_=The Wheel.=_ The roulette wheel is turned by a small cross-bar rising from its axis. The surface of the wheel slopes from the axis to the outer edge, which is divided into small square pockets, coloured alternately red and black, and each having a number just above it, on the surface of the wheel. These numbers may be in any order, according to the fancy of the maker of the wheel, and they may run from 1 to 27, to 30, to 33, or to 36. In addition to the numbers there are zero marks, which are called _=single=_ and _=double 0=_, and _=Eagle Bird=_. All three of these are used in American wheels, and they are green, so that they win for neither colour. In some of the European wheels there are two zeros, the single 0 being red, and the double 0 black. The single 0 also counts as “odd,” and as below 19; while the double 0 is “even,” and above 18. Bets on odd or even, above and below, are not paid, however, but must remain on the table until the next roll, when the player either gets back twice his money or loses it all. At Monte Carlo there is only one zero, which is green, and takes everything but bets on itself.

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There are also many other different names that record the game. --_Folk-lore Journal_, ii. 266. See Bandy, Camp, Football, Hockey, Hood, Shinty. Hurly-burly An undescribed boys game. In it the following rhyme is used-- Hurly-burly, trumpy trace, The cow stands in the market-place; Some goes far, and some goes near, Where shall this poor sinner steer? --Patterson s _Antrim and Down Glossary_. For a similar rhyme see Hot Cockles. Huss Children play a game which is accompanied by a song beginning-- Hussing and bussing will not do, But go to the gate, knock, and ring-- Please, Mrs. Brown, is Nellie within? --Parish s _Dictionary of the Sussex Dialect_. Hustle Cap A boys game, played by tossing up halfpence.

For instance: If a binocle player discards or plays two heart Kings, it is unlikely that he has either of the Queens, and you may reasonably hope for 60 Queens; but it will be impossible for you to make anything out of your Kings but marriages. In Bézique, where Kings may be of the same suit in fours, you will have a slightly better chance for 80 Kings on account of your adversary’s discards, because he certainly has no more, as he would not break up three Kings. _=Declaring.=_ It is often a nice point to decide whether or not you can afford to make minor declarations while holding higher ones in your hand. In Rubicon many players will give up the trump marriage if they have the sequence, especially with a good chance of re-forming it several times with duplicate cards. The number of cards in hand will often be the best guide. In Rubicon, if you held trump sequence and double bézique, it would be better to declare the sequence first, and to lead the card you drew. One of the trump sequence on the table would then be free to regain the lead and declare the double bézique; but if the bézique was declared first, the sequence might have to be broken into to regain the lead. With a plain-suit sequence and four Aces, declare the Aces first. They will then be free to win tricks for the purpose of making other declarations.

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The pack is then cut for the starter. There is no play, and the hand is turned up and counted, scoring it on a regular cribbage board. The crib is then counted and scored. Leaving the starter still face up on the top of the pack, the eight cards in hand and crib are thrown aside. For the next deal, the player gives himself three cards from the top of the pack, one of which was the starter on the last deal, then two for the crib and three more for himself, discarding for the crib, cutting a starter, counting and scoring hand and crib as before. This is continued until only four cards are left, one of them being the starter for the last deal. Turn up these four cards and count them as a hand. The game is usually 91 points, and the object of the solitaire player is to see if he can reach the game hole without going through the pack more than once. If he does not reach with six hands and cribs, each with a starter, and one hand of four cards without a starter, he has failed to get the solitaire. _=WHEN TWO OR MORE PLAY.

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Chock or Chock-hole. Chow. Chuck-farthing. Chuck-hole. Chucks. Church and Mice. Click. Click, Clock, Cluck. Clowt-clowt. Clubby.

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It is always advisable to get rid of Tens in this way, or Aces of suits in which you hold both Ace and Ten; but it is bad play to fatten with the Ace of a suit of which you have not the Ten, unless the trick wins the game from the player, or saves a very probable schneider. The following _=Illustrative Hands=_ will give the student a very good idea of the manner in which the various forms of the game are played, showing the difference in the play of a Tourné, Solo, and Grand. _=A TOURNÉ.=_ A, Vorhand, has refused ten with the following cards, Hinterhand having passed without a bid:-- [Illustration: 🃛 🂻 🂺 🂾 🃑 🃞 🃁 🃇 🂪 🂩 ] A concludes to play a Tourné, and turns the heart ♡ Q, finding the ♢ King in the Skat. He lays out the ♠ 10 and ♠ 9 in the Skat, and expects to make 12 points; a heart Tourné, with one Matadore. The play is given in the margin. A is the player, and is also Vorhand, with the lead for the first trick. Hearts are trumps. A TOURNÉ +---+-------+-------+-------+-----+ | | A | B | C | A | | | | | |wins.| +---+-------+-------+-------+-----+ | 1 | _♣J_ | ♡7 | J♢ | 4 | | 2 | ♡Q | _♡A_ | ♡8 | - | | 3 | _K♢_ | 9♢ | Q♢ | 7 | | 4 | ♡J | _J♠_ | A♠ | - | | 5 | _♡10_ | ♡9 | 7♠ | 10 | | 6 | _A♢_ | ♣7 | 8♢ | 11 | | 7 | 7♢ | K♠ | _10♢_ | - | | 8 | ♣K | _♣10_ | ♣9 | - | | 9 | _♡K_ | Q♠ | 8♠ | 7 | |10 | _♣A_ | ♣Q | ♣8 | 14 | +---+-------+-------+-------+ + | ♠10 and ♠9 in the Scat.

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_=Cards Played in Error.=_ Dummy’s partner is not liable to any penalty for cards dropped face upwards on the table, or two or more played at once, because it is obvious that Dummy cannot gain any advantage from such exposed cards. _=Leading out of Turn.=_ Should either dummy or his partner lead out of turn, the adversaries may call a suit from the one that should have led. It should be noticed that if it was not the turn of either to lead, there is no penalty; for neither can have gained any advantage from knowing what suit the other wished to lead, or from the exposed card. Should all have played to the erroneous lead, the error cannot be corrected, and no penalty remains. The methods of _=Taking Tricks=_; _=Scoring=_; _=Claiming and Counting Honours=_; _=Marking Rubber Points=_, etc., are the same as in whist, and the counters are used in the same manner. _=Cutting Out.=_ As already observed, there is no change of partners, or of the rotation of the deal, until the completion of a rubber; but at the beginning of each rubber, dummy must deal the first hand.

The British manufacturers who turn out these also make a smaller, cheaper type of man--the infantry about an inch high--which is better adapted to Kriegspiel purposes. We hope, if these suggestions catch on, to induce them to manufacture a type of soldier more exactly suited to the needs of the game, including tray carriers for troops in formation and (what is at present not attainable) dismountable cavalry that will stand. We place this rough sketch of a Kriegspiel entirely at the disposal of any military men whose needs and opportunities enable them to work it out and make it into an exacter and more realistic game. In doing so, we think they will find it advisable to do their utmost to make the game work itself, and to keep the need for umpire s decisions at a minimum. Whenever possible, death should be by actual gun- and rifle-fire and not by computation. Things should happen, and not be decided. We would also like to insist upon the absolute need of an official upon either side, simply to watch and measure the moves taken, and to collect and check the amounts of supply and ammunition given up. This is a game like real war, played against time, and played under circumstances of considerable excitement, and it is remarkable how elastic the measurements of quite honest and honourable men can become. We believe that the nearer that Kriegspiel approaches to an actual small model of war, not only in its appearance but in its emotional and intellectual tests, the better it will serve its purpose of trial and education. *** END OF THE PROJECT GUTENBERG EBOOK LITTLE WARS; A GAME FOR BOYS FROM TWELVE YEARS OF AGE TO ONE HUNDRED AND FIFTY AND FOR THAT MORE INTELLIGENT SORT OF GIRL WHO LIKES BOYS GAMES AND BOOKS.

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_=Players.=_ Any number from four to seven may play, each for himself; five is considered the best game. The players cut for choice of seats, the highest cut taking the first choice and the deal. _=Counters.=_ Each player should be provided with seven white counters to mark the game. If stakes are played for, red counters are used to make up the pool, one player acting as the banker to sell and redeem all red counters. _=Dealing.=_ Six cards are dealt to each player, three at a time, but no trump is turned. All the rules for irregularities in the deal are the same as in Seven-up, but a misdeal does not lose the deal under any circumstances. _=Objects of the Game.

In the position shown in Diagram No. 6, for instance, the King could castle on either side, with the King’s Rook, or with the Queen’s Rook:-- [Illustration: _No. 6._ +---+---+---+---+---+---+---+---+ | ♜ | | | | ♚ | | | ♜ | +---+---+---+---+---+---+---+---+ | ♟ | ♟ | ♟ | | ♛ | ♟ | ♟ | ♟ | +---+---+---+---+---+---+---+---+ | | | ♞ | ♟ | ♝ | ♞ | | | +---+---+---+---+---+---+---+---+ | | | ♝ | | ♟ | | | | +---+---+---+---+---+---+---+---+ | | | ♗ | | ♙ | | | | +---+---+---+---+---+---+---+---+ | | | ♘ | ♙ | ♗ | ♘ | | | +---+---+---+---+---+---+---+---+ | ♙ | ♙ | ♙ | | ♕ | ♙ | ♙ | ♙ | +---+---+---+---+---+---+---+---+ | ♖ | | | | ♔ | | | ♖ | +---+---+---+---+---+---+---+---+ ] If an adverse piece commands the square that would be passed over by the King in castling, the move is not allowed; because a King must not move into check, nor cross a square that is checked by an adverse piece nor castle out of check. In Diagram No. 7 the position that would result from castling with the Queen’s Rook is shown by the black men. [Illustration: _No. 7._ +---+---+---+---+---+---+---+---+ | | | ♚ | ♜ | | | | ♜ | +---+---+---+---+---+---+---+---+ | ♟ | ♟ | ♟ | | ♛ | ♟ | | ♟ | +---+---+---+---+---+---+---+---+ | | | ♞ | ♟ | ♝ | ♞ | | | +---+---+---+---+---+---+---+---+ | | | ♝ | | ♟ | | | | ] _=Queening Pawns.=_ If a passed Pawn succeeds in reaching the last or eighth square on any file, the player to whom the Pawn belongs may call it anything he chooses, from a Queen to a Knight.

It is usual for the last one to pass to signify that he is done by pushing the skat cards toward the survivor, indicating that they are his, and that he is the player. If a player is offered a game equal to his own he may still say, “Yes;” but if he is offered a better game, and still says, “Yes,” he runs the risk of being compelled to play. The old German way of bidding, adopted at the Skat Congresses in Altenburg, Leipzig and Dresden, was to bid in suits; a bid of club Solo outranking one of spade Solo, no matter what it was worth. This has long been obsolete, the objection to it being that a player might get the play on a game of much inferior value. A player with a spade Solo, six Matadores, and schneider announced could offer only a spade Solo, without mentioning its value, and although his game was worth 99, he could be outbid by an offer of Nullo, which was then worth only 20. This is contrary to the spirit of the game, which requires that the person offering the game of the greatest value shall be the player. The rank of the bids in the old German game was as follows, beginning with the lowest:-- Frage, in the order of the suits. Tourné, in the order of the suits. Grand Tourné. Solo in diamonds, hearts and spades.

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_=BIDDING.=_ Beginning on the dealer’s left, each player in turn bids for the privilege of naming the trump suit, stating the number of tricks he proposes to win, playing single-handed against the three other players, and leading a trump for the first trick. In bidding, the trump suit is not named, only the number of tricks. If a player proposes to win all five tricks he bids _=nap=_, which is the highest bid possible, and precludes any further bidding, except in some of the variations which will be described later on. If a player will not make a bid, he says “_=I pass=_,” A bid having been made, any following player must either increase it or pass. If all pass until it comes to the dealer, he is bound to bid at least one trick, and either play or pay. The hands are never abandoned except in case of a misdeal. In some places a _=misère=_ bid is allowed, which outranks a bid of three tricks, and is beaten by one of four. There is no trump suit in misère, but the bidder, if successful, must lead for the first trick. Any bid once made can neither be amended nor recalled, and there is no second bid.

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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. _Scoring._ In Duplicate Auction there are neither games nor rubbers. Each deal is scored just as in Auction, with the addition that whenever a pair makes 30 or more for tricks as the score of one deal, it adds as a premium 125 points in its honour column. B. _Irregularities in the Hands._ If a player have either more or less than his correct number of cards, the course to be pursued is determined by the time of the discovery of the irregularity.

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I bet you ve put stickum on the stones. I did not! Underhill felt his ears grow red with embarrassment. During his novitiate, he had tried to cheat in the lottery because he got particularly fond of a special Partner, a lovely young mother named Murr. It was so much easier to operate with Murr and she was so affectionate toward him that he forgot pinlighting was hard work and that he was not instructed to have a good time with his Partner. They were both designed and prepared to go into deadly battle together. One cheating had been enough. They had found him out and he had been laughed at for years. Father Moontree picked up the imitation-leather cup and shook the stone dice which assigned them their Partners for the trip. By senior rights, he took first draw. * * * * * He grimaced.

A player having once refused to buy, or having named the number of cards he wishes to exchange, cannot amend his decision. 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.

=_ The general principle of leading is to make tricks while you can. It is useless to save up tenaces in plain suits, because there are only five tricks to play, two of which are certain to fall to the trumps, and it is very improbable that any player will lead up to you a small card of a plain suit that will go round twice. It is seldom right to lead small cards of a plain suit. There is a better chance to make a trick with the King by leading it than by keeping it guarded. In the trump suit, tenaces are very strong, and should be preserved, especially if the tenace is over the turn-up trump. There is a familiar example of the importance of tenace when only two play, in which one person holds the major tenace in trumps, hearts, and must win three tricks, no matter which player leads. The cards in one hand are:-- [Illustration: 🂻 🂱 🂺 🂡 🂮 ] and those in the other hand are;-- [Illustration: 🃋 🂾 🂽 🂹 🃑 ] If the player with the major tenace has to lead first, all he has to do is to force his adversary with the plain suit, spades. Whatever the adversary leads, the player with the major tenace simply wins it, and forces again. If the player with the four trumps has the first lead, it does not matter what card he plays; the player with the major tenace wins it, and forces with the plain suit. As long as the major tenace in trumps is not led away from, it must win three tricks in trumps.

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(H. Hardy). I. Mary s gone a-milking, Mother, mother, Mary s gone a-milking, Gentle sweet mother o mine. Take your pails and go after her, Daughter, daughter, Take your pails and go after her, Gentle sweet daughter o mine. Buy me a pair of new milking pails, Mother, mother, Buy me a pair of new milking pails, Gentle sweet mother o mine. Where s the money to come from, Daughter, daughter, Where s the money to come from, Gentle sweet daughter o mine? Sell my father s feather bed, Mother, mother, Sell my father s feather bed, Gentle sweet mother o mine. What s your father to sleep on, Daughter, daughter, What s your father to sleep on, Gentle sweet daughter o mine? Put him in the truckle bed, Mother, mother, Put him in the truckle bed, Gentle sweet mother o mine. What are the children to sleep on, Daughter, daughter, What are the children to sleep on, Gentle sweet daughter o mine? Put them in the pig-sty, Mother, mother, Put them in the pig-sty, Gentle sweet mother o mine. What are the pigs to lie in, Daughter, daughter, What are the pigs to lie in, Gentle sweet daughter o mine? Put them in the washing-tubs, Mother, mother, Put them in the washing-tubs, Gentle sweet mother o mine.

Five Fingers, the five of trumps at Spoil Five. Flèches, the points upon a backgammon board. Fluke, making a count that was not played for. Flush, cards of the same suit. Flux, F., only one suit in the player’s hand; a flush. Force, to compel a player to trump a trick in order to win it. Forced Leads, leads which are not desirable, but which are forced upon the player to avoid those which are still less advantageous. Fordern, G., to lead trumps.

There is a familiar example of the importance of tenace when only two play, in which one person holds the major tenace in trumps, hearts, and must win three tricks, no matter which player leads. The cards in one hand are:-- [Illustration: 🂻 🂱 🂺 🂡 🂮 ] and those in the other hand are;-- [Illustration: 🃋 🂾 🂽 🂹 🃑 ] If the player with the major tenace has to lead first, all he has to do is to force his adversary with the plain suit, spades. Whatever the adversary leads, the player with the major tenace simply wins it, and forces again. If the player with the four trumps has the first lead, it does not matter what card he plays; the player with the major tenace wins it, and forces with the plain suit. As long as the major tenace in trumps is not led away from, it must win three tricks in trumps. _=Leading Trumps.=_ With strong cards in plain suits, the eldest hand may often lead trumps to advantage if the dealer’s partner has assisted, especially if the turn-up trump is small. It is seldom right to lead trumps if the dealer has taken up the trump of his own accord; but an exception is usually made when the eldest hand holds three trumps, and two aces in plain suits. The best chance for a euchre is to exhaust the trumps, so as to make the aces good for tricks. If the pone has ordered up the trump, the eldest hand should lead trumps to him immediately; but the pone should not lead trumps to his partner if the eldest hand has ordered up at the bridge.

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5=_ is a shot which was thought impossible until a few years ago. It depends on the communication of side to the object ball. The cue ball is struck very much on the side, almost like a massé, the spin thus given being communicated to the object ball and from that to the second ball, to which it must be frozen. The result will be that the second ball will make a slight curve on its way to the pocket. _=False Angles.=_ In playing bank shots it is sometimes necessary to make the object ball come back from the cushion at a smaller angle than the natural one. Some players imagine this can be done by putting side on the cue ball, but such is not the case. It is accomplished by striking so hard that the ball buries itself in the cushion, the result of which is that the angle of reflection is less than that of incidence. It is possible to drive an object ball to the rail at an angle of 60 degrees with such force that after crossing the table twice it will come off at a perfect right angle from the cushion. This is a very useful shot in banking for the side pockets, and also in playing for the 1 or 4 pin at Pin Pool.

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If he proposes to take a partner as in Solo Whist, he says, “Je demande,” at the same time placing one of his cards face downward on the table. This card must not be shown or named, but must be of the suit which he proposes to make the trump. He is not allowed to announce the suit, so that any player accepting him as a partner does so in ignorance as to whether he will play in belle or in petite. If the demand is accepted, the proposer and his partner make no change in their positions at the table, but must make eight tricks, just as in Solo Whist. If a player cannot propose, he says: “Je passe,” and each of the others in turn from right to left have the opportunity to make a proposal. When any player proposes, any player in turn after him may accept, although such a one may have already passed. If the fourth player proposes, the three others having passed, and no one will accept him he is bound to play solo against three such weak adversaries, and must make five tricks, either in belle or in petite. He is not allowed to play in a plain suit if he has made a simple “demand.” The only solo bids allowed are those for six, eight, or nine tricks, which outrank one another. A player cannot bid seven to over-call six; he must go to eight; and a player cannot _=bid=_ five tricks without a partner, although, as we have just seen, he may be forced to _=play=_ in that manner.

--A. B. Gomme. In South Notts this game was called Snobs. It was played with small stones or marbles. There were nine sets of tricks. First One-ers (of which there were five in the set), then Two-ers (two in set), Three-ers (three in set), Four-ers (four in set), Four Squares (four in set), Trotting Donkeys (eight in set, I believe), Fly-catchers (six or seven in set), Magic (five in set), and Magic Fly-catchers (five in set). One-ers is played thus:--The five stones are thrown into the air and caught on the back of the hand. If all are caught they are simply tossed up again and caught in the hollow of the hand, but if any are not caught they have to be picked up, one by one, another stone being at the same time thrown into the air and caught with the one picked up in the hand. Two-ers, Three-ers, and Four-ers, are played in the same way, except that the stones not caught on the back of the hand have to be arranged in twos, threes, and fours respectively by the hand on which the caught stones are lying meanwhile, and then each lot has to be picked up altogether.

SEC. 2. The cards must be left in the order in which they were played and quitted until the scores for the deal are recorded. SEC. 3. During the play of a deal a player must not pick up or turn another player’s card. SEC. 4. Before a trick is turned and quitted any player may require any of the other players to show the face of the card played to that trick. SEC.

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When this is accomplished the last boy becomes the keeper.--Earls Heaton, Yorks. (Herbert Hardy). See Mount the Tin. Nine Holes Nine round holes are made in the ground, and a ball aimed at them from a certain distance; or the holes are made in a board with a number over each, through one of which the ball has to pass.--Forby s _Vocabulary_. A rural game, says Nares, played by making nine holes in the ground, in the angles and sides of a square, and placing stones and other things upon, according to certain rules. Moor (_Suffolk Words and Phrases_) says: This is, I believe, accurate as far as it goes, of our Suffolk game. A hole in the middle is necessary. In Norfolk, Holloway (_Dict.

B is the pone. _=DEALING.=_ The cards having been properly shuffled, the dealer presents them to the _=pone=_ to be cut. The American laws require that after separating the pack, the pone shall place the cut part, which he lifts off, nearer the dealer. Beginning at his left, the dealer distributes the cards one at a time in rotation, until the pack is exhausted. The last card is turned face up on the table, and the suit to which it belongs is the trump for that hand. When two packs are used, one is shuffled by the dealer’s partner while the other is dealt, and the shuffled pack is placed on the left of the player whose turn it will be to deal next. Each player deals in turn until the conclusion of the game or rubber. _=IRREGULARITIES IN THE DEAL.=_ The following rules regarding the deal should be strictly observed:-- If any card is found faced in the pack, the dealer must deal again.

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The dice and chuck-a-luck seemed ten thousand miles away. I heard a sound. Gravel crunched dimly under another foot. Somebody had stepped invisibly onto the roof. It scared the daylights out of me, more so because I was flat on my back. Cautiously I turned my head toward the door I had come through. I could see the fuzzy redness of a cigarette in the dark. It brightened as the smoker took a drag. Then I heard the sniffle, and knew who it was. She stood there, apparently leaning against the wall behind her, silently, invisible but for the glow of her cigarette, and not moving her feet.