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The two lowest play against the two highest; the highest cut has the choice of seats and cards, and deals the first hand. Partners sit opposite each other. _=DEALING.=_ Each player has the right to shuffle the pack, the dealer last. The cards are then presented to the pone to be cut, and at least four cards must be left in each packet. Beginning on his left, the dealer gives nine cards to each player, three at a time in three separate rounds. No trump is turned, and the remainder of the pack is left on the table face downward. _=MISDEALING.=_ If any card is found faced in the pack, the cards must be reshuffled and dealt again. If the dealer exposes a card in dealing, or turns up a trump by mistake, the adversaries may elect to have a new deal by the same dealer, or to let the deal stand.

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_=Calling.=_ Those solos are easiest which are declared by the eldest hand, or by the dealer; the hardest being those called by second hand. The safest solos are those called on trump strength; but average trumps and winning cards in the plain suits are more advantageous if the caller is not eldest hand. To call a solo on plain suits alone, with only one or two trumps, is extremely dangerous; and a solo called on a single suit must have at least five or six good trumps in order to succeed. _=PLAYING.=_ When a call has been made entirely upon trump strength, it is much better to make tricks by ruffing, than by leading trumps. There is little use for a solo player to hold a tenace in trumps, hoping it will be led to him. If he has good suits, he should make sure of two rounds of trumps by leading the Ace. When the solo player is depending on the plain suits for tricks, and has one long suit, he should make what winning cards he has in the other plain suits in preference to leading trumps, for his only danger is that his long suit will be led often enough to give his adversaries discards in the other suits. If a proposal was made before the solo was called, it is better for the solo player to sit on the left of the player that proposed.

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The same process of selection is allowed for the third throw, any or all five of the dice being available for the last throw. The second and third throws have the same effect as the draw at Poker, except that the dice player may draw twice if he wishes to, and may put back all or any of the dice that he kept on the first or second throws, or he may stand pat on any throw. The object of the game is to secure pairs, triplets, full hands, and four or five of a kind. Straights do not count in Poker Dice. Suppose the player’s first throw to be a pair of sixes. He places them on one side, and picks up the three other dice, throwing them over again. If the second throw produced another six, it would be placed with the first pair, making a triplet, and the two remaining dice would be thrown again. Whatever they produced would be the final value of his hand. The player is not obliged to throw again, if he is satisfied with his first or second throw; neither is he obliged to leave any pairs or triplets. A player getting two small pairs on the first throw may put either or both of them back in the box again if he chooses.

THE PINS ARE SET UP THE SAME AS FOR THE GAME OF TEN PINS. Four or six innings constitute a battle or game, except in the case of a tie, when another inning is played. In case that inning should result in a tie also, still another inning is played--in fact, until the scores are unequal. In any inning where a tie occurs the score stands over until the next inning, when each point is counted double. If the two innings result in a tie, the score is tripled. Should the total score result in a tie, sufficient innings are played to make the grand score unequal. The team having the largest score in the previous inning must bowl the first ball, so that the weaker party will have the last ball. Three balls of regulation size (27 inches in circumference) or under are allotted to each player in each inning. Each pin bowled down counts 1, including the king pin. If all the pins except the king pin are bowled down, it counts 12.

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This is repeated three times. At the third stroke they both try to hit the ball away. The ball may only be played by a hockey-stick, and a goal is gained when the ball is played between the posts by the opposing party.--Barnes (A. B. Gomme). (_b_) In Ross and Stead s _Holderness Glossary_ this game is described under the name of Shinnup. Robinson (_Mid Yorkshire Glossary_) gives it under Shinnops, a youth s game with a ball and stick, heavy at the striking end, the player man[oe]uvring to get as many strokes as possible and to drive the ball distances. Shinnoping is also used for the game in operation. Jowling, or Jowls, is given in Robinson s _Whitby Glossary_, as a game played much the same as Hockey.

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For instance: At the end of the hand A has scored 1200, and B has only 700. B is rubiconed, and his 700 points are added to A’s 1200, together with 1300 more for a rubicon game and brisques; giving A a grand total of 3200 points to nothing. Had B reached 1000, he would have saved his rubicon, and A would have scored the difference only, or 200 points, plus 500 for the game; 700 altogether. _=Brisques.=_ The aces and Tens of each suit are of no value unless it is necessary to count them to decide a tie, or to save a rubicon. They are never scored during the play of the hand. _=Declarations.=_ The combinations which may be announced and scored during the play of the hand are divided into three classes: A, Marriages and Sequences; B, Béziques; and C, Fours. Only one combination can be scored at a time, and it must be announced and laid on the table immediately after the player holding it has won a trick, and before he draws his card from the talon. If he draws without announcing, it is equivalent to saying he has no declaration to make.

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Long-duck A number of children take hold of each other s hands and form a half-circle. The two children at one end of the line lift up their arms, so as to form an arch, and call Bid, bid, bid, the usual cry for calling ducks. Then the children at the other end pass in order through the arch. This process is repeated, and they go circling round the field.--Addy s _Sheffield Glossary_. See Duck Dance. Long Tag See Long Terrace. Long-Tawl A game at marbles where each takes aim at the other in turn, a marble being paid in forfeit to whichever of the players may make a hit.--Lowsley s _Berkshire Glossary_. Long Terrace Every player chooses a partner.

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When two or three play, the hands must be played in the order in which they were dealt. For instance: If these are the hands:-- [Illustration: +-----+ +-----+ +-----+ | | | | | | Adversary’s:--| 1 | | 3 | | 5 | | | | | | | +-----+ +-----+ +-----+ 1ST SET. 2ND SET. 3RD SET. +-----+ +-----+ +-----+ | | | | | | +------+ Dealer’s:-- | 2 | | 4 | | 6 | |Trump.| | | | | | | +------+ +-----+ +-----+ +-----+ ] The players first take up hands Nos. 1 and 2; a card is led from No. 1, the dealer follows suit from No. 2, or trumps, or discards, and the play continues until these two hands are exhausted. The second set are then taken up and played in the same manner; the player who won the last trick in one set having the first lead in the next.

If any stand unchosen by Foolie, the Namer then goes up to each and asks if he wants, _e.g._, an aipple, an orange, a kirk, a cottage, &c. Each one whispers what he wants. The same question is put to Foolie. If he answers, _e.g._, orange, the one so named steps out and stands beside Foolie. All not first chosen are gone over in this way. Those left unchosen take their stand beside the Namer.

For instance: Let this be the arrangement of eight players in the first set:-- b f a 1 c Hands 1 to 4. e 2 g d h If _=a=_ and _=c=_ take 34 tricks E & W; _=e=_ and _=g=_ taking only 30 with the same cards, either _=a=_ and _=c=_ must have gained them, or _=e=_ and _=g=_ must have lost them. It is a waste of time to put down both losses and gains, and all that is necessary is to call the top score zero, and charge all players with the loss of as many tricks as their total is short of the top score. In this case we charge _=e=_ and _=g=_ with a loss of 4 each. It must be obvious that _=f=_ and _=h=_ have also made 4 more tricks than _=b=_ and _=d=_; and that the latter must be charged with a loss of 4 on the same hands that _=e=_ and _=g=_ lose on. We give as an illustration a sheet balanced in this way, showing the losses of the various players. The totals at the end of the match show that _c_ is the winner, losing less tricks than any other player. [Illustration: +-------+----+----+----+----+----+----+----+----+ |Players| a | b | c | d | e | f | g | h | |-------+----+----+----+----+----+----+----+----+ |Set 1 | - | 4 | - | 4 | 4 | - | 4 | - | | +----+----+----+----+----+----+----+----+ | 2 | - | 2 | - | 2 | - | 2 | - | 2 | | +----+----+----+----+----+----+----+----+ | 3 | 5 | 5 | - | - | - | - | 5 | 5 | | +----+----+----+----+----+----+----+----+ | 4 | 1 | - | - | 1 | 1 | - | - | 1 | | +----+----+----+----+----+----+----+----+ | 5 | - | - | 3 | 3 | - | - | 3 | 3 | | +----+----+----+----+----+----+----+----+ | 6 | - | - | - | - | 3 | 3 | 3 | 3 | | +----+----+----+----+----+----+----+----+ | 7 | 4 | - | - | 4 | - | 4 | 4 | - | +-------+----+----+----+----+----+----+----+----+ |Totals | 10 | 11 | 3 | 14 | 8 | 9 | 19 | 14 | +-------+----+----+----+----+----+----+----+----+ ] _=Large Numbers of Individuals.=_ Several ingenious methods have been devised for handling large numbers of players, especially in domestic parties; Safford and Mitchell having both distinguished themselves in this line. The simplest form has been suggested by Mitchell, and is especially adapted for social gatherings of ladies and gentlemen.

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I have known many an able man ruined by chess. The game has charmed him, and, as a consequence, he has given up everything to the charmer. No, unless a man has supreme self-control, it is better that he should not learn to play chess. I have never allowed my children to learn it, for I have seen too much of its evil results. Draughts is a better game, if you must have a game.” Chess is generally believed to have originated in India, and in its primitive form was called Chaturanga. It is mentioned in the Hindoo Puranas, at least 3000 years B. C. The game seems to have spread eastward long before it came West, going through Burmah to Thibet, Siam, China, Malacca, Java, and Borneo. Owing to the better preservation of historical records in China, many persons have been led to credit that country with the invention of chess, but recent investigations have shown that the Chinese got it from India.

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If either of these is of the same denomination as either of the hand cards, it must be placed with them, and another card dealt; because all bets must be made on single cards. Having two cards, one for the players and one for himself, the banker turns up cards one at a time. If he draws the same denomination as the players’ card, he wins all the bets upon it. If he draws his own denomination, he loses all bets upon the other card. If he draws a card that matches neither, and is not in the hand cards, it is placed on the table, and the players can bet upon it. As soon as the players’ card is matched, the banker withdraws both cards, but he cannot withdraw his own card. All cards matching the hand cards must be placed with them. TABLE GAMES. The common form of folding chess-board provides a field for three of our best known games; Chess, Checkers, and Backgammon, which are generally spoken of as “table games,” although, strictly speaking, Backgammon is the only game of Tables. These three games were probably played long before history noticed them, and they have survived almost all ancient forms of amusement.