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With three or four aces; no-trumps, no matter what the rest of the hand may be. With less than three aces, Dummy cannot make it no-trumps under any circumstances; but must name the longest suit. If two suits are equal, the pips on each are counted, reckoning aces as 11 each, other honours at 10 each, and the larger number of pips is the suit. If this is still equal, the more valuable suit must be declared. No one but the eldest hand may double, and no one but the dealer may redouble. In order to make this fair for both sides, it is usual to let the pone sort and declare on Dummy’s cards, so that the dealer shall not see them until the first card is led. No matter what points are made for tricks, the dealer only can score them below the line, to count toward game. If the adversaries make the odd trick, they score above the line, in the honour column, so that no one can go out except on his own deal. After the deal is finished and scored, the players move, so as to bring about a change of partners. The one on the left of the vacant place moves into it, and the player on his right deals.

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--Deptford, Kent (Miss Chase). The game as given above is obviously incomplete, and no description as to how the game was played was sent me. Newell (_Games_, p. 145), describes a game, The Cardinal s Hat, which is probably a variant of the original game, of which the above is only a fragment. I remember once witnessing a game in which a ball was passed from player to player, and in which the dialogue was similar. When one player was told that the ball was in his possession, the answer was, What, me, sir? Yes, you, sir. Not I, sir. Who then, sir? White Cap, sir; the questions and answers were again repeated for Red Cap, and Blue Cap. When it was Black Cap s turn, I think the ball was thrown by this player to some one else; whoever was hit by the ball had to chase and capture one, who became questioner; but my recollection of the game is too slight for me to be certain either of the dialogue or the way the game terminated (A. B.

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The Black Jack or Lady holds its rank as a spade when spades are led; but the moment any other suit is led, of which the player is void, he can discard the Black Jack or Lady, just as he would get rid of a heart. If hearts are led and the player has no hearts, he can play the Black Jack or Lady to the trick, as it ranks below the deuce of hearts. _=PROGRESSIVE HEARTS.=_ The general arrangements for the players and their positions are exactly the same as those already described in connection with Progressive Euchre. The players at each table cut for the deal, and play begins with the tap of the bell at the head table. Only one deal is played at each table. There are no counters. At the end of the hand the ladies compare their cards, and the one having the fewer hearts goes to the next higher table. The gentlemen then compare their cards in the same way, so that one lady and one gentleman go up from each table at the end of every hand. They take the seats vacated by those leaving the table they go to.

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Suppose Z is the declarer, and is playing three hearts doubled. He wins the odd trick only, but detects a revoke, for which he takes three tricks. This gives him four by cards, doubled, worth 64 points toward game, but he does not get any bonus for making his contract after being doubled, or for the extra tricks, because they were taken in penalty and not in play. _=Exposed Cards.=_ After the deal but before the winning declaration is settled, if any player exposes a card his partner is barred from bidding or doubling, and the card is subject to call. Should the partner of the offending player prove to be the leader to the first trick, the declarer may prohibit the initial lead of the exposed suit. All cards exposed by the declarer’s adversaries after the original lead are liable to be called and must be left on the table, face upward. Exposed cards are those played two at a time, dropped on the table face up, or so held that the partner might see them, or cards mentioned as being in the hand of the player or his partner. The declarer is not liable to any penalty for exposed cards. _=Leading Out of Turn.

[Illustration: Fig. 1.] [Illustration: Fig. 2.] (_b_) The children form in two lines of equal length, facing one another, with sufficient space between the lines to admit of their walking in line backwards and forwards towards and away from each other, as each line sings the verses allotted to it (fig. 1). The first line sings the first, third, and fifth verses, and the opposite line the second and fourth. At the end of the fifth verse a handkerchief or other mark is laid on the ground, and the two children (whose names have been mentioned, and who are as evenly matched as possible), take each other s right hand and endeavour to pull each other over the handkerchief to their own side (fig. 2). The child who is pulled over the handkerchief becomes the captured nut, and joins the side of her capturers.

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If both draw the wrong cards there is no remedy, and each must keep what he gets. If the loser of any trick draws and looks at two cards from the stock, his adversary may look at both cards of the following draw, and may select either for himself. If he chooses the second card, which his adversary has not seen, he need not show it. If, on account of some undetected irregularity, an even number of cards remain in the stock, the last card must not be drawn. The winner of the trick takes the last but one, and the loser takes the trump card. _=OBJECTS OF THE GAME.=_ The aim of each player is to reach 1000 points before his adversary, and the one first reaching that number, and announcing it, wins the game. Points are scored for _=dix=_, _=melds=_, the _=last trick=_, and for _=cards=_, which are the counting cards in tricks won. _=Melds.=_ The various combinations which are declared during the play of the hand are called melds, from the German word melden, to announce.

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| -- | -- |Fairest damsel ever | | | | |I ve seen. | | 8.| -- |Fairest young lady | -- | | | |ever seen. | | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|Fine pencil as ever | -- | -- | | |was seen. | | | |13.| -- | -- | -- | |14.

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_=POSITION OF THE PLAYERS.=_ Two players sit opposite each other. Three, five or seven sit according to their choice. Four sit as at Whist, the partners facing each other. Six, playing in two partnerships, sit alternately, so that no two partners shall be next each other. Six, playing in three partnerships of two each, sit so that two adversaries shall be between each pair of partners. Eight, playing in two sets of four each, or as four pairs of partners, arrange themselves alternately. If we distinguish the partners by the letters A, B, C, D, the diagram will show the arrangement of the tables. [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.

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P. Emslie is similar to the other London versions-- Buy my fine honey to-day. Which shall I buy? Taste em and try. The child would then go round, pretending to taste, saying, Don t like that one, till one was approved. That one was then swung round to the tune given, the words being-- An apple for the king and a pear for the queen, And a good jump over the bowling green. At the last bar they swung the child higher and higher, and at the last note they swung it as high as they could. I believe the last note in the music should be G, but it was raised to give effect. In Scotland the game is called Hinnie Pigs, and is played as follows. The boys sit down in rows, hands locked beneath their hams. Round comes one of them, the honey merchant, who feels those who are sweet and sour, by lifting them by the arm-pits and giving them three shakes.

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.

_=BACCARA CHEMIN DE FER.=_ In this variation, each player in turn on the left becomes the banker, taking the deal as soon as the first banker loses a coup. The banker gives cards only to the player on his right, and to himself. If this player will not go banco, each of the others in order beyond him may do so. If no one goes banco, each player in turn to the right makes what bets he pleases, within the limit of the bank’s capital. If the banker wins the coup, he deals again, and so on until he loses, when the deal passes to the player on his left. The banker, after winning a coup, may pass the deal to the player on his right, if he chooses to do so, provided that player will put up an amount equal to that then in the bank. When this player loses a coup, the bank must go to the player to whom it would have gone in regular order; that is, the one on the left of the player who transferred his privilege. Six packs of cards are generally used in Chemin de Fer, and the cards are placed in a wooden box, from which each dealer takes as many as he wants. _=CHEATING.

Should a player have fourteen cards, and either of the other three less than thirteen. V. Should the dealer, under an impression that he has made a mistake, either count the cards on the table or the remainder of the pack. VI. Should the dealer deal two cards at once, or two cards to the same hand, and then deal a third; but if, prior to dealing that third card, the dealer can, by altering the position of one card only, rectify such error, he may do so, except as provided by the second paragraph of this Law. VII. Should the dealer omit to have the pack cut to him, and the adversaries discover the error, prior to the trump card being turned up, and before looking at their cards, but not after having done so. 45. A misdeal does not lose the deal if, during the dealing, either of the adversaries touch the cards prior to the dealer’s partner having done so; but should the latter have first interfered with the cards, notwithstanding either or both of the adversaries have subsequently done the same, the deal is lost. 46.

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Hurt? She didn t know what it meant. She fired a charge of thermite in my head, and it seared its way down my arm to my fingers. My right arm came off the bed and thrashed like a wounded snake. She wrestled it, climbed onto the bed, and held it down with her boney knees. Her fingers kneaded it, working some imaginary devil out through the fingertips, till the hurt was gone. * * * * * We sat close together on the edge of the bed at last, as I worked and moved my arm, one of us more in awe of what had happened than the other. It was weak--with those flabby, unused muscles, it had to be. But I could move it, to any normal position. I never done like that before, she breathed. Jest small ailin .