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Five tricks; or eight with a partner, in belle. _=Simple in belle=_. Six tricks solo, in any suit. _=Petite independence=_. Little misère. _=Petite misère=_. Eight tricks solo in any suit. _=Grand independence=_. Grand misère. _=Grand misère=_, or _=misère sans ecart=_.

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Many of these works devote much space to a certain game, which is evidently the compiler’s pet, and which is accurately described; while other and equally important games are full of errors and omissions, betraying a lamentable want of care in consulting the literature of the subject. While the author of this work does not believe it possible to compile a work that shall be universally accepted as the authority on all games, as a dictionary would be on spelling, he deems it at least possible to select what seems the most common usage, or the best rule, preserving the true spirit of the game, and to describe it accurately and bring the whole up to date. THE WHIST FAMILY. The most popular card games of the present day undoubtedly belong to the whist family, which embraces all those played with a full pack of fifty-two cards, ranking from the ace to the deuce, one suit being trumps, and the score being counted by tricks and honours, or by tricks alone. The oldest and most important of the group is whist itself. The game appears to be of English origin, its immediate parent being “ruff and honours.” This was an old English game in which twelve cards only were dealt to each player, the uppermost of the remaining four being turned up for the trump suit. Whoever held the ace of trumps could “ruff” or take in these four cards, discarding in their place any four he chose. As the game developed into whisk, or whist, this ruffing feature disappeared. There was no stock, the four deuces being discarded from the pack instead.

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| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Norfolk (1). | Norfolk (2). | Haydon. | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket of |Draw a bucket of |Draw a bucket of | | |water. |water. |water. | | 2.| -- | -- | -- | | 3.

C and D pass, and E, pretending not to know that B has opened it, announces that he will open it for the limit, although he has not a pair in his hand. He is of course immediately informed that it has been opened, upon which he unhesitatingly raises it for the limit. Whatever the others do, E stands pat, and looks cheerful. The author has never known this bluff to be called. Holding a strong hand, a player may often coax another to raise him, by offering to divide the pool. The successful bluffer should never show his hand. Even if he starts the game by bluffing for advertising purposes, hoping to get called on good hands later, he should not show anything or tell anything that the others do not pay to see or know. Bluffing is usually more successful when a player is in a lucky vein than when he has been unfortunate. POKER LAWS. _=1.

I have been told instances of this. Gregor, in _Folk-lore of East of Scotland_, p. 52, describes the Scottish box-bed. The truckle bed and footman s bed probably refers to the small bed under a large one, which was only pulled out at night for use, and pushed under during the day. Illustrations of these beds and the children s bed are given in old tales. The proximity of the pig-sty to the house is manifest. The mention of washing-tubs calls to mind the large wooden tubs formerly always used for the family wash. Before the era of laundresses washing-tubs must have constituted an important part of the family plenishing. Washing in the rivers and streams was also a thing of frequent occurrence, hot water for the purpose of cleansing clothes not being considered necessary, or in many cases desirable. Chambers gives a version of the game (_Popular Rhymes_, p.

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The problem of duplicate bridge remains as yet unsolved, so far as a popular game is concerned. _=SIX-HAND BRIDGE.=_ This is played by six persons, sitting with two card tables pushed together so as to make one. Each dealer sits at the long end of the table, the two dealers being partners. On each side of one sits a pair of adversaries so that the initial arrangement, if pair A had the deal, would be this:-- [Illustration: B C +-----+-----+ | 5 | 6 | | | | A |1 | 4| A | | | | 2 | 3 | +-----+-----+ B C ] Numbers are placed on the tables to indicate the positions to which the players shall move after each deal. The player at 6 goes to 5; 4 to 3; 3 to 2; 2 to 1, and 1 to 6. Each pair of partners, as they fall into the end seats, have the deal. If the dealer at either end will not declare on his own cards, he passes it, and the Dummy hand opposite him must be handed to the dealer that sits at the other end of the long table, who must declare for his partner. The usual four hands are dealt and played at each table, and scored as usual. Three scores must be kept, because there are three separate rubbers going on at once,--that between A and B; between A and C, and between B and C.

_=After a Force.=_ If the player is forced before he can answer the call, he may indicate the number of trumps originally held by playing them in this manner:-- With 3 or less; trumping with the lowest; leading the highest. With 4 exactly; trumping with the 3rd-best; leading the highest. With 5 or more; trumping with the 3rd-best; leading the 4th-best. These methods of taking the force must not be carried to extremes. For instance: A player holding K J 10 2, would hardly be justified in trumping with the 10 to show number. Some experts, holding the best trump with at least four others, will not lead it; preferring to show number first, by leading the fourth-best. Others, holding four, lead the lowest after trumping with the third-best. _=The Echo in Trumps.=_ When the partner leads high trumps, the Third Hand should echo with four or more, by signalling in the trump suit.

If his point is good, that and his four Aces and Kings will make him 33 altogether; but his sequence is not good, because the dealer holds five diamonds to the Queen, which comes in order before the score for quatorze, and so saves the repic. Suppose that with the foregoing cards the elder hand was told that even his point was not good. He would count 29 for the 14 Aces, 14 Kings, and the card led. If the dealer had a sixième in diamonds, and a quinte in clubs, for instance, he would claim a repic, 96 points, in spite of the 29 announced by the elder hand; because point and sequence score before quatorze. Equalities do not save the repic. Take the following hands:-- Elder:--♡ A J 10 9 8; ♣ 10; ♢ 10; ♠ A J 10 9 8. Dealer:--♡ K Q; ♣ A K Q; ♢ A K Q J 7; ♠ K Q. The point is equal. The quatrième to the Jack is not good and the four Tens are not good; so elder hand leads a card, and counts, “One.” The dealer then claims repic, 95 points, which is good, although the elder hand had an equal point.

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If a player names the suit that has just been turned down, he loses his right to make the trump; and if he corrects himself, and names another suit, he debars not only himself but his partner from making the trump. One player having named a new trump suit in his proper turn, his decision is binding on all the others; but should a player name a suit out of his proper turn, both he and his partner are debarred from making that suit the trump. If no one will name a new trump, the deal is void, and passes to the next player on the dealer’s left. _=ORDERING UP THE TRUMP.=_ Instead of passing the turn-up trump on the first round, any player who thinks it would be to his advantage to have the turn-up remain the trump, may order the dealer to take it up. In doing so he says: “_=I order it=_,” if he is an adversary; or: “_=I assist=_,” if he is the dealer’s partner. In either case the player making the trump may announce a lone hand at the same time. His side must make at least three tricks, whether he plays alone or not, or it is a euchre, and the adversaries will count two points. In case an adversary of the dealer plays alone, he must distinctly announce it when he orders up the trump. The usual expression is: “_=I order it alone=_.

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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. In case of failure you have to begin all over again. (_b_) In Nashe s _Lenten Stuff_ (1599) occurs the following: Yet towards cock-crowing she caught a little slumber, and then she dreamed that Leander and she were playing at checkstone with pearls in the bottom of the sea. A game played by children with round small pebbles (Halliwell s _Dictionary_). It is also mentioned in the early play of _Apollo Shroving_, 1627, p. 49. See Chucks, Fivestones. Cherry Odds A game of Pitch and Toss played with cherry-stones (Elworthy s _West Somerset Words_). Boys always speak of the stones as ods.

First of all, nine cards are dealt to each player, three at a time. Then four cards are dealt in front of each player, but not to be touched until the bidding is finished. The highest bidder takes up his four extra cards and then names the trump, after which he discards down to six cards for play. The others then take up their four cards and discard down to six, and the game proceeds like regular cinch. _=Sixty-three.=_ In this variation, nine cards are dealt to each player, three at a time. After the bidding, the players discard and fill up again to six cards. Players are allowed several bids, each raising in turn if he is raised. The highest bid possible is sixty-three, and these may be made as follows: High, low, Jack, and ten of trumps count 1 each; pedros, 5 each; King of trumps, 25; trey of trumps, 15; nine of trumps, 9. Game is 150 points.

Red has broken his force into two, a fatal error, as we shall see, in view of the wide space of open ground between the farm and the church. He has 1 gun, 5 cavalry, and 13 infantry on his left, who are evidently to take up a strong position by the church and enfilade Blue s position; Red s right, of 2 guns, 20 cavalry, and 37 infantry aim at the seizure of the farm. Figure 2 is a near view of Blue s side, with his force put down. He has grasped the strategic mistake of Red, and is going to fling every man at the farm. His right, of 5 cavalry and 16 infantry, will get up as soon as possible to the woods near the centre of the field (whence the fire of their gun will be able to cut off the two portions of Red s force from each other), and then, leaving the gun there with sufficient men to serve it, the rest of this party will push on to co-operate with the main force of their comrades in the inevitable scrimmage for the farm. Figure 3 shows the fight after Red and Blue have both made their first move. It is taken from Red s side. Red has not as yet realised the danger of his position. His left gun struggles into position to the left of the church, his centre and right push for the farm. Blue s five cavalry on his left have already galloped forward into a favourable position to open fire at the next move--they are a little hidden in the picture by the church; the sixteen infantry follow hard, and his main force makes straight for the farm.

50_a_. If a player who has been debarred from bidding under Laws 50 or 65, during the period of such prohibition, make any declaration (other than passing), either adversary may decide whether such declaration stand, and neither the offending player nor his partner may further participate in the bidding even if the adversaries double or declare. 50_b_. A penalty for a declaration out of turn (see Law 49), an insufficient or impossible declaration (see Law 50), or a bid when prohibited (see Law 50_a_) may not be enforced if either adversary pass, double, or declare before the penalty be demanded.[11] 50_c_. Laws which give to either adversary the right to enforce a penalty, do not permit unlimited consultation. Either adversary may call attention to the offence and select the penalty, or may say, “Partner, you determine the penalty,” or words to that effect. Any other consultation is prohibited,[12] and if it take place, the right to demand any penalty is lost. The first decision made by either adversary is final and cannot be altered. 51.

_=2.=_ If a player begins with less than the proper number of men, the error cannot be rectified after the player has made a throw for his move. _=3.=_ 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.

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The girl stands a little distance off. The lover says the first four lines, then approaches the lady, falls on one knee, and says the next line. The lady replies, and retires further away. The lover then falls on the ground and says the next line. As this is said the good fairy appears, touches the fallen lover with her hand, and he is immediately well again. (_c_) This is a curious game, and is perhaps derived from a ballad which had been popular from some more or less local circumstance, or more probably it may be a portion of an old play acted in booths at fair times by strolling players. It is not, as far as I can find out, played in any other counties. The lines-- Over the water at the hour of ten, I ll meet you with five thousand men; Over the water at the hour of five, I ll meet you there if I m alive, are portions of a dialogue familiar to Mr. Emslie, and also occur in some mumming plays. It may also be noted that the curing of illness or death from a stab is an incident in these plays, as is also the method of playing.

I TK d the one-two up. Little Joe from Kokomo, one of the stick-men called. They raked losing bets and paid winners with the speed of prestidigitators. Roller keeps the dice, the stick-man told my neighbor. The gambler cursed and threw the dice to the roller on his left. He spat blame at Sniffles for not riding with him. He was one big clot of crushed misery. After all, hadn t he _wanted_ to lose? They all do. I couldn t get very upset over his curses. So far he had lost one buck, net.

It is hardly necessary to say that a player would be very foolish to engage himself to win six by cards if the odd trick would equally answer his purpose; nor would he undertake to win three by cards with clubs for trumps, if he had as good a chance of making two by cards with diamonds or hearts. In other words, the player should not make the trump which promises the greatest number of tricks, but should select that which will yield the largest number of points. It is for this reason that every good player first considers the advisability of making it “no-trump,” and if he thinks that injudicious, hearts or diamonds, leaving the black suits as a last resort. It is the custom invariably to make it no-trump with three Aces, unless the hand is strong enough for a heart make, or holds great honour value in red. In estimating the probabilities of trick-taking, it is usual to count the partner for three tricks on the average. Conservative players do not depend on him for more than two. Generally speaking, the maker of the trump should have four pretty certain tricks in his own hand. The dealer should seldom announce a black trump unless he has a certainty of the game in his own hand, without any assistance from his partner, or unless he has such a poor hand that he must make it a “defensive spade.” If he cannot safely make it no-trump or red, he should pass, and allow his partner the chance. With such a hand as seven clubs, including four honours, and absolutely worthless cards otherwise, the dealer should make it clubs, except when the adversaries have won the first game, and are about 20 points in the second.

=_ The object is now to see which player or partnership can get the greatest number of points in going through the pack once, each playing his own solitaire with his individual pack, but keeping level with his opponents in the matter of hands and deals. It is usual for each to cut the starter for the other and then to verify the count of the other’s hands and cribs. If one reaches 91 before the other gets round past 60, it is reckoned as a double game. If neither side reaches 91 before the pack runs out, the player that comes nearer to it wins. When two play against two as partners, each takes an adversary and plays against him individually, the scores being balanced at the end by adding those of the partners together. *** END OF THE PROJECT GUTENBERG EBOOK FOSTER S COMPLETE HOYLE: AN ENCYCLOPEDIA OF GAMES *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark.

And if I might for a moment trumpet! How much better is this amiable miniature than the Real Thing! Here is a homeopathic remedy for the imaginative strategist. Here is the premeditation, the thrill, the strain of accumulating victory or disaster--and no smashed nor sanguinary bodies, no shattered fine buildings nor devastated country sides, no petty cruelties, none of that awful universal boredom and embitterment, that tiresome delay or stoppage or embarrassment of every gracious, bold, sweet, and charming thing, that we who are old enough to remember a real modern war know to be the reality of belligerence. This world is for ample living; we want security and freedom; all of us in every country, except a few dull-witted, energetic bores, want to see the manhood of the world at something better than apeing the little lead toys our children buy in boxes. We want fine things made for mankind--splendid cities, open ways, more knowledge and power, and more and more and more--and so I offer my game, for a particular as well as a general end; and let us put this prancing monarch and that silly scare-monger, and these excitable patriots, and those adventurers, and all the practitioners of Welt Politik, into one vast Temple of War, with cork carpets everywhere, and plenty of little trees and little houses to knock down, and cities and fortresses, and unlimited soldiers--tons, cellars-full--and let them lead their own lives there away from us. My game is just as good as their game, and saner by reason of its size. Here is War, done down to rational proportions, and yet out of the way of mankind, even as our fathers turned human sacrifices into the eating of little images and symbolic mouthfuls. For my own part, I am _prepared_. I have nearly five hundred men, more than a score of guns, and I twirl my moustache and hurl defiance eastward from my home in Essex across the narrow seas. Not only eastward. I would conclude this little discourse with one other disconcerting and exasperating sentence for the admirers and practitioners of Big War.

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|maid. |maids. | | 7.|And dance along with |And walk along with |And dance along with | | |us. |us. |us. | | 8.|For we are going a- | -- |For we are lads a | | |roving. | |roving. | | 9.

To change formation = half a move. To mount = one move. To dismount = one move. Artillery. To unlimber guns = half a move. To limber up guns = half a move. Rivers are impassable to guns. NEITHER INFANTRY, CAVALRY, NOR ARTILLERY CAN FIRE AND MOVE IN ONE MOVE. Royal Engineers. No repairs can be commenced, no destructions can be begun, during a move in which R.

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If only one adverse man occupies a point, it is called a _=blot=_, and the man may be captured, as will presently be explained. The numbers that appear on the upper faces of the two dice, when they are thrown, are the number of points that each of any two men, or that any one man may be moved at a time. If a player throws four-deuce, for instance, he may either move one man four points and another two; or he may move a single man four points and two points, or two points and four points. He cannot lump the throw and call it six points, because if the fourth point from where the man stood was covered by two or more of the enemy, the four could not be played with that man. If the second point from where the man stood was also covered, he could not be moved at all, although the sixth point from where he stood might be unoccupied. If Black’s first throw is five-deuce, for instance, he cannot move one of the two men on his adversary’s ace point for the five, because the fifth point thence is covered. Neither could he move one of them two and then five, because the seventh point is covered also. If a player throws _=doublets=_, that is, the same number on each die, he plays the throw twice over. If a player throws double fours, for instance, he can either move one man four points four times; or one man four points once, and another man four points three times; or two men four points twice; or two men four points each, and then two other men four points, always provided that the points moved to at the end of each four are not covered by the enemy. If there is only one of the adversary’s men on any point which can be reached by a throw of the dice, the blot may be hit, a man being moved to that point, and the adverse man taken from the board and placed upon the bar.

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At trick 9, Z knows B cannot have 10 and 9 of trumps, or he would have led one of them to prevent the J and 8 both making, so Y must have one of those trumps. At trick 11, if B leads the club, he loses his call. He must again take the chance of bringing the trumps down together. In the second example A proposes, or calls Solo, and Y over-calls him with Misère. The great point in playing against Misère is to continue leading suits in which he is known to be long, so as to give your partners discards. This B does with the two long spades, the caller being marked with the ace and others on the second trick. Then Z allows B to discard his high diamonds on the clubs. SCOTCH WHIST, OR CATCH THE TEN. _=CARDS.=_ Scotch Whist is played with a pack of 36 cards, which rank in plain suits, A K Q J 10 9 8 7 6; the Ace being highest both in play and in cutting.