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If he has made as many as he bid, he scores it; but he cannot score more than he bid unless he succeeds in winning every trick. In that case he scores 250 if his bid was less than 250; but if his bid was more than 250, he gets nothing extra for winning every trick. Any player but the bidder winning a trick scores ten points for it, so it is necessary for each player to keep separate the tricks he individually wins. If the bidder fails, he loses, or is set back, as many points as he bid, and he scores nothing for the tricks he takes, but he may play the hand out to prevent the others from scoring, as his adversaries still get ten points for each trick they win. Five hundred points is game, and as the bidder has the first count he may go out first, even if an adversary has won tricks enough to reach 500 also. EUCHRE LAWS. _=1.=_ _=SCORING.=_ A game consists of five points. If the players making the trump win all five tricks, they count _=two=_ points towards game; if they win three or four tricks, they count _=one=_ point; if they fail to win three tricks, their adversaries count _=two=_ points.

gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. Title: The Game of Rat and Dragon Author: Paul Myron Anthony Linebarger Release date: August 5, 2009 [eBook #29614] Language: English Credits: Produced by Sankar Viswanathan, Adam Buchbinder, and the Online Distributed Proofreading Team at http://www.pgdp.net *** START OF THE PROJECT GUTENBERG EBOOK THE GAME OF RAT AND DRAGON *** Produced by Sankar Viswanathan, Adam Buchbinder, and the Online Distributed Proofreading Team at http://www.pgdp.net Transcriber s Note: This etext was produced from Galaxy Science Fiction, October 1955. Extensive research did not uncover any evidence that the U.S.

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Red or Black. The foregoing are the payments at Monte Carlo; but wheels with less numbers are scaled down accordingly. The players can bet on the zero if they choose, and they will be paid if it comes up, 35 for 1, but all other bets are lost. In wheels with two zeros, red and black, the bank wins on the colour which does not come, and the bets on the right colour are neither paid nor taken, but must remain until the next turn of the wheel. This is now the practice at Monte Carlo, with the single-zero wheels. _=Systems.=_ As at Faro, gamblers at Roulette are never tired of devising systems to beat the game; but none of them are of any further use than to afford a little passing amusement to their inventors. Persons who are interested in systems will find in the New York Sun, July 5, 1896, a very interesting tabulation of every roll of the ball at Monte Carlo for seven successive days, 4,012 in all, of which 120 were zeros. If they can find a system that will beat the wheel for seven days, and have a return ticket, Monte Carlo will take care of all their spare cash. One curious fallacy about some systems is to imagine that they will win if the player will quit when he is a certain amount ahead, and not play again until next day.