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[Illustration: B C A B A B +------+ +------+ +------+ | | D| |C B| |A A| |A | | | | | | C| |D A| |B +------+ +------+ +------+ C B B A B A THREE PAIRS. FOUR PAIRS. TWO FOURS. ] The player to the left of the dealer is the original leader. _=DEALING.=_ The method of dealing varies with the number of players engaged. When only one pack is used, any player may shuffle, the dealer last. The pack must be presented to the pone to be cut, and the entire pack is then dealt out, one card at a time. When two play, the dealer gives each six cards, one at a time. These two hands are kept separate, and two more are dealt in the same manner, and then a third two, the last card being turned up for the trump.

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Mr. Ballantyne says that each one apart tried to dance by throwing out their feet and jumping sideways. (_c_) The first syllable of this word is, says Jamieson, undoubtedly the verb _curr_, to sit on the houghs or hams. The second may be from Teut. _kudde_, a flock; _kudd-en_, coire, convenire, congregari, aggregari; _kudde wijs_, gregatim, catervatim, q. to curr together. The same game is called _Harry Hurcheon_ in the North of Scotland, either from the resemblance of one in this position to a _hurcheon_, or hedge-hog, squatting under a bush; or from the Belg. _hurk-en_ to squat, to _hurkle_.--Jamieson. See Cobbler s Hornpipe, Cutch-a-Cutchoo.

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If she were the real thing, I knew what it was--perception at a level a TK can t match. The real healers feel the nerves themselves. I d been worked on before. The more hysterical healers, some really creepy witches, had given me some signs of relief, but none could ever find the real weak place, as she called it. She was mumbling to herself. I guess you could call it an incantation. I got a picture of a nubile waif, too freakish to fit where she d been raised. What had her Hegira been like? In what frightful places had she found herself welcome? From her talk, it could have been an Ozark backwater. I didn t want to know what backwoods crone had taught her some mnemonic rendition of the Devil s Litany. Her hands passed up beyond my shoulder, to my neck.

=_ This is double Dummy; but instead of laying Dummy’s cards face up on the table, each player is provided with a holder in which he places his partner’s cards in such a manner that his adversary cannot see them. As it comes to Dummy’s turn to play to each trick, a card is drawn from the holder. All four hands are responsible for revokes. _=KING’S BRIDGE.=_ This is sometimes called _=Four Hand Bridge=_, each player being for himself. The movements of the players are the same as those described in Pivot Bridge, one player sitting still all the time, while each of the others in turn becomes his partner for four deals. The dealer declares. 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.

The etymology of this word has been quite overlooked by those who have described the game. The word is from the French, cométe, a comet; but instead of being an equivalent in English, it is simply a phonetic equivalent; Commit, instead of Comet. Tenac informs us that the game was invented during the appearance of Halley’s comet; and the idea of the game is that of a string of cards forming a tail to the one first played, a feature which is common to quite a number of the older games of cards. Commit is played by any number of persons, with a pack of fifty-one cards, the Eight of diamonds having been deleted. The players draw for positions at the table and for the first deal, and make up a pool. The cards have no value except the order of their sequence in the various suits. The ace is not in sequence with the King, but below the 2. The dealer distributes the cards, one at a time to each player in rotation, as far as they will go, leaving any odd cards on the table face downward, to form what are known as _=stops=_. As it is desirable to have a number of these stops, it is usual to give only nine cards to each when there are five players. The eldest hand begins by leading any card he pleases which he lays face upward in the centre of the table.

The turns are very difficult. CUSHION CARROMS. This is a variety of the three-ball game in which a cushion must be touched by the cue ball before the carrom is completed. The cushion may be struck first, and the object ball afterward, or the object ball first, and then the cushion. In the _=Three-cushion Carrom Game=_, three cushions must be touched by the cue ball before completing the count. In the _=Bank-shot Game=_, the cue ball must strike at least one cushion before touching the object ball. The _=Four-ball Game=_ is now obsolete. It was first played on a table with corner pockets, and afterward on a carrom table, two red balls being used, one spotted on the red and the other on the white spot. Two carroms could be made on one shot. The following are the most important _=LAWS=_ of the carrom game, and are copied by permission from the 1908 edition of the “Laws of Billiards,” published by the Brunswick-Balke-Collender Co.

Three players having taken none, the thirteen counters remain in the pool, forming a Jack, which can be won only by one player taking no hearts, each of the others having taken at least one. During the time the Jack is played for, and until it is won, each player must add to the pool by paying for the hearts he takes in each hand. 30. In Auction Hearts, the player to the left of the dealer has the first bid, the dealer the last, and there is no second bid. THE BÉZIQUE FAMILY. This family includes three of our most popular games; Bézique itself, Binocle, and Sixty-Six. These are all comparatively modern games, but are descended from very old stock, the best known of the ancestors being Marriage, Matrimony, and Cinq-Cents. The etymology of the word Bézique is very much disputed. Some claim that it is from the Spanish basa, afterwards basico, a little kiss; referring to the union of the spade Queen and the diamond Jack, and the various marriages in the game. This was afterwards Basique, transformed by the French to Bésique, and by the English to Bézique.

If you have A K x, the dealer must have J 10 and several others. If you have K x x, the declarer probably holds Ace, or a long suit headed by J 10. When Dummy leads strengthening cards, they must be to give the declarer a finesse. If he leads a small card from small cards, some high-card combination must be in the declarer’s hand. In such cases it is useless for you to finesse. If you have any sequence superior to the card led, cover with the lowest. There should be no false-carding in this, because your partner is the only one that can be deceived. With A K and others, play the King, whatever Dummy leads. With A Q and others, Dummy having nothing higher than the 9, play the Ace. With K Q 10, play the Queen on a small card led, unless Dummy has the Jack.

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I will not stand up upon my feet To see the poor beggars go through the street. [Two other verses are sometimes added, introducing gentleman and ladies. All versions, however, conclude with the girl saying--] Rise up, rise up, poor Mary Brown, And see your poor sweetheart go through the town. I will get up upon my feet, To see my sweetheart go through the street. --Halliwell s _Nursery Rhymes_, p. 218. (_b_) The children form a ring, one child laying or kneeling down in the centre. The ring sing the first, third, fifth, and alternate verses; the girl in the middle answers with the second, fourth, and so on alternately. At the last verse the girl jumps up and breaks through the ring by force; another girl takes her place in the ring, and the game begins again. The Sussex version of Mary Brown (Chas.

Northall says this game is played after the manner of the Three Dukes (_Folk Rhymes_, p. 383). Halliwell (_Nursery Rhymes_, p. 98) has a version, and Rimbault (_Nursery Rhymes_) gives both words and tune. It is also contained in _The Merrie Heart_ (p. 47). See Jolly Hooper, Jolly Rover. Here comes One Virgin Here comes one Virgin on her knee, On her knee, on her knee, Here comes one Virgin on her knee, Pray what will you give her? When did you come? I came by night and I came by day, I came to steal poor Edie away. She is too old, she is too young, She hasn t learnt her virgin tongue. Let her be old or let her be young, For her beauty she must come.

27. If a player break up a table, the others have a prior right of entry elsewhere. SHUFFLING. 28. The pack must not be shuffled below the table nor so the face of any card be seen. 29. The dealer’s partner must collect the cards from the preceding deal and has the right to shuffle first. Each player has the right to shuffle subsequently. The dealer has the right to shuffle last, but should a card or cards be seen during his shuffling or while giving the pack to be cut, he must reshuffle. 30.

The player cutting the next lowest has the next choice, and so on, until all are seated. _=TIES.=_ If the first cut does not decide, those tying must cut again. Should two or more players cut cards of equal value, the new cut will decide nothing but the tie; for even should one of those cutting to decide a tie draw a card lower than one previously cut by another player, the original low cannot be deprived of his right. For instance: there are six players. [Illustration: First cut is:-- 🂥 🃘 🃋 🂷 🃞 🃈 Second cut is:-- 🂴 🃒 ] The 5 and 7 have the first and second choice of seats; the 2 and 4 the third and fourth choice. _=PLAYERS’ POSITIONS.=_ There are only three distinctive positions at the poker table: the _=dealer=_; the _=pone=_; and the _=age=_. The pone is the player on the dealer’s right, and the age is the one on his left. _=STAKES.

_=IRREGULAR HANDS.=_ If, after the first trick has been played to, any two players are found to have more or less than their correct number of cards, the pack being perfect, the one having less must draw, face downward, from the hand of the one having more; and each must pay five counters into the pool. _=OBJECTS OF THE GAME.=_ As a general proposition, the object of each player is to avoid getting any hearts in the tricks he takes in. In some varieties of the game his object must be to take no hearts; in others it will be to take less than his adversaries; while in others it will be to take less than four. After a person has taken in one or more hearts, his object will be to _=load=_ the others; that is, to see that they get some hearts also; or it may be to see that a given player takes at least one heart; or that no one but himself takes any. The manner in which a person must vary his play in accordance with these different objects will be discussed when we come to the suggestions for good play. In the meantime, it is necessary to bear in mind only the general principle that the object of the game is to avoid winning any tricks that contain hearts. _=METHOD OF PLAYING.=_ The cards dealt, the player to the left of the dealer begins by leading any card he pleases, and the others must follow suit if they can.

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Reconciliation. Eight. Children. Seven. A good marriage. _=R.=_ Fair to middling. _=CLUBS.=_ Ace. Profits from business or gambling.

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This should advise him to keep his clubs. CUT-THROAT EUCHRE. The chief element in the three-handed game is playing to the score. The player with the strong hand must always be kind to the under dog, and partnerships are always formed against the man with the high score. Suppose _=A=_, _=B=_, and _=C=_ are playing, and that _=A=_ has 3 points to his adversaries’ nothing on _=B’s=_ deal. It is to the interest of _=A=_ to euchre _=B=_; but it is to the interest of _=C=_ to let _=B=_ make his point because if _=B=_ is euchred, _=A=_ wins the game. _=B=_ having made his point, _=C=_ deals, and it is then to the interest of _=B=_ to let _=C=_ make his point. Suppose _=C=_ makes a march, 3 points, which puts him on a level with _=A=_. On _=A’s=_ deal it is _=C’s=_ game to euchre him, but _=B=_ must let _=A=_ make his point; so that instead of being opposed by both _=B=_ and _=C=_, as he was a moment ago, _=A=_ finds a friend in _=B=_, and the two who were helping each other to beat _=A=_, are now cutting each other’s throats. On _=B’s=_ deal, _=A=_ does not want to euchre him, for although that would win the game for both _=A=_ and _=C=_, _=A=_, who now has 4 points up, does not wish to divide the pool with _=C=_ while he has such a good chance to win it all himself.

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Impérial differs from Piquet in some minor details, although the leading principle is the same. There are no discards; sequences of court cards are the only ones that count; tierces are worthless; and a trump suit is added. The _=cards=_ rank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are called honours, and in all sequences the four highest cards in the suit are the only ones that count. _=Counters.=_ Each player is supplied with six white and four red counters, which are passed from left to right as the points accrue. Each red is worth six white, and when all six white counters have been passed over, they must be returned, and a red one passed over in their place. When all the counters, four red and six white, have been passed over, the game is won. _=Dealing.=_ Twelve cards are given to each player, two or three at a time, and the twenty-fifth is turned up for the trump. If this is an honour, the dealer marks one white counter for it.