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If any card is found faced in the pack, or is exposed in any manner; or if more than thirteen cards are dealt to any player, or if the last card does not come in its regular order to the dealer, or if the pack has not been cut, there must be a new deal. Attention must be called to a deal out of turn, or with the wrong cards, before the last card is dealt, or the deal stands. There are no misdeals in auction. That is to say, whatever happens the same dealer deals again. Minor irregularities will be found provided for in the laws. The cards being dealt, each player sorts his hand to see that he has the correct number, thirteen; and the player or players keeping the score should announce it at the beginning of each hand. _=STAKES.=_ In auction, the stake is a unit, so much a point. The number of points won or lost on the rubber may be only two or three, or they may run into the hundreds. The average value of a rubber at auction is about 400 points.

There was something funny. It looked wet and sort of sticky as if it were bleeding and it went out of him--and you know what they did to Dogwood? They took him away, up in that part of the hospital where you and I never go--way up at the top part where the others are, where the others always have to go if they are alive after the Rats of the Up-and-Out have gotten them. Woodley sat down and lit an ancient pipe. He was burning something called tobacco in it. It was a dirty sort of habit, but it made him look very dashing and adventurous. Look here, youngster. You don t have to worry about that stuff. Pinlighting is getting better all the time. The Partners are getting better. I ve seen them pinlight two Rats forty-six million miles apart in one and a half milliseconds.

It should never be forgotten that the game is not won by capturing the adversary’s pieces, but by check-mating his King. Take the board and pieces, arrange them with the white men next you, and play over the following simple little game. Remember that the figures above the line are for the white men; those below for the black. P-K4 Kt-KB3 Kt-QB3 B-B4 1 ---- 2 ------ 3 ------ 4 ----- P-K4 P-Q3 P-KR3 B-Kt5 The third move made by Black accomplishes nothing, and is simply a waste of time. He should have continued by bringing his Knights into play. His fourth move is also a mistake; he should develop the Knights before the Bishops. KtxP BxKBP ch Kt-Q5 mate 5 ---- 6 -------- 7 ---------- BxQ K-K2 On his fifth move, Black jumps at the chance to win White’s Queen, but this is not of the slightest benefit to him, because the object of the game is not to win the Queen, but to mate the King. At the seventh move the beginner will see that the black King cannot move out of check, neither can he move into check by taking the Bishop. He has no piece that can capture the Knight that gives the check, and nothing can be interposed, so he is mated, and White wins. Here is another simple little game.

_=No. 2.=_ This is an excellent example of the _=American Game=_. A has a three-trump hand, but his long suit is not headed by two honors in sequence, and the Queen of clubs cannot be considered as a re-entry, so A makes the gambit opening of the singleton diamond. His partner, having nothing in plain suits, immediately returns the diamond. A now leads an intermediate club, and B forces him again. At trick 6, A avoids changing suits. If the long spade suit is opened, and Z returns the diamond 10, A-B will make four tricks less on this hand. _=No. 3.

The score for 31 is two holes; and for the go, one hole. Great importance is attached to the score for the go at five-card Cribbage, because so little is made in play that every point counts. _=The Crib.=_ This is the most important thing in the five-card game, and it is much more important to baulk your adversary’s crib than to preserve your own hand. The best baulking cards are a King with a 10, 9, 8, 7, 6 or A. Never lay out a Jack, nor two cards which form a five, nor any pair, nor any two close cards. In laying out for your own crib, Fives, Sevens and Eights are the best. Any pair, any two cards that make five or fifteen, and any close cards are also good. Keep pairs royal and runs in your hand, and do not forget that a flush of three counts in the hand; but the starter must agree to make a flush in the crib. _=Playing Off and On.

In place of this discard, the dealer takes an equal number of cards from the top of the hand on his left. These are not shown to the adversary. Having discarded and drawn, the dealer declares. There is no doubling; but the dealer himself may undertake to win at least eight of the thirteen tricks, and if he announces “eight tricks,” he can score them at double value if he succeeds. If he fails to get the full eight, his adversary scores ten points penalty, the dealer scoring nothing at all. No matter what the trump suit, the penalty of ten points remains the same. After discarding, drawing and declaring, the stock hand is laid aside, still face down, and the non-dealer takes up and sorts the hand on his left, turning it face up on the table, like a Dummy. This hand belongs to the non-dealer, who leads first and plays both hands, so that the dealer is practically opposed to two hands of thirteen cards each. If the dealer does not want to discard and draw, he can play _=misery=_, which is a no-trumper, but played to lose tricks, instead of to win them. If the dealer takes more than one trick, his adversary scores five points penalty for each so taken.

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The game is for him to catch one of the players, who is blindfolded in turn if the blind man succeeds in guessing who he is. Players are allowed to pull, pinch, and buffet the blind man. [Illustration] (_c_) This sport is found among the illuminations of an old missal formerly in the possession of John Ives, cited by Strutt in his _Manners and Customs_. The two illustrations are facsimiles from drawings in one of the Bodleian MSS., and they indicate the complete covering of the head, and also the fact that the game was played by adults. Gay says concerning it-- As once I play d at _blindman s-buff_, it hap t, _About my eyes the towel thick was wrapt._ _I miss d the swains, and seiz d on Blouzelind._ And another reference is quoted by Brand (ii. 398)-- Sometyme the one would goe, sometyme the other, Sometymes all thre at once, and sometyme neither; Thus they with him play at boyes blynde-man-bluffe. --_The Newe Metamorphosis_, 1600, MS.

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Of these two discards, that of the 10 and 6 is better than the 10 and 9, because the 10 and 9 might help to form a sequence in the adversary’s crib, whereas the 10 and 6 are so far apart that they are very unlikely to be of any use. Cards which are likely to form parts of sequences are called _=close cards=_, and those which are too widely separated to do so are called _=wide cards=_. _=METHOD OF PLAYING.=_ The crib laid out and the starter cut, the pone begins by playing any card he pleases. The card he selects he lays face upward on the table on his own side of the cribbage board, and at the same time announces its pip value; two, five, or ten, whatever it may be. It is then the dealer’s turn to play a card from his hand, which is also laid face upward on the table, but on the dealer’s side of the cribbage board. Instead of announcing the pip value of this second card, the dealer calls out the total value of the two cards taken together. The pone then lays another card on the table face upward and on the top of the first, which is not turned face down, and at the same time announces the total pip value of the three cards so far played; the dealer plays again, and so on. If at any time the total pip value of the cards played is exactly 15 or 31, the one who plays the card that brings it to that number pegs two points for it at once. If any counting combination, such as a pair, pair royal, or sequence, is formed by the cards played, its value is pegged by the person that plays the card which completes the combination; but neither player is allowed to play a card which will make the total pip value of the cards played pass 31.

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In the Northants and Hurstmonceux games there appears to be no chasing. In the London version (Miss Dendy) only two children are mentioned as playing. When the Mother is chasing the girl she keeps asking, Where s my share of the silver penny? to which the girl replies, You may have the nut-shells. In the Cornish version, when the Mother has caught one of the children, she beats her and puts her hands round the child s throat as if she were going to hang her. (_c_) Miss Courtney, in _Folk-lore Journal_, v. 55, says: I thought this game was a thing of the past, but I came across some children playing it in the streets of Penzance in 1883. It belongs to the cumulative group of games, and is similar in this respect to Milking Pails, Mother, Mother, the Pot boils over, &c. There seems to be no other object in the game as now played except the pleasures of teasing and showing defiance to a mother s commands, and trying to escape the consequences of disobedience by flight, in order that the mother may chase them. The idea may be that, if she is out of breath, she cannot chastise so much. Mr.

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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. When two play, one is known as the _=dealer=_, and the other as the non-dealer, or the _=pone=_. _=CUTTING.=_ The players cut for the choice of seats, and for the first deal. The lowest cut has the choice, and deals the first hand. The Ace is low. If a player exposes more than one card he must cut again. Ties are also decided by cutting again.

In this deduction all fractions of a hundred are disregarded. For instance: A’s score is 1830; while B’s is 1260. A wins 1800, less the 1200 scored by B, which leaves 600; to this must be added the 500 points for game, making the total value of A’s game 1100 points. If the scores are very nearly equal, being within one or two hundred points of each other, the tricks taken in by each player are turned over, and the brisques are counted, each player adding to his score ten points for every brisque he has won. Suppose that after the last trick had been played and scored, A’s total was 1260, and B’s 1140. This is close enough to justify B in demanding a count of the brisques. It is found that A has seven only, while B has twenty-five. This shows B to be the winner of the game, with a total score of 1390 to A’s 1330. If the difference between the final scores is less than 100 points, after adding the brisques and throwing off the fractions, the player with the higher score adds 100 points for bonus. In the case just given, B’s final score is equal to A’s, after dropping the fractions from both; so he would add 100 for bonus to the 500 for game, and win 600 points altogether.

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_=Rank of the Suits.=_ In addition to the rank of the cards themselves, the suits outrank one another, except in Nullo, clubs being always the best, then spades, hearts and diamonds. The Germans have various names for the suits, that first given in each instance being in common use among modern Germans. _=Clubs=_: Kreuz, Trefle, Eicheln, Eckern, or Braün. _=Spades=_: Pique, Schüppen, Laub, or Grün. _=Hearts=_: Hertzen, Cœur, or Roth. _=Diamonds=_: Carreau, Schellen, Eckstein, Ruthen, or Gelb. In the German notation of card games and problems, the suits are indicated by the French terms: clubs, _=tr=_ for trefle; spades, _=p=_ for pique; hearts, _=co=_ for cœur; diamonds, _=car=_ for carreau. The cards are indicated by the initials; A K D B Z 9 8 7, which stand for As, König, Dame, Bube, Zehn, etc. The winning card in each trick is always printed in full-faced type.

Blue has moved, his guns have slaughtered ten of Red s wretched foot, and a rush of nine Blue cavalry and infantry mingles with Red s six surviving infantry about the disputed gun. These infantry by the definition are isolated; there are not three other Reds within a move of them. The view in this photograph also is an extensive one, and the reader will note, as a painful accessory, the sad spectacle of three Red prisoners receding to the right. The melee about Red s lost gun works out, of course, at three dead on each side, and three more Red prisoners. Henceforth the battle moves swiftly to complete the disaster of Red. Shaken and demoralised, that unfortunate general is now only for retreat. His next move, of which I have no picture, is to retreat the infantry he has so wantonly exposed back to the shelter of the church, to withdraw the wreckage of his right into the cover of the cottage, and--one last gleam of enterprise--to throw forward his left gun into a position commanding Blue s right. [Illustration: Fig. 8--Battle of Hook s Farm. The Red Army suffers Heavy Loss.

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Cashhornie. Castles. Cat and Dog. Cat-Beds. Cat s Cradle. Cat-gallows. Cat i the Hole. Cat after Mouse. Catchers. Chacke-Blyndman.

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If the dealer has given himself too many or too few cards, the pone may claim a misdeal, or he may draw the superfluous cards from the dealer’s hand, face downward, or allow him to supply the deficiency from the remainder of the pack, without changing the trump. If the cards have been seen, the pone, having an incorrect number, may supply or discard to correct the error, or he may claim a misdeal. If he discards, he must show the cards to the dealer. If the dealer has an incorrect number, the pone may draw from his hand, face downward, looking at the cards he has drawn, (as the dealer has seen them,) or allow him to supply the deficiency, or claim a misdeal. When any irregularity is remedied in this manner, the trump card remains unchanged. If the dealer turns up more than one card for the trump, his adversary has a right to select which card shall be the trump, or he may claim a new deal by the same dealer, provided he has not seen his hand. If he has seen his hand, he must either claim a misdeal, or the eleventh card must be the trump, the other exposed card being set aside. If the pack is found to be imperfect, all scores previously made with it stand good. _=TURNING THE KING.=_ If the King is turned up, the dealer marks one point for it immediately.

The gambler cursed and threw the dice to the roller on his left. He spat blame at Sniffles for not riding with him. He was one big clot of crushed misery. After all, hadn t he _wanted_ to lose? They all do. I couldn t get very upset over his curses. So far he had lost one buck, net. And he d had some action. So much for gamblers. I kept control of the dice while each new gambler handled them. I was having a good night.

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. When the deal is complete, there will be six hands on the table, three belonging to each player. [Illustration: +-----+ +-----+ +-----+ | | | | | | | | | | | | | | | | | | +-----+ +-----+ +-----+ 1ST HANDS.

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--Derbyshire (_Folk-lore Journal_, i. 387). II. There stands a lady on yonder hill, Who she is I cannot tell; I ll go and court her for her beauty, Whether she answers me yes or no. Madam, I bow vounce to thee. Sir, have I done thee any harm? Coxconian! Coxconian is not my name; tis Hers and Kers, and Willis and Cave. Stab me, ha! ha! little I fear. Over the waters there are but nine, I ll meet you a man alive. Over the waters there are but ten, I ll meet you there five thousand. Rise up, rise up, my pretty fair maid, You re only in a trance; Rise up, rise up, my pretty fair maid, And we will have a dance.