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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No trump is turned, and the remainder of the pack is left face downward on the dealer’s left. The four cards dealt to the table are then turned face up, and the play begins. After the four cards given to each person have all been played, the dealer takes up the remainder of the pack, and without any further shuffling or cutting, deals four more cards to each player, two at a time, but gives none to the table. These four having been played, four more are dealt in the same manner, and so on, until the pack is exhausted, after which the deal passes to the left in regular rotation. _=Irregularities in the Deal.=_ If the pack is proved to be imperfect, or if a card is found faced in the pack there must be a fresh deal by the same dealer. If a player deals out of turn, he must be stopped before the cards on the table are turned face upward. A misdeal loses the deal. It is a misdeal if the pack has not been cut, or if the cards are shuffled after the pack has been properly cut; or if the dealer deals a card incorrectly, and fails to remedy it before dealing to the next player; or if he deals too many or too few cards to any player or to the table. If a card is exposed during the deal, an adversary may claim a fresh deal.

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=_ This is exactly the reverse of the follow shot, the ball being struck below the centre, and the cue passing at least three inches beyond where the ball stood, as shown in the diagram. This gives the cue ball a retrograde motion, similar to that imparted to a child’s hoop by spinning it backward while throwing it forward, so as to make it return. If the object ball is reached before this retrograde motion is exhausted, the effect will be to stop the forward motion of the cue ball, and to give what is left of the retrograde motion full play, making the cue ball return. The two great mistakes made by beginners in playing draw shots are that they pull the cue back, instead of driving it clear through the ball aimed at, and that they strike so hard that the forward motion of the cue ball is too strong for the retrograde motion to overcome it, or the object ball to stop it. It is never necessary to strike harder than sufficient to reach the object ball and get back to the carrom ball, unless one is playing for position. When the balls are so close together that to run the cue through the ball would make a foul shot, the draw may still be made by pointing the cue off to the side, and pushing it past the cue ball, instead of through it. This will secure the retrograde motion, but accompanied by a great deal of twist, which must be calculated for if the cue ball is to strike a cushion. A short draw may also be made by using the pinch. [Illustration] _=The Massé.=_ Most players imagine this to be a very difficult shot, but it is extremely simple if the principle of the direction of the cue and the effect of the pinch are kept in view.

Jiddy-cum-jiddy. Jingle-the-bonnet. Jingo-ring. Jinkie. Jock and Jock s Man. Jockie Blind-man. Joggle along. Johnny Rover. Jolly Fishermen. Jolly Hooper.

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E. cannot move without supply--if supplies are not provided within six consecutive moves, they are out of action. A force surrounded must surrender four moves after eating its last horse. Now as to Destructions: To destroy a railway bridge R.E. take two moves; to repair, R.E. take ten moves. To destroy a railway culvert R.E.

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The different combinations of four cards, arranged in pairs, is as follows:-- [Illustration: 🂴 🃔 🂴 🂤 🂴 🃄 🃔 🂤 🃔 🃄 🂤 🃄 ] Whether the foregoing combinations are formed during the play of the hand, or found in the hand or crib after the play is over, their counting value is exactly the same. _=Sequences.=_ Any three or more cards, following one another in numerical order, will form a sequence. A sequence may also run into the court cards, such as 9 10 J, 10 J Q, or J Q K; but Q K A is not a sequence in Cribbage. The counting value of a sequence is one point for each card in it. Sequences formed in the course of play must always be single, although the cards forming them need not fall in regular order. Those found in the hand or crib may be double, and those formed with the aid of the starter may be treble or quadruple. The method of computing the value of double and treble sequences should be thoroughly understood, in order that such combinations may be counted at sight. A few examples will show that each combination belongs to a certain class, to which the same counting value is always attached. These classes are distinguished by the number of duplicates of the sequence cards.

When six persons offer for play, it is much better to form two tables, but some persons object to playing continuously, and like the rest given to the dealer when more than three play. There are always three active players in Skat. The one who makes the trump is called _=the player=_, or Spieler; the two opposed to him are called the _=adversaries=_, or Gegners; while those who hold no cards are called _=im Skat=_, or Theilnehmer. Of the three active players, the one who leads for the first trick is called _=Vorhand=_; the second player is called _=Mittelhand=_, and the third _=Hinterhand=_. The person sitting on the dealer’s right, to whom the cards are presented to be cut, is called the _=pone=_. No person is allowed to withdraw from the game without giving notice in advance, and he can retire only at the end of a round of deals. It is usual to give notice at the beginning of a round, by saying: “This is my last.” _=CUTTING.=_ Positions at the table are drawn for, the cards ranking as in play, Jacks being the best, and the suits outranking one another in order, so that there can be no ties in cutting. The lowest cut has the first choice of seats, and also deals the first hand.

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If the 10 is not led the adversary may turn up an honour, and will then have major tenace over the 10 and 8. The end game always offers some interesting problems for solution by the expert in tenace position, and in placing the lead. WHIST FAMILY LAWS. While the code of laws drawn up by the American Whist League, and finally approved and adopted at the Third Congress, [in Chicago, June 20th to 24th, 1893,] refers exclusively to the parent game of Whist, its general provisions equally apply to all members of the whist family of games. The author believes it will save much repetition and confusion to interlineate the exceptions which are necessary in order to cover the special features of such important variations as Boston, Cayenne, and Solo Whist. Where no exceptions are made, the law applies equally to these games and to Whist. The unnumbered paragraphs show the inserted laws. It is a common practice for the framers of laws to insert rules which are simply descriptive of the manner of play. The author believes in adhering to the proper definition of a law, which is a rule carrying with it some penalty for its infraction, or defining the rights of individual players. Such a statement as that the Dummy player may not overlook his adversary’s hand is not a law, because there is no penalty if he does so.

=_ If at any time a player is able to win everything on the table with one card, it is a sweep, and counts a point. For instance: He holds an 8, and there are upon the table four cards only:--5 3 6 and 2. By combining the 6 and 2, and the 5 and 3, two Eights will be formed, and the sweep is made. Sweeps are usually marked by leaving the cards with which they are made face upward at the bottom of the tricks taken in by the player. Sweeps made by opposite sides are sometimes turned down to cancel one another. _=Trailing.=_ When a player cannot pair, combine, or build anything, he must play a card. This is called trailing, because he is simply following along waiting for opportunities. In trailing it is usually the best policy to play the smaller cards, except Aces and Little Cassino, because as other players will probably trail small cards also, these may be combined and won with the larger cards kept in the player’s hand. _=Last Cards.

Any player winning five tricks on a nap bid takes the entire pool. This is a very good game, and increases both the bids and the play against them. _=Widows.=_ Another variation is to deal five cards in the centre of the table, face downward, the dealer giving the cards to the widow just before helping himself in each round. Any player in his proper turn to bid may take the widow, and from the total of ten cards so obtained select five on which he must bid nap, discarding the others face downward. _=Peep Nap.=_ In this variety of the pool game one card only is dealt to the widow, usually on the first round. Each player in turn, before bidding or passing, has the privilege of taking a private peep at this down card, on paying one counter to the pool. The card is left on the table until the highest bidder is known, and he then takes it into his hand, whether he has paid to peep at it or not. He must then discard to reduce his hand to five cards.

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This is a simplified form of Vint, for three players, with a thirty-two-card pack. The cards rank: A K Q J 10 9 8 7, and the suits rank: Hearts, diamonds, clubs, and spades. Hearts are always _=preference=_. There are no hands played without a trump suit. If four persons play, the dealer takes no cards. The three active players make up a pool, each putting in an equal amount at first, and the bidder putting into it as many as he bids for the privilege of naming the trump suit. Any one may deal the first hand, after which the deal passes to the left. Three cards are given to each player the first round, then two are laid off for a widow, then four to each player, and then three to each. Beginning on the dealer’s left, each player in turn may name the trump if he thinks he can take at least six of the ten tricks to be played for. Bids outrank one another in the order of the suits, hearts being preference always.

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Souterii Palamedes_, p. 81; but more particularly, _I Tali ed altri Strumenti lusori degli antichi Romani, discritti da Francesco de Ficoroni_, 4to, Rom. 1734. Against the suggestion that the modern game is derived directly from the Romans, is the fact that it is known in countries never traversed or occupied by the Romans. Thus Dr. Clarke, in his _Travels in Russia_, 1810, p. 106, says: In all the villages and towns from Moscow to Woronetz, as in other parts of Russia, are seen boys, girls, and sometimes even old men, playing with the joint-bones of sheep. This game is called Dibbs by the English. It is of very remote antiquity; for I have seen it very beautifully represented on Grecian vases; particularly on a vase in the collection of the late Sir William Hamilton, where a female figure appeared most gracefully delineated kneeling upon one knee, with her right arm extended, the palm downwards, and the bones ranged along the back of her hand and arm. In this manner the Russians play the game.

| -- | -- | -- | |11.| -- | -- | -- | |12.| -- | -- | -- | |13.|Build it up with |Build it up with lime | -- | | |mortar and bricks. |and stone. | | |14.|Mortar and bricks will|Lime and stone would | -- | | |waste away. |waste away. | | |15.| -- | -- |Build it up with penny| | | | |loaves.

N. E. S. W., letters used to distinguish the players at Duplicate Whist. N always leads, unless otherwise specified. Nursing, keeping the balls together at Billiards, as distinguished from gathering, which brings them together. Odd Trick, the seventh won by the same partners at Whist. Open Bets, bets at Faro which play cards to win. Openers, cards which entitle a player to open a jack-pot.

| R| A leads for first trick. | I| ------+-------+-------+-------+ C+-------+------+------+-------- A Y B Z | K| A Y B Z ------+-------+-------+-------+--+-------+------+------+-------- 10♠ | Q♠ | 8♠ | _K♠_ | 1| _♣A_ | ♣K | ♣10 | ♣Q ♣J | _♣A_ | ♣4 | ♣K | 2| ♣5 | ♣2 | ♣9 | _♣J_ 6♢ | _A♢_ | J♢ | Q♢ | 3| 10♢ | J♢ | 9♢ | _A♢_ 5♢ | _K♢_ | 10♢ | 9♢ | 4| Q♢ | 8♢ | _K♢_ | 4♢ 4♢ | 3♢ | 2♢ | _8♢_ | 5| 2♠ | J♠ | _A♠_ | 9♠ ♣9 | ♣7 | ♣3 | _♣Q_ | 6| Q♠ | 10♠ | _K♠_ | 8♠ ♣6 | ♣5 | ♣2 | _♣10_ | 7| ♡A | _7♢_ | 3♢ | ♡Q 3♠ | 6♠ | 4♠ | _J♠_ | 8| _♡10_ | ♡4 | ♡3 | ♡5 2♠ | 5♠ | ♡K | 9♠ | 9| ♣4 | ♡K | ♣6 | _♣7_ _♡A_ | ♡Q | ♡10 | ♡5 |10| ♡9 | _7♠_ | ♡J | 5♠ ♡7 | _♡J_ | ♡9 | 7♠ |11| ♡7 | ♡2 | ♣8 | _♡8_ ♡6 | _♡8_ | ♡4 | ♣8 |12| ♡6 | _6♠_ | 6♢ | 4♠ A♠ | ♡2 | _♡3_ | 7♢ |13| ♣3 | _5♢_ | 2♢ | 3♠ ------+-------+-------+-------+--+-------+------+------+-------- A 4 Y 6 B 2 Z 1 A 4 Y 5 B 0 Z 4 Making it a Jack. B wins the Pool. _=No. 1. 2nd Trick.=_ Z sees that with such a hand escape is impossible. As his chief danger is in being loaded with hearts at the end, he clears his hand as rapidly as possible. _=9th Trick.=_ The ♠A being held up, it looks as if A were safe in that suit with A 5 2.

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At trick 8, if he put on the ace of clubs, B might have the 8, and he would lose both his King and the Queen on the Ten, giving him only 60 points. It must be remembered that A knows every card out against him, because he has seen the skat cards. A wins his 12 points; a heart Tourné with one. _=A SOLO.=_ Vorhand has refused a bid of 18, and announces spade Solo with the following cards:-- [Illustration: 🂫 🂡 🂪 🂩 🂨 🂱 🂺 🃑 🃈 🃇 ] A SOLO. +---+-------+-------+-------+-----+ | | A | B | C | A | | | | | |wins.| +---+-------+-------+-------+-----+ | 1 | 8♠ | K♠ | _♡J_ | - | | 2 | _♣A_ | ♣K | ♣7 | 15 | | 3 | 9♠ | _Q♠_ | 10♢ | - | | 4 | 7♢ | _A♢_ | Q♢ | - | | 5 | 8♢ | _K♢_ | ♣Q | - | | 6 | _♡A_ | ♡K | ♡8 | 15 | | 7 | _♡10_ | ♡7 | ♡9 | 10 | | 8 | _10♠_ | 7♠ | ♣8 | 10 | | 9 | J♠ | _♣J_ | ♡Q | - | |10 | A♠ | _J♢_ | ♣9 | - | +---+-------+-------+-------+ + | ♢9 and ♣10 in the Scat. | 10 | +---------------------------+-----+ | A wins 60 | +---------------------------------+ He has the lead for the first trick, and of course begins with the trumps. The play is given in the margin. C wins the first trick, and leads his long suit through the player.

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Milk-pails were pails of wood suspended from a yoke worn on the milkmaid s shoulders, and these have been giving place to present-day milk-cans. Consequently we find in the rhymes only four versions in which milk-pails are used. In two versions even the sense of milking-can has been lost, and the South Shields version, sent me by little Miss Blair, has degenerated into male-scales, a thoroughly meaningless phrase. The Cowes version (Miss Smith) has arrived at wash-pan. The burden of the Chirbury version is a rea, a ria, a roses, and the Sheffield version is also remarkable: the I, O, OM refers, probably, to something now forgotten, or it may be the Hi, Ho, Ham! familiar in many nursery rhymes. The game seems to point to a period some time back, when milking was an important phase of the daily life, or perhaps to the time when it was customary for the maids and women of a village to go to the hilly districts with the cows (summer shealings) for a certain period of time. The references to domestic life are interesting. The scarcity of beds, the best or feather bed, and the children s bed, seeming to be all those available. The feather bed is still a valued piece of household furniture, and is considered somewhat of the nature of a heirloom, feather beds often descending from mother to daughter for some generations. I have been told instances of this.

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How many Miles to Babylon I. King and Queen of Cantelon, How many miles to Babylon? Eight and eight and other eight. Will I get there by candle-light? If your horse be good and your spurs be bright. How mony men have ye? Mae nae ye daur come and see. --Chambers _Popular Rhymes_, p. 124; Mactaggart s _Gallovidian Encyclopædia_. II. How many miles to Babylon? Three score and ten. Will we be there by candle-light? Yes, and back again. Open your gates and let us go through.

The highest card played of the suit led wins the trick, and trumps win all other suits. The Five of trumps, or any higher, will win the Left Pedro; but the Left Pedro will win the Four of trumps, or any lower. The winner of the trick gathers it in, turning it face down, and leads for the next trick, and so on, until all six tricks have been played. The tricks themselves have no value, and need not be kept separate. The last trick turned and quitted may be seen, but no other. _=Irregularities in Playing.=_ If, during the play of a hand, any person is found to have too many cards, his hand is foul, and neither he nor his partner can score any points for that deal, but they may play the hand out to prevent the adversaries from scoring everything. If he has too few cards there is no penalty. If a player leads out of turn, and the three others follow him, the trick stands good. If all have not followed the false lead, their cards must be taken back, but only the leader’s card is liable to be called.

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Fall of the Cards, the order in which they are played. False Cards, cards played to deceive the adversary as to the true holding in the suit. Fattening, discarding counting cards on partner’s tricks. Feind, G., an adversary; Gegner is the more common word. Figure, F., K, Q or J. Fille, F., see Widow. Finesse, any attempt to take a trick with a card which is not the best of the suit.

xix. p. 361); and Dr. Tylor has pointed out the significance of these string puzzles among savage peoples in _Journ. Anthrop. Inst._, ix. 26. Cat-gallows A child s game, consisting of jumping over a stick placed at right angles to two others fixed in the ground.--Halliwell s _Dictionary_.

+-----------------------+-------------------------------+ | Play with Black Men. | Play with White Men. | +-------+-------+-------+-------+-------+-------+-------+ | _1_ | _2_ | _3_ | _4_ | _5_ | _6_ | _7_ | +-------+-------+-------+-------+-------+-------+-------+ | 11-15 | 11-15 | 10-15 | 11-15 | 11-15 | 11-15 | 10-15 | | 22 18 | 23 19 | 22 18 | 24 20 | 22 18 | 23 19 | 23 18 | | 15-22 | 8-11 | 15-22 | 8-11 | 15-22 | 8-11 | 12-16 | | 25 18 | 22 17 | 25 18 | 28 24 | 25 18 | 26 23 | 21 17 | | 8-11 | 3- 8 | 6-10 | 4- 8 | 8-11 | 4- 8 | 16-19 | | 29 25 |*17 14 | 29 25 | 23 19 | 29 25 | 30 26 | 17 14 | | 4- 8 | 9-18 | 10-15 |* 9-13 | 4- 8 |* 9-13 | 9-13 | | 24 20 | 21 17 |*25 22 | 20 16 | 24 20 | 19 16 | 24 20 | | 10-15 | 18-22 | 15-19 | 11-20 | 10-15 | 12-19 | 8-12 | | 25 22 | 25 18 | 23 16 | 22 17 | 25 22 | 23 16 | 25 21 | | 12-16 | 15-22 | 12-19 | 13-22 |* 9-13 | 11-20 | 12-16 | |*27 24 | 26 23 | 24 15 | 25 4 | 20 16 | 22 17 | 21 17 | | 15-19 | 5- 9 | 9-14 |W wins.| 12-19 | 13-22 | 4- 8 | | 24 15 | 17 13 | 18 9 | | 23 16 | 25 4 | 29 25 | | 16-19 | 11-15 | 11-25 | | 11-20 |W wins.| 6- 9 | | 23 16 | 23 18 |B wins.| | 18 4 | | 27 24 | | 9-14 | 1- 5 | | |W wins.| | 1- 6 | | 18 9 | 18 11 | | | | | 32 27 | | 11-25 | 7-23 | | | | | 6-10 | | 28 24 | 27 18 | | | | | 27 23 | | 5-14 | 9-14 | | | | | 8-12 | | 24 19 | 18 9| | | | | 25 21 | | 6-10 | 5-14 | | | | | 2- 6 | |B wins.|B wins.| | | | | 31 27 | | | | | | | | 3- 8 | | | | | | | | 30 25 | | | | | | | |W wins.| +-------+-------+-------+-------+-------+-------+-------+ _=LOSING GAME.

Thus, we do not necessarily keep eBooks in compliance with any particular paper edition. Most people start at our website which has the main PG search facility: www.gutenberg.org. This website includes information about Project Gutenberg™, including how to make donations to the Project Gutenberg Literary Archive Foundation, how to help produce our new eBooks, and how to subscribe to our email newsletter to hear about new eBooks. .The Project Gutenberg eBook of The Game of Rat and Dragon 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.

The first trick played, each person at the table shows what he has claimed, in order that his adversaries may verify the count. A would then gather up the first trick, announcing the total score for his side, which would be 22; 4 for the point, 14 Aces, 3 Kings, and 1 for the card led. He would then play another club, announcing 22. This his partner would win but would not count, as he is on the same side that has already counted for the lead. If the play is followed up it will be found that A-B make a capot. The adversaries will then score 15 for their three sequences of four, and one of three. No point of less than 30 can be announced. _=Pic and Repic.=_ If one player, or two partners together, reach 20 in counting, without playing, they count 90 for the repic. If they reach 20 in declarations and play together, they count 60 for the pic.

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| LASSIE. |BRISTOL. | CENTRE. | CROSS. |DEFIANCE.| DENNY. | | | | | | | | | | 11-15 | 11-15 | 11-16 | 11-15 | 11-15 | 11-15 | 10-14 | | 23 19 | 24 20 | 24 20 | 23 19 | 23 18 | 23 19 | | | 8-11 | 8-11 | 16-19 | 8-11 | | 9-14 | | | 22 17 | | | 22 17 | | 27 23 | | | 3- 8 | | | 15-18 | | | | +=========+=========+=========+=========+=========+=========+=========+ | | DOUBLE | | | | | | | DYKE. | CORNER. | DUNDEE. |EDINBURG.

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It is evidently a funeral game. The green gravel and the green grass indicate the locality of the scene; green, as applied to gravel, may mean freshly disturbed, just as green grave means a freshly made grave. The tenant of the new grave is the well-loved lady of a disconsolate lover, and probably the incidents of washing and dressing the corpse, and putting an inscription on the place where it is laid, are indicated by Nos. 13 and 15. The dirge, or singing to the dead, is indicated by Nos. 18, 23, and 26, and the beauty of the first line is in complete accord with the mournful music. That No. 26 occurs in only two variants, Derbyshire and the Isle of Man, is curious, as the pathos of this appeal is very apparent in the movement of the game. The communion with the dead which is indicated by No. 23 is by no means considered impossible by the peasantry.