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If he draws the exposed card, he must keep it. If the dealer gives any player an incorrect number of cards in any round after the first, and does not detect and correct the error before he deals to the next player, the dealer cannot count anything that hand. The number of cards in each hand must be restored to four, either by drawing from them, face down, or adding from the stock. If any player lifts his cards before the dealer has helped all the players, including himself, a misdeal cannot be claimed. _=Objects of the Game.=_ The object in Cassino is to secure certain cards and combinations of cards which count toward game. These are as follows:-- _Points._ The majority of _=Cards=_ taken in. 3 The majority of _=Spades=_ taken in. 1 The Ten of diamonds, _=Big Cassino=_.

Neither schneider nor schwarz can be announced in any game in which the skat cards are used. A tourné player must lay out two skat cards to reduce his hand to ten cards. If the player neither turns over nor takes into his hand either of the skat cards, he may play any of the suit Solos, Grand Solo, Grand Ouvert, Nullo, or Null Ouvert. He may announce schneider or schwarz in any Solo. Any player looking at the skat cards before the beginning of the play is debarred from bidding that deal, and is penalised ten points in the score. In addition to this penalty, either of the other players may demand a fresh deal. If a player looks at the skat cards during the play of a hand the play is immediately stopped, and if he is the single player he can count only the points taken in up to that time, exclusive of the skat. These points are deducted from 120, and his adversaries claim the difference. The game is then settled, according to this count, exactly as if the hand had been played out. If an adversary of the single player looks at either of the skat cards during the play of a hand, the single player may at once stop the game, and his adversaries can count only the points they have taken in in tricks up to that time.

Hurstmonceux Miss Chase. Shipley, Horsham, West { Miss R. H. Busk (_Notes and Grinstead { Queries_). Ninfield Mr. C. Wise. { Northall s _Folk Rhymes_, _Notes and WARWICKSHIRE { Queries_, _Northants Notes and { Queries_, Mr. C. C.

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The rules for cards played in error, leading out of turn, etc., are the same as at Whist. _=OBJECTS OF THE GAME.=_ The side first scoring 41 points wins the game; and the chief object is to secure tricks containing cards to which a certain value is attached. These all belong to the trump suit, and are the following:-- The Jack of trumps counts 11 The Ace of trumps counts 4 The King of trumps counts 3 The Queen of trumps counts 2 The Ten of trumps counts 10 The other trumps, and the plain suit-cards, have no counting value. The Jack of trumps, being the best, must be taken in by the player to whom it is dealt; but any court card in trumps will win the Ten, so that one of the principal objects in Scotch Whist is to _=catch the ten=_. At the end of each hand the players count the number of cards they have taken in tricks, and they are entitled to score one point for each above the number originally dealt to them. For instance: If four play, nine cards were originally dealt to each, so each pair of partners held eighteen. If at the end of the hand they have taken in eight tricks, or thirty-two cards, they score 14 points toward game, in addition to any score they may have made by winning honours in trumps, or catching the Ten. 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.

Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case in Euchre. A person playing a lone hand is not liable to any penalty for exposing his cards, nor for leading out of turn, for he has no partner to derive any benefit from the information conveyed. _=Leading Out of Turn.=_ Should any person, not playing alone, lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead. The demand must be made by the person who will be the last player on the trick in which the suit is called. If all have played to the lead before discovering the error, it cannot be rectified; but if all have not played, those who have followed the false lead must take back their cards, which are not liable to be called. Any player may ask the others to _=draw cards=_ in any trick, provided he does so before the cards are touched for the purpose of gathering them. In answer to this demand, each player should indicate which card of those on the table he played. No one is allowed to see any trick that has been turned and quitted. _=Taking Tricks.

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The game is mentioned by a writer in _Blackwood s Magazine_, August 1821, p. 36, as being played in Edinburgh when he was a boy. Hood A game played at Haxey, in the Isle of Axholme, on the 6th of January. The Hood is a piece of sacking, rolled tightly up and well corded, and which weighs about six pounds. This is taken into an open field on the north side of the church, to be contended for by the youths assembled for that purpose. When the Hood is about to be thrown up, the Plough-bullocks or Boggins, as they are called, dressed in scarlet jackets, are placed amongst the crowd at certain distances. Their persons are sacred, and if amidst the general row the Hood falls into the hands of one of them, the sport begins again. The object of the person who seizes the Hood is to carry off the prize to some public-house in the town, where he is rewarded with such liquor as he chooses to call for. This pastime is said to have been instituted by the Mowbrays, and that the person who furnished the Hood did so as a tenure by which he held some land under the lord. How far this tradition may be founded on fact I do not know, but no person now acknowledges to hold any land by that tenure.

=_ If Vivant or Mort lead out of turn, the adversaries may let the lead stand, or demand it be taken back. If it was the turn of neither, no penalty can be enforced, and if all have played to the trick, the error cannot be corrected. _=Taking Tricks.=_ The methods of taking tricks, and placing them so that they can be easily counted, have been fully described in connection with whist. _=OBJECT OF THE GAME.=_ As in whist, the object is to take tricks; the highest card played of the suit led wins, and trumps win against all other suits. The first six tricks taken by one side, and forming a _=book=_, do not count; but all above that number count toward game. At the end of each hand, the side that has taken any tricks in excess of the book scores them, their opponents counting nothing. As soon as either side reaches five points, they win the game, but the concluding hand must be played out, and the winners are entitled to score all the points over five that they can make on that hand. For instance: The score is 4 to 3 in favor of Vivant and Mort.

A subtle, nasty operator, he said gruffly. And he s had the gall to stick it in me pretty badly, Wally. What Sime says is true. Well, this we wouldn t stand for. I didn t give a care if every gambling house in Nevada went broke. But Smythe was in the Lodge. And it finally made sense that the Lodge had sent me to bail him out. I gave old Maragon my mental apology. The Grand Master wouldn t stand still for _anybody s_ making a fool out of the Lodge. Still: Nobody that good is out of captivity, I snapped.

Having once made a bid, he must play it unless he is over-called. _=METHOD OF BIDDING.=_ The eldest hand has the first say, and after examining his hand, and deciding on the bid most appropriate to it, if any, he makes his announcement. If his proposal is to win a certain number of tricks with a certain suit for trumps, he must name the suit, saying, “Eight Spades,” or “Seven Diamonds,” as the case may be. If he proposes to play without any trump suit, he announces, “Seven Grand,” or whatever the number may be. Such a bid over-calls one of the same number in diamonds. If the eldest hand has no proposal to make, he says, “I pass,” and the others in turn have an opportunity to bid. The bids outrank one another according to their order in the foregoing table, and the rank of the suits in which they are made. The players bid against one another, until all but one declare to pass, he then becomes the single player against the three others. A player having once passed cannot come into the bidding again, even to call a misère.

Gomme). (_b_) A ring is formed by each child holding one end of a handkerchief. One child stands in the centre and acts as leader. The ring moves round slowly. The leader says the words as above while the ring is moving round, and then suddenly calls out whichever he chooses of the two sayings. If he says Hold fast! every one must immediately let go the corner of the handkerchief he holds. They should all fall to the ground at once. When he says Let go! every one should retain their hold of the handkerchief. Forfeits are demanded for every mistake. This game, called Hawld Hard, is commonly played about Christmas-time, where a number hold a piece of a handkerchief.

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The bidder announces the number of points he thinks he can make (with his partner’s assistance) but does not name the trump suit. If a player will not bid, he says: “_=I pass=_.” After a bid has been made in its proper turn, any following player must bid higher or pass. No one is allowed to bid more than fourteen. There are no second bids, and a bid once made cannot be amended or withdrawn. The player who has made the highest bid is called upon to name the trump suit. _=Irregular Bids.=_ If any player bids before the eldest hand has bid or passed, both the player in error and his partner lose their right to make any bid that deal; but the side not in error must bid against each other for the privilege of naming the trump suit. If the eldest hand has decided, and the pone bids without waiting for the dealer’s partner, the pone loses his bid, and the dealer may bid before his partner, without penalty. If the dealer bids before his partner has decided, both he and his partner lose their right to bid that deal; but the pone is still at liberty to overbid the eldest hand for the privilege of naming the trump.

F.3. YOU AGREE THAT THE FOUNDATION, THE TRADEMARK OWNER, AND ANY DISTRIBUTOR UNDER THIS AGREEMENT WILL NOT BE LIABLE TO YOU FOR ACTUAL, DIRECT, INDIRECT, CONSEQUENTIAL, PUNITIVE OR INCIDENTAL DAMAGES EVEN IF YOU GIVE NOTICE OF THE POSSIBILITY OF SUCH DAMAGE. 1.F.3. LIMITED RIGHT OF REPLACEMENT OR REFUND - If you discover a defect in this electronic work within 90 days of receiving it, you can receive a refund of the money (if any) you paid for it by sending a written explanation to the person you received the work from. If you received the work on a physical medium, you must return the medium with your written explanation. The person or entity that provided you with the defective work may elect to provide a replacement copy in lieu of a refund. If you received the work electronically, the person or entity providing it to you may choose to give you a second opportunity to receive the work electronically in lieu of a refund.

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FAN TAN. This is the simplest form of Stops, and requires no layout. Any number of players can take part, and a full pack of fifty-two cards is used. The players cut for deal and seats, low having the choice. Ace is low. The players are provided with an equal number of counters, and before the cards are dealt, each places an agreed number in the pool. All the cards are dealt out. If some have more than others it does not matter. The eldest hand begins by playing any card he pleases, and the next player on his left must either play the card next above it, or put one counter in the pool. Only one card is played at a time, and after the sequence has arrived at the King it must be continued with the ace, and go on until the suit is exhausted.

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A player can close only when he has the lead, but having the lead, he may close at any time. The pone may close before leading for the first trick; or after winning the first trick, and before drawing from the stock. The leader may close after one or more tricks have been played, and he may close without drawing from the stock; or he may draw, and then close. If the leader closes without drawing, his adversary must play without drawing. When the stock is closed, the player holding the Nine of trumps may still exchange it for the trump card, whether he is the closer or not, provided he has previously won a trick. It is usual for the closer, if he does not hold the Nine himself, to take up the trump card and offer it to his adversary. This is an intimation that he is about to turn it down if his adversary does not want it. It is sometimes better not to exchange when the game is closed, as it may give the adversary a good counting card if he can catch all your trumps. There is no score for the last trick when the game is closed, because the number of tricks played will then be less than twelve. As closing gives peculiar advantages to the closer, there are certain forfeits if a person closes and fails to reach 66.