In Bézique, where Kings may be of the same suit in fours, you will have a slightly better chance for 80 Kings on account of your adversary’s discards, because he certainly has no more, as he would not break up three Kings. _=Declaring.=_ It is often a nice point to decide whether or not you can afford to make minor declarations while holding higher ones in your hand. In Rubicon many players will give up the trump marriage if they have the sequence, especially with a good chance of re-forming it several times with duplicate cards. The number of cards in hand will often be the best guide. In Rubicon, if you held trump sequence and double bézique, it would be better to declare the sequence first, and to lead the card you drew. One of the trump sequence on the table would then be free to regain the lead and declare the double bézique; but if the bézique was declared first, the sequence might have to be broken into to regain the lead. With a plain-suit sequence and four Aces, declare the Aces first. They will then be free to win tricks for the purpose of making other declarations. It is seldom right to show the bézique cards in other combinations, and four Jacks is a very bad meld, because it shows your adversary that he cannot hope for double bézique.

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, a sequence of four cards. Queue, F., the points added for winning the rubber. Quinte, F., a sequence of five cards. Quitted. A trick is quitted when the fingers are removed from it after it is turned down. In Duplicate, a trick is not quitted until all four players have removed their fingers from it. A score is quitted when the fingers are removed from the counters, the peg, or the pencil. Raffles, the same number appearing on all the dice thrown.

The spell made to receive and spring the ball for the blow at a touch, is a simple contrivance of wood an inch or so in breadth and a few inches long. . . . The players, who usually go in and out by turns each time, after a preliminary series of tippings of the spell with the stick in one hand, and catches of the ball with the other, in the process of calculating the momentum necessary for reach of hand, are also allowed two trial rises in a striking attitude, and distance is reckoned by scores of yards. The long pliable stick, with a loose club end, used in the game, is called the tribit or trivit stick. . . . The trevit is, in fact, the trap itself, and the trevit-stick the stick with which the trap is struck.

|Put it in a chest of |Put it in a chestnut. | -- | | |drawers. | | | | 7.|Let it lie an hour. |Let it stand an hour. | -- | | 8.| -- | | -- | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.

Now, the girl who personates the Witch comes and raps with her knuckles on a supposed door. The Witch stooped when walking, and had a stick to help her along. Come in, says the eldest sister. What do you want? Let me light my pipe at your fire? My fire s out. Yes! if you ll not dirty the hearth. No, certainly; I ll be careful. While the eldest sister pretends to look on the shelf for something, the Witch dirties the hearth, catches hold of Monday and runs off with her; and at this moment the pot boils over. The child who is the pot makes a hissing and fizzing noise. The daughter calls out-- Mother, mother, the pot boils over. Take the spoon and skim it.

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=_ The aces and Tens of each suit are called brisques, and count ten points each towards game. Except for the purpose of getting or keeping the lead, there is no object in winning any trick which does not contain a brisque. Every brisque taken in should be scored at once by the player winning the trick; 10 points for an ace or Ten; 20 points if there are two such cards in the same trick. A player holding or drawing the _=Seven of trumps=_ has the privilege of exchanging it for the turn-up trump, and scoring 10 points at the same time; but he must make the exchange immediately after winning a trick, and before drawing his card from the stock. Should the turn-up card be a Seven, or one exchange have already been made, the exchange can still be made and scored. He cannot score the Seven and make a declaration at the same time. _=DECLARATIONS.=_ The combinations which may be announced and scored during the play of the hand are divided into three classes: Marriages and Sequences; Béziques; and Fours of a kind. Only one combination can be scored at a time, and it must be announced immediately after the player holding it has won a trick, and before he draws his card from the talon. If he draws without announcing, it is equivalent to saying he has no declaration to make.

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SPOT-BLUE ” SPOT-BROWN, and WHITE ” SPOT-BLUE. _=1.=_ When coloured balls are used, the players must play progressively, as the colours are placed on the pool marking-board, the top colour being No. 1. _=2.=_ Each player has _three_ lives at starting. No. 1 places his ball on the “winning and losing” spot, No. 2 plays at No. 1, No.

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The demand must be made so that every player can hear, because after the cards have been delivered by the dealer no one has the right to be informed how many cards any player drew. 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.

Jack upon the Mopstick See Bung the Bucket. Jackysteauns A game among school-girls, played with small pebbles, and sometimes with plum or cherry stones (Dickinson s _Cumberland Glossary_). A children s game, played with five white pebbles called Jackstones, says Mr. Patterson (_Antrim and Down Glossary_). The game is called Jack. See Fivestones, Hucklebones. Jauping Paste-eggs A youthful amusement in Newcastle and the neighbourhood at Easter. One boy, holding an egg in his hand, challenges another to give blow for blow. One of the eggs is sure to be fractured in the conflict, and its shattered remains become the spoil of the conqueror. See Conkers.

=_ It is a common custom in large parties, say six or seven players, to make it a jack when no one but the dealer will ante. Instead of allowing the blind to make his ante good, and draw cards against the dealer, each player contributes two white counters, the age adding one to his blind, and the cards are redealt for a jack pot. Another variety of this custom is when the blind is opposed by only one ante, to allow the age to make this player take down his two counters, and to pay two counters for him, to make it a jack. For instance: Five play, and A has the age. B and C pass, and D antes two counters. The dealer, E, says: “I pass for a jack.” A then puts up three counters, one of which is added to his blind, the other two paying D’s ante in the ensuing jack. D takes down his two counters, and the cards are redealt. This cannot be done if more than one player has anted, nor if the ante has been raised or the blind straddled. In the example just given, had D raised the ante to five counters and E passed, the age would have had to put up four more white counters and draw cards, or allow D to win his blind.

=_ There is nothing connected with Poker on which persons have such confused ideas as on the subject of bluffing. The popular impression seems to be that a stiff upper lip, and a cheerful expression of countenance, accompanied by a bet of five dollars, will make most people lay down three aces; and that this result will be brought about by the five-dollar bet, without any regard to the player’s position at the table, the number of cards he drew, his manner of seeing or raising the ante, or the play of his adversaries before the draw. The truth of the matter is that for a bluff to be either sound in principle or successful in practice, the player must carefully select his opportunity. The bluff must be planned from the start, and consistently played from the ante to the end. To use a common expression: “The play must be right for it, or the bluff will be wrong.” There are many cases in which a bluff of fifty cents would be much stronger than one of five dollars; the difference depending on the player’s position at the table, his treatment of the ante, and the number of cards he had drawn. As an example of the play being right for a bluff, take the following case: Five play in a jack pot. A and B have passed when C opens it for the limit. D and E pass out, but A and B both stay, and each draws one card. C takes two cards, and as it is his first bet he puts up the limit on his three aces.

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The _=players=_ are designated by the colour of the men with which they play, Black or White, and White always has the first move. In a series of games each player alternately takes the white men with the first move. It is usual to draw for the first game, one player concealing in each hand a pawn of a different colour, and offering the choice of hands to his adversary. Whichever colour the chosen hand contains is the one the chooser must take for the first game. The duplicate pieces of each colour are distinguished by their position with regard to the King or Queen; those on the King’s side being called the King’s Bishop, the King’s Knight, and the King’s Rook. Those on the Queen’s side are the Queen’s Bishop, Queen’s Knight, and Queen’s Rook. The pawns are designated by the pieces in front of which they stand; King’s Pawn; Queen’s Knight’s Pawn, etc. The comparative _=value of the pieces=_ changes a little in the course of play, the Rooks especially not being so valuable early in the game. Authorities differ a little as to the exact value of the pieces, but if we take the Pawn as a unit, the fighting value of the others will be about as follows:-- A Knight is worth 3½ Pawns. A Bishop is worth 5¼ Pawns.

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Mise, F., the layout, or the original pool. Misère Ouverte. There is no such expression as this in French; the proper term is Misère sur table. See Boston. Mittelhand, G., the second player on the first trick, in Skat. Mixed Pair, a lady and gentleman playing as partners. Mort, F., the dummy hand at Whist or Bridge.

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e._, each player who holds one honour scores the value of a trick; each player who holds two honours scores twice the value of a trick; a player who holds three honours scores three times the value of a trick; a player who holds four honours scores eight times the value of a trick; and a player who holds five honours scores ten times the value of a trick. In a no-trump declaration, each ace counts ten, and four held by one player count 100. The declarer counts separately both his own honours and those held by the dummy. (14) A player scores 125 points for winning a game, a further 125 points for winning a second game, and 250 points for winning a rubber. (15) At the end of the rubber, all scores of each player are added and his total obtained. Each one wins from or loses to each other the difference between their respective totals. A player may win from both the others, lose to one and win from the other, or lose to both. [23] This hand is generally dealt opposite to the dealer. THE LAWS OF DUPLICATE AUCTION.

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When a player renounces, his partner should ask him if he is void of the suit. If any player abandons his hand, the cards in it may be exposed and called by the adversaries. The practice of throwing down the hand as soon as one renounces to trumps, cannot be too strongly condemned. All _=exposed cards=_, such as cards dropped on the table; two or more played at once; cards led out of turn; or cards named by the player holding them, must be left face up on the table, and are liable to be called by the adversaries, unless they can be previously got rid of in the course of play. If the exposed card is a trump, the adversaries may prevent its being played, but the holder of it is not liable for a revoke in such cases. _=SCORING.=_ When the last card has been played, each side turns over all the tricks won, and counts the points they contain; High, Low, Jack, Game, Right and Left Pedro. Everything, including Low, counts to the side winning it. The number of points won or lost is determined by deducting the lower score from the higher, the difference being the number of points won on that deal. If it is a tie, neither side scores.

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Then one of the players gets up from his chair and stands in the centre. The players sitting on the chairs take the string into their hands and pass the ring round from one to another, singing the lines. If the person standing in the centre can find out in whose hand the ring is, he sits down, and his place is taken by the one who had the ring. The game is sometimes played round a haycock in the hayfield. Miss Dendy sends a similar rhyme from Monton, Lancashire, where it is known simply as a marching game. For similar rhymes, see Halliwell s _Nursery Rhymes_, p. 3. See Paddy from Home, Tip it. Fippeny Morrell Twice three stones, set in a crossed square, where he wins the game that can set his three along in a row, and that is fippeny morrell I trow. --_Apollo Shroving_, 1626.

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How is mine? I don t know, said the doctor contritely. We ll find out for you. Meanwhile, old man, you take it easy. There s nothing but rest that can help you. Can you make yourself sleep, or would you like us to give you some kind of sedative? I can sleep, said Underhill. I just want to know about the Lady May. The nurse joined in. She was a little antagonistic. Don t you want to know about the other people? They re okay, said Underhill. I knew that before I came in here.

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Hanwell Mrs. G. L. Gomme. { Miss Chase, Miss F. D. Richardson, { Mr. G. L. Gomme, Mrs.

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| Liphook (Hants). | Shropshire. | +---+----------------------+----------------------+----------------------+ | 1.|Draw a pail of water. |Draw a pail of water. |Draw, draw water. | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.|For my lady s |Send a lady a |For my lady s | | |daughter.

=_ Black to play and win. White to play and draw. WHITE. +---+---+---+---+---+---+---+---+ | | ⛁ | | ⛁ | | ⛀ | | | +---+---+---+---+---+---+---+---+ | ⛃ | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛃ | | ⛃ | | ⛂ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ BLACK. ] The first position is one of the most common endings on the checker board, and should be very thoroughly understood. The letters in the margin refer to the variations. There are a great many minor variations, for which the student must be referred to Janvier’s Anderson, page 265. _=First Position.=_ 27-32 8 11 32-27 11 7 27-23 7 10 22-26 A 10 6 26-31 6 9 31-26 9 6 26-22 6 10 23-18 10 6 18-14 6 1 22-18 1 6 18-15 6 1 15-10 1 5 10- 6 5 1 14-13 1 5 6- 1 5 9 1- 5 9 13 10-14 13 9 14-18 9 6 18-15 30 25 15-18 6 10 5- 1 25 21 1- 5 10 6 18-15 21 17 5- 1 6 9 15-18 17 13 18-15 9 14 1- 5 14 17 15-10 17 22 10-14 22 25 5- 1 25 22 1- 6 22 25 6-10 25 22 10-15 22 25 15-18 25 21 B wins ------ Var A. 30 25 23-18 10 6 18-14 6 1 26-30 25 21 30-25 1 5 25-22 5 1 22-18 1 5 18-15 5 1 15-10 1 5 10- 6 5 1 14-10 1 5 6- 1 5 9 10-15 B 9 5 15-18 5 9 1- 5 9 6 18-15 21 17 5- 1 6 9 15-18 9 5 18-22 17 14 1- 6 5 1 6- 2 1 5 22-17 14 9 B wins ------ Var B.

In No. 3, White gives away a man, bottling up the three black men, and then catches the other black man. In both these examples it will then be Black’s move, and as he cannot move, White wins. _=Notation.=_ The various moves which take place in the course of a game are recorded by giving each square on the board a number, and putting down the number of the square the man is moved from, and the one it is moved to. Only those squares upon which the men stand are numbered, and the black men are always supposed to be originally placed upon the lower numbers, from 1 to 12; the white men being placed upon the squares numbered from 21 to 32. Diagrams Nos. 4 and 5 show the method of numbering the board, and the men placed in position. [Illustration: No. 4.

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|Thus, and thus, and | | |thus. | | 4.| -- | | 5.| -- | | 6.|Will you let one of | | |your fair maids. | | 7.|Come and play with us.| | 8.| -- | | 9.| -- | | 10.

In this example, had the bid been left at three clubs, doubled or not, that would have been the winning declaration, and the partner who first named that suit, Y, would be the declarer, Z being the dummy, although Z actually made the highest bid. It is only when the two players that have both named the winning suit are not partners that the higher bidder becomes the declarer. _=DOUBLING.=_ No player may double his partner, but he may redouble an opponent who has doubled. All doubling must be strictly in turn, like any other bid. Doubling does not affect the value of the bids, but simply doubles the value of the tricks or penalties when they are scored at the end of the hand. Suppose A bids two royals and Y doubles. B can take A out with three clubs, because, so far as the bidding goes, two royals are still worth only 18. Any over-call annuls the double, or redouble. Suppose A says two hearts, Y doubles, B redoubles, and Z says two royals.

Don t worry about them. They re not human. Let them take care of themselves. I ve seen more pinlighters go crazy from monkeying around with Partners than I have ever seen caught by the Rats. How many do you actually know of them that got grabbed by Rats? * * * * * Underhill looked down at his fingers, which shone green and purple in the vivid light thrown by the tuned-in pin-set, and counted ships. The thumb for the _Andromeda_, lost with crew and passengers, the index finger and the middle finger for _Release Ships_ 43 and 56, found with their pin-sets burned out and every man, woman, and child on board dead or insane. The ring finger, the little finger, and the thumb of the other hand were the first three battleships to be lost to the Rats--lost as people realized that there was something out there _underneath space itself_ which was alive, capricious and malevolent. Planoforming was sort of funny. It felt like like-- Like nothing much. Like the twinge of a mild electric shock.

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6, for instance, the King could castle on either side, with the King’s Rook, or with the Queen’s Rook:-- [Illustration: _No. 6._ +---+---+---+---+---+---+---+---+ | ♜ | | | | ♚ | | | ♜ | +---+---+---+---+---+---+---+---+ | ♟ | ♟ | ♟ | | ♛ | ♟ | ♟ | ♟ | +---+---+---+---+---+---+---+---+ | | | ♞ | ♟ | ♝ | ♞ | | | +---+---+---+---+---+---+---+---+ | | | ♝ | | ♟ | | | | +---+---+---+---+---+---+---+---+ | | | ♗ | | ♙ | | | | +---+---+---+---+---+---+---+---+ | | | ♘ | ♙ | ♗ | ♘ | | | +---+---+---+---+---+---+---+---+ | ♙ | ♙ | ♙ | | ♕ | ♙ | ♙ | ♙ | +---+---+---+---+---+---+---+---+ | ♖ | | | | ♔ | | | ♖ | +---+---+---+---+---+---+---+---+ ] If an adverse piece commands the square that would be passed over by the King in castling, the move is not allowed; because a King must not move into check, nor cross a square that is checked by an adverse piece nor castle out of check. In Diagram No. 7 the position that would result from castling with the Queen’s Rook is shown by the black men. [Illustration: _No. 7._ +---+---+---+---+---+---+---+---+ | | | ♚ | ♜ | | | | ♜ | +---+---+---+---+---+---+---+---+ | ♟ | ♟ | ♟ | | ♛ | ♟ | | ♟ | +---+---+---+---+---+---+---+---+ | | | ♞ | ♟ | ♝ | ♞ | | | +---+---+---+---+---+---+---+---+ | | | ♝ | | ♟ | | | | ] _=Queening Pawns.=_ If a passed Pawn succeeds in reaching the last or eighth square on any file, the player to whom the Pawn belongs may call it anything he chooses, from a Queen to a Knight. If the piece he chooses has already been captured, it must be replaced on the board, and on the square occupied by the Pawn, which is then removed.

Jamieson says: Whether this play be a vestige of the very ancient custom of assuming the appearance and skins of animals, especially in the sports of Yule, or might be meant to symbolise the exertions made by the devil (often called Hornie ) in making sinful man his prey, and employing fellow-men as his coadjutors in this work, I cannot pretend to determine. See Hunt the Staigie, Whiddy. Hornie Holes A game in which four play, a principal and an assistant on each side. A. stands with his assistant at one hole, and throws what is called a Cat (a piece of stick, and frequently a sheep s horn), with the design of making it alight in another hole at some distance, at which B. and his assistant stand ready to drive it aside. The bat or driver is a rod resembling a walking-stick. The following unintelligible rhyme is repeated by a player on the one side, while they on the other are gathering in the Cats, and is attested by old people as of great antiquity:-- Jock, Speak, and Sandy, W a their lousy train Round about by Errinborra, We ll never meet again. Gae head im, gae hang im, Gae lay im in the sea; A the birds o the air Will bear him companee. With a nig-nag, widdy- [_or_ worry-] bag, And an e endown trail, trail; Quoth he.

7. After pocketing a red ball the striker is at liberty to select the pool ball upon which he will play, but when there is no longer a red ball on the table, the pool balls must be played at and taken in their order of value from lowest to highest, save that the player pocketing the last red ball shall be allowed to select the first pool ball upon which he plays, which, if pocketed, shall be respotted and the pool balls played at in their order of value. 8. When playing on a pool ball the striker, if asked the question by a player taking part in the game, shall “declare” the ball selected. 9. Any number of red balls may be taken in one stroke; but, if a pool ball is taken in conjunction with a red ball, the stroke is foul. After pocketing a red ball only the pool ball aimed at may be taken. 10. A red ball once off the table shall not be brought into play again under any circumstances; but all pool balls pocketed shall be respotted in their original positions (save that the pink ball shall be placed on the pyramid spot), until Rule 7, as to playing upon the pool balls in rotation, comes into force. When the pool balls are being played upon in rotation, they shall not be respotted after being pocketed in proper order and according to rule.

On reaching the end of the second row he has still one more to go to get into the game-hole, which is in the middle of the board. When one player reaches his game-hole before the other turns the corner, it is called a _=lurch=_, and counts two games. The pegs are so often lose or mislaid that it is much more convenient to use a _=pull-up=_ cribbage board, in which every hole is provided with its own peg, which may be raised to indicate the count. The back pegs can be either left standing or pushed down again. [Illustration] The board is always placed midway between the players. If three persons play, a triangular board is necessary. This is provided with three sets of holes and three game holes. When a cribbage board is not at hand, the game may be kept by ruling a sheet of paper into ten divisions, and marking them with the figures 1 to 0 on each side: +---------------------------------------+ | 0 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | +---------------------------------------+ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | +---------------------------------------+ Each player being provided with two coins, one silver and one copper, (or different sizes,) the copper coin can be advanced from point to point to count units, and the silver coin will mark the tens. _=PLAYERS.=_ Cribbage is distinctly a game for two players, although three may play, each for himself, or four, two being partners against the other two.

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Five evenly spaced photonuclear bombs blazed out across a hundred thousand miles. The pain in his mind and body vanished. [Illustration] He felt a moment of fierce, terrible, feral elation running through the mind of the Lady May as she finished her kill. It was always disappointing to the cats to find out that their enemies whom they sensed as gigantic space Rats disappeared at the moment of destruction. Then he felt her hurt, the pain and the fear that swept over both of them as the battle, quicker than the movement of an eyelid, had come and gone. In the same instant, there came the sharp and acid twinge of planoform. Once more the ship went skip. He could hear Woodley thinking at him. You don t have to bother much. This old son of a gun and I will take over for a while.

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It is therefore evident that in backing tens against openers, it is four to one against your beating the openers to begin with, and if you do beat them the odds are still against your winning the pot. If there were five players, and the jack pots were all equal in amount, you would have to win one pot out of five to make your investment pay. Can you make this average when your original pair will not beat openers? There are three principles with regard to the draw that should never be lost sight of: (1) An average go-in hand is a hand which will win its proportion of the pools, according to the number playing, taking all improvements and opposition into account. This can be demonstrated to be a pair of tens. (2) The draw is much more valuable to a weak hand than to a strong one, and weak hands will improve in much greater proportion than strong ones will. For instance: The chances for a player to improve by drawing to a pair of Queens are one in three and a half. He may make two pairs, or triplets, or a full hand, or four of a kind. The chances of improvement for a player drawing to two pairs, say Eights up, are only one in thirteen. This consideration leads players to adopt two lines of play: To bet all they intend to on two pairs before the draw, in order to prevent weaker hands drawing cards and improving; or, to discard the smaller pair in order to increase their chances of improvement. (3) The smaller the number of players, the greater the value of the hands; and the larger the number of players, the greater the chance that any given hand will be beaten.