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_=OBJECTS OF THE GAME.=_ Each player in turn has an opportunity to announce that he is willing to undertake to win a certain number of tricks, if allowed the privilege of naming the trump suit; or to lose a certain number, there being no trump suit. If he proposes to play alone, he may select any suit for trumps; but if he takes a partner the trump suit must be belle or petite. The announcements outrank each other in certain order, and the player making the highest must be allowed to play. If he succeeds in his undertaking, he wins the pool, and is also paid a certain number of counters by each of his adversaries. If he fails, he must double the pool, and pay each of his adversaries. The table of payments will be given later. _=ANNOUNCEMENTS.=_ The proposals rank in the order following, beginning with the lowest. The French terms are given in _=italics=_:-- Five tricks; or eight with a partner, in petite.

), by Van Tenac. Académie des Jeux, (Fr.), by Richard. Short Whist, by Major A. (Écarté Laws in appendix.) POOL ÉCARTÉ. Pool Écarté is played by three persons, each of whom contributes an agreed sum, which is called a _=stake=_, to form a pool. They then cut to decide which shall play the first game, the lowest écarté card going out. The players then cut for the first deal, choice of seats and cards, etc., exactly as in the ordinary game.

=_ The lone player is not liable to any penalty for exposed cards, nor for a lead out of turn. _=37.=_ Should either adversary lead or play out of turn, the lone player may abandon the hand, and score the points. _=38.=_ _=MISCELLANEOUS.=_ No player is allowed to see any trick that has once been turned and quitted, under penalty of having a suit called from him or his partner. _=39.=_ Any player may ask the others to indicate the cards played by them to the current trick. _=40.=_ A player calling attention in any manner to the trick or to the score, may be called upon to play his highest or lowest of the suit led; or to trump or not to trump the trick during the play of which the remark was made.

In America, the wheel has always been popular, but Rouge et Noir is practically unknown, the reason being that in the latter game there is no variety, and therefore no chance for the player to exercise any judgment, or to play any “system” in making his bets, as he can in Faro. _=The Wheel.=_ The roulette wheel is turned by a small cross-bar rising from its axis. The surface of the wheel slopes from the axis to the outer edge, which is divided into small square pockets, coloured alternately red and black, and each having a number just above it, on the surface of the wheel. These numbers may be in any order, according to the fancy of the maker of the wheel, and they may run from 1 to 27, to 30, to 33, or to 36. In addition to the numbers there are zero marks, which are called _=single=_ and _=double 0=_, and _=Eagle Bird=_. All three of these are used in American wheels, and they are green, so that they win for neither colour. In some of the European wheels there are two zeros, the single 0 being red, and the double 0 black. The single 0 also counts as “odd,” and as below 19; while the double 0 is “even,” and above 18. Bets on odd or even, above and below, are not paid, however, but must remain on the table until the next roll, when the player either gets back twice his money or loses it all.

BANKING GAMES. There are two distinct classes of banking games; those that can be played without any apparatus but a pack of cards and some counters; and those which require a permanent establishment and expensive paraphernalia. Among the first, probably the best known banking games are: Vingt-et-un, Baccara, Blind Hookey, and Fan Tan, the latter requiring only one card, the face of which is never seen. In the second class, which are often called table games, probably the best known are: Faro, Keno, Roulette, Rouge et Noir, and Chuck Luck. Each of these games has a number of offshoots, and the distinctions between the original and the variation are sometimes so minute as to be hardly worth mentioning. As a matter of reference, and for the convenience of those who hear these variations spoken of, their names and chief characteristics are here given. Banking games, properly so-called, are those in which one player is continually opposed to all the others. In round games, each player is for himself, but no player is selected for the common enemy. In partnership games, the sides are equally divided, and any advantage in the deal or lead passes alternately from one to the other. In other games, the single player that may be opposed to two or three others usually takes the responsibility upon himself, and for one deal only, so that any advantage he may have is temporary.

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In only one version is a specific place mentioned for the gathering. This is in the Bocking version, where Galloway Hill is named, in reply to the unusual question, Where do you gather your nuts in May? A player is usually gathered for Nuts in May. In three or four cases only is this altered to gathering a player s nuts away, which is obviously an alteration to try and make the action coincide exactly with the words. The game is always played in lines, and the principal incidents running throughout all the versions are the same, _i.e._, one player is selected by one line of players from their opponents party. The selected one is refused by her party unless some one from the opposite side can effect her capture by a contest of strength. In all versions but two or three this contest takes place between the two; in one or two all the players join in the trial of strength. In another instance there appears to be no contest, but the selected player crosses over to the opposite side. Two important incidents occur in the Bocking and Symondsbury versions.

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gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. Title: The Game of Rat and Dragon Author: Paul Myron Anthony Linebarger Release date: August 5, 2009 [eBook #29614] Language: English Credits: Produced by Sankar Viswanathan, Adam Buchbinder, and the Online Distributed Proofreading Team at http://www.pgdp.net *** START OF THE PROJECT GUTENBERG EBOOK THE GAME OF RAT AND DRAGON *** Produced by Sankar Viswanathan, Adam Buchbinder, and the Online Distributed Proofreading Team at http://www.pgdp.net Transcriber s Note: This etext was produced from Galaxy Science Fiction, October 1955. Extensive research did not uncover any evidence that the U.S.

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An escort having conducted prisoners to the back line, and so beyond the reach of liberation, may then return into the fighting line. Prisoners once made cannot fight until they have returned to their back line. It follows, therefore, that if after the adjudication of a melee a player moves up more men into touch with the survivors of this first melee, and so constitutes a second melee, any prisoners made in the first melee will not count as combatants in the second melee. Thus if A moves up nineteen men into a melee with thirteen of B s--B having only five in support--A makes six prisoners, kills seven men, and has seven of his own killed. If, now, B can move up fourteen men into melee with A s victorious survivors, which he may be able to do by bringing the five into contact, and getting nine others within six inches of them, no count is made of the six of B s men who are prisoners in the hands of A. They are disarmed. B, therefore, has fourteen men in the second melee and A twelve, B makes two prisoners, kills ten of A s men, and has ten of his own killed. But now the six prisoners originally made by A are left without an escort, and are therefore recaptured by B. But they must go to B s back line and return before they can fight again. So, as the outcome of these two melees, there are six of B s men going as released prisoners to his back line whence they may return into the battle, two of A s men prisoners in the hands of B, one of B s staying with them as escort, and three of B s men still actively free for action.

He depressed the piston, pumping the antidote into her bloodstream. Little by little I let up on the clamp on her wounded left arm, dribbling the poisoned blood into her system, so that the antidote could react with it gradually. She stayed unconscious. Then I felt it. Her heart muscle tugged back at my lift. It was struggling to beat on its own. I matched my lifts to its ragged impulses, feeling it steady to a normal seventy-two as the antidote took effect. Her eyes opened at last, and we stopped respiration. Billy Joe! she smiled. She was back from the dead.

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At Monte Carlo, everything is perfectly fair and straightforward, but no games are played except those in which the percentage in favour of the bank is evident, and is openly acknowledged. In Faro there is no such advantage, and no honest faro bank can live. It is for that reason that the game is not played at Monte Carlo, in spite of the many thousands of Americans who have begged the management to introduce it. The so-called percentage of “splits” at Faro is a mere sham, and any candid dealer will admit that they do not pay for the gas. Roulette, Rouge et Noir, Keno, and Chuck Luck are all percentage games, although the banker in the latter is seldom satisfied with his legitimate gains. The peculiarity about all percentage banking games is that no system, as a system, will beat them. The mathematical expectation of loss is so nicely adjusted to the probabilities of gain that the player must always get just a little the worst of it if he will only play long enough. Take any system of martingales, and suppose for the sake of illustration that in 1000 coups you will win 180 counters. The mathematical expectation of the game is such that just about once in a thousand coups your martingale will carry you to a point in which you will lose 200 counters, leaving you just 20 behind on every 1000 if you keep on playing. Every system has been carefully investigated, and enormous labour has been expended on the compilation of tables recording for a long series of time every number rolled at Roulette, and every coup raked in at Rouge et Noir, and the result of all systems is found to be the same, the bank succeeds in building up its percentage like a coral island, while the player’s money disappears like water in the sand.

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The player who remains to the end, having a card when his adversary has none, wins the pool. If two players remain with a card each, the winner of the trick draws from the stock, and the card so drawn wins the game, his adversary having none. EARL OF COVENTRY. This game is sometimes called Snip Snap Snorem, by those who are not of a poetical turn of mind. Any number of persons may play, and a full pack of cards is dealt out, one at a time. If some players have a card more than others, it does not matter. The eldest hand lays upon the table any card he pleases, and each player in turn pairs or matches it, if he can, with another of the same denomination, accompanying the action with a rhyme. Suppose the first card played is a King; the person playing it would say: “There’s as good as King can be.” The first player to lay down another King would say: “There is one as good as he.” The player holding the third King would say: “There’s the best of all the three,” and the holder of the fourth would then triumphantly exclaim: “And there’s the Earl of Coventry.

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Gomme. (_b_) Nares suggests that the proper name is Cratch Cradle, and is derived from the archaic word _cratch_, meaning a manger. He gives several authorities for its use. The first-made form is not unlike a manger. Moor (_Suffolk Words_) gives the names as cat s cradle, barn-doors, bowling-green, hour-glass, pound, net, diamonds, fish-pond, fiddle. A supposed resemblance originated them. Britton (_Beauties of Wiltshire_, Glossary) says the game in London schools is called Scratch-scratch or Scratch-cradle. [Illustration: Cat s Cradle Taking off Soldier s Bed Taking off Candles Taking off Cat s Cradle (upside down) Cat s Eyes Fish.] The game is known to savage peoples. Professor Haddon noted it among the Torres Straits people, who start the game in the same manner as we do, but continue it differently (_Journ.

The first side states the initial letters of the flower it has chosen, and when the second side guesses the right flower they run and try to catch as many of the opposite side as they can before they reach their home. The captives then become members of the side which captured them.--Bitterne, Hants (Mrs. Byford). Follow my Gable [Music] --Earls Heaton, Yorkshire. [Music] --Redhill, Surrey. I. Follow my gable oary man, Follow my gable oary man, I ll do all that ever I can To follow my gable oary man. We ll borrow a horse and steal a gig, And round the world we ll have a jig, And I ll do all that ever I can To follow my gable oary man. --Earls Heaton, Yorks (Herbert Hardy).

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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. It s in yore haid, she said.

If it was the turn of neither to lead, the card played in error is exposed. If all have played to the false lead, the error cannot be rectified. If all have not followed, the cards erroneously played must be taken back, but are not liable to be called. _=28.=_ If an adversary of a lone player leads out of turn, the lone player may abandon the hand, and score the points. _=29.=_ If the third hand plays before the second, the fourth hand may play before his partner, either of his own volition, or at the direction of the second hand, who may say: “Play, partner.” If the fourth hand plays before the second, the third hand may call upon the second hand to play his highest or lowest of the suit led, or to trump or not to trump the trick. _=30.=_ _=REVOKING.

Do anything you can to prevent the possibility of a third trick being won by a player who has already won two. FORTY-FIVE, OR FIVE AND TEN. These names are given to Spoil Five when it is played by two persons only, or by four or six divided into two equal partnerships. There is no pool, as one side or the other must win three tricks every deal. The side winning the odd trick counts five points towards game, or ten points if it wins all five tricks. Forty-five points is game. In another variation, each trick counts five points, and the winners’ score is deducted from the losers’, so that if one side wins four tricks it counts fifteen towards game. When this manner of counting is adopted, the players count out; that is, if each side is 35 up, the first to win two tricks counts out. Minor variations are sometimes introduced; such as robbing with the King, if the ace is not in play; counting five for the dealer’s side if the ace or King is turned up, etc. There are no _=Text Books=_ on Spoil Five; but descriptions and laws of the game are to be found in the “Westminster Papers,” Vol II.

| -- | -- | -- | | 37.|We ll all clap hands | -- |We ll clap hands | | |together. | |together. | | 38.| -- |With princes for his | -- | | | |thegan. | | | 39.| -- | -- | -- | | 40.| -- | -- | -- | | 41.| -- | -- | -- | | 42.| -- | -- | -- | | 43.

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The player who cuts the lowest card chooses his seat and cards and the player with the next lower cut sits on his left, the other on his right. The cards are dealt one at a time into four packets, of thirteen each, just as in the ordinary game of auction, the odd hand remaining untouched until the winning declaration is decided. The dealer makes the first bid and then each bids in turn until two pass. The penalty for bidding out of turn is 50 points added to the score of each opponent, for doubling out of turn it is 100. If both pass the irregularity there is no penalty, but if only one passes, the third may call attention to it. The highest bidder takes up the dummy hand, sorts it and lays it on the table opposite him, face up, as soon as the eldest hand leads a card. If there is a player sitting opposite the highest bidder, he moves to the vacant seat. The game is 30 points, and the winner of a game adds 125 points to his score at once. The first player to win two games not only adds the 125 for the second game, but 250 more for winning the rubber. Honours are scored by each player separately, every honour being worth as much as a trick in that suit.

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No, we ll not surrend you, no, we ll not surrend you To the Queen of Barbaloo. We ll complain, we ll complain, &c. [To the Queen of Barbaloo.] You can complain, you can complain, &c. [To the Queen of Barbaloo.] --Penzance (Mrs. Mabbott). (_b_) Two children stand together joining hands tightly, to personate a fortress; one child stands at a distance from these to personate the King of Barbarie, with other children standing behind to personate the soldiers (fig. 1). Some of the soldiers go to the fortress and surround it, singing the first verse (fig.

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Suppose the bid to have been “two at no-trumps,” then the Aces are worth 25 times 20, and three of them are worth 1,500 points. _=Coronets.=_ A sequence of three or more cards in any suit, trumps or plain, held by an individual player, is a coronet. Three or four Aces in one hand is also a coronet. When there is a trump suit, three Aces, or three of a plain suit in sequence, are worth 500 in the honour column. Each additional card is worth 500 points more. A sequence of K Q J 10 9 would be worth 1,500. In the trump suit, and in all the suits when there are no trumps, these coronets are worth double, and each additional card is therefore worth 1,000 more. _=Rubbers.=_ As soon as one side wins two games, that ends the first rubber.

I ve come to borrow the riddle (= sieve), There s a big hole in the middle. I ve come to borrow the hatchet, Come after me and catch it. --Chirbury (_Shropshire Folk-lore_, p. 512). V. Down by the greenwood, down by the greenwood, Down by the greenwood tree, One can follow, one can follow, One can follow me. Where must I follow? where must I follow? Follow, follow me. Where must I follow? where must I follow? Follow, follow me. --Earls Heaton (H. Hardy).

, the second player on the first trick, in Skat. Mixed Pair, a lady and gentleman playing as partners. Mort, F., the dummy hand at Whist or Bridge. Mouth Bets, those made without putting up the money. One who fails to pay mouth bets is a welcher. Muggins, to take a score which has been overlooked by an adversary, especially in Cribbage and Dominoes. Natural, anything which wins the stake immediately; 7 or 11 at Craps; 21 at Vingt-et-un; 8 or 9 at Baccara. Natural Points, those which must be made every deal, such as big and little cassino, high, low, etc. Navette, F.

XIV. I have a little dog and it lives in my pocket. It shan t bite you, &c. Now you re married I hope you ll enjoy First a girl and then a boy; Seven years gone, and two to come, So take her and kiss her and Send her off home. --Wolstanton, North Staffs. Potteries (Miss A. A. Keary). (_b_) In Dorsetshire a ring is formed by all the players joining hands except one. The odd player, carrying a handkerchief, commences to walk slowly round the outside of the ring, repeating the words; then, touching each one with her handkerchief as she passes, she says, Not you, not you, not you, &c.

When five play, the two black Sevens are deleted, and six cards are given to each player. When six play, each receives five cards. When seven play, the dealer takes no cards. In France, the cards usually rank as in Écarté; K Q J A 10 9 8 7; but in England and America it is more usual to preserve the order in Piquet, A K Q J 10 9 8 7. There is no trump suit. All the preliminaries are settled as at Hearts or Slobberhannes. _=Counters.=_ Each player is provided with ten or twenty counters, as may be agreed upon, and the player first losing his counters loses the game, and pays to each of the others any stake that may have been previously agreed upon, usually a counter for each point they have still to go when he is decavé. _=Objects of the Game.=_ The object of the game is to avoid winning any trick containing a Jack, and especially the Jack of spades, which is called _=Polignac=_.

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Why would you do that? she said at length. You are going to the bank, first thing. You ve got all that money. It s thousand dollar bills! And you re writing on them. She frowned at me, sniffling again. Do I _really_ see it? she asked. Is that right? I ll make it right, I said. Come on, I told her. If we re going to stay up all night, we need fuel. How long since you ve tackled a twenty-ounce sirloin? * * * * * The Lodge has unmentioned influence.