Campbell-Walker’s “Correct Card” in 1876; Drayson’s “Art of Practical Whist,” with its new theories of trumps; Fisher Ames, “Modern Whist,” in 1879; “Whist, or Bumblepuppy?” by “Pembridge” [John Petch Hewby], in 1880; G.W.P. [Pettes], in 1881; Proctor’s “How to Play Whist,” in 1885; and the “Handbook of Whist,” by “Major Tenace,” 1885. Then began the long list of American authors (Pettes has already been mentioned): “Foster’s Whist Manual,” by R.F. Foster, appeared in 1890; “Practical Guide to Whist,” by Fisher Ames, in 1891; Hamilton’s “Modern Scientific Whist,” in 1894, and in the same year, Coffin’s “Gist of Whist,” and “Foster’s Whist Strategy.” In 1895, Milton C. Work’s “Whist of To-day,” and “Foster’s Whist Tactics,” giving the play in the first match by correspondence; and in 1896, Val Starnes’ “Short-suit Whist,” and Howell’s “Whist Openings.” In 1897, Mitchell’s “Duplicate Whist.

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A red counter is worth five white ones. Proposal and Acceptance wins or loses 1 red counter. Solo wins or loses 2 red counters. Misère, or Nullo, wins or loses 3 red counters. Abundance, of any kind, wins or loses 4 red counters. Open Misère, or Spread, wins or loses 6 red counters. Declared Abundance, or Slam, wins or loses 8 red counters. Each Over or Under-trick wins or loses 1 white counter. In Proposal and Acceptance, each of the partners pays one of his adversaries. In all cases in which a single player is opposed to the three others, he wins or loses the amount shown in the foregoing table with each of them individually; so that a single player calling a solo would win or lose 6 red counters.

The player cutting the next lowest has the next choice, and so on until all are seated. _=4. Ties.=_ If players cut cards of equal value they must cut again; but the new cut decides nothing but the tie. _=5. Stakes.=_ Any player may be the banker, and keep the kitty, if any. In Draw, Straight, or Stud Poker, each player may purchase as many counters as he pleases. In Freeze-out, Table Stakes, Whiskey Poker, and Progressive Poker, each player must begin with an equal amount. _=6.

You re a TK bruiser, he said, impressed. If you hit Barney s eyes like that, he s a Blind Tom for fair. Hardly, I sniffed. You ought to know that no respectable TK would lay a lift on a retina. I just squeezed off a couple of small arteries. He s back in business already, I d say. Had I mentioned the rustic _decor_ of the Sky Hi Club? When Las Vegas had deteriorated to the point where it would turn most stomachs, the better clubs migrated up among the tall pines, along the shores of Lake Tahoe. And in place of the dated chromium glitter of Vegas, they had reached way back to the Good old days for styling. The Sky Hi Club was typical. The outside was all hand-hewn logs.

411; Hunter s _Hallamshire Glossary_. (_b_) This game is played in London with chestnuts, and is called Conquers. In Cornwall it is known as Cock-haw. The boys give the name of Victor-nut to the fruit of the common hazel, and play it to the words: Cockhaw! First blaw! Up hat! Down cap! Victor! The nut that cracks another is called a Cock-battler (_Folk-lore Journal_, v. 61). Halliwell describes this game differently. He says it consists in pitching at a row of nuts piled up in heaps of four, three at the bottom and one at the top of each heap. The nut used for the pitching is called the Cob. All the nuts knocked down are the property of the pitcher. Alluding to the first described form, he says it is probably a more modern game, and quotes Cotgrave _sub voce_ Chastelet as authority for the earlier form in the way he describes it (_Dictionary_).

To win 5 tricks, _=Boston=_. To win _=Six Tricks=_. To lose 12 tricks, after having discarded a card which is not to be shown; _=Little Misère=_. To win _=Seven Tricks=_. To win one trick, neither more nor less, after having discarded a card which is not to be shown, there being no trump suit; _=Piccolissimo=_. To win _=Eight Tricks=_. To lose every trick, no trump suit, _=Grand Misère=_. To win _=Nine Tricks=_. To lose 12 tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called; _=Little Spread=_. To win _=Ten Tricks=_.

His Heels, the Jack turned up for a starter at Cribbage. His Nobs, Jack of the same suit as the starter at Cribbage. Hoc, or Hockelty, the last card in the box at Faro. Honours, usually the highest cards in the suit, such as A K Q J, and sometimes the 10. In Calabrasella the 3 and 2 are honours, and in Impérial the lowest card is an honour. Horse and Horse, each player having one game to his credit when they are playing best two out of three. Hustling, inveigling persons into skin games. Impair, the odd numbers at Roulette. Impasse, F., to finesse.

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(H. Hardy). This game is general. Mr. Emslie describes the London version somewhat differently. After all the boys had jumped over the first boy s back, a cry of Foot it was raised, and the boy who had given the back placed one of his feet at a right angle to the other, and in this way measured a foot s length from the starting-place. All the boys then overed his back from the original line, the last one crying Foot it, and then the measuring ceremony was again gone through, and the game commenced again, and continued in the same manner until one of the boys failed to over the back, when he became Back. [Illustration] [Illustration: 1st position] [Illustration: 2nd position] [Illustration: 3rd position] Football The modern game of Football is too well known to need description here, and, like Cricket, it has become no longer a children s game. As to its origin, there are many ball games, such as Camping, which have been suggested as the original form of Football. Every school almost had some peculiarity in the method of playing, and Eton, Winchester, Uppingham, and Rugby are well-known examples.

If he passes, the player sitting opposite him must make it according to the mechanical rules given in Bridge for Three. There is no doubling. The score of each player is kept in a separate column, and the trick and honour score is put down in one lump, plus or minus, the new score being added to or deduced from the previous one. It is simpler, however, to put down nothing but the plus scores, so that when the declaration is defeated, the points are credited to each of the three other players. Suppose the dealer wins 16 and 16. He is put down as 32 plus. If he should lose 12 and 30, his score would not be touched, but each of the others would be put down 42 plus. There are no games or rubbers. At the end of four deals the players change partners by the pivot system. At the end of twelve deals, each has played four deals with each of the others.

It scared the daylights out of me, more so because I was flat on my back. Cautiously I turned my head toward the door I had come through. I could see the fuzzy redness of a cigarette in the dark. It brightened as the smoker took a drag. Then I heard the sniffle, and knew who it was. She stood there, apparently leaning against the wall behind her, silently, invisible but for the glow of her cigarette, and not moving her feet. Hello, I said at last. Wasn t sure you wanted to talk, she said out of the dark. It shook me up. She certainly couldn t _see_ me.

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2 may play with any ball on the table--red or white. After the first stroke has been played, the players, in their order, may play with or at any ball upon the board. Unless the player has played on some ball upon the board before knocking down a pin, the stroke under all circumstances goes for nothing, and the pin or pins must be replaced and the player’s ball put upon the white-ball spot at the foot of the table or if that be occupied, on the nearest unoccupied spot thereto. But should two balls be in contact the player can play with either of them, direct at the pins, and any count so made is good. If a player, with one stroke, knocks down the four outside pins and leaves the black one standing on its spot, it is called a Natural, or _=Ranche=_, and under any and all circumstances it wins the game. When a player gets more than 31, he is _=burst=_, and he may either play again immediately with the same ball he has in the pool rack, starting at nothing of course, or he may take a new ball. If he takes a new ball he may either keep it or keep his old one, but he cannot play again until it comes to his turn. THE LITTLE CORPORAL. This game is the regular Three-Ball Carrom Game with a small pin added, like those used in Pin Pool, which is set up in the centre of the table. The carroms and forfeits count as in the regular Three-Ball Game, but the knocking down of the pin scores five points for the striker, who plays until he fails to effect a carrom or knock down the pin.

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90) gives a version of this game. Drawing Dun out of the Mire Brand, quoting from an old collection of satires, epigrams, &c., says this game is enumerated among other pastimes: At shove-groat, venter-point, or crosse and pile, At leaping o er a Midsummer bone-fier, Or at _the drawing Dun out of the myer_. So in the _Dutchesse of Suffolke_, 1631: Well done, my masters, lends your hands, _Draw Dun out of the ditch_, Draw, pull, helpe all, so, so, well done. [_They pull him out._] They had shoved Bishop Bonner into a well, and were pulling him out. We find this game noticed at least as early as Chaucer s time, in the _Manciple s Prologue_: Then gan our hoste to jape and to play, And sayd, sires, what? _Dun is in the mire._ Nares (_Glossary_) says this game was a rural pastime, in which _Dun_ meant a dun horse, supposed to be stuck in the mire, and sometimes represented by one of the persons who played. Gifford (_Ben Jonson_, vol. vii.

W. Gregor). Jamieson says, Hy Spy, a game resembling Hide and Seek, but played in a different manner. The station, which in England is called Home, is here the Den, and those who keep it are the Seekers, and are called the Ins. Those who hide themselves, instead of crying Hoop, as in England, cry Hy spy; and they are denominated the Outs. The business of the Ins is, after the signal is given, to lay hold of the Outs before they can reach the den. The captive then becomes one of the Ins; for the honour of the game consists in the privilege of hiding oneself. Jamieson adds, Hy is still used in calling after a person, to excite attention, or when it is wished to warn him to get out of the way. Strutt describes it as Harry-Racket, or Hide and Seek (_Sports_, p. 381).

1.] [Illustration: Fig. 2.] [Illustration: Fig. 3.] [Illustration: Fig. 4.] (_c_) The analysis of the game rhymes is as follows:-- +---+----------------------+----------------------+----------------------+ |No.| Halliwell s Version. | Liphook (Hants).

The player with the Queen must be on his guard against stale-mate in this ending. K and Q against K and B, K and Kt, or K and P. This is easy enough for the Queen if the player is careful to avoid stale-mate. K and two R’s against K and R. This can be won easily by forcing an exchange of Rooks. K and two B’s against K. In this position the King must be ruled off into a corner by getting the Bishops together, protected by their King. Start with the men in the following position:-- Black K on his own square. White King on K B 6; white Bishops on K B 4 and K B 5. White to move and win.

Dummy is not liable to the penalty for a revoke, as his adversaries see his cards; should he revoke, and the error not be discovered until the trick is turned and quitted, it stands good. III. Dummy being blind and deaf, his partner is not liable to any penalty for an error whence he can gain no advantage. Thus, he may expose some or all of his cards--or may declare that he has the game, or trick, etc., without incurring any penalty; if, however, he lead from Dummy’s hand when he should lead from his own, or _vice versa_, a suit may be called from the hand which ought to have led. DOUBLE DUMMY. Is played by two players, each having a Dummy or exposed hand for his partner. The laws of the game do not differ from Dummy Whist, except in the following special Law: There is no misdeal, as the deal is a disadvantage. THE POKER FAMILY. Properly speaking, Poker is not the founder, but simply the most famous representative of a very ancient and always very popular family of games, all of which can be traced to one source, the old French game of Gilet, which was undoubtedly of Italian origin, perhaps a variety of Primero.

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In this variety of the game, no men are placed upon the board at starting, but each player enters his men by throws of the dice, and both players enter upon the same table, so that all the men on both sides move round the board in the same direction, and both players have the same home table, which is always the one opposite the entering table. After having entered two men on the first throw, the player is at liberty either to continue entering his men with any subsequent throws, or to play the men already entered. In moving or in entering a player may capture any blots left by his adversary; but he cannot enter upon a point covered by two or more of the adversary’s men. If a player cannot enter a fresh man with the throw made, he must play a man if he can. When a man is captured, he must be re-entered before any other man can be moved. Except on the first throw of the game, doublets give the player a great advantage. He can not only play the upper faces of the dice twice over, as in the ordinary game, but the faces opposite them also, and can then throw again before his adversary. Should he again throw doublets, he would play both faces of the dice, and throw again, and so on. As the opposite face is always the complement of seven, it is not necessary to turn the dice over to see what it is. A player throwing double four knows that he has four fours and four threes to play and will then get another throw.

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e._, Ace, King, Queen, and Knave of trumps, are thus reckoned: If a player and his partner, either separately or conjointly, hold-- I. The four honours, they score four points. II. Any three honours, they score two points. III. Only two honours, they do not score. 4. Those players who, at the commencement of a deal, are at the score of four, cannot score honours. 5.

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” As soon as one passes, the other turns to the Hinterhand, who must either make a higher bid than the last, or pass. The survivor of the first two must either say, “Yes,” to the offers made by Hinterhand, or pass. The final survivor then announces his game. It is usual for the last one to pass to signify that he is done by pushing the skat cards toward the survivor, indicating that they are his, and that he is the player. If a player is offered a game equal to his own he may still say, “Yes;” but if he is offered a better game, and still says, “Yes,” he runs the risk of being compelled to play. The old German way of bidding, adopted at the Skat Congresses in Altenburg, Leipzig and Dresden, was to bid in suits; a bid of club Solo outranking one of spade Solo, no matter what it was worth. This has long been obsolete, the objection to it being that a player might get the play on a game of much inferior value. A player with a spade Solo, six Matadores, and schneider announced could offer only a spade Solo, without mentioning its value, and although his game was worth 99, he could be outbid by an offer of Nullo, which was then worth only 20. This is contrary to the spirit of the game, which requires that the person offering the game of the greatest value shall be the player. The rank of the bids in the old German game was as follows, beginning with the lowest:-- Frage, in the order of the suits.

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If there is no call, the player making the last bet or raise takes the pool without showing his hand, unless he is the opener, when the whole hand need not be shown, as it is no one’s business what the opener got in the draw, no one having paid to see it. All he need show is openers. But should the opener be one of those in the final call, he must show his whole hand. Should it then be discovered that he has not openers, the false opener is compelled to ante for all the players at the table for another Jack. This is usually called giving them a “free ride.” _=The Kitty=_ is now an almost universal adjunct to the pool. In clubs, it pays for the cards, and for an occasional round of refreshments; in small poker parties it defrays the expense of the weekly supper. When the amount is excessive, or accumulates too rapidly, it is often used to give the players a “free ride” by paying all their antes in a “kitty jack pot.” The kitty is usually kept by the banker, who takes a white counter out of every pool in which triplets or better are shown to the board, and a red counter out of every jack pot. These counters must be kept apart from the other chips, and must be accounted for at the end of the game by paying the kitty so much in cash, just as if it was one of the players.

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This did not alter the trump, but merely stopped the robbing process. Whether or not Triomphe borrowed this feature from Spoil Five or Maw, it is now impossible to say. Whatever its origin, Euchre has always been the most respectable member of the family, and the game of all others that has best served the card-playing interest in social life. Spoil Five probably comes next in point of respectability; but Écarté has often fallen into evil hands, and the very name is in some places regarded as synonymous for gambling. The same is true of Napoleon, but in less degree. Euchre, unlike the other members of the family, is not essentially a gambling game, but belongs rather to the intellectual group of card games; a position which we hope it may long maintain. EUCHRE. _=CARDS.=_ Euchre is played with what is commonly known as the piquet pack, 32 cards, all below the 7 being deleted. In plain suits the cards rank as at Whist; but in the trump suit the Jack is the best, and it is called the _=Right Bower=_.

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For instance: A player holding quadruple bézique and showing all eight cards at once would score 4500 only; the minor béziques would be lost. If he had time, and could win tricks enough, he might show the single first, scoring 40, then the double, scoring 500, then the triple, scoring 1500, and finally the quadruple, scoring 4500, which would yield him a grand total of 6540 points. He might declare marriage in hearts, and afterward play three more heart Queens, scoring each marriage, and then three heart Kings, scoring three more marriages. These would all be new combinations. _=Double Declarations.=_ These are carried forward in the manner already described for the ordinary game. Suppose a player has two spade Kings on the table, and shows double bézique. He of course marks the more valuable score, 500, and simply claims the marriages by saying: “With twenty and twenty to score.” On winning another trick he is not compelled to score the previous announcement if he has any other or better to make. He might have two more Queens, and would announce: “Sixty Queens, with twenty and twenty to score.

| 3rd Round.| | A | B | C | +-----------+-----------+-----------+ +----+----+----+ | A won 33 | A lost 16 | C lost 36 | | +33| +40| +55| | C won 55 | B won 40 | B won 48 | | +17| +88| +67| | C won 12 | A lost 24 | C lost 12 | | -7| | +31| | | | | +----+ +----+ | | | | | | | +19| At the end of the second round a line was drawn under A’s account, which then contained three items; and after the first game in the third round a line was drawn under C’s account. If we suppose the game to be stopped at this point, the scores would be balanced as follows: We take the three scores and bring them down on one line. We draw a line under them, and proceed as follows: First we take A, who has lost 7 to B, and from whom B has also won 88. This gives us 95 minus for A and 95 plus for B. We then compare A and C, and find that A owes C 26; put down as minus for A, plus for C. We now compare B and C, and find that B wins the difference, which is 69 points; put down plus for B, minus for C. Then we add up to see that the scores balance. +-----+-----+-----+ | A | B | C | +-----+-----+-----+ | -7 | +88 | +19 | +-----+-----+-----+ | -95 | +95 | +26 | | -26 | +69 | -69 | +-----+-----+-----+ |-121 |+164 | -43 | +-----+-----+-----+ The same method may be used when four play; but some prefer to call the lowest score zero, and so make all the others plus. Suppose the final scores were as follows: ------+------+------+------------ A | B | C | D ------+------+------+------------ +186 | +42 | +344 | +116 ------+------+------+------------ +144 | 0 | +302 | +74 = 520 +4 | 4 | 4 | 4 ------+------+------+------------ +576 | 0 |+1208 | +296 -520 | -520 | -520 | -520 ------+------+------+------------ +56 | -520 | +688 | -224 ------+------+------+------------ If B is zero, his points are to be taken from those of each of the others, as B is plus.

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For instance: A, B, C and D play. A takes three hearts; B and C five each, and D none. There being three players besides himself, A puts up three times three, or 9 counters. B and C put up 15 each, and D none; so that there are 39 in the pool. Each player then takes out of the pool 1 counter for every heart he did _=not=_ hold when the hearts were announced. D, having taken no hearts, gets 13 counters. A, having taken three hearts only, is entitled to 10 counters for the 10 hearts he did not hold, while B and C get 8 each. This exhausts the pool. There are no Jacks in this way of settling. Matters may be facilitated by having counters of different colours, the white being the unit, and the red representing the number which it will be necessary to pay for one heart.

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B. is broken down. |L. B. is broken down. |L. B. is broken down. | | 6.| -- | -- | -- | | 7.

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