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_=METHOD OF PLAYING.=_ No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as at Whist. The tricks should be carefully stacked, so that they can be readily counted by any player without calling attention to them. The laws provide a severe penalty for drawing attention to the score in this manner. Suppose a player has called eight tricks. An adversary hesitates in his play, and another reaches over and counts the tricks in front of the caller, finding he has seven. This is tantamount to saying to the player who hesitates: “If you don’t win that trick, the call succeed.” In such a case, the single player may at once demand the play of the highest or lowest of the suit; or that the adversaries trump or refrain from trumping the trick. In all calls except misères and slams, the hands should be played out, in order to allow the players to make what over-tricks they can; but the moment a misère player takes a trick, or a slam player loses one, the hands are thrown up, and the stakes paid. It is usual to show the cards to the board, in order to satisfy each player that no revoke has occurred.

The chief amusement arises from the one in the circle who has the slipper striking the one who stands up (the searcher) while he or she is steadily looking for it in an opposite direction. Strutt (_Sports_, p. 387) also describes this game. Hunt the Staigie A boys game. One is chosen to be the Staigie (little stallion). The other players scatter themselves over the playground. The Staigie locks his fingers into each other. He then repeats the words-- Hunt the Staigie, Huntie, untie, staige, Ailleman, ailleman, aigie, and rushes off with his hands locked, and tries to touch one of the players. He must not unlock his hands till he has caught one. When he has captured one, the two join hands and hunt for another.

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THE SHUFFLE Father Moontree and the little girl named West entered the room. They were the other two pinlighters. The human complement of the Fighting Room was now complete. Father Moontree was a red-faced man of forty-five who had lived the peaceful life of a farmer until he reached his fortieth year. Only then, belatedly, did the authorities find he was telepathic and agree to let him late in life enter upon the career of pinlighter. He did well at it, but he was fantastically old for this kind of business. Father Moontree looked at the glum Woodley and the musing Underhill. How re the youngsters today? Ready for a good fight? Father always wants a fight, giggled the little girl named West. She was such a little little girl. Her giggle was high and childish.

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It is 5⅛ to 1 that you get a heart if this suit is led a third time. If you can get a discard, the odds are at once reduced to 2 to 1 in your favour, that being the probability that you will escape, even if you have to win two rounds. This is a very large percentage, and should never be lost sight of. If you have a choice between two discards, one being from the K Q J 2 of hearts, and the other from the K Q J of a plain suit, select the plain suit. You can improve your chances little or none in the hearts, while you not only bring the odds to your side in the plain suit, but secure a chance of discarding on the third round of it. Following the same principle, it is evidently good play to discard from a suit which has been led once or twice, if you have a dangerous card or cards in it. Even if you have a safe tenace in a suit, such as 4 and 2, the 5 and 3 being still out somewhere, it is better to discard from it if there is the slightest danger of your getting the lead. Tenaces are only safe when led up to. In _=Howell’s settling=_, the object is not so much to load the others as to escape yourself. It is never advisable to attempt to take all thirteen hearts, because there are no Jacks; but there are many cases in which it is better deliberately to take three or four, in order to avoid the chance of taking six or eight.

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The trump card must remain on the table until the dealer takes up the last hand. When three play, the set of hands first dealt must be first played, and then the second set taken up. The rules for cards played in error, leading out of turn, etc., are the same as at Whist. _=OBJECTS OF THE GAME.=_ The side first scoring 41 points wins the game; and the chief object is to secure tricks containing cards to which a certain value is attached. These all belong to the trump suit, and are the following:-- The Jack of trumps counts 11 The Ace of trumps counts 4 The King of trumps counts 3 The Queen of trumps counts 2 The Ten of trumps counts 10 The other trumps, and the plain suit-cards, have no counting value. The Jack of trumps, being the best, must be taken in by the player to whom it is dealt; but any court card in trumps will win the Ten, so that one of the principal objects in Scotch Whist is to _=catch the ten=_. At the end of each hand the players count the number of cards they have taken in tricks, and they are entitled to score one point for each above the number originally dealt to them. For instance: If four play, nine cards were originally dealt to each, so each pair of partners held eighteen.

(_c_) Other versions have been sent me, with slight variations: NUTS IN MAY, with the verses ending, On a fine summer morning, from Lincoln and Nottinghamshire (Miss M. Peacock); So early in the morning, Sporle, Norfolk (Miss Matthews); Six o clock in the morning, Nottingham (Miss Wenfield); On a cold and frosty morning, East Kirkby, Lincolnshire (Miss K. Maughan); Barnes (A. B. Gomme), Colchester (Miss G. M. Frances). NUTS AND MAY: On a bright and sunny morning (Mr. C. C.

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Hide and Seek (2). Hinch-Pinch. Hinmost o Three. Hirtschin Hairy. Hiry-hag. Hiss and Clap. Hitch, Jamie, Stride and Loup. Hitchapagy. Hitchy Cock Ho. Hity Tity.

Emslie). [Illustration] A number of boys divide themselves into two sides. One side, the Buckets, stoop down, as for Leap-frog, arranging themselves one in front of the other. The hindmost supports himself against the one in front of him, and the front one supports himself against a wall (fig.). They thus make an even and solid row of their backs. The other side, the Bungs, leap on to the backs of the Buckets, the first one going as far up the row as possible, the second placing himself close behind the first, and so on. If they all succeed in getting a secure place, they cry out twice the two first lines-- Bung the Bucket, One, two, three. Off, off, off! If no breakdown occurs, the Buckets count one in their favour, and the Bungs repeat the process. When a breakdown occurs the Bungs take the place of the Buckets.

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How far is it to Babylon? Three score miles and ten. Can I get there by candle-light? Yes, there and back again. --Sporle, Norfolk (Miss Matthews). XVIII. How many miles to Babylon? Three score and ten. Can you get there by candle-light? O yes, and back again. --Hanbury, Staffordshire (Miss E. Hollis). XIX. Open the gates as wide as high, And let King George and I go by; It is so dark I cannot see To thread my grandmother s needle.

If at any time it is discovered that a player has too many cards, his adversary may either claim a fresh deal, or may compel him to play without drawing from the talon until the number of his cards is reduced to twelve. The player with too many cards is not allowed to make or score any announcements until he has his right number of cards. If a player has too few cards, his adversary may either claim a fresh deal, or allow him to make good the deficiency by drawing from the stock. Any player looking at any but the last trick turned down, forfeits his entire score for “cards.” _=Irregularities in Drawing.=_ If a player has forgotten to take a card from the talon, and has played to the next trick, his adversary may elect to call the deal void, or to allow him to draw two cards next time. If a player has drawn two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself. If it was his adversary’s card, he must show his own card also. If he has not seen it, he may put it back without penalty. If he draws out of turn, he must restore the card improperly drawn, and if it belongs to his adversary, the player in error must show his own card.

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Except on the first throw of the game, doublets give the player a great advantage. He can not only play the upper faces of the dice twice over, as in the ordinary game, but the faces opposite them also, and can then throw again before his adversary. Should he again throw doublets, he would play both faces of the dice, and throw again, and so on. As the opposite face is always the complement of seven, it is not necessary to turn the dice over to see what it is. A player throwing double four knows that he has four fours and four threes to play and will then get another throw. The upper faces of the dice must be played first, and if all four cannot be played the opposites and the second throw are lost. If the upper faces can be played, but not all the opposites, the second throw is lost. If the first throw of the game made by either player is a doublet, it is played as in the ordinary game, without playing the opposite faces or getting a second throw. The chief tactics of the game are in getting your men together in advance of your adversary, and covering as many consecutive points as possible, so that he cannot pass you except singly, and then only at the risk of being hit. After getting home, the men should be piled on the ace and deuce points unless there is very little time to waste in securing position.

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353. (_b_) In this game two children cross hands, grasping each other s wrists and their own as well: they thus form a seat on which a child can sit and be carried about. At the same time they sing the verse. Carrying the Queen a Letter The King and Queen have a throne formed by placing two chairs a little apart, with a shawl spread from chair to chair. A messenger is sent into the room with a letter to the Queen, who reads it, and joins the King in a courteous entreaty that the bearer of the missive will place himself between them. When he has seated himself on the shawl, up jumps the King and Queen, and down goes the messenger on the floor.--Bottesford and Anderly (Lincolnshire), and Nottinghamshire (Miss M. Peacock). (_b_) This is virtually the same game as Ambassador, described by Grose as played by sailors on some inexperienced fellow or landsman. Between the two chairs is placed a pail of water, into which the victim falls.

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. _=The Players=_ are designated by the colour of the men with which they play, White or Black, and Black always has the first move. In a series of games each player in turn takes the black men and the move. It is usual to draw for the first game, one player concealing in each hand a man of different colour, and offering the choice of hands to his adversary. Whichever colour the chosen hand contains the chooser must take for the first game.

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In the first group are those containing two or more of the best cards. In this and all following notation, the exact size of any card below a Ten is immaterial. [Illustration: 🂡 🂮 🂭 🂫 | 🂱 🂾 🂻 🂷 🃁 🃎 🃍 🃆 | 🃑 🃞 🃔 🃓 ] So far as trick-taking is concerned, it is of no importance which of the winning cards is first led; but for the past hundred years it has been the custom for good whist players to lead the _=King=_ from all these combinations, in order that the partner may be informed, by its winning, that the leader holds the Ace also. In the second group are those containing both the second and third best, but not the best. [Illustration: 🂮 🂭 🂫 🂪 | 🂾 🂽 🂺 🂸 🃎 🃍 🃋 🃄 | 🃞 🃝 🃗 🃖 ] The _=King=_ is the proper lead from these combinations. If it wins, the partner should have the Ace; if it loses, partner should know the leader holds at least the Queen. Both these groups, which contain all the King leads, may be easily remembered by observing that the King is always led if accompanied by the Ace or Queen, or both. Beginners should follow this rule for leading the King, regardless of the number of small cards in the suit, unless they hold the sequence of K Q J, and at least two other cards. [Illustration: 🂮 🂭 🂫 🂪 🂤 | 🃎 🃍 🃋 🃄 🃃 ] From this combination the _=Jack=_ is the usual lead, in order to invite partner to put on the Ace, if he has it, and get out of the way, thus establishing the suit in the leader’s hand. This is the only high-card combination from which the Jack is led.

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If he fails, he must pay. Should the player with the defective hand be the adversary of the caller, he and his partners must pay the stakes on that hand, which may then be abandoned. Should two players have an incorrect number of cards, one of them being the caller, there must be a new deal. CARDS LIABLE TO BE CALLED. 20. The following cards are liable to be called by either adversary:-- I. Every card faced upon the table otherwise than in the regular course of play, but not including a card led out of turn. II. Every card thrown with the one led or played to the current trick. The player must indicate the one led or played.

If you have led a brisque and won the trick, it is better to lead another brisque in the same suit than to change. Aces are better leads than Kings or Queens, for the court cards can be married, and you may never get 100 Aces. Kings are better leads than Queens, especially if the Queens are spades. Jacks are better than either, but the Jack of diamonds should be kept as long as possible. If you have to decide between two combinations, one of which you must sacrifice, lead that which is of the smallest value, or the least likely to be restored. For instance: If your adversary has shown one or two Kings, but no Ace, and you have three of each, you are more likely to get 100 Aces than 80 Kings. If you hold duplicate cards, especially in trumps, play the one on the table, not the one in your hand. _=Brisques.=_ Beginners often overlook the importance of brisques. Every time you allow your adversary to take in a brisque which you might have won, you make a difference of twenty points in the score.

The next lowest has the next choice of seats, and so on. When six play, they cut for partners, the two lowest pairing together; the two highest together; and the two intermediates together. The player cutting the lowest card of the six has the choice of seats and cards, and deals the first hand. If the six play, three on a side, the three lowest play against the three highest; the lowest cut of the six taking the deal, and choice of seats and cards. When seven play, each for himself, the lowest deals, and has the choice of seats and cards; the others choosing their seats in the order of their cuts. When eight play, they may form two sets of four each, or four sets of two each. In either case the partnerships are decided by cutting, and the lowest cut of the eight has the deal, with choice of seats and cards. _=TIES=_ are decided in the manner already described in connection with Whist. _=POSITION OF THE PLAYERS.=_ Two players sit opposite each other.

My real gift is healing. Lost _all_ of that, she concluded, not bitterly. God is punishing me. Gravel crunched as she came slowly across the roof toward me. The fag end of her cigarette made a spinning arc in the night as she snapped it over the side of the roof. Now there was no way to see her at all. Perception is nice in the dark. I tracked her automatically. What was the vow you broke? I said. She sighed, near me.

Wha ga e you the keys to keep, Keys to keep, keys to keep? Wha ga e you the keys to keep, Babbity Bowster brawly? My minnie ga e me the keys to keep, Keys to keep, keys to keep; My minnie ga e me the keys to keep, Babbity Bowster brawly. One, twa, three, B, ba, Babbity, Babbity Bowster neatly; Kneel down, kiss the ground, An kiss your bonnie lassie [or laddie]. --Biggar (W. H. Ballantyne). (_b_) Mr. Ballantyne describes the dance as taking place at the end of a country ball. The lads all sat on one side and the girls on the other. It began with a boy taking a handkerchief and dancing before the girls, singing the first verse (fig. 1).

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If followed by the ♢ 7, quarrels. Seven. Quarrels which will be lasting unless the card is followed by some hearts. _=R.=_ Family rows. _=COMBINATIONS.=_ 4 aces, death; 3 aces, dissipation; 2 aces, enmity. 4 Kings, honours; 3 Kings, success in business; 2 Kings, good advice. 4 Queens, scandal; 3 Queens, dissipation; 2 Queens, friendship. 4 Jacks, contagious diseases; 3 Jacks, idleness; 2 Jacks, quarrels.

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She had called the turn before the galloping dominoes had bounced from the backrail. The box cars cost me the dice. The next gambler blew on them, cursed, and rolled. I didn t bet, and spent the next couple rolls looking at her. * * * * * The girl was a mess. Some women have no style because they don t even know what it means. Courturiers have taught them all to be lean and hungry-looking. This chicken was underfed in a way that wasn t stylish. They call it malnutrition. Her strapless gown didn t fit her, nor anybody within twenty pounds of her weight.

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In addition to this, the winner adds a double game, or 1000 points, for the rubicon, and 300 points for all the brisques, no matter who actually won them. For example: A’s score is 920, and B’s 440. It is not necessary to count the brisques to see that A wins and B is rubiconed. A adds B’s 400 to his own 900, making his score 1300, and to this total he adds 1300 for rubicon and brisques, making the value of his game 2600 points altogether. The loser is not rubiconed if he can bring his total score to 1000 by adding his brisques. Suppose A has 1740 and B 850. The brisques are counted, and it is found that B has eighteen, making his score 1030, and saving his rubicon. A adds his fourteen brisques, making his total 1880, which makes the value of his game 1800, minus B’s 1000, plus 500 for the game, or 1300 altogether. If B’s brisques did not prove sufficient to save the rubicon, A would count them all. Suppose that in the foregoing case B had taken in only eleven brisques, leaving his total 990.