Every boy who has ever put together model villages knows how to do these things, and the attentive reader will find them edifyingly represented in our photographic illustrations. There has been little development since that time in the Country. Our illustrations show the methods of arrangement, and the reader will see how easily and readily the utmost variety of battlefields can be made. (It is merely to be remarked that a too crowded Country makes the guns ineffective and leads to a mere tree to tree and house to house scramble, and that large open spaces along the middle, or rivers without frequent fords and bridges, lead to ineffective cannonades, because of the danger of any advance. On the whole, too much cover is better than too little.) We decided that one player should plan and lay out the Country, and the other player choose from which side he would come. And to-day we play over such landscapes in a cork-carpeted schoolroom, from which the proper occupants are no longer evicted but remain to take an increasingly responsible and less and less audible and distressing share in the operations. [Illustration: Showing the war game in the open air] [Illustration: The war game in the open air] We found it necessary to make certain general rules. Houses and sheds must be made of solid lumps of bricks, and not hollow so that soldiers can be put inside them, because otherwise muddled situations arise. And it was clearly necessary to provide for the replacement of disturbed objects by chalking out the outlines of boards and houses upon the floor or boards upon which they stood.

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The proper way to calculate this is to take the chances against the ace on each die separately, and then to multiply them together. There are five other numbers that might come up, and the fraction of their probability is ⅚ × ⅚ = 25/36, or 25 to 11 in their favour. Take the case of three dice: As three numbers out of six must come up, it might be supposed that it was an even thing that one would be an ace. But the possible throws with three dice are 6 × 6 × 6 = 216; and those that do not contain an ace are 5 × 5 × 5 = 125; so that the odds against getting an ace in one throw with three dice, or three throws with one die, are 125/216, or 125 to 91 against it. To find the probability of getting a given total on the faces of two or three dice we must find the number of ways that the desired number can come. In the 36 possible throws with two dice there are 6 which will show a total of seven pips. The probability of throwing seven is therefore 6/36, or 5 to 1 against it. A complete list of the combinations with two dice were given in connection with Craps. _=Poker.=_ In calculating the probability of certain conflicting events, both of which cannot occur, but either of which would be favourable, we must make the denominator of our fraction equal in both cases, which will, of course, necessitate a proportionate change in our numerator.

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_=Irregularities in Play.=_ If any adversary of the player who pitches the trump leads or plays out of turn, he may be called upon by the bidder to play his highest or lowest of the suit led; or to trump or not to trump the trick. If any player but the pitcher has followed the erroneous lead, the cards must be taken back; but if the pitcher has followed, the error cannot be rectified. In case of a _=revoke=_, the hand is played out as if the revoke had not occurred, and each player except the person in error counts whatever points he makes. If the pitcher of the trump fails to make the number of points bid, he cannot be set back, but must be allowed to score any points he makes. The revoking player is then set back the number of points bid, and forfeits a red counter to the pool. If no bid was made, he is set back two points. SMUDGE. In this variation of auction pitch, any player who is not in the hole wins the game at once if he can bid four and make it. PEDRO.

For instance: You have two aces, spades and diamonds. The dealer plays alone on hearts, and trumps your spade ace the first time. If you have two clubs, such as King and ten, discard the King first, and then the ten, and your partner will know you can stop the diamond suit. This should advise him to keep his clubs. CUT-THROAT EUCHRE. The chief element in the three-handed game is playing to the score. The player with the strong hand must always be kind to the under dog, and partnerships are always formed against the man with the high score. Suppose _=A=_, _=B=_, and _=C=_ are playing, and that _=A=_ has 3 points to his adversaries’ nothing on _=B’s=_ deal. It is to the interest of _=A=_ to euchre _=B=_; but it is to the interest of _=C=_ to let _=B=_ make his point because if _=B=_ is euchred, _=A=_ wins the game. _=B=_ having made his point, _=C=_ deals, and it is then to the interest of _=B=_ to let _=C=_ make his point.

A player turning up a seven cannot announce a Nullo unless it has been previously agreed to play turned Nullos, which are worth 10 points. 32. The player who takes the skat cards must lay out two cards in their place before a card is led. Should he neglect to lay out for the skat before he plays to the first trick; or should he lay out more or less than two cards, and not discover the error until the first trick has been turned and quitted, he shall lose his game. BIDDING. 33. All bidding shall be by numbers representing the value of some possible game, and the lowest bid allowed shall be 10. 34. Mittelhand must bid to Vorhand, and Vorhand must either undertake as good a game as that offered him, or pass. If Vorhand passes, Hinterhand bids to Mittelhand, and Mittelhand must either undertake as good a game as that offered, or pass.

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If you have only one card of a suit in which your partner leads Ace then Queen, and Dummy has the King twice guarded, trump at once, if you can to prevent Dummy from getting into the lead. Your partner leads Queen; you holding A 10 x, and Dummy having K x x. Let the King make on the first round. If your partner leads a small card up to strength in Dummy’s hand, he is either inviting a force, or trying to establish a long suit. Under such circumstances, if you have the Ace, play it, and lead a second round of the suit immediately, which will settle the question. If you have Q J 10 of a suit in which partner leads King, play the Jack, so that he will count you for Q or no more, and will not go on with the Ace. _=IN GENERAL.=_ Both the adversaries of Dummy should adopt the usual tactics for unblocking, etc., especially in no-trumpers, and in some cases Dummy’s exposed cards will make the matter more simple. For instance: You hold A Q alone, of a suit which partner leads.

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If two or more players call, by making their bets equal, they again draw cards, having the privilege of discarding any number from one to four, or of standing pat. After the draw each in turn can pass or play. If all pass, the hands are abandoned, and the pool remains; each player adding one counter for the next deal. This is to force players to bet on their hands. If a bet is made, the calling and raising proceeds as in Draw Poker. When there are not enough cards to supply the players, the discards must be gathered, shuffled, and cut. Any player with too many or too few cards must abandon his hand as foul. Any player showing his cards must abandon his hand, and forfeit four counters to the pool. The general laws of Poker governing all irregularities may be applied to Ambigu; but it must be remembered that the French are very much averse to penalties of all kinds, and if an error can be rectified without doing an injustice to any player, it is usual to set things right in the simplest manner possible. _=Value of the Hands.

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But there was no future in letting them shake me up. I bent over in my swivel chair and swung my left arm like a flail just below this rattler s raised head. He struck at me, but late, and missed. The swipe I took at him should have swept him over, but he got his coils around me. When I heaved back up straight before my desk, he was as neatly wrapped around my forearm as a Western Union splice. Enough of his tail was free to make that buzz that means Look out! About a foot of his business end stood up off my arm. His forked tongue flicked out over his horny lip, pink and dainty. Now, vanish! I said to the snake. It didn t. Instead the door to my office opened, letting in a little more of the unmistakable smell of the hospital, as well as old Maragon, Grand Master of the Lodge.

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_=MISERY BRIDGE.=_ This is a game for two players, who sit opposite each other. Four hands of thirteen cards each are dealt, the dealer beginning on his left. Before declaring, the dealer may discard any number of cards from one to four, laying them on the table at his left, but face up, where they so remain during the play of the hand. In place of this discard, the dealer takes an equal number of cards from the top of the hand on his left. These are not shown to the adversary. Having discarded and drawn, the dealer declares. There is no doubling; but the dealer himself may undertake to win at least eight of the thirteen tricks, and if he announces “eight tricks,” he can score them at double value if he succeeds. If he fails to get the full eight, his adversary scores ten points penalty, the dealer scoring nothing at all. No matter what the trump suit, the penalty of ten points remains the same.

In addition to the headers, domino counts one. If both players are blocked, the bones are shown, and the one having the smallest number of pips and no doublet counts one toward game. If he holds a doublet, his adversary scores one; but if both hold doublets, the lower number of pips wins the point. _=DOMINO POOL.=_ Any number from three to six can play, and a pool is made up. They draw for the first set, and after shuffling again, each player takes such an equal number of bones as will leave at least eight in the stock. The leader plays anything he pleases for the first set, and each following player must follow suit if he can, to one end or the other. If a person cannot play, he says “go,” and the player on his left plays or passes also. When one makes domino he wins the pool. If all are blocked, the smallest number of pips left in hand wins; ties divide.

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He may choose for the purpose either of the numbers on the next throw of the dice, and must place his man on the point in the adversary’s home table which agrees with the number selected. Suppose that in the foregoing example, Black’s next throw is five-deuce. He cannot enter the man on the five-point, because it is covered by the enemy: so he must enter upon the deuce point, which is not covered, and must move some other man five points for the throw upon the other die. If both the five and deuce points were covered, Black could not enter on either of them, and as he cannot play until the man on the bar is entered, the throw would be lost, and he would have to wait until his adversary threw and moved in his turn. If two men are upon the bar, both must be entered before any man can be moved. A man may enter and hit a blot at the same time. If a player could get his men round the board without any of them being hit, seventy-seven points on the dice thrown would bring them all home; but as every man hit has to start all over again from his adversary’s home table, it may take a great many throws to get all the men home. For this reason it is obvious that each player should leave as few blots as possible, in order to save his men from being hit; and at the same time he should strive to cover as many points as possible, in order to prevent his adversary from moving round the board freely. It is still more important to cover points in the home table, so that when an adverse man is hit he will have fewer points upon which to enter. It is, of course, unnecessary to say that one can always enter or play on points covered by his own men.

Hunt the Staigie A boys game. One is chosen to be the Staigie (little stallion). The other players scatter themselves over the playground. The Staigie locks his fingers into each other. He then repeats the words-- Hunt the Staigie, Huntie, untie, staige, Ailleman, ailleman, aigie, and rushes off with his hands locked, and tries to touch one of the players. He must not unlock his hands till he has caught one. When he has captured one, the two join hands and hunt for another. When another is caught, he joins the two. This goes on till all are hunted down.--Keith (Rev.

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The losing gentleman at each table has the deal for the next hand. _=Scoring.=_ Every hand must be played out for all it is worth, both winners and losers scoring all the tricks they take. If the same partners play together throughout the evening, one score-card will do for the couple. If they divide, each individual must have his or her own score-card. The winners are those who have taken the greatest number of tricks in the agreed number of hands, or during the time limit. When partners divide as they drive on, there should be two prizes, one for ladies, and one for gentlemen. BID WHIST. This is a popular game on trains, or wherever it may be necessary to stop at the end of a deal without finishing the game. Thirteen cards are dealt to each player, one at a time, but no trump is turned.

play at bar, playing at Bars. See Prisoner s Base. Barbarie, King of the I. O will you surrender, O will you surrender To the King of the Barbarie? We won t surrender, we won t surrender To the King of the Barbarie. I ll go and complaint, I ll go and complaint To the King of the Barbarie. You can go and complaint, you can go and complaint To the King of the Barbarie. Good morning, young Prince, good morning, young Prince, I have a complaint for you. What is your complaint? What is your complaint? They won t surrender, they won t surrender To the King of the Barbarie. Take one of my brave soldiers, Take one of my brave soldiers. --Deptford, Kent (Miss Chase).

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C. Bell). XIII. How many miles to London? Three score ten. Can I get there by candle-light? Yes, and back again. Open the gate and let me through. Not unless you re black and blue. Here s my black and here s my blue, Open the gates and let me through. Dan, Dan, thread the needle; Dan, Dan, sew. --_Suffolk County Folk-lore_, p.

Tough, I said. I thought _I_ was her darlin Billy. Talk about Double-think! Will you miss never having a man again? I mean, once you ve been a wife-- I added, letting it drift off. God has been good to me, she said out of the dark. He let me see my own future, that he would give me a husband again. That was a curve. Isn t that an even worse breaking of vows? I said. I mean, if in God s sight you re still married to Billy Joe? Would be, she conceded from the black, now right next to me. But He told me that the man I should seek _would be_ Billy Joe--hit s a miracle worked for me. Her voice lowered.

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=_ A misdeal does not lose the deal, but in some cases a new deal is at the option of the pone. If the dealer exposes a card belonging to his adversary or to the stock, the pone may demand a new deal; but if either player exposes any of his own cards, the deal stands good. If too many cards are given to either player, and the error is discovered before the dealer plays to the first trick, there must be a new deal. If either player has too few cards, the pone may demand a new deal, or may allow the dealer to supply the deficiency from the top of the stock. If any card is found exposed in the pack, there must be a new deal. If any card faced in the stock is not discovered until the first trick has been played to by the dealer, the exposed card must be turned face down, without disturbing its position. If the pack is found to be imperfect, the deal in which it is discovered is void; but all previous scores or cuts made with that pack stand good. _=METHOD OF PLAYING.=_ The pone takes up and examines his nine cards. If he finds himself without King, Queen or Jack of any suit, he immediately shows his hand to the dealer, and marks fifty points for _=carte blanche=_.