=_ Poker may be played by any number of persons from two to seven. When there are more than seven candidates for play, two tables should be formed, unless the majority vote against it. In some localities it is the custom for the dealer to take no cards when there are eight players, which is thought to make a better game than two tables of only four players each. When the sixty-card pack is used, eight players may take cards. _=CUTTING.=_ The players who shall form the table, and their positions at the beginning of the game, must be decided by throwing round a card to each candidate, face up, or by drawing cards from an outspread pack. If there are more than eight candidates, the four cutting the highest cards should play together at one table, and the others at another table. If there are an even number of candidates, the tables divide evenly, but if the number is odd, the smaller table is formed by those cutting the highest cards. The table formed, the pack must be shuffled and spread, and positions drawn for. The player cutting the lowest card has the choice of seats, and must deal the first hand.

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This of course prevents the lone hand. If the dealer’s partner wishes to play alone, instead of assisting, he says: “_=I play this alone=_,” and the dealer lays down his cards, leaving the trump on the pack. _=PLAYING ALONE.=_ No player but the one that takes up, orders up, or makes the trump can play a lone hand. If the dealer takes up the trump card of his own accord, he can play alone. If any player orders up or assists, that player can play alone. Any player making a new trump after the first has been turned down, can play alone. If one player orders up the trump, neither his partner nor his adversary can play alone; and if the dealer’s partner assists, that prevents the dealer from playing a lone hand. In many clubs the mistake is made of allowing the dealer to play alone on his partner’s assist; or letting the pone play alone after the dealer has been assisted; or letting the partner of the player who makes the new trump play alone. This is not good Euchre, because it gives an unfair advantage to one side, as we shall see when we come to the suggestions for good play, especially in connection with ordering up at what is called the “bridge;” that is, when the score is 4 to 1, or 4 to 0.

If five play, beginning with seven cards each, and at the end of the hand one player has taken in fifteen, and another ten; they score 8 and 3 respectively, for cards. _=SCORING.=_ At the end of each hand, each player or side should claim all honours won, and cards taken in. One player should keep the score, and announce it distinctly, in order that it may be known how many points each player or side requires to win the game. In the case of ties, the Ten counts out first; then cards; then A K Q of trumps in their order, and the Jack last. A revoke, if detected and claimed before the cards are cut for the next deal, immediately ends the game. _=METHODS OF CHEATING.=_ When only one pack is used, the greek can often succeed in dealing himself the Jack of trumps, and usually loses no time in marking the Ten, so that he can at least distinguish the player to whom it is dealt. A player should be carefully watched who keeps his eyes on the pack while shuffling, or who rivets his attention on the backs of the cards as he deals. Two packs should be used in all round games of cards.

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| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Madeley. | Oxfordshire. | Sheffield. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. |Green gravel. | -- | | 2.| -- | -- |Round the green | | | | |gravel. | | 3.

A gay goud ring is a dangerous thing, A cankerous thing, a cankerous thing, A gay goud ring is a dangerous thing, About the merry-ma-tansa. Now they re married we wish them joy, Wish them joy, wish them joy, Now they re married we wish them joy, About the merry-ma-tansa. Father and mother they must obey, Must obey, must obey, Father and mother they must obey, About the merry-ma-tansa. Loving each other like sister and brother, Sister and brother, sister and brother, Loving each other like sister and brother, About the merry-ma-tansa. We pray this couple may kiss thegither, Kiss thegither, kiss thegither, We pray this couple may kiss thegither, About the merry-ma-tansa. [If any lad was left without a partner, the ring sing--] Here s a silly auld man left alone, Left alone, left alone, He wants a wife and can t get none, About the merry-ma-tansa. --Biggar (William Ballantyne). II. Here we go the jingo-ring, The jingo-ring, the jingo-ring, Here we go the jingo-ring, About the merry-ma-tansie. Twice about, and then we fa , Then we fa , then we fa , Twice about, and then we fa , About the merry-ma-tansie.

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Having properly announced the King, it may be actually marked with the counters at any time before the trump is turned for the following game. If the dealer holds the King he must announce it before his adversary leads for the first trick. It is in order that there may be no surprises in this respect that the elder hand is required to say distinctly: “I play,” before he leads a card. The dealer must then reply: “I mark the King,” if he has it; if not, he should say: “Play.” A player is not compelled to announce or mark the King if he does not choose to do so. If a player announces and marks the King when he does not hold it, his adversary can take down the point erroneously marked, and mark one himself, for penalty. This does not prevent him from marking an additional point for the King if he holds it himself. For instance: The pone announces King, and marks it, at the same time leading a card. Not having notified the dealer that he was about to play, the dealer cannot be deprived of his right to mark the King himself, if he holds it. The dealer marks the King, marks another point for penalty, and takes down the pone’s point, erroneously marked.

--London (A. B. Gomme). This game is also called Knight of the Whistle. The boy who is to be made a Knight of the Order of the Whistle, when led up between the two rows of players, has a cloak put round his shoulders and a cap with a feather in it on his head. The whistle is then fastened on to the cloak. This is described by the Rev. J. G. Wood (_Modern Playmate_, p.

It is only after the smaller simpler war game here described has been played a number of times, and its little dodges mastered completely, that such more warlike devices become practicable. But obviously with a team of players and an extensive country, one could have a general controlling the whole campaign, divisional commanders, batteries of guns, specialised brigades, and a quite military movement of the whole affair. I have (as several illustrations show) tried Little Wars in the open air. The toy soldiers stand quite well on closely mown grass, but the long-range gun-fire becomes a little uncertain if there is any breeze. It gives a greater freedom of movement and allows the players to lie down more comfortably when firing, to increase, and even double, the moves of the indoor game. One can mark out high roads and streams with an ordinary lawn-tennis marker, mountains and rocks of stones, and woods and forests of twigs are easily arranged. But if the game is to be left out all night and continued next day (a thing I have as yet had no time to try), the houses must be of some more solid material than paper. I would suggest painted blocks of wood. On a large lawn, a wide country-side may be easily represented. The players may begin with a game exactly like the ordinary Kriegspiel, with scouts and boxed soldiers, which will develop into such battles as are here described, as the troops come into contact.

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All cards liable to be called must be placed and left face upwards on the table. A player must lead or play them when called, provided he can do so without revoking. The call may be repeated at each trick until the card is played. A player cannot be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of play, no penalty remains. In _=Boston=_ and in _=Solo Whist=_, if the exposed card is a trump, the owner may be called upon by his adversary not to use it for ruffing. If the suit of the exposed card is led, whether trump or not, the adversary may demand that the card be played or not played; or that the highest or lowest of the suit be played. If the owner of the exposed card has no other of the suit, the penalty is paid. Penalties must be exacted by players in their proper turn, or the right to exact them is lost. For instance: In Solo Whist, A is the proposer, B the acceptor, and B has an exposed card in front of him. When Y plays he should say whether or not he wishes to call the exposed card.

If the dealer transfers the right of making the trump to his partner, he must use the phrase, “You make it, partner.” If a player makes the trump out of turn, his adversaries may consult as to the propriety of demanding a new deal. _=METHOD OF PLAYING.=_ The trump suit, grand, or nullo having been announced, the player on the dealer’s left begins by leading any card he pleases, and the others must all follow suit if they can. The penalty for a revoke is the loss of three tricks; or the value of three tricks in points; or the addition of a like amount to the adversaries’ score. The side making a revoke cannot win the game that hand, no matter what they score; but they may play the hand out, and count all they make to within one point of game, or 9. Revoking players cannot count points for slams. The rules for cards played in error, leading out of turn, and all such irregularities, are the same as in Whist. The last trick turned and quitted may be seen. The methods of gathering and stacking the tricks is the same as at Whist.

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This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for. Should any card be found faced in the pack, it must be placed on the table among the discards. Should any card be exposed by the dealer in giving out the cards, or be blown over by the wind before the player has touched it, such card must not be taken by the player under any circumstances, but must be placed with the discards on the table. A player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped. [The object of this rule is to prevent a dealer from altering the run of the cards in the draw.] Should a player ask for an incorrect number of cards and they be given him, he must take them if the next player has been helped. If too many, he must discard before seeing them. If too few, he must play them. If he has taken them up and has too many, his hand is foul, and shuts him out of that pool. If the dealer gives himself more cards than he needs he is compelled to take them.

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PIQUET. Piquet is supposed to have been introduced during the reign of Charles VII., and was designed as a motif for a ballet of living cards which was given in the palace of Chinon. Of the etymology of the word piquet, little or nothing is known, but the game itself is one of those perennials that have survived much more pretentious rivals, and, thanks to its intrinsic merits, it has never since its invention ceased to be more or less à la mode. There are several varieties of Piquet, but the straightforward game for two players, sometimes called _=Piquet au Cent=_, or 100 points up, is the most common and popular, and will be first described. _=CARDS.=_ Piquet is played with a pack of thirty-two cards, all below the Seven being deleted. The cards rank: A K Q J 10 9 8 7, the Ace being the highest both in cutting and in play. There is no trump in Piquet, and all suits are equal in value. Two packs are sometimes used, one by each player in his proper turn to deal.

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The combat grows hot round some vital point. Move follows move in swift succession. One realises with a sickening sense of error that one is outnumbered and hard pressed here and uselessly cut off there, that one s guns are ill-placed, that one s wings are spread too widely, and that help can come only over some deadly zone of fire. So the fight wears on. Guns are lost or won, hills or villages stormed or held; suddenly it grows clear that the scales are tilting beyond recovery, and the loser has nothing left but to contrive how he may get to the back line and safety with the vestiges of his command.... But let me, before I go on to tell of actual battles and campaigns, give here a summary of our essential rules. III THE RULES HERE, then, are the rules of the perfect battle-game as we play it in an ordinary room.