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The winners of each game get a little flag from the losers as a trophy. By the time the E and W pairs have made the circuit of all the tables and got home again, the game is ended, the victors being the fort that has captured the greatest number of flags. RAILROAD EUCHRE. Railroad Euchre is the name given to any form of the four-handed game in which every expedient is used to make points rapidly. _=Cards.=_ A pack of twenty-five cards is used, all below the 9 being deleted, and the Joker added. The Joker is always the best trump. _=Players.=_ There are four players, two being partners against the other two. Partners, deal, and seats are cut for as in the ordinary game.

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1838. Strutt s _Sports and Pastimes_, ed. 1831. Brand s _Popular Antiquities_, ed. 1875. Nares _Glossary_, ed. 1872. Grose s _Dictionary_, 1823. _Notes and Queries._ _Reliquary.

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Should the striker (excepting as provided in _Rule_ 9) pocket a ball other than the one aimed at, he cannot score, and is penalized in the value of such ball unless the ball pocketed is of lower value than the ball aimed at, in which case the penalty is governed by the value of the ball aimed at. 25. If the striker play at or pocket a ball except in the proper rotation, he shall be penalized in the value of the ball so played at or pocketed unless the ball so played at be of lower value than the ball which should have been selected, in which case the penalty is governed by the latter ball. 26. If the striker strike simultaneously a pool ball and a red ball, or two pool balls, he shall be penalized in the value of the higher ball. 27. If the striker pocket the white ball after contact with another, he shall be penalized in the value of the ball struck, unless the object ball so struck be out of order, in which case the penalty shall be governed by the ball of the higher value. 28. Should the striker give an intentional miss, he shall be penalized in the value of the black ball, and be compelled to play the stroke again. No score can accrue from such stroke, but the striker shall be subject to any further penalty he may incur.

DUMMY. 59. As soon as the player on the left of the declarer leads, the declarer’s partner places his cards face upward on the table, and the declarer plays the cards from that hand. 60. The partner of the declarer has all the rights of a player (including the right to call attention to a lead from the wrong hand), until his cards are placed face upward on the table.[13] He then becomes the dummy, and takes no part whatever in the play, except that he has the right: (_a_) To call the declarer’s attention to the fact that too many or too few cards have been played to a trick; (_b_) to correct an improper claim of either adversary; (_c_) to call attention to a trick erroneously taken by either side; (_d_) to participate in the discussion of any disputed question of fact after it has arisen between the declarer and either adversary; (_e_) to correct any erroneous score; (_f_) to consult with and advise the declarer as to which penalty to exact for a revoke; (_g_) to ask the declarer whether he have any of a suit he has renounced. The dummy, if he have not intentionally looked at any card in the hand of a player, has also the following additional rights: (_h_) To call the attention of the declarer to an established adverse revoke; (_i_) to call the attention of the declarer to a card exposed by an adversary or to an adverse lead out of turn. 61. Should the dummy call attention to any other incident in the play in consequence of which any penalty might have been exacted, the declarer may not exact such penalty. Should the dummy avail himself of rights (_h_) or (_i_), after intentionally looking at a card in the hand of a player, the declarer may not exact any penalty for the offence in question.

When the robbers sing the last verse they should have attained the end of the lines [of children], as during the parley they were safe; having pronounced the defiance they run away. The children in the lines rush after them, and should catch them and put them in prison. (_c_) The analysis of this game is easy. The Deptford, Belfast, and Wolstanton versions are clearly enough dramatic representations of the capture of a robber, and probably the game dates from the period of the prevalence of highway robbery. The Wolstanton version shows us that the game is breaking up from its earlier form, while the Norfolk and Shropshire versions show a fresh development into the mere game for children, apart from its original significance. The action of the game confirms this view. The Norfolk action seems to be the most nearly perfect in its dramatic significance, and the Shropshire action comes next. The action of the other games seems to have been grafted on to the superior form of Oranges and Lemons. It is probable that this fact has preserved the words more completely than in the other cases, where the force of the robber action would become less and less as actual experience of robbers and robbery died out. Altogether, this game supplies a very good example of the change produced in games by changes in the actual life which gave rise to them.

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_=Impérials.=_ Certain combinations of cards are known as impérials, and the player marks one red counter for each of them. The best impérial is carte blanche, which is sometimes marked as a double impérial, and worth two reds. A sequence of K Q J A in any suit is an impérial. An impérial de retourne may be formed in the dealer’s hand if the turn-up trump completes his sequence or makes four of a kind. An impérial tombée, or de rencontre, is made when the player who holds the King and Queen of trumps catches the Jack and Ace from his adversary. Four Kings, Queens, Jacks, Aces, or Sevens in one hand is an impérial; but the Eights, Nines and Tens have no value. _=Declaring.=_ The elder hand announces his point, as in Piquet, and arrives at its value in the same way, reckoning the Ace for 11, etc. The dealer replies, “Good,” or “Not good,” as the case may be; but there are no equalities.

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[7] A correct pack contains exactly fifty-two cards, one of each denomination. [8] One trick more than six. [9] A declaration becomes final when it has been passed by three players. [10] For amount scored by declarer, if doubled, see Laws 53 and 56. [11] When the penalty for an insufficient declaration is not demanded, the bid over which it was made may be repeated unless some higher bid have intervened. [12] The question, “Partner, will you select the penalty, or shall I?” is a form of consultation which is not permitted. [13] The penalty is determined by the declarer (see Law 66). [14] See Law 50_a_. [15] If more than one card be exposed, all may be called. [16] The rule in Law 50_c_ as to consultations governs the right of adversaries to consult as to whether such direction be given.

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The discard should invariably be from weakness if the player is the bidder’s partner; and from strength, if opposed to him. _=EUCHRE FOR FIVE PLAYERS.=_ This is practically the same as the seven-handed game, but the pack is reduced to 28 cards, all below the Eight in each suit being deleted. The Joker is not used. Five cards are dealt to each player, by two and three at a time, and the three remaining form the widow. The player bidding _=three=_ tricks takes one partner only. The player bidding _=four=_ or _=five=_ tricks, takes two partners. A player who intends to take the widow, but no partners, can bid _=eight=_ and one who intends to take neither widow nor partners can bid _=fifteen=_. In this form of Euchre the scores are generally known, and 100 points is game. In some clubs it is the practice for the successful bidder to select one of his partners by asking for the holder of a certain card.

One, two, three. --Warwick (from a little girl living near Warwick, through Mr. C. C. Bell). XIII. How many miles to London? Three score ten. Can I get there by candle-light? Yes, and back again. Open the gate and let me through. Not unless you re black and blue.

Dan, Dan, thread the needle; Dan, Dan, sew. --_Suffolk County Folk-lore_, p. 63. XIV. How many miles to Babylon? Three score and ten. Shall I be there by candle-light? Yes, there and back again. Open the gates as wide as high, And let King George and his family pass by. --Wales (_Folk-lore Record_, v. 88). { Barley Bridge? XV.

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Having led the Four from Q J 6 4 2, if Ace or King falls to the first trick, the Queen should be led. If the Jack, Queen, and Ace fall to the first trick, a player holding both Ten and Nine should lead the Ten. After leading high cards from some combinations, and winning the trick, they may no longer contain either the best or the second and third best. Such are the following:-- [Illustration: 🂡 🂭 🂧 🂤 🂢 | 🂾 🂽 🂺 🂴 🃁 🃋 🃉 🃄 🃃 | 🂮 🂭 🂧 🂤 🃑 🃙 🃘 🃔 🃓 | 🃎 🃋 🃊 🃄 ] The rule in all such cases is to follow with the card of uniformity, the original fourth-best. If the combinations are those from which the fourth-best had been led originally, and the leader has neither the best, nor both second and third best to go on with, he should continue with the lowest card in his hand, unless he had six or more in suit; in which case he may go on with the remaining fourth-best. _=AVOID CHANGING SUITS.=_ A player having once begun with a suit, either for the purpose of establishing it, or of taking tricks in it, should not change it until he is forced to do so. Running off to untried suits is one of the beginner’s worst faults. There are five good reasons for changing suits, and unless one of them can be applied, the suit should be continued: 1st. In order to lead trumps to defend it.

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With suits headed by winning sequences, held by the player on the left, it is often right to lead them once, in order to show them, and then to lead a weaker suit to get rid of the lead. It is sometimes better to play winning sequences as long as it seems probable that the caller can follow suit. Many persons use the Albany lead to indicate a wish for trumps to be led through the caller. In response to such a signal the best trump should be led, whatever it is. When the adversary who leads in any trick is not on the left of the solo player, the caller will, of course, not be the last player, as at least one adversary must play after him. In such cases it is best to lead the longest suits. _=MISÈRE.=_ The great difficulty in Misère is not in playing it; but in judging what hands justify such an undertaking. _=Calling.=_ As a general proposition it may be stated that misère should not be called with a long suit not containing the deuce.

Tough, I said. I thought _I_ was her darlin Billy. Talk about Double-think! Will you miss never having a man again? I mean, once you ve been a wife-- I added, letting it drift off. God has been good to me, she said out of the dark. He let me see my own future, that he would give me a husband again. That was a curve. Isn t that an even worse breaking of vows? I said. I mean, if in God s sight you re still married to Billy Joe? Would be, she conceded from the black, now right next to me. But He told me that the man I should seek _would be_ Billy Joe--hit s a miracle worked for me. Her voice lowered.

BOTTLE POOL. The game of Bottle Pool is played on a pool table with one white ball, the 1 and 2 ball, and pool-bottle. The 1 and 2 balls must be spotted, respectively, at the foot of the table, at the left and right diamond nearest each pocket, and the pool-bottle is placed standing on its neck on the spot in the centre of the table, and when it falls it must be set up, if possible, where it rests. Carrom on the two object-balls counts 1 point; Pocketing the 1 ball counts 1 point; Pocketing the 2 ball counts 2 points; Carrom from ball and upsetting bottle counts 5 points. The game consists of 31 points. The player having the least number of points at the finish of the game shall be adjudged the loser. Any number of persons can play, and the rotation of the players is decided as in ordinary pool. Player No. 1 must play with the white ball from any point within the string at the head of the table, at either the 1 or 2 ball at his option. The player who leads must play at and strike one of the object-balls before he can score a carrom on the pool-bottle.

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In Grands it is to win; in Nullos, it is to lose. _=BIDDING.=_ The player to the left of the dealer makes the first bid. He may offer to play grand or nullo or he may pass. The moment either grand or nullo is named, the bidding ends. If the first player passes, the next to the left must declare himself. If all pass without a bid, the hand is played as a nullo. Any player bidding out of turn loses 20 points, and is barred from bidding on that deal. _=METHOD OF PLAYING.=_ If the game is grand, the player to the _right_ of the bidder leads any card he pleases.

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Fifty years ago it was played with wooden crooks and balls, but about twenty-five years ago, or a little more, mallets were introduced at Kilkee; while subsequently the name was changed to Croquet. I have heard it stated that this game was introduced by the French refugees that settled at Portarlington.--G. H. Kinahan (_Folk-lore Journal_, ii. 265). Cross and Pile The game now called Heads and Tails (Halliwell s _Dictionary_). See _Nomenclator_, p. 299; Addy s _Sheffield Glossary_. Strutt points out that anciently the English coins were stamped on one side with a cross.

The scores for _=schneider=_ and _=schwartz=_ are the same as in Sixty-six, and seven points is game. There are 130 points made in every deal, so if one side gets more than 66 and less than 100, their adversaries must be out of schneider, and the winners count one. More than 100, but less than 130 is schneider, and counts two. If the winners take every trick, making 130 points, they score three. Sometimes an extra point is scored for winning the Ten of trumps: but such a count is quite foreign to the game. NATIONAL GAMES. There are certain games of cards which do not seem to belong to any particular family, but stand apart from other games, and have been played since their first invention with only trifling variations, giving rise to no offshoots bearing other names. These are usually the most popular games with the middle and lower classes in the countries in which they are found, and may be considered as distinctly national in character. Games that become popular with the masses always last longer than others, and the rules governing them are much better understood, and more firmly established. In the course of a century the English aristocracy have run the gamut of Quadrille, Ombre, Whist, Écarté, Bézique, Piquet, Rubicon, and Bridge; while the middle classes have stuck steadily to Cribbage for nearly two hundred years.

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Nothing is more common among advantage players than turning up Jacks every few deals. _=Begging=_ is resorted to by a player who holds no trumps, or such indifferent ones that it is very unlikely they will be either High or Low. If he has anything better, such as very high or low cards in other suits, such a hand is called, “a good hand to run to,” and the player begs, hoping the new trump will better fit his hand. If he has nothing better in other suits than in the turn-up, it will still be slightly in his favour to beg, unless he has trumps enough to give him some hopes of making the point for Game. It is a fatal error to beg on good cards, and gamblers have a saying that he who begs a point to-day, will beg a stake to-morrow. _=High=_ and _=Low=_ count to the player to whom those cards are dealt, and there is no chance to alter the fortunes of the deal except by begging and running the cards. These two points may both be made by the same card, if it is the only trump in play; because High is counted for the best trump out during the deal, and Low for the lowest, no matter what the cards are. _=Catching the Jack=_, or saving it, is one of the principal objects of the game, and as a rule a player holding the Jack should lose no opportunity to save such a valuable counting card. On the other hand, a player holding higher trumps will often have to use good judgment as to whether to lead them to catch the Jack, if it happens to be out; or to keep quiet until the last few tricks, when if the Jack is not out, such trumps may be useful to win cards that count for Game. _=The Game=_ is generally known as _=the gambler’s point=_, because it is the only point that must be played for in every hand, and its management requires more skill than all the others put together.

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|My two little sisters | -- | -- | | |are dressed in green. | | | |10.|Stamping grass and | -- | -- | | |parsley. | | | |11.|Marigold leaves and | -- | -- | | |daisies. | | | |12.|One rush, two rush. |One o my rush, two o |One in a rush, two in | | | |my rush. |a bush. | |13.

After the first few throws the player should take a general survey of the board, in order to see whether he is ahead or behind, or if he has any advantage of position. He must then decide whether he will play a _=backward=_ or a _=forward=_ game. A glance at the relative positions of the men will usually show if one side is much more advanced than the other, without going into any minute calculations as to how many points nearer home one side _may_ be. If, at the beginning of the game, one player makes two or three large throws in succession, while his adversary gets small throws only, the latter will have little chance of winning the game simply by running for home, whereas the former’s best chance will be to follow up his early advantage and get home as fast as possible. The only hope for the man who is behind is that he can pick up some of his opponent’s men, setting them back, and in order to do this he must keep behind his adversary, so as to meet as many of his men as possible. This enables us to formulate the great principle of the American game, which is that when a player is ahead he should go ahead as fast as he can; and when he is behind, he should stay behind as long as he can. In the first place he is playing a forward, and in the second place a backward game. _=The Forward Game.=_ The great point in this game, after having obtained the advantage of several good throws in the opening, is to get home as rapidly as possible without unnecessarily exposing your men by leaving blots. Do not take up your adversary’s men if you can help it, because by so doing you place obstacles in your own path, and assist him by allowing him to stay behind, which is just his game.

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Another player holding the actual 8 of clubs could move the joker to the position of the 5 and add his 8. Or if he had the 4 of clubs, he could move the joker to represent the 5 and add his 4 to the sequence, or he might add both 8 and 4 if he held those cards. On account of the privilege of laying out as many cards at a time as the player pleases, and adding as many as he can to other combinations, this is a much livelier game than the ordinary single-pack rum. The settling is the same, the winner getting the pip value of each player’s hand. In case no one has all his cards down before the stock is exhausted, which is very unusual, however, the discards are turned face down and drawn from again. CANFIELD. This form of solitaire is often confused with Klondike, but there is a marked difference both in the layout and the play. The full pack of fifty-two cards is used. After it has been thoroughly shuffled and properly cut, thirteen cards are counted off, face down, and placed at the player’s left, face up. This is the stock.

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So have I. You see, I told her. I m a doctor. Not much of a one, I admitted, pointing to my weak right arm. I can t heal myself. Oh, yore pore arm, she said. Show me, I said, turning on her. Heal me! I m to have a sign! she wailed. Well, she got one. I took her to my room, pointed at the dresser.

Give that dog a bone to pick, Grant said the little bee, Give that dog a bone to pick, Where I d be. --Belfast, Ireland (W. H. Patterson). II. London Bridge is broken down, Dance o er my lady lee, London Bridge is broken down, With a gay lady. How shall we build it up again? Dance o er my lady lee, How shall we build it up again? With a gay lady. Silver and gold will be stole away, Dance o er my lady lee, Silver and gold will be stole away, With a gay lady. Build it up with iron and steel, Dance o er my lady lee, Build it up with iron and steel, With a gay lady. Iron and steel will bend and bow, Dance o er my lady lee, Iron and steel will bend and bow, With a gay lady.

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If a player plays without discarding, or discards for the purpose of exchanging, without advising his adversary of the fact that he has too many or too few cards, he loses two points, and the right of marking the King, even if turned up. If either player, after discarding and drawing, plays with more than five cards, he loses the point and the privilege of marking the King. Should the dealer forget himself in dealing for the discard, and turn up another trump, he cannot refuse his adversary another discard, if he demands it, and the exposed card must be put aside with the discards. If any cards are found faced in the pack when dealing for the discard, the deal stands good if they will fall to the dealer. But if the exposed card will go to the pone, he has the option of taking it, or claiming a fresh deal by the same dealer. During all the discards the trump card remains the same. _=MARKING THE KING.=_ The discards settled, the first and most important thing before play begins is to mark the King. If the King is turned up, the dealer marks one point for it immediately. If the pone holds it, he must _=announce=_ and mark it before he plays a card.

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I kept control of the dice while each new gambler handled them. I was having a good night. Of course, by that time I had handled the dice, which always improves my TK grip. Every point I had TK d came up. For all the perception I kept on the ivories, I could sense no other TK force at work, which after all was the whole reason for my gambling. The interesting note was the way Sniffles handled my chips. Sometimes more sure than others, she occasionally let a winning stack ride. On other rolls, she keened and chanted oddly to herself, eyes closed, and pinched down most of the stock. But she was never on the wrong side of the Pass line. I kept track, not wanting my stack to build up past the thousand with which I had started.

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The men on one side are red or black; those on the other white or yellow. The men must be placed on the _=black=_ squares. _=Diagrams.=_ For convenience in illustrating games and problems the men are always shown as placed on the white squares, type made in that manner being more easily read. The following diagram will show the proper arrangement of the men at the beginning of the game, if the white squares are supposed to be black ones:-- [Illustration: +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ ] _=Two Move Restriction.=_ It has lately become the custom in important tournaments to write an opening and second move, such as 10-14, 22-17 on a slip of paper; 10-14, 24-19 on another, and so on for all possible openings. These are placed in a hat and when the players face each other, a slip is drawn. If it is 11-15, 22-18, the game must be opened with those moves. When these players start the second game, the one who was second player on the first game begins with 11-15, and his opponent must play 22-18. The same opening is never again used by the same pair, the object being to diversify the play and drive contestants out of their favourite ruts.