10, 1869; _Westminster Papers_, Jan., 1869. THREE-HANDED BINOCLE. When three persons play, the entire pack is dealt out, giving sixteen cards to each player, four at a time, and turning up the last for the trump. There is no stock. Each plays for himself, and must keep his own score. A triangular cribbage board is very useful for this purpose. _=Dix.=_ Each player in turn, beginning on the dealer’s left, may show the Nine of trumps if he holds it, and exchange it for the trump card. Should two Nines be shown by different players, the one on the dealer’s left takes the turn-up trump.
, &c.--he _shall_ bite you all over. --Dorsetshire (_Folk-lore Journal_, vii. 213). VII. I sent a letter to my love, I carried water in my glove, And by the way I dropped it. I did so! I did so! I had a little dog that said Bow! wow! I had a little cat that said Meow! meow! Shan t bite you--shan t bite you-- Shall bite you. --Cornwall (_Folk-lore Journal_, v. 52). VIII.
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. If the number that fall when the stones are first thrown up won t allow of this, the player has to drop the required number (but no more) from his hand. In Magic the play is just the same as in One-ers, except that instead of only throwing up a single stone and catching it as the others are in turn picked up, the whole number, except those remaining to be picked up, are thrown and caught. In Four Squares, four of the stones are arranged in a square, each of them is then picked up, whilst the remaining stone is flung upwards and caught; the one picked up is then tossed up, and the one originally tossed up is put down in the place of the other, which is caught as it descends, and the process repeated all round the square. Trotting Donkeys is similarly played, except that the four stones are arranged in a line--not in a square--and I believe there is some other slight difference, but I forget what. Fly-catchers is played like One-ers, except that the stone thrown into the air while the others are being picked up, is not simply caught by being allowed to fall into the hand, but by an outward movement of the hand is _pounced on_, hawk-fashion, from above. Magic Fly-catchers is played in precisely the same way, except that as in simple Magic, not one stone, but all are thrown up and caught--that is, if there are four on the ground one only is thrown up for the first, two for the second, three for the third, and so on until they are all picked up. This is, of course, the most difficult part of all, and, in fact, only experts were expected to do it.
Nip-srat-and-bite. Nitch, Notch, No-Notch. Not. Noughts and Crosses. Nur and Spel. Nuts in May. ERRATA. On page 15, line 12, _for_ Eggatt _read_ Hats in Holes. On pp. 24, 49, 64, 112, _for_ _Folk-lore Journal_, vol.
Solo in diamonds 9, in hearts 10, in spades 11 and in clubs 12, Turned grand 12, gucki grand 16, solo grand 20 and open grand 24. Gucki nullo 15, open gucki nullo 30, solo nullo 20, open solo nullo 40, and revolution, if played, 60. Uno and duo, if played, shall be worth 20, or if played open 40. 2. When there are trumps, the unit value of the game shall be multiplied as follows: 1 for game; 2 for schneider; 3 for announcing schneider, or for making schwarz without having made any announcement; 4 for schwarz after having announced schneider; and 5 for announcing schwarz. To each of these multipliers shall be added one for each matadore, “with” or “without.” 3. In tournées, if the player says “passt-mir-nicht” to the first card and takes the second, he loses double if he loses his game. In guckis, whether grand or nullo, the player loses double if he loses his game. 4.
_=THE SHOTS.=_ There are three shots common to billiards: The _=carrom=_ or _=cannon=_, in which a count is made by the cue ball striking both the other balls on the table. The _=winning hazard=_, in which the object or the carrom ball is driven into a pocket. The _=losing hazard=_, in which the cue ball goes into a pocket after contact with another ball. There are five ways of making the principal shots at billiards, and they should be thoroughly mastered by every player. These are: The force, the follow, the draw, the massé, and the side stroke. [Illustration] The first great principle in billiards is that the cue ball will always travel in the _=direction=_ in which the cue is pointed. Holding the cue upward, downward or sidewise makes no difference; the line of travel will be a prolongation of the line of the cue. In the three ways of striking the cue ball shown in the diagram in the margin, the ball will go in the direction of the arrow in each instance. [Illustration] If the cue is held nearly level with the surface of the table the ball will be pushed or rolled along; but if the cue is held perpendicularly, and the ball is struck directly on the top, the ball will be _=pinched=_ to the table, as in the first figure in the margin, and will not move.
The children forming the wheel walk round in a circle and sing the verse. When they come to the word grab, those children standing on the _inside_ of the wheel leave hold of their partners arms, and try to catch hold of the one standing immediately in front of their previous partners. The child in the centre (or Miller) tries (while they are changing places) to secure a partner and place (fig. 2). If he succeeds in doing this, the one then left out becomes the Miller. At Leicester the odd child, or miller, stands _outside_ the wheel or ring, instead of being in the centre, and it is the outside children who change places. Mr. Addy, in the Sheffield version, says, The young men stand in the outer ring, and the young women in the inner. A man stands within the inner circle, quite near to it. The men try and grasp the arm of the girl in front of them, and the man in the centre also tries to grasp one; the man he displaces taking his place as Miller.
|Asks boy to taste. | |11.|Fixing of wedding day.|Fixing of wedding day.|Fixing of wedding day.| |12.|Wife in carriage, |Wife with domestic |Bride with rings on | | |husband in cart. |utensils. |fingers and bells on | | | | |toes. | |13.
This ball must be pocketed by banking it to one or more cushions. The player who pockets the ball wins the game. FORTY-ONE POOL. Forty-One Pool is played with a regular Fifteen-Ball Pool set of balls, the object of play being to pocket a sufficient number of the pool balls which added to the private small ball shall score exactly 41. CHICAGO POOL. This game is played with the numbered pool balls from 1 to 15 and a white cue-ball, as in Fifteen-Ball Pool, the object being to play upon and pocket the balls in their numerical order. The table is laid out for the game by placing the one ball against the end cushion at the first right-hand diamond sight at the foot of the table, the two-ball is placed at the centre diamond sight on same cushion; the remaining thirteen balls are placed in the order of their numbers at the succeeding diamond sights. The three sights on the end rail at head of the table are not occupied by any ball. The opening stroke _must_ be to strike the _one_-ball. If that ball is holed it is placed to the credit of the player, and he continues his hand until he fails to score, but in continuing he must play each time upon the ball bearing the lowest number on the table.
_=Naturals.=_ The cards all dealt, the dealer first examines his hand. If he has exactly 21, an Ace and a tenth card, which is called a natural, he shows it at once, and the players must pay him twice the amount they have staked in front of them, unless they also have a natural, when it is a stand-off. If the dealer has not a natural, each player in turn, beginning with the eldest hand, examines his two cards to see how nearly their total value approaches 21. If he has a natural, he exposes it immediately, and the dealer must pay him double the amount staked. It is sometimes the rule for the holder of a natural, the dealer having none, to take the stakes of all the other players; but this variation is not in favour. _=Drawing.=_ No natural being shown, each player in turn may draw another card, or stand on the two dealt him, which are not shown under any circumstances. If he is content, he says: “I stand.” If he wants a card he says: “One,” and the dealer gives it to him, face up.
Izard +-----+------+--------+------+-----+------+--------+ | E-W | Gain | Part’s | HAND | N-S | Gain | Part’s | +-----+------+--------+------+-----+------+--------+ | 8 | | | 1 | 10 | 2 | | +-----+------+--------+ +-----+------+--------+ | 4 | | 1 & 2 | 2 | 5 | 1 | 3 & 4 | +-----+------+--------+ +-----+------+--------+ | 6 | 1 | -4 | 3 | 5 | | +4 | +-----+------+--------+ +-----+------+--------+ | 3 | | | 4 | 5 | 2 | | +-----+======+========+ +-----+======+========+ | 7 | | | 5 | 8 | 1 | | +-----+------+--------+ +-----+------+--------+ | 6 | 2 | 1 & 3 | 6 | 4 | | 2 & 4 | +-----+------+--------+ +-----+------+--------+ | 3 | | +1 | 7 | 4 | 1 | -1 | +-----+------+--------+ +-----+------+--------+ | 10 | 1 | | 8 | 9 | | | +-----+======+========+ +-----+======+========+ | 5 | | | 9 | 6 | 1 | | +-----+------+--------+ +-----+------+--------+ | 9 | | 1 & 4 | 10 | 10 | 1 | 2 & 3 | +-----+------+--------+ +-----+------+--------+ | 10 | 2 | -1 | 11 | 8 | | +1 | +-----+------+--------+ +-----+------+--------+ | 2 | | | 12 | 3 | 1 | | +----------+----------+---------+----------+-------+ | Summary | 1 to 4 | 5 to 8 | 9 to 12 | Total | +----------+----------+---------+----------+-------+ | No 1 | -4 | +1 | -1 | -4 | | +----------+---------+----------+-------+ | 2 | -4 | -1 | +1 | -4 | | +----------+---------+----------+-------+ | 3 | +4 | +1 | +1 | +6 | | +----------+---------+----------+-------+ | 4 | +4 | -1 | -1 | +2 | +----------+----------+---------+----------+-------+ ] It must be remembered that the hands which are here scored N & S, in the 5th column, were E & W when originally dealt; so that the 1st and 5th columns are really the same hands. The score-card should be folded down the middle during the overplay, so that the original scores cannot be seen. It is even better to use a new card. _=Foster’s System=_ of playing two pairs at one table, which was used at all the matches for the Utica Trophy, in which one pair from a club challenged the pair that held the trophy for another club, consisted in having an umpire to transpose the suits between the original and the overplay of the deals. The trays containing the hands were sent in to the umpire’s room, and he had an extra pack of cards, from which he duplicated each hand of thirteen cards as he took it out of the pocket to which it belonged, but changed the suits, making clubs trumps instead of hearts, etc. This system was found to do away with the memory part of the game, it being very difficult to recognize a hand unless it had some startling feature. Coupled with the present practice of throwing out all hands in which there is found to be a suit of more than six cards, and dealing it over again, Foster’s system for two pairs is the best so far suggested. _=Eight Individuals.=_ This form of contest is seldom used, because players dislike the continual changing of position, and the delay in arriving at the results of the score. It would require seven sets to exhaust the combinations; and at each table two hands should be dealt, played, and exchanged with the other table in the set, before the players change positions.
=_ The pone takes up and examines his nine cards. If he finds himself without King, Queen or Jack of any suit, he immediately shows his hand to the dealer, and marks fifty points for _=carte blanche=_. Whether he has carte blanche or not, he begins the play by leading any card he pleases. If the dealer has carte blanche, he must show and score it before playing to the first trick. Players are not obliged to follow suit, nor to trump; but may renounce or trump at pleasure until the stock is exhausted, after which the method of play undergoes a change. Until the first marriage is declared and scored there is no trump suit. If the second player in any trick follows suit, the higher card wins. Trumps win plain suits. If identical cards are played to the same trick, such as two club aces, the leader wins. The tricks are left face upward on the table until an ace or Ten is played, for tricks not containing either of these cards are of no value.
Having a sequence in the adverse suit, the Second or Fourth Hand may win with the highest card, especially if the intention is to lead trumps. Holding K Q only, Second Hand may play the King, especially in trumps. Holding A K x, the Fourth Hand should play Ace on a Queen led by an American leader. With such a suit as K J 10 x, after trumps have been exhausted, the Ten is not a safe lead; Jack or fourth-best is better. Holding up the small cards of adverse suits is a common stratagem; and it is legitimate to use any system of false-carding in trumps if it will prevent the adversaries who have led them from counting them accurately. _=Playing to the Score.=_ The play must often be varied on account of the state of the score, either to save or win the game in the hand. If the adversaries appear to be very strong, and likely to go out on the deal, all conventionalities should be disregarded until the game is saved; finesses should be refused, and winning cards played Second Hand on the first round. If the adversaries are exhausting the trumps, it will often be judicious for a player to make what winning cards he has, regardless of all rules for leading, especially if they are sufficient to save the game. It often happens that the same cards must be played in different ways according to the state of the score, and the number of tricks in front of the player.
What is it, buster? You on Crap Patrol? I paused before I answered. Twenty-fifth degree? Since when could a gambling casino afford a full-time Twenty-fifth? TK s in the upper degrees come high. I had already figured my fee at a hundred thousand a day, if I straightened out the casino s losses to the cross-roader. Wally Bupp, I said at last, deciding there was no point to trying some cover identity. My gimpy right wing was a dead giveaway. Thirty-_third_ degree, I added. He had a crooked grin, out of place beneath his scholarly glasses. I ve heard of Wally Bupp, he admitted. Well, he should have. There aren t so many Thirty-thirds hanging around.
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of Provincialisms_). A duck and a drake And a penny white cake, And a skew ball. --Peacock s _Manley and Corringham Glossary_. Moor (_Suffolk Words and Phrases_) gives the names for the number of times the stone emerges, as (1) a duck; (2) a duck an a drake; if thrice, a duck an a drake an a fi epenny cake; four times is a duck an a drake an a fi epenny cake, an a penny to pah the baker. If more than four, a duck, a duck an a drake, &c., are added. These distinctions are iterated quickly to correspond in time as nearly as may be with the dips of the stone. A flattish stone is evidently the best for this sport. (_b_) This game is also given by Mr. Addy in his _Sheffield Glossary_, and by Holland (_Cheshire Glossary_), Brogden (_Provincial Words, Lincolnshire_), Lowsley (_Berkshire Glossary_), Nares _Glossary_, and Baker s _Northants Glossary_.
If the demander has not five, and the acceptor has three, the demander pays. If the proposer has five, and the acceptor has not three, the acceptor pays; but they both win if they have eight tricks between them, no matter in what proportion. If neither has taken his proper share, they must both pay. When they are successful, they divide the pool. _=SLAMS.=_ If a player has demanded, and not been accepted, and has been forced to play alone for five tricks, but wins eight, it is called a slam. But as he did not wish to play alone, his only payment, besides the pool, is 24 counters from each player if he played in petite; 48 if in belle; double those amounts if the deal was one of the last eight in the game. If two partners make a slam, thirteen tricks, they take the pool, and receive from each adversary 24 counters if they played in petite; 48 if in belle; double if in one of the last eight hands in the game. _=EXPOSED CARDS.=_ The laws governing these are almost identical with those in Boston, with the additional rule that a player allowing a card to fall upon the table face up before play begins, can be forced to play independence in that suit.
She hugged my arm to her skinniness. That s all any of the hustlers ever want--to get their hands on your chips. They figure some of them will stick to their fingers. The gambler next to me had won a dollar bet without my help. He acted mighty glad for a win--maybe it was a while since he d hit it. I decided to give him a run of luck. Now in charge of my chips, Sniffles called the turn on every roll. She was hot. It wasn t just that she followed where the gambler next to me put his dough--she was ahead of him on pushing out the chips on half the rolls. He quickly saw that my chips had stayed on the same side of the line each roll as his.
--Dumfries (Jamieson). Jamieson adds: This game is called King s Covenanter in Roxburgh. He also refers to the game of King and Queen of Cantelon, recorded by Mactaggart. He considers the origin of this game to be representative of the contentions about the Debatable Lands on the border. This game was played at University Coll. School, London, under the name of Kings (A. Nutt). See How many miles to Barley Bridge? King Cæsar. King o the Castle One boy is chosen as King. He mounts on any convenient height, a knoll, or dyke, or big stone, and shouts-- A m King o the Castle, An fah (who) ll ding (knock) me doon? The players make a rush at the King, and try to pull him down.
3.] Barley-break, or the Last Couple in Hell, was a game played by six people, three of each sex, who were coupled by lot. A piece of ground was then chosen, and divided into three compartments, of which the middle one was called Hell. It was the object of the couple condemned to this division to catch the others who advanced from the two extremities (figs. 1, 2), in which case a change of situation took place, and Hell was filled by the couple who were excluded by pre-occupation from the other place (fig. 3). In this catching, however, there was some difficulty, as by the regulations of the game the middle couple were not to separate before they had succeeded, while the others might break hands whenever they found themselves hard pressed. When all had been taken in turn, the last couple was said to be in Hell, and the game ended.--Dekker s _Works_, iv. 434.
The last card in a player’s hand may be got rid of by laying it out in combination, or by discarding it if it is the only card left. _=SCORING.=_ As soon as any player calls out it is too late for any other player to lay down any combinations he may hold. Each player in turn to the left shows his hand and the winner gets credit for the pip value of his cards, jacks being worth 11, queens 12, kings 13. It sometimes happens that the stock is exhausted before any player calls out. In this case the discards are turned face down without shuffling them and the pile drawn from as if it were the stock. _=SPLASHES.=_ The game is sometimes played with the condition that if any player chooses to risk holding his hand until he can lay it all down at once, or lay down all but the one which he is allowed to discard, he wins double from each of the others. This prompts a player with a good hand to hold it up for a round or two on the chance of getting down a splash, but the player who sees there is no chance for him should get rid of as many cards as he can before the splash comes, and in many cases some player will get rid of all his cards in two or three rounds, and win without a splash. POKER RUM.
=_ _=MISDEALING.=_ A misdeal loses the deal. It is a misdeal: If the cards have not been properly cut; if the dealer gives two cards to one player and three to another in the same round; if he gives too many or too few cards to any player; if he counts the cards on the table, or those remaining in the pack; or if he deals a card incorrectly, and fails to correct the error before dealing another. If the dealer is interrupted in any manner by an adversary, he does not lose his deal. _=15.=_ _=THE TRUMP CARD.=_ After the trump card is turned, each player in turn, beginning with the eldest hand, has the privilege of passing, assisting, or ordering up the trump. Should a player pass, and afterward correct himself by ordering up or assisting, both he and his partner may be prevented by the adversaries from exercising their privilege. If a player calls his partner’s attention to the fact that they are at the bridge, both lose their right to order up the trump. _=16.
11. A player having been cut out of one table should not seek admission in another unless willing to cut for the privilege of entry. 12. A player should not look at any of his cards until the end of the deal. THE LAWS OF THREE HAND AUCTION. The Laws of Auction govern the three-hand game except as follows: (1) Three players take part in a game and four constitute a complete table. Each plays for himself; there are no partners, except as provided in Law 7. (2) The player who cuts lowest selects his seat and the cards with which he deals first. The player who cuts next lowest sits on the dealer’s left. (3) The cards are dealt in four packets, one for each of the three players and one for the dummy.
_=Scoring.=_ There must be four winners; the ladies with the best scores for the N & E hands respectively, and the gentlemen with the best S & W scores. If a choice is necessary, the lady and the gentleman taking the greatest number of tricks above the average should be selected as the winners. _=MARRIED COUPLES.=_ Safford has an ingenious schedule for eight married couples, so arranged in two sets that no husband and wife are ever in the same set at the same time. When seven sets have been played, every lady will have overplayed four hands against every other lady and gentleman, including four held by her husband. The same will be true of every man. Indicators are placed on the tables to show players their successive positions. The numbers represent the husbands, and the letters the wives, the couples being a-1, b-2, etc. The couple a-1 always sit still; the ladies go to the next higher letter of the alphabet, and the men to the next higher number; _=h=_ going to _=b=_, as _=a=_ sits still; and 8 to 2.
Sulhampstead Miss Thoyts (_Antiquary_, vol. xxvii.) CAMBRIDGESHIRE-- Cambridge Mrs. Haddon. CHESHIRE { Darlington s, Holland s, Leigh s, and { Wilbraham s _Glossaries_. Congleton Miss A. E. Twemlow. CORNWALL { _Folk-lore Journal_, v., Courtney s { _Glossary_.
But let me, before I go on to tell of actual battles and campaigns, give here a summary of our essential rules. III THE RULES HERE, then, are the rules of the perfect battle-game as we play it in an ordinary room. THE COUNTRY (1) The Country must be arranged by one player, who, failing any other agreement, shall be selected by the toss of a coin. (2) The other player shall then choose which side of the field he will fight from. (3) The Country must be disturbed as little as possible in each move. Nothing in the Country shall be moved or set aside deliberately to facilitate the firing of guns. A player must not lie across the Country so as to crush or disturb the Country if his opponent objects. Whatever is moved by accident shall be replaced after the end of the move. THE MOVE (1) After the Country is made and the sides chosen, then (and not until then) the players shall toss for the first move. (2) If there is no curtain, the player winning the toss, hereafter called the First Player, shall next arrange his men along his back line, as he chooses.
The higher of these two is retained, and the third die is thrown again. The final total of the three dice is the player’s score, and the highest wins. In the colonies the ace counts as seven. The game is usually played for a pool. ACE IN THE POT. Any number can play, and two dice are used. The game is for a pool, which is won by the final possessor of a single counter. At the beginning each player has two counters, and each in turn throws the two dice. If he throws an ace he pushes one of his counters into the pot; two aces gets rid of both. If he throws a six on either die, he passes a counter to his left-hand neighbour, who will have the next throw.
If he allows it to stand it may be redoubled. Should a player redouble out of turn, the one whom he redoubles shall have the right to say whether or not the redouble shall stand. Any consultation between partners as to doubling or redoubling will entitle their adversaries to insist on a new deal. If the eldest hand leads without asking his partner’s permission to play, the pone cannot double without the consent of the maker of the trump. Should the pone ask the eldest hand, “Shall I play?” that does not deprive the eldest hand of the right to double. _=METHOD OF PLAYING.=_ The trump suit and the value of the tricks settled, the player on the dealer’s left begins by leading any card he pleases. After he has played, the second player, Y, lays his hand face up on the table, and takes no further part in the play beyond availing himself of the privilege of asking his partner if he has none of a suit to which he renounces. From the moment that Y’s cards are exposed the game becomes Dummy, the dealer, Z, playing Y’s cards for him. The dealer gathers the tricks for his side; either adversary may gather for the other.
Gomme). VII. We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is washing, washing, washing, Poor Jenny is washing, washing hard to-day. What time can we see her? At one o clock. (Clock strikes one.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is starching, starching, starching, Poor Jenny is starching, you can t see her to-day. When can we see her? At two o clock. (Clock strikes two.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is folding, folding, folding, Poor Jenny is folding, you can t see her to-day. When can we see her? At three o clock.
With Queen and only one small card, it can be demonstrated that it is useless to play the Queen Second Hand, except as an experiment, or to get the lead in desperate cases. With any combination weaker than J 10 x, it is useless to attempt to win the trick Second Hand, and only makes it difficult for the partner to place the cards correctly. _=The Fourchette.=_ When the Second Hand has cards immediately above and below the one led, he should cover. The beginner may have some difficulty in recognising the fact that he holds fourchette if the suit has been round once or twice, and the intermediate cards have been played. Such cards as a Queen and a Seven may be fourchette over a Nine, if Jack, Ten and Eight have been played. _=Second Hand Having None=_ of the suit led, on either first or second round, must decide whether or not to trump it. If the card led is the best of the suit, he should certainly do so; but if it is not, and there is any uncertainty as to who will win the trick, it is usual for the Second Hand to pass when he has four trumps. With five trumps, there should be some good reason for keeping the trumps together, as a player with so many can usually afford to trump. If he does not trump, his play comes under the rules for discarding.