If, at the end of a rubber, admission be claimed by one or two candidates, the player or players who have played the greatest number of consecutive rubbers withdraw; when all have played the same number, they cut to decide upon the outgoers; the highest are out.[5] RIGHT OF ENTRY. 22. At the end of a rubber a candidate is not entitled to enter a table unless he declare his intention before any player cut, either for partners, for a new rubber, or for cutting out. 23. In the formation of new tables candidates who have not played at an existing table have the prior right of entry. Others decide their right to admission by cutting. 24. When one or more players belonging to an existing table aid in making up a new one, which cannot be formed without him, he or they shall be the last to cut out. 25.

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It sometimes happens that a player with the Ten may be fourth hand on a suit of which he has none; or he may catch the Ten with a small honour if it is used in trumping in. The partnership games offer many fine opportunities for playing the Ten into the partner’s hand, especially when it is probable that he has the best trump, or a better trump than the player on the left. In calculating the probabilities of saving the Ten by trumping in, it must be remembered that the greater the number of players, the less chance there is that a suit will go round more than once, because there are only nine cards of each suit in play. Many players, in their anxiety to catch the Ten, overlook the possibilities of their hands in making cards, the count for which often runs into high figures. Close attention should be paid to the score. For instance: A wants 4 points to win; B wants 10; and C wants 16. If A can see his way to win the game by cards or small honours, he should take the first opportunity of giving C the Ten; or allowing him to make it in preference to B. As the Ten counts first, cards and honours next, B may be shut out, even if he has the Jack. _=LAWS.=_ There are no special laws for Scotch Whist.

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10. At the conclusion of a rubber the trick and honour scores of each side are added and 250 additional points added to the score of the winners of the rubber. The size of the rubber is the difference between the completed scores. If the score of the losers of the rubber exceed that of the winners, the losers win the amount of the excess. 11. When a rubber is started with the agreement that the play shall terminate (_i.e._, no new deal shall commence) at a specified time, and the rubber is unfinished at that hour, the score is made up as it stands, 125 being added to the score of the winners of a game. A deal if started must be finished. 12.

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=_ Those solos are easiest which are declared by the eldest hand, or by the dealer; the hardest being those called by second hand. The safest solos are those called on trump strength; but average trumps and winning cards in the plain suits are more advantageous if the caller is not eldest hand. To call a solo on plain suits alone, with only one or two trumps, is extremely dangerous; and a solo called on a single suit must have at least five or six good trumps in order to succeed. _=PLAYING.=_ When a call has been made entirely upon trump strength, it is much better to make tricks by ruffing, than by leading trumps. There is little use for a solo player to hold a tenace in trumps, hoping it will be led to him. If he has good suits, he should make sure of two rounds of trumps by leading the Ace. When the solo player is depending on the plain suits for tricks, and has one long suit, he should make what winning cards he has in the other plain suits in preference to leading trumps, for his only danger is that his long suit will be led often enough to give his adversaries discards in the other suits. If a proposal was made before the solo was called, it is better for the solo player to sit on the left of the player that proposed. The caller should never play single honours second hand, unless he has only one small card of the suit, or the honour is the Ace.

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See also _Sussex Arch. Collections_, xxv. 234, and a paper by Mr. J. T. Micklethwaite (_Arch. Journ._, xlix. 322), where diagrams of this game are given which have been found cut in several places on the benches of the cloisters at Gloucester, Salisbury, and elsewhere. See Noughts and Crosses.

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Cobblety cuts, Put down your nuts. --Darlington s _Folk-speech of South Cheshire_. IV. Obbly, obbly onkers, my first conquers; Obbly, obbly O, my first go. --Lawson s _Upton-on-Severn Words and Phrases_. V. Hobley, hobley, honcor, my first conkor; Hobbley, hobbley ho, my first go; Hobley, hobley ack, my first crack. --Chamberlain s _West Worcestershire Glossary_. (_b_) This game is played with horse chestnuts threaded on a string. Two boys sit face to face astride of a form or a log of timber.

| -- | | 39.| -- | | 40.| -- | | 41.| -- | | 42.| -- | | 43.| -- | | 44.| -- | | 45.| -- | | 46.| -- | +----+----------------------+ (_e_) Henderson, in describing the curious rites accompanying the saining or blessing of a corpse in the Scottish Lowlands, states that empty dishes are arranged on the hearth as near as possible to the fire, and after certain ceremonies in connection therewith have been performed, the company join hands and dance round the dishes, singing this burden:-- A dis, a dis, a dis, A green griss; A dis, a dis, a dis. --_Folk-lore of Northern Counties_, p.

He then says “No six,” or whatever the card may be that he stops on. The next player on his left then continues the sequence if he can, or if he cannot, he says, “No six,” also, and it passes to the next player. If no one can continue, the card must be in the stock, which remains on the table face down and unseen. When one sequence _is_ stopped in this manner, the last player has the right to begin another with any card he pleases. The object of the game is twofold; to get rid of all the cards before any other player does so, and to get rid of the cards which appear on the layout. If the duplicate of any of those cards can be played, the holder of the card at once takes all the money staked upon it; but if he fails to get rid of it before some player wins the game by getting rid of all his cards, the player who is found with one of the layout cards in his hand at the end must double the amount staked on that card, to which the next dealer will add the usual contribution. The player who first gets rid of all his cards collects from the other players a counter for every card they hold. These cards must be exposed face up on the table, so that all may see who has to double the various pools. If any of the layout cards are in the stock, the pool simply remains, without doubling. There are a great many variations of Pope Joan.

B loses a very strong Grand, which must have been successful if C had had one club, or if A had led anything but the club Ten. A Grand with three Matadores is worth 4 times 20 or 80 points, which is what B loses, although he may have bid only 10 or 12 to get the play. A GRAND. +---+-------+-------+-------+-----+ | | A | B | C | B | | | | | |wins.| +---+-------+-------+-------+-----+ | 1 | ♣10 | ♣A | _J♢_ | - | | 2 | 8♠ | _A♢_ | 7♢ | 11 | | 3 | ♡A | 9♠ | _10♠_ | - | | 4 | ♣7 | _10♢_ | 9♢ | 10 | | 5 | ♣8 | _♡J_ | Q♢ | 5 | | 6 | ♣9 | _J♠_ | ♡9 | 2 | | 7 | ♡7 | _K♢_ | ♡Q | 7 | | 8 | ♣Q | _♣J_ | ♡K | 9 | | 9 | ♣K | _A♠_ | 7♠ | 15 | |10 | ♡10 | Q♠ | _K♠_ | - | +---+-------+-------+-------+ + | ♢8 and ♡8 in the Scat. | - | +---------------------------+-----+ | B wins 59 | +---------------------------------+ _=Text Books.=_ Foster’s Skat Manual, 1906. Eichhorn’s American Skat, 1898. Lehrbuch des Skatspiels, by K. Buhle.

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The rules governing declarations are as follows:-- The player making the declaration must have won the previous trick, and must make his announcement before drawing his card from the stock. When the stock is exhausted, so that no cards remain to be drawn, no announcements can be made. Only one declaration can be scored at a time, so that a trick must be won for every announcement made, or the combination cannot be scored. This rule does not prevent a player from making two or more announcements at the same time; but he can score only one of them. A player cannot make a lower declaration with cards which form part of a higher combination already shown in the same class. For instance:--Marriages and sequences belong to the same class. If a sequence has been declared, the player cannot take from it the King and Queen, and score for the marriage; neither can he add a new Queen to the King already used in the sequence, because the higher combination was scored first. The same rule applies to lower and higher béziques. But if the lower combination is first shown and scored--the marriage--the A 10 J may be added afterward, on winning another trick, and the sequence scored. This rule does not apply to cards belonging to combinations in different classes.

You might as well get your Partners now. I ll let the Scanner know we re ready to go into the Up-and-Out. THE DEAL Underhill spun the combination lock on the Lady May s cage. He woke her gently and took her into his arms. She humped her back luxuriously, stretched her claws, started to purr, thought better of it, and licked him on the wrist instead. He did not have the pin-set on, so their minds were closed to each other, but in the angle of her mustache and in the movement of her ears, he caught some sense of gratification she experienced in finding him as her Partner. He talked to her in human speech, even though speech meant nothing to a cat when the pin-set was not on. It s a damn shame, sending a sweet little thing like you whirling around in the coldness of nothing to hunt for Rats that are bigger and deadlier than all of us put together. You didn t ask for this kind of fight, did you? For answer, she licked his hand, purred, tickled his cheek with her long fluffy tail, turned around and faced him, golden eyes shining. For a moment, they stared at each other, man squatting, cat standing erect on her hind legs, front claws digging into his knee.

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He bids whatever amount he is willing to pay for the privilege of changing the suit, without naming the suit he prefers. The next player then has a bid, and so on in turn, the dealer bidding last. There are no second bids. The player making the highest bid pays into the pool the amount he has bid. He then names the suit to be avoided, and leads for the first trick, regardless of his position with respect to the deal. The dealer’s position is a great advantage, on account of its having the last bid. After the hand is played, those who have taken in any cards of the suit announced to be avoided, pay one counter to the pool for each of them. If any one player gets clear, each of the others having at least one of the tabooed suit, he takes the entire pool. If two get clear, they divide the pool, leaving any odd counter to form the basis of a Jack, as at Sweepstakes. If one player takes all thirteen, it is a Jack; but instead of the next choice being sold to the highest bidder, the one who named the suit on the hand that made the pool a Jack has the choice of suits again for the next deal, and he must select some suit without paying anything further for it, until some player wins what he paid for the choice in the first place.

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A card once played cannot be taken up again, unless it passes 31. _=Pairs.=_ If the first card played by the pone should be a 6, and the dealer had a 6 also, the latter would probably play it, announcing: “Twelve, with a pair,” and pegging two holes. If the pone held a third six he would immediately play it, announcing: “Eighteen, with a pair royal,” and would peg six holes for the three pairs which can be formed with the three Sixes, although he did not hold all of them. If the dealer was fortunate enough to hold the fourth Six he might rejoin with: “Twenty-four, with a double-pair-royal.” This would entitle him to peg twelve more holes, although he had already pegged the single pair. _=Sequences.=_ Suppose the first card played by the pone was a 4. The dealer plays a 2, announcing: “Six.” The pone plays a 3, announcing: “Nine, with a run of three,” and pegging three holes for the sequence formed in play.

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Hunt the Hare A game among children, played on the ice as well as in the fields (Brockett s _North Country Words_). Strutt (_Sports_, p. 381) says Hunt the Hare is the same game as Hunt the Fox. In this game one boy is permitted to run out, and having law given to him--that is, being permitted to go to a certain distance from his comrades before they pursue him--their object is to take him, if possible, before he can return home. See Hare and Hounds. Hunt the Slipper [Music] --Lancashire (Mrs. Harley). All the players but one sit on the floor in a circle with their legs crossed (Turkish fashion), one acting as Chief, all pretending to work at making or mending shoes. The other player brings a slipper to the Chief Cobbler, and desires it to be mended, saying-- Cobbler, cobbler, mend my shoe, Get it done by half-past two. The child walks away, and returns in a few moments and asks whether the shoe is ready.

In Taylor s _Antiquitates Curiosæ_, p. 144, it is stated:-- The game of hurling consisted in throwing or hurling a ball of wood about three inches in diameter, and covered with plated silver, sometimes gilt. On the ball was frequently a Cornish motto allusive to the game, and signifying that fair play was best. Success depended on catching the ball dexterously when dealt, and conveying it away through all the opposition of the adverse party, or, if that was impossible, to throw it into the hands of a partner, who, in his turn, was to exert his utmost efforts to convey it to his own goal, which was often three or four miles distant from that of his adversaries. T. Durfey s _Collin s Walk through London_, 1690, p. 192, says: Hurling is an ancient sport us d to this day in the countys of Cornwall and Devon, when once a year the hardy young fellows of each county meet; and a cork ball thinly plated with silver being thrown up between em, they run, bustle, and fight for it, to the witty dislocating of many a shrew d neck, or for the sport of telling how bravely their arms or legs came to be broke, when they got home. It is fully described by Carew in his _Survey of Cornwall_, 1602, p. 73. It is also a very ancient Irish game, and Mr.

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, Nottingham, and North Staffs. have been selected to show the process of decadence in the game. Hopper has first become upper, and then other. Of the North Staffs. Potteries version Miss Keary says, How it ends I have never been able to make out; no one about here seems to know either. With the exception of these few variants, it is singular how stereotyped the words of the rhyme have become in this game. (_d_) This game may owe its origin to the fact of the miller in olden times paying himself in kind from the corn brought to him to be ground. The miller is a well-known object of satire in old ballads and mediaeval writers. It is, however, probable that the custom which formerly prevailed at some of the public festivals, of catching or grabbing for sweethearts and wives, is shown in this game. For instance, to account for a Scottish custom it is said that St.

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If no pair is shown, the _=Highest Card=_ wins. A short hand, such as four cards, cannot be claimed as either a straight or a flush. _=36. Ties.=_ In case of ties, the highest of the odd cards decides it. Ultimate ties must divide the pool. When combinations of equal rank are shown, the one containing the highest cards wins, the rank of the cards being, A K Q J 10 9 8 7 6 5 4 3 2; so that two pairs, K’s and 4’s, will beat two pairs, Q’s and J’s. Three 5’s and a pair of 2’s, will beat three 4’s and a pair of aces. JACK POT LAWS. _=37.

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Gallery, the spectators who are betting on the game. Gambling, risking more than one can well afford to lose on any game of chance. Gambler’s Point, the count for “game” at Seven-up. Gammon. When a player throws off all his men before his adversary throws off any, it is a gammon, or double game. Gathering Shots, getting the balls together again after driving them round the table. See Nursing. Geben, G., to deal the cards. Sometimes “Vertheilung der Karten” is used.

--Halliwell s _Dictionary_. Bubble-justice The name of a game probably the same as Nine Holes. --Halliwell s _Dictionary_. Buck, Buck A boy stoops so that his arms rest on a table; another boy sits on him as he would on a horse. He then holds up (say) three fingers, and says-- Buck, buck, how many horns do I hold up? The stooping boy guesses, and if he says a wrong number the other says-- [Two] you say and three there be; Buck, buck, how many horns do I hold up? When the stooping boy guesses rightly the other says-- [Four] you say and [four] there be; Buck, buck, rise up. The boy then gets off and stoops for the other one to mount, and the game is played again.--London (J. P. Emslie). Similar action accompanies the following rhyme:-- Inkum, jinkum, Jeremy buck, Yamdy horns do au cock up? Two thà sès, and three there is, Au ll lea n thee to la ke at Inkum.

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The children sing the first line as they go round and round. At the second line they move down the road a little, and turn round and round as they end the rhyme. Chickidy Hand Chickidy hand, Chickidy hand, The Warner, my Cock, Crows at four in the morning. Several boys, placing their clasped fists against a lamp-post, say these lines, after which they run out, hands still clasped. One in the middle tries to catch as many as possible, forming them in a long string, hand in hand, as they are caught. Those still free try to break through the line and rescue the prisoners. If they succeed in parting the line, they may carry one boy pig-a-back to the lamp-post, who becomes safe. The boy caught last but one becomes it in the next game.--Deptford, Kent (Miss Chase). See Hunt the Staigie, Stag Warning, Whiddy.

If he leads the ♡ 5 first he cannot get more than four hearts, and the other players will inevitably make a Jack of it. _=11th Trick.=_ Y sees that if he underplays the 7 led, B will win the pool, as he has nothing but hearts, A having only one more. He keeps A out of the lead by winning two rounds, so as to be sure of loading B, making it a Jack. The ending is very well played. _=No. 2.=_ A has an even chance to escape, and it is better for him to be third or fourth player in hearts than to lead them. _=3rd Trick.=_ B sees from the fall of the clubs that Y has no more, and that A is safe in them and will lead them again; so he holds up ♢ K to keep A out of the lead.

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Solo Whist is an attempt to simplify Boston by reducing the number of proposals and the complications of payments, and eliminating the feature of ‘spreads.’ Scotch Whist introduces a special object in addition to winning tricks--catching the ten of trumps; that card and the honours having particular values attached to them. This variety of whist may be played by any number of persons from two to eight; and its peculiarity is that when a small number play, each has several distinct hands, which must be played in regular order, as if held by different players. Humbug Whist is a variety of double-dummy, in which the players may exchange their hands for those dealt to the dummies, and the dealer may sometimes make the trump to suit himself. German Whist is played by two persons, and introduces the element of replenishing the hand after each trick by drawing cards from the remainder of the pack until the stock is exhausted. Chinese Whist is double-dummy for two, three, or four persons, only half of each player’s cards being exposed, the others being turned up as the exposed cards are got rid of in the course of play. All these varieties have been entirely supplanted and overshadowed by bridge. When they play whist at all, the English think there is nothing better than the original whist, counting honours, and playing to the score. The Americans think Duplicate superior to all other forms, especially when two tables are engaged, and four players are opposed by four others for a specified number of deals. We are inclined to agree with Clay that the French game of Mort is “charming and highly scientific.

The Norfolk and Shropshire games are different. Miss Matthews thus describes the Norfolk game: Two girls take hold of hands, and another, the prisoner, stands between them. The rest form themselves into a line opposite, and advance and retreat while singing the first verse, the gaolers singing the next verse, and so on alternately. [At the end of the last verse but one] the children break the line, form themselves into a ring, and dance round the prisoner, singing the final verse. Miss Harley describes the Shropshire version as follows: The first six verses are sung by the alternate parties, who advance and retire, tramping their feet, at first, to imitate the robbers. The last verse is sung altogether going round in a ring. In the Shipley version, Miss Busk says: The children form themselves into two lines, while two or three, representing the robbers, swagger along between them. When the robbers sing the last verse they should have attained the end of the lines [of children], as during the parley they were safe; having pronounced the defiance they run away. The children in the lines rush after them, and should catch them and put them in prison. (_c_) The analysis of this game is easy.

_=Impair.=_ That the number will be odd. 10. _=Pair.=_ That the number will be even. 11. _=Manque.=_ That the number will be from 1 to 18. 12. _=Passe.

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Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15. No matter in what proportion the other tricks may be divided between the three other players, this total payment will always be found correct. For instance: A wins 6 tricks; Y 2; B 5; and Z none. A loses 6 x 3 = 18-7 = 11, of which he gives 4 to Y; 1 to B; and 6 to Z. If two players tie for the greatest number of tricks taken, they calculate their losses in the same manner; but each pays only half the total. For instance: A and Y each take 5 tricks; B taking 1, and Z 2. The 7 red counters lost by A and Y being divided, shows a loss of 35 white counters for each of them. If three players take four tricks apiece, they each pay the fourth man a red counter. _=WINNING THE POOL.=_ Besides the white counters won and lost by the players individually, the successful caller takes the pool, provided he has made a bid of seven tricks or better, which is called _=a pool bid=_.