=_ The cards having been properly shuffled the dealer, Z, presents them to the pone, B, to be cut. At least four cards must be left in each packet. Beginning at his left, the dealer distributes the cards one at a time in rotation until the pack is exhausted. When two packs are used, the dealer’s partner shuffles one while the other is dealt, and the deal passes in regular rotation to the left until the rubber is finished. _=IRREGULARITIES IN THE DEAL.=_ If any card is found faced in the pack, or if the pack is incorrect or imperfect, the dealer must deal again. 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.
I d felt the fluttery rasp of his heart muscle as it had strained against my lift. He didn t have too long. Thank God for a dry field, the scalpel surgeon said, politely holding out his left hand to me. I shook it with my left. That s why I hadn t done the cutting, too. There aren t any one-handed surgeons. My right arm looks fine. It just hasn t any strength. Old Maragon had told me once that my TK powers were a pure case of compensation for a useless arm. The surgeon dropped my hand.
I _like_ him, she said. He s such fun to fight with. He feels so nice and cuddly in my mind. Cuddly, hell, said Woodley. I ve been in his mind, too. It s the most leering mind in this ship, bar none. Nasty man, said the little girl. She said it declaratively, without reproach. Underhill, looking at her, shivered. He didn t see how she could take Captain Wow so calmly.
This gives each player eleven cards face up on the table, covering eleven face down under them, and a separate hand of four cards. The dealer looks at his four cards, without showing them to his adversary, and after due consideration of what he sees on the table, declares. His adversary can double if he likes, or he can simply play a card. Tricks and honours count as in the ordinary rubber. The declaration made, the non-dealer leads any card he pleases, from the four in his hand or from the eleven face up on the table, and the dealer must follow suit if he can, either from his hand or from the table. The moment a card is played from the table, the card under it must be turned face up, and becomes playable; but no card which is on the top of another card can be shifted, so that the card under it cannot be turned up until its covering card is legitimately played away. The second player having played to the trick, the original leader must play to it in his turn, and then his adversary plays the fourth card, completing the trick. The winner of the trick takes it in, turns it down, and leads for the next trick, and so on until all thirteen tricks have been played. The winner of the rubber scores 100 points extra. _=MISERY BRIDGE.
_=Trick 2.=_ _=Y=_ gets rid of another winning card; _=B=_ keeping a small card to avoid the lead. _=Trick 3.=_ _=A=_ returns the Club, reading _=B=_ for the Q or no more. _=B=_ still avoids the lead, and _=Z=_ is marked as not having the trump Ten, or he would have saved it. _=Trick 4.=_ _=Z=_ plays to win what cards he can. _=Trick 5.=_ _=B=_ throws ♢A to avoid the lead, knowing _=Y=_ has the trump Ten; for _=A=_ would have made it on the second round of Spades. _=A=_ also marks it with _=Y=_, as _=B=_ does not save it.
All right. All right, I said to him, shaking my head. So it had no fangs. You ve still got me sold. I ll go to Nevada for you. I d have gone clear to Hell to get away from that hallucinating witch he had working on me. I d gotten used to hallucinations--but who can get used to the doubt that one of those dreadful visions is real? I d had my lesson. * * * * * It served me right, of course. It had begun when Peno Rose had first visored me from Lake Tahoe. I had told him No.
Nine Holes. Nine Men s Morris. Nip-srat-and-bite. Nitch, Notch, No-Notch. Not. Noughts and Crosses. Nur and Spel. Nuts in May. ERRATA. On page 15, line 12, _for_ Eggatt _read_ Hats in Holes.
If he is successful, any one of the boys who is standing by, having been previously spied, is released from the keeper, and again hides. The object of the keeper is to successfully spy all the boys. When this is accomplished the last boy becomes the keeper.--Earls Heaton, Yorks. (Herbert Hardy). See Mount the Tin. Nine Holes Nine round holes are made in the ground, and a ball aimed at them from a certain distance; or the holes are made in a board with a number over each, through one of which the ball has to pass.--Forby s _Vocabulary_. A rural game, says Nares, played by making nine holes in the ground, in the angles and sides of a square, and placing stones and other things upon, according to certain rules. Moor (_Suffolk Words and Phrases_) says: This is, I believe, accurate as far as it goes, of our Suffolk game.
There were nine sets of tricks. First One-ers (of which there were five in the set), then Two-ers (two in set), Three-ers (three in set), Four-ers (four in set), Four Squares (four in set), Trotting Donkeys (eight in set, I believe), Fly-catchers (six or seven in set), Magic (five in set), and Magic Fly-catchers (five in set). One-ers is played thus:--The five stones are thrown into the air and caught on the back of the hand. If all are caught they are simply tossed up again and caught in the hollow of the hand, but if any are not caught they have to be picked up, one by one, another stone being at the same time thrown into the air and caught with the one picked up in the hand. Two-ers, Three-ers, and Four-ers, are played in the same way, except that the stones not caught on the back of the hand have to be arranged in twos, threes, and fours respectively by the hand on which the caught stones are lying meanwhile, and then each lot has to be picked up altogether. If the number that fall when the stones are first thrown up won t allow of this, the player has to drop the required number (but no more) from his hand. In Magic the play is just the same as in One-ers, except that instead of only throwing up a single stone and catching it as the others are in turn picked up, the whole number, except those remaining to be picked up, are thrown and caught. In Four Squares, four of the stones are arranged in a square, each of them is then picked up, whilst the remaining stone is flung upwards and caught; the one picked up is then tossed up, and the one originally tossed up is put down in the place of the other, which is caught as it descends, and the process repeated all round the square. Trotting Donkeys is similarly played, except that the four stones are arranged in a line--not in a square--and I believe there is some other slight difference, but I forget what. Fly-catchers is played like One-ers, except that the stone thrown into the air while the others are being picked up, is not simply caught by being allowed to fall into the hand, but by an outward movement of the hand is _pounced on_, hawk-fashion, from above.
It is usual to draw for the first game, one player concealing in each hand a man of different colour, and offering the choice of hands to his adversary. Whichever colour the chosen hand contains the chooser must take for the first game. _=The Moves.=_ The men never leave the colour of the squares on which they are originally set up, so that they always move diagonally. At the beginning of the game the men move only one square at a time, and always forward, and can be placed only on squares which are unoccupied. If an adverse piece stands upon a square to which a man might be moved, and there is a vacant square beyond, the man must jump over the adverse piece to the unoccupied square, at the same time removing from the board the piece so jumped over. In the position shown in Diagram No. 1, for instance, it being White’s turn to move, he must jump over the black man, removing it from the board. Black will then have a choice of two jumps, over one man or over two, and will of course select the jump toward the right of the board first, and then over the second man, removing both from the board. A man may jump over and capture several men at one move, provided there are vacant squares between them, and beyond the last man.