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If a player says “go,” his left-hand neighbour must play, or pass the go to the next player on his left. In this way it may pass entirely round the table to the last player, who will then peg for it. At this game there is a great deal more in the play than in either hand or crib. The average hand and crib is the same as at six-card Cribbage, 7 for the hand and 5 for the crib, but the play for the partners will run to 8 or 10 holes. Either side should be at home with 48 to 50 on two deals; four individual hands of 7 each, four plays of five each, and one crib of 5. SEVEN-CARD CRIBBAGE. This form of the game for two players differs from the others only in the number of cards dealt to each player, which is seven. Two are laid out for the crib, and five kept for playing. There being six cards in each hand, with the starter, the counting combinations sometimes run into high figures, and it is therefore usual to play the game 121 or even 181 points up. * * * * * There are no authoritative _=LAWS=_ for Cribbage, but the foregoing descriptions contain all the regulations in force at the best clubs.

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If Vorhand has not as good a game he may either pass, or bluff the bidder into going higher by saying, “Yes.” As soon as one passes, the other turns to the Hinterhand, who must either make a higher bid than the last, or pass. The survivor of the first two must either say, “Yes,” to the offers made by Hinterhand, or pass. The final survivor then announces his game. 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.

_=No. 3.=_ | | _=No. 4.=_ A bids 12 on hearts. | T | A bids 8 on hearts. The draw: A 3; Y 5; | R | The draw: A 2; Y 4 B 3; Z 2. | I | B 4; Z 4. ------+------+------+------+ C +-------+------+------+----- A Y B Z | K | A Y B Z ------+------+------+------+---+-------+------+------+----- _♡A_ | ♡3 | 5♢ | ♡6 | 1 | _♡A_ | ♡6 | ♡J | ♡3 _♡K_ | ♡4 | ♡8 | ♡10 | 2 | ♡8 | ♡7 | ♡4 | _♡9_ ♡2 | ♡7 | ♡9 | _♡J_ | 3 | ♡Q | ♡2 | 4♢ | _♡K_ ♣Q | _♣K_ | ♣3 | ♣J | 4 | Q♠ | ♣2 | _♣A_ | ♣9 8♠ | _♣A_ | ♣10 | 2♢ | 5 | 5♢ | _♡5_ | ♣J | ♣7 _♡Q_ | Q♠ | K♢ | ♡5 | 6 | _♡10_ | 4♠ | J♢ | 2♢ _=No. 3.

In playing against the bidder, leave no trick to your partners that you can win yourself, unless a small card is led, and you have the ace. In opening fresh suits do not lead guarded honours, but prefer aces or singletons. If the caller needs only one more trick, it is usually best to lead a trump. If you have three trumps, including the major tenace, pass the first trick if a small trump is led; or if you remain with the tenace after the first trick, be careful to avoid the lead. Discards should indicate weakness, unless you can show command of such a suit as A K, or K Q, by discarding the best of it. This will direct your partners to let that suit go, and keep the others. It is usually better to keep a guarded King than a single ace. The player on the right of the bidder should get into the lead if possible, especially if he holds one or two winning cards. These will either give his partners discards, or allow them to over-trump the bidder. In playing misères, it is better to begin with a singleton, or the lowest of a safe suit.

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This is the only known system for deciding whether or not a man can play whist better than his wife. _=PROGRESSIVE DUPLICATE WHIST=_ is the generic name by which those systems of duplicate are known in which the purpose is to have as many as possible of the players meet one another during the progress of the match. Most of the systems we have been describing belong to this class. * * * * * There are at present only two works on Duplicate Whist; but a number of articles on the subject may be found in “_Whist_.” Duplicate Whist; by John T. Mitchell, 1896. Foster’s Duplicate Whist; 1894. Whist; Jan., 1892; Jan., 1894; Aug.

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It is, of course, unnecessary to say that one can always enter or play on points covered by his own men. [Illustration: +-+-+-+-+-+-++-+-+-+-+-+-+ | |⛀|⛀|⛀|⛀|⛀|| | | | | | | | |⛀|⛀|⛀|⛀|⛀|| | | | | | | | | | |⛀| |⛀|| | | | | | | | | | | | | || | | | | | | |⛂| | | | | || | | | | | | |⛂ || | |⛂| | | | | || | | | | | | |⛂| | | | | || | | | | | | |⛂| | |⛂|⛂| || | | | | | | |⛂|⛀|⛂|⛂|⛂| || | | | | | | |⛂|⛀|⛂|⛂|⛂| || | | | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ] _=Throwing Off.=_ When either player has succeeded in getting all his men home, he removes them from the board two or four at a time, according to the throws of the dice, provided he has men on the points in his home table corresponding to the numbers thrown. If not, he must move his men up toward the ace point. Doublets may take off four men if there are so many on the point. If there are no men on a number thrown, and the number is so high that the man farthest from the ace point cannot be moved up, that man may be taken off. In the diagram in the margin, for instance, Black has all his men home, and is ready to throw them off. If he threw six-deuce, having no men on either point he would have to move up the deuce; but the farthest man from the ace point cannot be moved up six, so he can throw that man off. This must result in leaving a blot, no matter which man is played up the two Points, and White may hit this blot on his next throw. Should he do so, Black would have to throw an ace to re-enter, as all the other points in White’s home table are covered, or “made up.

Thimble won t hold your father s shirt, Daughter, daughter, Thimble won t hold your father s shirt, Gentle sweet daughter o mine. Wash in the river, Mother, mother, Wash in the river, Gentle sweet mother o mine. Suppose the clothes should blow away, Daughter, daughter, Suppose the clothes should blow away, Gentle sweet daughter o mine? Set a man to watch them, Mother, mother, Set a man to watch them, Gentle sweet mother o mine. Suppose the man should go to sleep, Daughter, daughter, Suppose the man should go to sleep, Gentle sweet daughter o mine? Take a boat and go after them, Mother, mother, Take a boat and go after them, Gentle sweet mother o mine. Suppose the boat should be upset, Daughter, daughter, Suppose the boat should be upset, Gentle sweet daughter o mine? Then that would be an end of you, Mother, mother, Then that would be an end of you, Gentle sweet mother o mine. --London Nursemaid, 1876 (A. B. Gomme). II. Mary s gone a-milking, a-milking, a-milking, Mary s gone a-milking, mother, dear mother of mine.

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In any inning where a tie occurs the score stands over until the next inning, when each point is counted double. If the two innings result in a tie, the score is tripled. Should the total score result in a tie, sufficient innings are played to make the grand score unequal. The team having the largest score in the previous inning must bowl the first ball, so that the weaker party will have the last ball. Three balls of regulation size (27 inches in circumference) or under are allotted to each player in each inning. Each pin bowled down counts 1, including the king pin. If all the pins except the king pin are bowled down, it counts 12. The pins are set up as soon as the nine pins are knocked down, or the king pin is the only one left standing. The alleys are changed alternately. The dead wood is removed after each ball is rolled.

When the dealer comes to his own hand, he must distinctly announce the number of cards he takes. He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards. In dealing the cards for the draw, the pack is not cut again, the cards being dealt from the top, beginning where the deal before the draw left off. As each player asks for his cards he must discard those he wants replaced, and he must receive the entire number he asks for before the next player is helped. In some places it is the custom for all those who have made good the ante to discard before any cards are given out. This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for. Should any card be found faced in the pack, it must be placed on the table among the discards. Should any card be exposed by the dealer in giving out the cards, or be blown over by the wind before the player has touched it, such card must not be taken by the player under any circumstances, but must be placed with the discards on the table. A player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped. [The object of this rule is to prevent a dealer from altering the run of the cards in the draw.

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(_b_) A circle is formed by joining hands, and two children stand in the centre. They walk round. At the seventh line the two in the centre each choose one child from the ring, thus making four in the centre. They then sing the remaining four lines. The two who were first in the centre then go out, and the game begins again, with the other two players in the centre. (_c_) Miss Burne says this game is more often played as Three Jolly Fishermen. At Cheadle, North Staffs., a few miles distant from Tean, this game is played by grown-up men and women. Jolly Hooper I. Here comes a [or one] jolly hooper, Ring ding di do do, Ring ding di do do.

All games follow certain general principles, and the surest mark of error in the local rules of any game is inconsistency. Pinochle is a striking example of this. In many places the players will not allow the same cards to be counted twice in the trump sequence, so as to meld 190; but they will count them twice in four kings and queens. They insist on the rule of at least one fresh card from the hand for each additional meld in one case, but totally disregard it in another, as when they meld 240 for the round trip, instead of only 220. These local errors have crept into many of the Hoyles now upon the market, the works having probably been compiled from the individual knowledge of the author, limited by his experience in a certain locality. 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.

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3. If an individual Project Gutenberg™ electronic work is posted with the permission of the copyright holder, your use and distribution must comply with both paragraphs 1.E.1 through 1.E.7 and any additional terms imposed by the copyright holder. Additional terms will be linked to the Project Gutenberg™ License for all works posted with the permission of the copyright holder found at the beginning of this work. 1.E.4.

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3. LIMITED RIGHT OF REPLACEMENT OR REFUND - If you discover a defect in this electronic work within 90 days of receiving it, you can receive a refund of the money (if any) you paid for it by sending a written explanation to the person you received the work from. If you received the work on a physical medium, you must return the medium with your written explanation. The person or entity that provided you with the defective work may elect to provide a replacement copy in lieu of a refund. If you received the work electronically, the person or entity providing it to you may choose to give you a second opportunity to receive the work electronically in lieu of a refund. If the second copy is also defective, you may demand a refund in writing without further opportunities to fix the problem. 1.F.4. Except for the limited right of replacement or refund set forth in paragraph 1.

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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. When six, eight, or nine tricks are bid, the suits outrank one another for equal numbers of tricks; but as the suit called need not be the bidder’s true intention, nor the same as the card laid on the table, the proposer must be careful that his play will be as good as his bid.

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_=MISDEALING.=_ A misdeal does not lose the deal in Napoleon, because the deal is a disadvantage. For this reason, if any player begins to deal out of turn, he must finish, and the deal stands good. If any card is found faced in the pack, or is exposed by the dealer; or if too many or too few cards are given to any player; or if the dealer does not give the same number of cards to each player in the same round; or if he fails to have the pack cut, it is a misdeal, and the misdealer must deal again with the same pack. _=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.

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21. If the third hand plays before the second, the fourth hand may demand that the card be taken back, and may call upon the third hand to play the highest card he has of the suit; or may call upon him not to discard hearts. If the fourth plays before the third, the second player may demand the penalty. 22. The first player to any trick having led, the others must follow suit if they can. Should a player revoke, and discover the error before the trick in which it occurs has been turned and quitted, he may amend his play, and the card played in error becomes an exposed card. Any who have played after him may withdraw their cards and substitute others, the cards first played not being exposed. 23. If the revoke is discovered during the play of the hand, the hand must be played out, and at the end the revoking player must pay all losses in that hand. Should the revoking player win the pool himself, he must pay to the pool thirteen counters and leave them for a Jack.

All this, I said. Because you see the future? Yes, Billy Joe. And this talk about losing your prophecy because of divorce was just that, talk? I insisted. Her mouth worked silently. I talk like trash, and sometimes I start to think like it, she confessed. I even act like it. I ve tried not to see things acomin . But, she added, drifting back into her Ozark lingo. Always I knowed I was to find you. I knowed I was to go and search in spots of sin, for there you would be.

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| -- | -- | -- | | 29.|To take you up the | -- | -- | | |garden. | | | | 30.|Suppose this young man| -- |Suppose he were to | | |was to die. | |die. | | 31.| -- | -- | -- | | 32.| -- | -- | -- | | 33.|And leave the girl a | -- |And leave his wife a | | |widow. | |widow.

Well, he certainly wasn t much of a perceptive, or he would have been able to handle the Blackout himself. He closed his eyes for the hard lift. Some do that. The coins came up off the mahogany an inch or so, and made a solid smack when the lift broke and he dropped them back. Not very impressive work for a Twenty-fifth degree. The coins spilled over. * * * * * I used the excuse of straightening up the stack to get a touch, myself. I could have done it visually, of course, or I could have straightened them up with TK, but touch helps my grip. I took a good look at the door to the main casino, a heavy job of varnished native cedar. Just to show him, I turned my back on the bar, leaning against it with one foot on the brass rail.

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This is to make him bid up his hand, and to save time; as hands need not be played out when the bidder has made or can show the number of tricks bid. Tricks bid | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | ------------+----+----+----+----+----+----+----+-----+-----+ Amount. | 10 | 15 | 20 | 25 | 35 | 45 | 65 | 105 | 170 | If the caller fails in his undertaking, he must pay each adversary according to the number of tricks by which he failed to reach his bid. For instance: A player bidding eight, and taking only seven, is said to be “_=put in for=_” one trick, and he would have to pay each adversary 23 white counters. These payments are shown in this table:-- -----------+--------------------------------------------------- Tricks bid | Number of tricks by which the player falls short by the | of his declaration. player. +---+---+---+---+---+---+---+---+---+---+---+---+--- | 1| 2| 3| 4| 5| 6| 7| 8| 9| 10| 11| 12| 13 -----------+---+---+---+---+---+---+---+---+---+---+---+---+--- Five | 11| 21| 31| 41| 50| | | | | | | | Six | 15| 24| 35| 45| 55| 66| | | | | | | Seven | 19| 29| 40| 50| 60| 72| 82| | | | | | Eight | 23| 34| 46| 56| 67| 78| 89|110| | | | | Nine | 33| 44| 57| 68| 82| 92|103|115|127| | | | Ten | 44| 56| 70| 82| 94|107|119|132|145|157| | | Eleven | 67| 80| 95|109|123|138|151|165|180|194|208| | Twelve |113|130|148|165|182|200|217|234|252|270|286|304| Thirteen |177|198|222|241|262|284|305|326|348|369|390|412|433 -----------+---+---+---+---+---+---+---+---+---+---+---+---+--- We give the same table reduced to the American decimal system, in which form it is commonly found in the clubs. It may be remarked in passing that the table is very illogical and inconsistent, the payments bearing no relation to the probabilities of the events. Some of them provide for impossibilities, unless the player has miscalled the trump suit, and is held to it, but we have no authority to change them. --------+---------------------------------------------------- | Number of tricks bidder is “put in for.

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] The object of this examination is to ascertain the value of the hand dealt to him, and to see whether or not it is worth while trying to improve it by discarding certain cards and drawing others in their place. The player should not only be thoroughly familiar with the relative value of the various combinations which may be held at Poker, but should have some idea of the chances for and against better combinations being held by other players, and should also know the odds against improving any given combination by drawing to it. The value of this technical knowledge will be obvious when it is remembered that a player may have a hand dealt to him which he knows is comparatively worthless as it is, and the chances for improving which are only one in twelve, but which he must bet on at odds of one in three, or abandon it. Such a proceeding would evidently be a losing game, for if the experiment were tried twelve times the player would win once only, and would lose eleven times. This would be paying eleven dollars to win three; yet poker players are continually doing this. _=RANK OF THE HANDS.=_ The various combinations at Poker outrank one another in the following order, beginning with the lowest. Cards with a star over them add nothing to the value of the hand, and may be discarded. The figures on the right are the odds against such a hand being dealt to any individual player. Five cards of various suits; not in sequence, and without a pair.

I had a little dog said Bow, wow, wow! I had a little cat said Mew, mew, mew! It shan t bite you, It _shall_ bite _you_. --Bexley Heath (Miss Morris). XII. I sent a letter to my love, And by the way I droppt it; I dee, I dee, I dee, I droppt it, And by the way I droppt it. --Keith (Rev. W. Gregor). XIII. I had a little dog, it shan t bite you, Shan t bite you, shan t bite you, Nor you, nor you, nor you. I had a little cat, it shan t scratch you, Shan t scratch you, nor you, nor you.

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The odds against a suit going round a second time may be influenced by the cards played to the first round; but it sometimes happens that you have to calculate in advance for two rounds of a suit, regardless of the cards that may be played by others. This is especially the case when you fear that the suit will be led to you, and you have such cards as must win two rounds. If you have 4 cards of the suit the odds _against_ your getting a heart in two rounds are 2 to 1. The odds _in favour_ of your getting a heart in two rounds are:-- If you have 5 cards of the suit, 4 to 3. ” 6 ” 2 to 1. ” 7 ” 6 to 1. As an example of the value of a thorough knowledge of these odds to a careful player, suppose he had to win two rounds of a plain suit, of which he held six cards; or to lead the ♡7, having three higher. The suit would be the better play, because it takes in only one heart, while the lead of the heart might take in four. The following table shows the exact number of times in 1,000 deals that a heart would probably be discarded on a plain suit led, according to the number of cards in the suit held by the leader, and the number of times the suit was led: Cards held by the leader. | 1,2,3,4 | 5 | 6 | 7 | 8 ----------------------------------+---------+------+------+------+----- Times hearts will be discarded:-- | | | | | On first round | 44 | 63 | 122 | 200 | 315 On second round | 358 | 430 | 659 | 857 | 1000 On third round | 842 | 1000 | 1000 | 1000 | 1000 This shows that 158 times in 1,000, when the leader has 1, 2, 3, or 4 cards of the suit, it will go round three times, because 158 is the balance necessary to bring our last figure, 842, up to 1,000.

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27-31) is a frequent occurrence in modern games, and is the natural result of decadence in the original form of the game. Altogether this game-rhyme affords a very good example of the condition of traditional games among the present generation of children. +---+----------------------+----------------------+----------------------+ |No.| Belfast. | Shropshire. | Derbyshire. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. |Green gravel. | -- | | 2.

Nothing is gained by closing, except compelling the adversary to follow suit; because if you close to make him schwartz, and he gets a trick, you count two only; if you close to make him schneider, and he gets out, you count one only. If you fail in the first case, he counts three, and any failure will give him two points. THREE-HANDED SIXTY-SIX. This is exactly the same as the ordinary game, except that the dealer takes no cards, but scores whatever points are won on the hand he deals. If neither of the others score, either through each making 65, or one failing to claim 66, the dealer scores one point, and the others get nothing. The dealer cannot go out on his own deal. He must stop at six, and win out by his own play. There are two ways to settle: Each may pay a certain amount to the pool, and the first man out take it all; or, after one is out, the two remaining finish the game, and the loser pays both or settles for the refreshments, as the case may be. If the first man goes out when it will be his turn to deal, he must deal the next hand. FOUR-HANDED SIXTY-SIX This game is sometimes called _=Kreutz-mariage=_, owing to the German fashion of dealing the cards in the form of a cross; but as the cards are not dealt that way, and marriages are not scored in America, the name is not appropriate in this country.

512). IV. I ve come to borrow the riddle (= sieve), There s a big hole in the middle. I ve come to borrow the hatchet, Come after me and catch it. --Chirbury (_Shropshire Folk-lore_, p. 512). V. Down by the greenwood, down by the greenwood, Down by the greenwood tree, One can follow, one can follow, One can follow me. Where must I follow? where must I follow? Follow, follow me. Where must I follow? where must I follow? Follow, follow me.

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Wasn t sure you wanted to talk, she said out of the dark. It shook me up. She certainly couldn t _see_ me. How d you know I was here? I asked her. I don t know how. But I knew you would be. That wasn t what I had asked, exactly. She sniffled, and I could almost see the back of her hand swipe at the bead of moisture that kept forming at the tip of her skinny nose. Made me think. Psi powers crop up more often than they should in folks who are marked with a debility.

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It is a misdeal: If the cards have not been properly cut, if the dealer does not give the same number of cards to each player on 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 way by an adversary, he does not lose his deal. _=Bidding.=_ After receiving his nine cards, each player in turn, beginning on the dealer’s left, announces the number of points he will undertake to win if he is allowed to name the trump suit. No player is allowed to bid more than fourteen. If he will not bid, he must say: “I pass.” A bid having been regularly made, any following player must bid higher or pass. There are no second bids. A bid once made can neither be amended nor withdrawn. _=Irregular Bids.

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All the other players must then put up for the ensuing deal. This is an Only-Two-In Jack. _=22. Drawing Cards.=_ When two or more players have come in for an equal amount, the others having abandoned their hands, each of them in turn, beginning with the one on the dealer’s left, may discard any or all of the cards originally dealt him, and draw others in their place. The number discarded and drawn, if any, must be distinctly announced by each player, including the dealer; and the fresh cards must be given face down from the top of the pack, without any further shuffling or cutting. Each player must receive the entire number he asks for before the next player is helped. No player shall receive from the dealer more or fewer than he discards; so that if he is playing with a short hand, such as four cards only, he will still have four cards after the draw; and if his hand was originally foul, it will so remain. _=23. Exposed Cards.