If he has less than his right number of cards, he is simply supposed to have lost the trick for which he has no card to play. _=PLAYING OUT OF TURN.=_ If any adversary of the bidder leads or plays out of turn, he forfeits three counters to the bidder, independently of the result of the hand, and receives nothing if the bid is defeated. If the bidder leads out of turn, the card must be taken back, unless all have followed the erroneous lead, in which case the trick is good. There is no penalty if he plays out of turn. _=REVOKES.=_ When a revoke is detected and claimed, the hands are immediately abandoned, and the individual player in fault must pay all the counters depending on the result. If he is the bidder, he pays each adversary; if he is opposed to the bidder, he pays for himself and for each of his partners. In England it is the rule to take back the cards and play the hand over again, as at Écarté, the revoking player paying all the stakes according to the result. This is often very unfair to the bidder, and leads to endless disputes as to who held certain cards which have been gathered into tricks.

See B’s play in Illustrative Hand No 2, and Y’s in No 4. A player may have no desire to prevent any particular adversary from getting the lead; but may be anxious simply to carry out a certain line of play. In order to do this it may be essential that he should have some direction of the course of the hand. This is impossible if his play is confined to following suit helplessly, whatever is led. He must be able to assume the lead himself in order so to change the course of the play as to better suit his game. Let us suppose that he has a dangerous hand in plain suits, but is safe in hearts, and decides that his best chance is to lead hearts at every opportunity; or that he has a certain safe suit which it is manifestly to his advantage to have led as often as possible. The other players, being the ones who are to suffer from this line of play, will of course prevent it if possible; and in order to carry out the plan in spite of their opposition, it will be necessary for the individual player to gain the lead a certain number of times, and so force his game upon them. Again, a player may know that he can load a certain adversary if he can get in and lead a certain suit or card; or he may know that by giving one player the lead, that player can load another. In such cases commanding cards must be held or retained, in order to give the player a certain control of the lead. When a player is attempting to take all thirteen hearts, the control of the lead, especially in the end game, is very important; because the design of each of the other players will be to get the lead into some other hand, in the hope that they may load the player having it, and so at least divide the pool.

Where s the wood? The fire has burned it. Where s the fire? The water s quenched it. Where s the water? The ox has drunk it. Where s the ox? The butcher has killed it. Where s the butcher? The rope has hanged him. Where s the rope? The rat has gnawed it. Where s the rat? The cat has killed it. Where s the cat? Behind the door, cracking pebble-stones and marrow-bones for yours and my supper, and the one who speaks first shall have a box on the ear. --Halliwell s _Nursery Rhymes_, p. 222.

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[12] The question, “Partner, will you select the penalty, or shall I?” is a form of consultation which is not permitted. [13] The penalty is determined by the declarer (see Law 66). [14] See Law 50_a_. [15] If more than one card be exposed, all may be called. [16] The rule in Law 50_c_ as to consultations governs the right of adversaries to consult as to whether such direction be given. [17] Should the declarer play third hand before the second hand, the fourth hand may without penalty play before his partner. [18] As to the right of adversaries to consult, see Law 50_a_. [19] Either adversary may decide which card shall be considered played to the trick which contains more than four cards. [20] See Law 73. [21] The dummy may advise the declarer which penalty to exact.

] [Illustration: Fig. 2.] [Illustration: Fig. 3.] [Illustration: Fig. 4.] (_c_) The analysis of the game rhymes is as follows:-- +---+----------------------+----------------------+----------------------+ |No.| Halliwell s Version. | Liphook (Hants). | Shropshire.

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Stechen, G., to trump. Still Pack, the one not in play when two are used. Stock, cards left after the deal is complete, but which are to be used in the following play. Stool Pigeon, a hustler. Straight Whist, playing a hand and immediately shuffling the cards for another deal, as distinguished from Duplicate. Strength in Trumps, enough to justify a player in passing a doubtful trick; usually four or five at least. Strengthening Cards, those which are of no practical trick-taking value to the leader, but which may be useful to the partner; usually restricted to Q J 10 9. String Bets, those that take all the odd or all the even cards to play one way, win or lose, at Faro. Strippers, cards trimmed so that certain ones may be pulled out of the pack at will.

Who will you have for your nuts in May, Nuts in May, nuts in May? Who will you have for your nuts in May, On a cold and frosty morning? We will have a girl for nuts in May, Nuts in May, nuts in May, We will have a girl for nuts in May, On a cold and frosty morning. --Earls Heaton, Yorks. (Herbert Hardy). VIII. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, This cold frosty morning. Who will you have for your nuts in May, Nuts in May, nuts in May? Who will you have for your nuts in May, This cold frosty morning? We will have ---- for our nuts in May, Nuts in May, nuts in May, We will have ---- for our nuts in May, This cold frosty morning. Who will you have to pull her away, Pull her away, pull her away? Who will you have to pull her away, This cold frosty morning? We will have ---- to pull her away, Pull her away, pull her away, We will have ---- to pull her away, This cold frosty morning. --Settle, Yorks. (Rev. W.

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| -- |Ye sall get anither. | | 33.| -- | -- | -- | | 34.| -- | -- | -- | | 35.|Bells will ring and | -- |The bells will ring, | | |birds sing. | |birds will sing. | | 36.| -- | -- | -- | | 37.|We ll all clap hands | -- |We ll clap hands | | |together. | |together.

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Even if you have a safe tenace in a suit, such as 4 and 2, the 5 and 3 being still out somewhere, it is better to discard from it if there is the slightest danger of your getting the lead. Tenaces are only safe when led up to. In _=Howell’s settling=_, the object is not so much to load the others as to escape yourself. It is never advisable to attempt to take all thirteen hearts, because there are no Jacks; but there are many cases in which it is better deliberately to take three or four, in order to avoid the chance of taking six or eight. For an example of these tactics adopted by two players, see Illustrative Hand, No. 3. On the same principle, there are often cases in which it is advisable to take a trick with one heart in it, in order to get rid of a dangerous card, which might bring you in several hearts later on. The general principles of leading and discarding are the same as in Sweepstake Hearts; but it is not necessary to take such desperate chances to escape entirely. _=THREE-HANDED HEARTS=_ is more difficult to play than any other form of the game, partly because there are so many rounds of each suit, and partly because the moment one player refuses, the exact cards of that suit in the two other players’ hands are known to each of them. There is usually a great deal of cross-fighting in the three-handed game, during which one player escapes by getting numerous discards.