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=_ When a player cannot follow suit, and does not wish to trump, his safest play is to discard whatever seems of least use to him. It is not considered good play to unguard a King or to leave an Ace alone; but this may be done if the partner is leading trumps, and there is a good established suit to keep. Beginners should be careful to preserve cards of re-entry, even if they have to discard from their good suit in order to do so. When the adversaries have shown strength in trumps, or are leading them, there is little use in keeping a long suit together. It is much better to keep guard on the suits in which they are probably strong, letting your own and your partner’s go. A player having full command of a suit, may show it to his partner by discarding the best card of it. Discarding the second-best is an indication that the player has not the best; and in general, the discard of any small card shows weakness in that suit. _=Forcing.=_ We have already observed that a player who is weak himself should not force his partner. An exception may be made in cases where he has shown weakness, or has had a chance to lead trumps and has not done so.

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For instance: A wins 4 tricks, three times which is 12; from which he deducts 9, the number he did not take, and finds his loss to be 3 red counters. Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15. No matter in what proportion the other tricks may be divided between the three other players, this total payment will always be found correct. For instance: A wins 6 tricks; Y 2; B 5; and Z none. A loses 6 x 3 = 18-7 = 11, of which he gives 4 to Y; 1 to B; and 6 to Z. If two players tie for the greatest number of tricks taken, they calculate their losses in the same manner; but each pays only half the total. For instance: A and Y each take 5 tricks; B taking 1, and Z 2. The 7 red counters lost by A and Y being divided, shows a loss of 35 white counters for each of them. If three players take four tricks apiece, they each pay the fourth man a red counter. _=WINNING THE POOL.

It is the object of the players to seize and convey the ball between their own goals. The rush is therefore very great: as is sometimes the shock of the first onset, to catch the falling ball. He who first can catch or seize it speeds therefore home, pursued by his opponents (thro whom he has to make his way), aided by the jostlings and various assistances of his own _sidesmen_. If caught and held, or in imminent danger of being caught, he _throws_ the ball--but must in no case give it--to a less beleaguered friend, who, if it be not arrested in its course, or be jostled away by the eager and watchful adversaries, catches it; and he hastens homeward, in like manner pursued, annoyed, and aided, winning the notch (or snotch) if he contrive to _carry_, not _throw_, it between his goals. But this in a well-matched game is no easy achievement, and often requires much time, many doublings, detours, and exertions. I should have noticed, that if the holder of the ball be caught with the ball in his possession, he loses a _snotch_; if, therefore, he be hard pressed, he _throws_ it to a convenient friend, more free and in breath than himself. At the loss (or gain) of a _snotch_, a recommence takes place, arranging which gives the parties time to take breath. Seven or nine notches are the game--and these it will sometimes take two or three hours to win. Sometimes a large football was used--and the game was then called Kicking Camp --and if played with the shoes on, Savage Camp. --Moor s _Suffolk Words_.

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If the player discovers his mistake in time, the card played in error must be left on the table, and is liable to be called. When a revoke is discovered and claimed by the adversaries, it is usual to abandon the hand, and the adversaries of the revoking player can either deduct two points from his score, or add two to their own score, for every revoke made during the hand. The penalty cannot be divided. If both sides revoke, the deal is void, and the same dealer must deal again. Any player having none of the suit led may either trump, or throw away a card of another suit. The highest card played, if of the suit led, wins the trick, trumps winning against all other suits, and a higher trump winning a lower. The winner of the trick may lead any card he pleases for the next trick, and so on, until all five tricks have been played. If the dealer takes the trump into his hand, any player naming it is liable to have his highest or lowest trump called; but a player may ask and must be informed what the trump suit is. _=Cards Played in Error.=_ All cards led out of turn, played in error, or two or more played to a trick, or dropped face upward on the table, are called _=exposed cards=_, and must be left face up on the table.

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=_ As in all French games, the cards are cut by the player on the dealer’s left, and are dealt from right to left. Three cards are given to each player, one at a time, face down, and the thirteenth is then turned face up on the pack. This card is called the _=retourne=_. _=Misdeals.=_ If any card is exposed during the deal, either in the pack or in giving it to a player, it is a misdeal; but the distribution of the cards is continued until each player has received three cards, the exposed card being given out in its regular order. If any player can show triplets, he receives one white counter from each of the other players, and the hands are then abandoned. If more than one triplet is shown, the inferior does not pay the higher. If no triplet is shown, the cards are redealt. A misdeal does not lose the deal. The deal passes to the right; but should the player whose turn it is to deal have lost everything on the previous deal, and have just purchased another stake, the deal passes to the player beyond him.

She still had it. She moved the chips back and forth from Pass to Don t Pass and won at every roll. I could see Fowler Smythe begin to scowl as she let her winnings ride, building up a real stack. * * * * * Without warning she dragged down her winnings and leaned close to me, sniffling. You ll get all wet! I looked around, seeing a waiter near me. He had just served drinks to the rear, half of the table, to the gamblers nearest the dealers. His tray was still half-full. This was the moment. It was a generalized sort of lift, the kind of thing that qualifies a TK for the Thirty-third degree. I heaved at the thousand-dollar bills I had had marked in the morning, without the faintest idea of where they were.

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No Partner ever questioned the superiority of the human mind, though very few of the Partners were much impressed by that superiority. The Partners liked people. They were willing to fight with them. They were even willing to die for them. But when a Partner liked an individual the way, for example, that Captain Wow or the Lady May liked Underhill, the liking had nothing to do with intellect. It was a matter of temperament, of feel. Underhill knew perfectly well that Captain Wow regarded his, Underhill s, brains as silly. What Captain Wow liked was Underhill s friendly emotional structure, the cheerfulness and glint of wicked amusement that shot through Underhill s unconscious thought patterns, and the gaiety with which Underhill faced danger. The words, the history books, the ideas, the science--Underhill could sense all that in his own mind, reflected back from Captain Wow s mind, as so much rubbish. Miss West looked at Underhill.

|Wife in carriage, |Wife with domestic |Bride with rings on | | |husband in cart. |utensils. |fingers and bells on | | | | |toes. | |13.| -- |Grief if wife should | -- | | | |die. | | |14.| -- | -- |Bride with a baby. | |15.| -- |Doctor, cat, and | -- | | | |devil. | | |16.

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Prisoners are liberated by the death of any escort there may be within six inches of them, but they may not be moved by the player of their own side until the move following that in which the escort is killed. Directly prisoners are taken they are supposed to be disarmed, and if they are liberated they cannot fight until they are rearmed. In order to be rearmed they must return to the back line of their own side. An escort having conducted prisoners to the back line, and so beyond the reach of liberation, may then return into the fighting line. Prisoners once made cannot fight until they have returned to their back line. It follows, therefore, that if after the adjudication of a melee a player moves up more men into touch with the survivors of this first melee, and so constitutes a second melee, any prisoners made in the first melee will not count as combatants in the second melee. Thus if A moves up nineteen men into a melee with thirteen of B s--B having only five in support--A makes six prisoners, kills seven men, and has seven of his own killed. If, now, B can move up fourteen men into melee with A s victorious survivors, which he may be able to do by bringing the five into contact, and getting nine others within six inches of them, no count is made of the six of B s men who are prisoners in the hands of A. They are disarmed. B, therefore, has fourteen men in the second melee and A twelve, B makes two prisoners, kills ten of A s men, and has ten of his own killed.

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