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. Imperfect Fourchette, two cards, one immediately above the one led, and the other one remove below it; such as K 10 second hand on a Q led. Imperfect Pack, one in which there are duplicate cards, missing cards, or cards so marked that they can be identified by the backs.

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A player with twenty to score might pick up the sequence in trumps before he won another trick, and he would be very foolish to lose the chance to score 250 for the sake of the 20 already announced. If he had time, he would probably declare: “Royal Marriage, forty, and twenty to score.” On winning another trick he would add the A 10 J of trumps, and announce, “Two-fifty in trumps, and twenty to score,” still carrying on the small score for a future opportunity. A player may lay down and score eighty Kings, and afterward sixty Queens, the remaining Kings forming marriages. In such a case he would score the sixty points first, and declare the two or three marriages remaining. In the same manner he may have announced four Kings, and after playing away two of them, leaving two Kings of spades, he may declare double bézique, and claim the two marriages “to score.” In all such cases it must be remembered that the cards declared must still be on the table when the time comes to score them. If, in the case just given, one of the cards forming either of the marriages was got rid of in the course of play, that marriage could not afterward be scored, although it had been properly announced. If the stock is exhausted before the player with a score in abeyance can win another trick, the score is lost. It is often very important for a player to know how much time he has to score.

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This text follows the original printed work, including inconsistencies. Inconsistencies include differences in spelling of the names of games and locations, differences in transcription of dialect, inconsistencies in lay-out, etc. Where changes were made, these are documented below. References: Both volumes contain some uncertain references to (other) games, caused by the naming and/or spelling of game names. Where these differences were trivial (for example, Wolf and Lamb versus Wolf and the Lamb), their identity has been assumed silently. Following is a list of less trivial references. The game Stag is often referred to as Stag Warning, but occasionally they are listed as thought they were separate games. Volume I. Page 51: reference to Wind Up Jack: this game is not mentioned separately, but under Wind Up the Bush Faggot. Page 120: reference to Wind up the Watch, which is not listed as a separate game, but as a local name for Wind up the Bush Faggot.

God is punishing me. Gravel crunched as she came slowly across the roof toward me. The fag end of her cigarette made a spinning arc in the night as she snapped it over the side of the roof. Now there was no way to see her at all. Perception is nice in the dark. I tracked her automatically. What was the vow you broke? I said. She sighed, near me. I divorced my husband, my own darlin Billy, she said. There s no divorce in Heaven.

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_ DEFINITIONS. The words and phrases used in these laws shall be construed in accordance with the following definitions unless such construction is inconsistent with the context: (a) The thirteen cards received by any one player are termed a “hand.” (b) The four hands into which a pack is distributed for play are termed a “deal;” the same term is also used to designate the act of distributing the cards to the players. (c) A “tray” is a device for retaining the hands of a deal and indicating the order of playing them. (d) The player who is entitled to the trump card is termed the “dealer,” whether the cards have or have not been dealt by him. (e) The first play of a deal is termed “the original play;” the second or any subsequent play of such deal, the “overplay.” (f) “Duplicate Whist” is that form of the game of whist in which each deal is played only once by each player, and in which each deal is so overplayed as to bring the play of teams, pairs of individuals into comparison. (g) A player “renounces” when he does not follow suit to the card led; he “renounces in error” when, although holding one or more cards of the suit led, he plays a card of a different suit; if such renounce in error is not lawfully corrected it constitutes a “revoke.” (h) A card is “played” whenever, in the course of play, it is placed or dropped face upwards on the table. (i) A trick is “turned and quitted” when all four players have turned and quitted their respective cards.

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| I| --------------------------------+ C+-------------------------------- A Y B Z | K| A Y B Z +-------+-------+-------+-------+--+-------+-------+-------+-------+ | 6♢ | J♢ | _A♢_ | 9♢ | 1| K♠ | 4♠ | 3♠ | _A♠_ | | _♡3_ | 3♢ | 2♢ | 10♢ | 2| ♡3 | ♡9 | _♡Q_ | ♡2 | | ♣9 | ♣K | _♣A_ | ♣3 | 3| 2♠ | 7♠ | 5♠ | _♡4_ | | _♡6_ | 4♢ | 5♢ | ♣4 | 4| ♣2 | _♣K_ | ♣6 | ♣3 | | _♣Q_ | ♣8 | ♣2 | ♣7 | 5| ♡5 | ♡7 | ♡8 | _♡J_ | | ♣6 | ♡4 | _♡9_ | ♣10 | 6| ♡10 | ♣5 | ♡K | _♡A_ | | _♡10_ | 7♢ | 8♢ | ♣J | 7| ♣8 | _♣J_ | 3♢ | ♣4 | | ♣5 | ♡K | _♡A_ | 7♠ | 8| 5♢ | J♢ | _A♢_ | 2♢ | | 4♠ | Q♢ | _♡Q_ | ♡5 | 9| 10♠ | 9♠ | 8♠ | _♡6_ | | 2♠ | 5♠ | _♡J_ | ♡7 |10| ♣Q | ♣7 | 4♢ | _♣A_ | | _A♠_ | 6♠ | Q♠ | K♠ |11| Q♠ | J♠ | 6♠ | _♣10_ | | _J♠_ | 9♠ | 3♠ | 10♠ |12| 10♢ | 7♢ | 6♢ | _♣9_ | | _8♠_ | K♢ | ♡2 | _♡8_ |13| Q♢ | 8♢ | 9♢ | K♢ | +-------+-------+-------+-------+--+-------+-------+-------+-------+ _=No. 1.=_ This is a fine example of the _=Long-suit Game=_. The leader begins with one of the high cards of his long suit. Missing the 2, he knows some one is signalling for trumps, and as it is very unlikely that the adversaries would signal while he was in the lead, he assumes it is his partner, and leads his best trump. His partner does not return the trump, because he holds major tenace over the king, which must be in Y’s hand. At trick 5 B still holds major tenace in trumps, and leads a small card of his long suit to try to get A into the lead again. If A leads trumps again, his only possible card of re-entry for his club suit is gone. At trick 7, if B draws Y’s king, he kills A’s card of re-entry at the same time. _=No.

The cards are shuffled and spread, and the person drawing the lowest card deals the first hand. The ace is low. Each player then deposits a counter in the pool, and the cards are distributed one at a time until the pack is exhausted. If some players have a card more than others it makes no difference. The _=object=_ of the game is to secure tricks consisting of four cards of the same denomination; such as four 6’s or four K’s, and the player having the most tricks of this kind wins the pool. Ties divide it. The player on the left of the dealer begins by _=asking=_ for a certain card, which must be of the same denomination as one already in his hand. For instance: He holds the spade Ten. He may ask any one at the table for either of the three other Tens; but he must designate the suit, and must ask a particular player for the card wanted. If the player asked has the card, he must immediately surrender it, and the player to whom it is given can then ask again--any player for any card, always provided that the asker has one of the same denomination in his own hand.

| -- | -- | |14.|Washed in milk, |Wash em in milk, | | |dressed in silk. |dress in silk. | |15.| -- | -- | |16.| -- | -- | |17.| -- | -- | |18.| -- | -- | |19.| -- | -- | |20.| -- | -- | |21.

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If this is not done at once the captured one is at liberty to return to her own side. In some versions (Shropshire and London) the player who is selected for Nuts is always captured by the one sent to fetch her. Some Barnes children also say that this is the proper way to play. When boys and girls play the boys are always sent to fetch away the girls. In Sheffield (a version collected by Mr. S. O. Addy) a boy is chosen to fetch the girl away; and in the Earls Heaton version the line runs, We ll have a girl for nuts in May. (_e_) There is some analogy in the game to marriage by capture, and to the marriage customs practised at May Day festivals and gatherings. For the evidence for marriage by capture in the game there is no element of love or courtship, though there is the obtaining possession of a member of an opposing party.

Measure so many yards of love ribbon. Postman s knock. Crawl up the chimney. Spell Opportunity. Miss Burne mentions one penance designed to make the victim ridiculous, as when he is made to lie on his back on the floor with his arms extended, and declare-- Here I lie! The length of a looby, The breadth of a booby, And three parts of a jackass! --_Shropshire Folk-lore_, pp. 526-27. (_c_) Halliwell gives, in his _Nursery Rhymes_, pp. 324-26, some curious verses, recorded for the first time by Dr. Kenrick in his Review of Dr. Johnson s Shakespeare, 1765, on rules for seemly behaviour, in which the forfeits imposed by barbers as penalties for handling razors, &c, are set forth.

The following is a brief outline of the American game, as given by Captain Ward in _Whist_ for May, 1906:-- _=Five-trump Hands.=_ With five trumps, and the suits split, 3, 3, 2, we always open a trump, unless we have a tenace over the turn-up card. From five trumps and a five-card plain suit, we open the suit if it is one that will require some help to establish; otherwise the trump. From five trumps with a four-card plain suit, we open the trump with hands of moderate strength; otherwise the plain suit. _=Four-trump Hands.=_ From four-trump hands we invariably open a suit of five cards or more, but prefer to avoid a four-card suit headed by a single honor. These are the suits in which the best chance for a single trick usually occurs when the suit is led by some one else. For example: Hearts trumps:-- ♡ 8 7 6 3 ♣ 9 8 ♢ K 8 3 2 ♠ K 4 2 The best opening from such a hand is the club nine. When forced to open single-honor suits, the lead of the lowest card shows an honor as good as the Queen, while the lead of an intermediate card denies such an honor, as in the following examples: hearts trumps:-- ♡ 10 8 3 2 ♣ K 6 ♢ Q 7 6 4 ♠ Q 5 4 From this we should lead the four of diamonds; but holding ♡ 10 8 3 2 ♣ K 6 ♢ J 8 7 4 ♠ Q 5 4 we should lead the seven of diamonds. From hands containing four trumps and three three-card suits, we use our own judgment, sometimes leading the trump, and sometimes a plain suit.

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--Congleton Workhouse School (Miss A. E. Tremlow). (_c_) The popular version of this game is played by the greater number of the children forming a line on one side with joined hands, and one child (sometimes two or more) facing them, advancing and retiring while singing the verses. When he asks the question, Will you come? one girl on the opposite side answers No! and afterwards Yes! When this is said, she goes to the opposite side, and the two dance round together while singing the next verse. The game begins again by the two singing the verses, and thus getting a third child to join them, when the game proceeds for a fourth, and so on. The Congleton and London versions are played by two lines of children of about equal numbers. In the Lincolnshire version the above description answers, except that when the last line is sung every one claps hands. In the Sussex version the child at the end of the line is taken over by the child who sings the verses, and they lock their little fingers together while singing the remainder. Addy (_Sheffield Glossary_) says:-- Two children advance and retire on one side.

All games follow certain general principles, and the surest mark of error in the local rules of any game is inconsistency. Pinochle is a striking example of this. In many places the players will not allow the same cards to be counted twice in the trump sequence, so as to meld 190; but they will count them twice in four kings and queens. They insist on the rule of at least one fresh card from the hand for each additional meld in one case, but totally disregard it in another, as when they meld 240 for the round trip, instead of only 220. These local errors have crept into many of the Hoyles now upon the market, the works having probably been compiled from the individual knowledge of the author, limited by his experience in a certain locality. Many of these works devote much space to a certain game, which is evidently the compiler’s pet, and which is accurately described; while other and equally important games are full of errors and omissions, betraying a lamentable want of care in consulting the literature of the subject. While the author of this work does not believe it possible to compile a work that shall be universally accepted as the authority on all games, as a dictionary would be on spelling, he deems it at least possible to select what seems the most common usage, or the best rule, preserving the true spirit of the game, and to describe it accurately and bring the whole up to date. THE WHIST FAMILY. The most popular card games of the present day undoubtedly belong to the whist family, which embraces all those played with a full pack of fifty-two cards, ranking from the ace to the deuce, one suit being trumps, and the score being counted by tricks and honours, or by tricks alone. The oldest and most important of the group is whist itself.

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Miss Burne mentions one penance designed to make the victim ridiculous, as when he is made to lie on his back on the floor with his arms extended, and declare-- Here I lie! The length of a looby, The breadth of a booby, And three parts of a jackass! --_Shropshire Folk-lore_, pp. 526-27. (_c_) Halliwell gives, in his _Nursery Rhymes_, pp. 324-26, some curious verses, recorded for the first time by Dr. Kenrick in his Review of Dr. Johnson s Shakespeare, 1765, on rules for seemly behaviour, in which the forfeits imposed by barbers as penalties for handling razors, &c, are set forth. Although barbers forfeits are not of the same nature as the nursery forfeits, it is possible that this general custom among so important a class of the community in early times as barbers may have suggested the game. Both Forby in his _Vocabulary of East Anglia_ and Moor in his _Suffolk Words_ bear testimony to the general prevalence of barbers forfeits, and it must be borne in mind that barbers were also surgeons in early days. A curious custom is also recorded in another East Anglian word-list, which may throw light upon the origin of the game from popular custom. A forfeit is incurred by using the word water in a brew-house, where you must say liquor; or by using the word grease in a chandlery, where it is stuff or metal.