_=Grand=_ outbids Chico, and is the highest bid possible. Hearts must be trumps, and the player offering this game must not touch the widow until the play is finished. Every point under or over 60 in a Grand is worth four counters. The bidder must play the game he names. He cannot bid Frog and play Chico, or bid Chico and play Grand. The settling up of the scores at the end, if the payments are not made at once in counters, is the same as in Skat. CRIBBAGE. Cribbage is not only one of the oldest of the games upon the cards, but enjoys the distinction of being quite unlike any other game, both in the manner of playing it, and in the system of reckoning the points. It is also peculiar from the fact that it is one of the very few really good games which require no effort of the memory; judgment and finesse being the qualities chiefly requisite for success. There are two principal varieties of the game; _=Five=_ and _=Six-card=_ Cribbage; and these again are divided according to the number of players.

| | 4.| -- | | 5.| -- | | 6.|Will you let one of | | |your fair maids. | | 7.|Come and play with us.| | 8.| -- | | 9.| -- | | 10.| -- | | 11.

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If a player holds one card too many, he may refuse the coup, or retain whichever two of the three cards he pleases, throwing the third into the waste basket, not showing it. If the banker has too many cards, the players may amend their bets, and the banker’s cards are then exposed, and the one taken from him which will leave him with the smallest point, the drawn card being thrown in the waste basket. If the banker gives himself two cards while either player has been given one only, the player must be given another card, and the banker must also take another. If the players have not amended their stake before the error was corrected, the first two cards dealt to the banker are thrown in the waste basket, and the third is his point for that deal. If the banker gives the second card to either player before dealing the first to himself, he must give the second to the other player also, and then take his own. This single card must then be thrown in the waste basket, but the banker may play out the hand as if he had two cards which counted 10 or 20; that is, baccara. _=Showing.=_ If any of the three persons holding cards finds he has a point of 8 or 9, it must be shown at once, and the two other hands are then exposed. If the banker has 8 or 9, and neither of the others has so many, the bank wins everything on the table. If either player has more than the banker, all the bets on that side of the table must be paid.

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The player who knocks down a pin after striking a ball gains _two_ points, if he knocks down two pins he gains _four_ points, and so on, scoring two points for each pin knocked down. If he knock down the middle pin alone he gains _five_ points. The player who pockets the red ball gains _three_ points and two for each pin knocked down by the same stroke. The player who pockets the white ball gains two points, and two for each pin knocked over with the same stroke. Each carrom counts two. The player who knocks down a pin or pins with his own ball before striking another ball loses two for every pin so knocked down. The player who pockets his own ball without hitting another ball forfeits three points; for missing altogether he forfeits one point. The striker who forces his own ball off the table without hitting another ball forfeits _three_ points, and if he does so after making a carrom or pocket he loses as many points as he would otherwise have gained. The rules of the American Carrom Game, except where they conflict with the foregoing rules, govern this game also. BOTTLE POOL.

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The deal passes to the right; but should the player whose turn it is to deal have lost everything on the previous deal, and have just purchased another stake, the deal passes to the player beyond him. If a player withdraws from the table when it is his turn to deal, the deal passes any newcomer who may take his place. _=Betting.=_ The cards dealt, each player in turn, beginning with the one to the right of the dealer, or to the right of the last straddler, if any, can do one of three things: Equal the amount of the ante; increase it as much as he pleases within the limits of his cave; or pass, retaining his cards but betting nothing. If any player _=opens=_ the game by making a bet, the player on his right may equal or raise it; but he cannot pass after the game is opened, unless he withdraws from the pool. Any player may call for a sight for the amount in front of him, but that does not prevent the others from continuing the betting. If no one will open, the deal is void, and each player puts five counters in the pool for the next deal. If a player opens, and no one will equal or raise him, he wins the antes and straddles, if any. If any player makes a raise which no one will meet, he takes whatever is in the pool, unless a player has called for a sight for a small part of it. _=Calling and Showing.

He could hear Woodley thinking at him. You don t have to bother much. This old son of a gun and I will take over for a while. Twice again the twinge, the skip. He had no idea where he was until the lights of the Caledonia space board shone below. [Illustration] With a weariness that lay almost beyond the limits of thought, he threw his mind back into rapport with the pin-set, fixing the Lady May s projectile gently and neatly in its launching tube. She was half dead with fatigue, but he could feel the beat of her heart, could listen to her panting, and he grasped the grateful edge of a thanks reaching from her mind to his. THE SCORE They put him in the hospital at Caledonia. The doctor was friendly but firm. You actually got touched by that Dragon.

The gamblers were urging the dice with the same old calls, and the stick-men were chanting: Coming out! Five s the point! And _seven_! The dice pass! and all the rest. The ivories had a way to go before they reached us. I gave Pheola a stack of ten-buck chips and let her bet, without making any effort to tip the dice. She still had it. She moved the chips back and forth from Pass to Don t Pass and won at every roll. I could see Fowler Smythe begin to scowl as she let her winnings ride, building up a real stack. * * * * * Without warning she dragged down her winnings and leaned close to me, sniffling. You ll get all wet! I looked around, seeing a waiter near me. He had just served drinks to the rear, half of the table, to the gamblers nearest the dealers. His tray was still half-full.

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The lead from A Q J should be avoided if Dummy has the King. With A Q 10 and others, J in Dummy’s hand, begin with the Queen. With A J 9 and others, 10 in Dummy’s hand, lead the Jack. With A J 10, Dummy having K Q x, play the Jack, and do not lead the suit again. In trumps, with K Q and others, if Dummy has the J singly guarded, begin with the King as usual, but follow it with the Queen instead of the smallest; for declarer may have passed in the hope of making a Bath coup with both Ace and Jack. In plain suits this is a dangerous lead, as declarer having Ace, and wishing to force Dummy, would hold his Ace as a matter of course. With short suits, such as K x, Q x; or even with King or Queen alone, the honour is a good lead if Dummy has no court cards in the suit. The Queen is rather a better lead than the King, the only danger being that second hand holds fourchette. With Q J x, or J 10 x, one of the high cards should be played. With Q 10 x, Dummy having Ace or King, the Queen should be led.