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I found the spots in her armpit and lifted the veins and arteries into a complete block. A whiff of garlic told me that Simonetti had reached the table. He d been watching on the TV monitor, of course. He knelt down beside us. A doctor, quick, I said. She s been pinked with nerve poison. She s gone, then, he said huskily. Who done it? Fowler Smythe, I said bitterly. A snake within the Lodge. You might try to stop him.
Here stands a Young Man. Here we go around, around. Here s a Soldier. Hewley Puley. Hey Wullie Wine. Hickety, Bickety. Hickety-hackety. Hick, Step, and Jump. Hide and Seek (1). Hide and Seek (2).
Hick, Step, and Jump. Hide and Seek (1). Hide and Seek (2). Hinch-Pinch. Hinmost o Three. Hirtschin Hairy. Hiry-hag. Hiss and Clap. Hitch, Jamie, Stride and Loup. Hitchapagy.
W. Lincolnshire_ Glossary. Burly Whush A game played at with a ball. The ball is thrown up by one of the players on a house or wall, who cries on the instant it is thrown to another to catch or kep it before it falls to the ground. They all run off but this one to a little distance, and if he fails in kepping it he bawls out Burly Whush; then the party are arrested in their flight, and must run away no farther. He singles out one of them then, and throws the ball at him, which often is directed so fair as to strike; then this one at which the ball has been thrown is he who gives Burly Whush with the ball to any he chooses. If the corner of a house be at hand, as is mostly the case, and any of the players escape behind it, they must still show one of their hands past its edge to the Burly Whush man, who sometimes hits it such a whack with the ball as leaves it dirling for an hour afterwards.--Mactaggart s _Gallovidian Encyclopædia_. See Ball, Keppy Ball, Monday. Buttons Two or more boys take two buttons in their right hands, and try to throw them both into a small hole in the ground about two yards off.
_=MISDEALING.=_ If there is any irregularity in the deal which is not the dealer’s fault, such as any card except the trump found faced in the pack, or the pack found imperfect, the same person deals again. But if the dealer neglects to have the pack cut, or deals too many or too few cards to any player, or exposes a card in dealing, or does not give the same number of cards to each player on the same round, or counts the cards on the table or those remaining in the pack, it is a misdeal, and the deal passes to the next player on the misdealer’s left. In some places the misdealer is allowed to deal again if he forfeits two counters to the pool. _=ROBBING THE TRUMP CARD.=_ If the trump card is an ace, the dealer may discard any card he pleases in exchange for it. He may take up the ace when he plays to the first trick, or may leave it on the pack until got rid of in the course of play. When an ace is turned, the eldest hand, before leading, should call upon the dealer to discard if he has not already done so. If the dealer does not want the trump, he answers: “I play these.” If the trump card is not an ace, any player at the table holding the ace of trumps is bound to announce the fact when it comes to his turn to play to the first trick.
_=Irregularities.=_ The penalty for a revoke is the loss of 9 points, which are taken from the score of the side in error at the end of the hand, and added to the side not in fault. If the final score is 24 to 11, for instance, in favour of the single player, and one of the partners has revoked, the score is 33 to 2, and the player wins 31 points. If any player turns over the stock before he has announced to stand and has discarded at least one card, he loses 35 points to each adversary, and the deal is void. If an adversary of the single player turns over the stock before the player has discarded, there is no penalty, and the player may discard as he pleases. If an adversary of the single player leads or plays out of turn, the player may abandon the hand at that point, and claim the stock and last trick, the adversaries being entitled to count only the points they have won up to the time the error occurred. _=Suggestions for Good Play.=_ The general tactics of the game are extremely like those employed in Whist and Skat. The player establishes his long suit as rapidly as possible, and preserves his tenaces and cards of re-entry. The adversaries of the player should lead short suits up to him, and long suits through him, and every opportunity should be taken advantage of to discard counting cards on partner’s tricks, Aces especially, which are not the best of the suit, but count the most.