Before declaring, the dealer may discard any number of cards from one to four, laying them on the table at his left, but face up, where they so remain during the play of the hand. In place of this discard, the dealer takes an equal number of cards from the top of the hand on his left. These are not shown to the adversary. Having discarded and drawn, the dealer declares. There is no doubling; but the dealer himself may undertake to win at least eight of the thirteen tricks, and if he announces “eight tricks,” he can score them at double value if he succeeds. If he fails to get the full eight, his adversary scores ten points penalty, the dealer scoring nothing at all. No matter what the trump suit, the penalty of ten points remains the same. After discarding, drawing and declaring, the stock hand is laid aside, still face down, and the non-dealer takes up and sorts the hand on his left, turning it face up on the table, like a Dummy. This hand belongs to the non-dealer, who leads first and plays both hands, so that the dealer is practically opposed to two hands of thirteen cards each. If the dealer does not want to discard and draw, he can play _=misery=_, which is a no-trumper, but played to lose tricks, instead of to win them.

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_=The Point.=_ If no brelan is shown, the hands of all the players are shown, including those who passed out during the betting. This will expose thirteen cards, including the retourne. The pips in each suit are then counted, the ace reckoning for 11, court cards for 10 each, and the 9 and 8 at their face value. Whichever suit has the greatest number of pips is called _=the suit that wins=_, and the player who holds the highest card of it takes the pool; provided, of course, that he was one of those who backed his hand until the last call. If the player who holds the best card of the winning suit has dropped out during the betting, his cards count for the player who has the highest card of the suit among those who backed their hands. For instance: D deals and turns the heart 8. A and B have passed out, but C has made a bet which D has called. Neither has a brelan, so all four players show their cards, and it is found that they lie thus:-- [Illustration: 🂮 🂭 🂨 +-------+ | B | 🂱 🂾 🂹 |C A| 🂡 🂩 🃙 | D | +-------+ 🃑 🃞 🃝 🂸 ] Spades are the winning suit: but neither C nor D has a spade, and as neither A nor B is in the call, the spade suit cannot win anything. As between clubs and hearts, D’s point is 40, and C’s 38; so D wins the pool.

Should the first dealer neglect this he forfeits five counters to the pool. Before each deal the cards must be shuffled. Any player may shuffle, the dealer last. _=8. Cutting to the Dealer.=_ The dealer must present the pack to the pone, [the player on his right,] to be cut. The pone may either cut, or signify that he does not wish to do so, by tapping the pack with his knuckles. Should the pone decline to cut, no other player can insist on his doing so, nor do it for him. If he cuts, he must leave at least four cards in each packet, and the dealer or the pone must reunite the packets by placing the one not removed in cutting upon the other. _=9.

Piquet is supposed to have been introduced during the reign of Charles VII., and was designed as a motif for a ballet of living cards which was given in the palace of Chinon. Of the etymology of the word piquet, little or nothing is known, but the game itself is one of those perennials that have survived much more pretentious rivals, and, thanks to its intrinsic merits, it has never since its invention ceased to be more or less à la mode. There are several varieties of Piquet, but the straightforward game for two players, sometimes called _=Piquet au Cent=_, or 100 points up, is the most common and popular, and will be first described. _=CARDS.=_ Piquet is played with a pack of thirty-two cards, all below the Seven being deleted. The cards rank: A K Q J 10 9 8 7, the Ace being the highest both in cutting and in play. There is no trump in Piquet, and all suits are equal in value. Two packs are sometimes used, one by each player in his proper turn to deal. The cards have a certain pip-counting value, the Ace being reckoned for 11, other court cards for 10 each, and the 7 8 9 10 for their face value.

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I guess it s the filth within these croupier types that makes them surround themselves with the aseptic immaculacy of iridium and glass. Their office was in a penthouse perched on the slanting roof shakes of the casino. It was big as a squash court, and as high and as square. Every wall was glass. It couldn t have been in greater contrast to the contrived hominess of the casino if they d thought about it for a year. Then, for the last twist, the furnishings were straight out of the old Southwest--Navajo rugs, heavy, Spanish oak desks, and a pair of matching couches or divans of whole steer leather stretched over oak frames. * * * * * Peno Rose came quickly toward me the moment Fowler Smythe showed me into the office, spurs jingling. Hey! There he is! The boy they had to rule off the track! How s a boy, Lefty? Long time no see. He had his hand stuck way out ahead of him. His sharp, dried-out features repelled me twice as much as they had ten years before.

_=15.=_ Should any player receive more or less than his proper number of cards, and discover the error before he looks at any card in his hand, or lifts it from the table, he may demand a new deal if no bet has been made; or he may ask the dealer to give him another card from the pack if he has too few, or to draw a card if he has too many. Cards so drawn must not be exposed, but should be placed on the top of the pack. If a bet has been made, there must be a new deal. Should the player take up his hand, or look at any card in it, he has no remedy. _=16.=_ Should a player take up a hand containing more or less than five cards, or look at any card in it, such a hand is foul, and he must abandon it, forfeiting any interest he may have in that pool. If one player has six cards and his neighbour four, neither having lifted or looked at any card, the dealer may be called upon to draw a card from the six hand and give it to the four hand. _=17. Straddling.

When a general rams is announced, all at the table must play, and those who have passed and laid down their hands, must take them up again. If the widow has not been taken, any player who has not already refused it may take it. The player who announced general rams has the first lead. If he succeeds in getting all five tricks, he not only gets the pool but receives five counters in addition from each player. If he fails, he must double the amount then in the pool, and pay five counters to each of his adversaries. Any player taking a trick that spoils a general rams gets nothing from the pool, and it is usual to abandon the hands the moment the announcing player loses a trick. ROUNCE. This is an American corruption of Rams. It is played with the full pack of fifty-two cards, which rank as at Whist, and any number of players from three to nine. Six cards are dealt to the widow, one of which must be discarded by the player taking it.

W. D. Sweeting). VIII. Draw a bucket of water For my lady s daughter; One go rush, and the other go hush, Pretty young lady, bop under my bush. --Sporle, Norfolk (Miss Matthews). IX. Draw a bucket of water For the farmer s daughter; Give a gold ring and a silver watch, Pray, young lady, pop under. --Sporle, Norfolk (Miss Matthews). X.

|Such beautiful flowers| -- | -- | | |ever seen. | | | |11.| -- | -- | -- | |12.| -- | -- | -- | |13.| -- | -- | -- | |14.| -- | -- | -- | |15.| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.|Sweetheart is dead.

In failure of either securing the game thus, the process is repeated at drakes. When, however, the one who is on for his pizings manages to taw into the hole, the game is concluded.--Easther s _Almondbury and Huddersfield Glossary_. Hunt the Hare A game among children, played on the ice as well as in the fields (Brockett s _North Country Words_). Strutt (_Sports_, p. 381) says Hunt the Hare is the same game as Hunt the Fox. In this game one boy is permitted to run out, and having law given to him--that is, being permitted to go to a certain distance from his comrades before they pursue him--their object is to take him, if possible, before he can return home. See Hare and Hounds. Hunt the Slipper [Music] --Lancashire (Mrs. Harley).

changed to [They pull him out.] Page 180 (table) row 16: [ added before Write Page 270: so that won t do changed to so _that_ won t do (as elsewhere in the song) Page 329: cul léve changed to cul levé (as in Nares s work) Page 364 uniniated changed to uninitiated Page 387: the Sheffield is changed to the Sheffield version is. *** END OF THE PROJECT GUTENBERG EBOOK THE TRADITIONAL GAMES OF ENGLAND, SCOTLAND, AND IRELAND (VOL 1 OF 2) *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy. You may use this eBook for nearly any purpose such as creation of derivative works, reports, performances and research.

Boats shall move one foot. In moving uphill, one contour counts as one foot; downhill, two contours count as one foot. Where there are four contours to one foot vertical the hill is impassable for wheels unless there is a road. Infantry. To pass a fordable river = one move. To change from fours to two ranks = half a move. To change from two ranks to extension = half a move. To embark into boats = two moves for every twenty men embarked at any point. To disembark = one move for every twenty men. Cavalry.

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Howell was the first to attempt to set the short-suit game in order, but his methods have long since been superseded by more elastic tactics. The fundamental principle of the short-suit game, as first explained to the world by the New York _Sun_, is to use the original or opening lead to indicate the general character of the hand rather than any details of the individual suit. In the long-suit game the original leader is always assuming that his partner may have something or other, and playing on that supposition. The short-suit player indicates the system of play best adapted to his own hand, without the slightest regard to the possibilities of his partner. It is the duty of the partner to indicate his hand in turn, and to shape the policy of the play on the combined indications of the two. This does not mean that the player shall always lead a short suit, but that he should combine the best features of both systems, without slavish adherence to either. This idea has been brought to perfection in practice by the famous American Whist Club of Boston, and under the able leadership of its captain, Harry H. Ward, it has demonstrated that he can take any kind of a team and beat any of the old style long-suit players, no matter how skilful they may be. The following is a brief outline of the American game, as given by Captain Ward in _Whist_ for May, 1906:-- _=Five-trump Hands.=_ With five trumps, and the suits split, 3, 3, 2, we always open a trump, unless we have a tenace over the turn-up card.

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Many lightweights bowl well. Don’t get discouraged, you can learn. Any able-bodied person, with ordinary nerve and a good eye, can become quite expert with little practice. Don’t let an alley owner use pins that are worn out. Don’t think you can sandpaper a ball without injuring it. It takes an expert mechanic to true up a lignum-vitæ ball. Don’t lay a lignum-vitæ ball away DRY, if you don’t want it to crack. GENERAL LAWS, FOR ALL CARD GAMES. Very few games have their own code of laws, and only one or two of these have the stamp of any recognised authority. In minor games, questions are continually arising which could be easily settled if the players were familiar with a few general principles which are common to the laws of all games, and which might be considered as the basis of a general code of card laws.

In England the cards are always dealt by twos. No trump is turned. The remaining eight cards are placed face downward on the table, the five top cards being laid crosswise on the three at the bottom. These eight cards are called the _=talon=_ or stock. Each player deals in turn. _=Irregularities in Dealing.=_ If the pack is proved to be imperfect the deal is void, but all previous scores or cuts made with that pack stand good. A misdeal does not lose the deal under any circumstances. If a card is found faced in the pack there must be a fresh deal with the same cards. If a player deals out of turn, and detects the error himself before he sees any of his cards, he may insist on his adversary’s dealing, even if the adversary has seen his cards.

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Strutt describes a handball game played during the Easter holidays for Tansy cakes (_Sports_, p. 94). Halliwell gives rhymes for ball divination (_Popular Rhymes_, p. 298) to determine the number of years before marriage will arrive. Miss Baker (_Northamptonshire Glossary_) says, The May garland is suspended by ropes from the school-house to an opposite tree, and the Mayers amuse themselves by throwing balls over it. A native of Fotheringay, Mr. C. W. Peach, says Miss Baker, has supplied me with the reminiscences of his own youth. He says the May garland was hung in the centre of the street, on a rope stretched from house to house.

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The hand he abandons then becomes the widow. If he prefers to draw to his hand, he says: “_=I pass=_,” which transfers to the next player the option of taking the widow. If he wishes to stand on the merits of the hand dealt to him, without drawing to it, he _=knocks=_ on the table, which also passes the option of taking the widow to the next player on his left. If any player takes the widow, the next player on his left can do any one of three things: He may discard from his own hand any card he pleases, taking one from the widow in its stead; the card which he discards being placed on the table face upward, and becoming part of the widow; or he may exchange his entire hand for the widow; or he may stand on the hand dealt him, and knock. Whether he draws one card, exchanges his entire hand, or knocks, the next player on his left has the option of drawing, exchanging, or knocking; and so on, until some player does knock. Should no player take the widow until it comes to the dealer’s turn, he must either take it, or turn it face upward on the table. Even if the dealer knocks, he must turn up the widow, and allow each player an opportunity to draw from it, or to exchange his entire hand for it. When a player knocks, he signifies that no matter what the players following him may do, when it comes to his turn again the hands must be shown. A player cannot draw and knock at the same time; but a player can refuse to draw or exchange after another player has knocked, not before. In some localities it is the rule to turn the widow face up at once if any player knocks before it is taken; allowing all those after the knock an opportunity to draw or exchange; but this is not the usual custom.

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If he passes, the player sitting opposite him must make it according to the mechanical rules given in Bridge for Three. There is no doubling. The score of each player is kept in a separate column, and the trick and honour score is put down in one lump, plus or minus, the new score being added to or deduced from the previous one. It is simpler, however, to put down nothing but the plus scores, so that when the declaration is defeated, the points are credited to each of the three other players. Suppose the dealer wins 16 and 16. He is put down as 32 plus. If he should lose 12 and 30, his score would not be touched, but each of the others would be put down 42 plus. There are no games or rubbers. At the end of four deals the players change partners by the pivot system. At the end of twelve deals, each has played four deals with each of the others.