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Hinch-Pinch. Hinmost o Three. Hirtschin Hairy. Hiry-hag. Hiss and Clap. Hitch, Jamie, Stride and Loup. Hitchapagy. Hitchy Cock Ho. Hity Tity. Hoatie, Hots.

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If there are only two cards in any of the four columns of the layout at any time, and the top one can be used on another pile, it may be taken for that purpose. Suppose the nine of hearts were built on down to a black six, the five of diamonds could be removed to that pile to release the six of clubs. After running through the entire pack, three cards at a time, the cards that have not been used in the process, and which are lying on the table face up, are taken up again and turned face down, without shuffling them, and run through again, three at a time. As long as any card can be used it must alter the run of the cards that will turn up in threes after that, and the player may continue to go through the pack in this way until he is stopped by being unable to use any card that shows at the top of the three he turns up. The betting is against the player getting eleven cards in his foundation piles. If the pack is purchased for $52, he gets $5 for every card in his foundations. It is almost impossible to get out the whole fifty-two for $260, but it is done occasionally. I DOUBT IT. This is a good round game, any number taking part. The full pack of fifty-two cards is dealt round, one card at a time as far as it will go equally, the remainder being left in the centre of the table, face down.

The player simply leads the King or Queen, and says: “Twenty,” or “Forty,” as the case may be. If he leads a King or Queen without claiming any count, it is evident that he has not a marriage. If he has simply forgotten to claim it, he cannot amend the error after his adversary has played to the trick, and the score is lost. To avoid disputes, careful players leave one of the marriage cards face up among their cards, as a reminder that a marriage was claimed in that suit, either by the player with the card turned, or by his adversary. _=Counting.=_ A player is not allowed to make any record of his progress toward sixty-six, but must keep his count mentally. It is highly important to keep both your own and your adversary’s count, in order that you may always know how many each of you wants to reach 66. A player is not allowed to go back over his tricks to refresh his memory, and if he looks at any trick but the last one turned and quitted, he loses the privilege of “closing.” All _=irregularities=_ in playing and drawing are governed by the same rules as in Binocle. _=The Last Six Tricks.

Take the black pieces this time, but make the white men move first, of course. P-K4 Kt-KB3 KtxP 1 ---- 2 ------ 3 ------ P-K4 Kt-KB3 Kt-QB3 You don’t take the King’s Pawn; it is much more important to develop your pieces rapidly. KtxKt P-Q3 B-Kt5 4 ----- 5 ----- 6 ----- QPxKt B-QB4 KtxP White’s sixth move is bad, and you immediately take advantage of it. If he takes your Knight with his Pawn, you will take his K B P with your Bishop, and say “Check.” If he takes the Bishop you win his Queen. If he moves his King you check again with your other Bishop, which will force him to take your black Bishop, and lose his Queen. BxQ K-K2 7 ------ 8 ---------- BxP ch K-Kt5 mate If the beginner will examine the position, he will find that there is no way of escape for the King, and Black wins. Openings are usually divided into five principal classes: Those in which the first piece developed is the _=King’s Knight=_; those in which the _=King’s Bishop=_ is the first piece brought into play; those in which a _=Gambit=_ is offered on the second move, usually a sacrificed Pawn; those which are called _=Close=_ openings, securing a good defensive game for the black pieces; and those which are _=Irregular=_. In the following outline of fifty of the openings, only the first four moves are given, and usually only one variation is selected, the object being more to give the student an idea of the development than to exhaust the subject. The arrangement is alphabetical, that being more convenient in a book of reference.

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Those who have less than the dealer lose their stake; those that have more than the dealer, but still not more than 21, he must pay. When the result is a tie, it is called _=paying in cards=_. _=The Banker.=_ The banker for the next deal may be decided upon in various ways. The old rule was for one player to continue to act as banker and to deal the cards until one of his adversaries held a natural, the dealer having none to offset it. When this occurred, the player who held the natural took the bank and the deal until some one else held a natural. Another way was to agree upon a certain number of rounds for a banker, after which the privilege was drawn for again. Another was for one player to remain the banker until he had lost or won a certain amount, when the privilege was drawn for again. The modern practice is for each player to be the banker in turn, the deal passing in regular rotation to the left. When this is done there must be a penalty for dealing twice in succession, and it is usually fixed at having to pay ties, if the error is not discovered until one player has drawn cards.