much practised among the young pitmen and keelmen. Jingo-ring Here we go by jingo-ring, jingo-ring, jingo-ring, Here we go by jingo-ring, and round by merry-ma-tansy. --Sporle, Norfolk (Miss Matthews). Sung to the Mulberry or Ivy bush tune. The children form a ring and dance round singing. At the last word they all fall down.

When any player’s supply is exhausted, he can purchase more, either from the banker or from another player. In many places counters are not used, and the value of the game is designated by the coins that take their place. In “penny nap,” English coppers are used in settling; sixpences in “sixpenny nap,” and so on. In America, nickel and quarter nap are the usual forms. _=PLAYERS.=_ Any number from two to six can play; but four is the best game. If five or six play it is usual for the dealer to give himself no cards. _=CUTTING.=_ The players draw from an outspread pack to form the table, and for choice of seats. A lower cut gives preference over all higher; the lowest cut has the first choice of seats, and deals the first hand.

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Whitehead’s Conventions of Auction Bridge, by Wilbur C. Whitehead, 1914. WHIST. _=CARDS.=_ Whist is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but ranking below the deuce in cutting. Two packs are generally used, the one being shuffled while the other is dealt. _=MARKERS=_ are necessary to keep the score. The most common are red and white circular counters; the white being used for the points in each game, and the red for the games themselves, or for rubber points. It is better to have two sets, of different colours, each set consisting of four circular and three oblong counters, the latter being used for the rubber points, or for games. _=PLAYERS.