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Namers and Guessers. Neighbour. Neivie-nick-nack. Nettles. New Squat. Nine Holes. Nine Men s Morris. Nip-srat-and-bite. Nitch, Notch, No-Notch. Not.

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Although properly a game for two persons, Dominoes is sometimes played by four, two being partners against the other two. There are also some round games in which any number from three to six may play, each for himself. _=The Sets.=_ A set of dominoes is a number of pieces of bone, usually about 1½ inches by ¾, and ⅜ thick. These bones have upon their faces the permutations of the numbers from six to blank, taken two at a time. Some sets begin at double nine, and others at double twelve; but the standard set is double six, and is composed of twenty-eight pieces. _=The Suits.=_ All the dominoes with the same number upon either end belong to the same suit; the seven bones with a 4 forming the 4 suit; those with a 6 the 6 suit, and so on. The number of pips in each suit may be easily remembered by observing that the ace suit has the same number of pips as the pieces in the set, 28; and that each suit above the ace has seven pips more than the number of pieces in the set, while the blank suit has seven pips less, so that each suit progresses in regular order, seven pips at a time, as shown in the margin. Blank 21 Ace 28 Deuce 35 Trey 42 Four 49 Five 56 Six 63 _=Shuffling and Cutting.

The dealer names any number of counters that he is willing to stake, which must be at least four, and each player at the table must stake a similar amount. The counters are placed on the layout to suit the players, either all upon one card, or distributed among the four. The cards are dealt as at Pope Joan, and the same number must be left in the talon. Instead of the player being at liberty to begin a sequence with any card he pleases, he must begin with the lowest card in his hand of the suit which he selects. He is not restricted as to suit, but must play all he has in sequence, and then name the card that he fails on. If a new sequence is opened by any player, he must play the lowest card of the suit in his hand. If, in the course of play, any of the four cards on the layout can be got rid of, the player holding them takes the pool on that card. If he is left with the card in his hand at the end he is not obliged to double the pool, as at Pope Joan, but simply loses his chance to win it, and it remains until the next deal. The first player to get rid of all his cards receives one counter from the other players for each card they hold. _=SPIN=_ is Newmarket, with one variation.

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Hinterhand, G., the last player on the first trick, (Skat). His Heels, the Jack turned up for a starter at Cribbage. His Nobs, Jack of the same suit as the starter at Cribbage. 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.

Ten hundred pounds we have not got. Then off to prison he must go. --Kent (Miss Dora Kimball). VII. London Bridge is falling down, Falling down, falling down, London Bridge is falling down, My fair lady. Build it up with mortar and bricks, Mortar and bricks, mortar and bricks, Build it up with mortar and bricks, My fair lady. [Then follow verses in the same style and with the same refrain, beginning with--] Bring some water, we ll wash it away. Build it up with silver and gold. Silver and gold will be stolen away. We ll set a man to watch at night.

There is only one combination from which the _=Queen=_ is led, regardless of the number of the small cards. [Illustration: 🂭 🂫 🂪 🂦 🂥 ] This may be remembered by observing that there is no higher card in the suit than the one led, and that it contains a sequence of three cards, Q J 10. This lead is an indication to the partner that the leader holds neither Ace nor King. There is only one combination from which the _=Ten=_ is led, regardless of the number of small cards. [Illustration: 🂾 🂻 🂺 🂵 ] The Ten led is an indication to partner that both Ace and Queen are against the leader. Combinations from which the _=Ace=_ is led contain at least five cards in suit, or both Queen and Jack. [Illustration: 🂱 🂷 🂶 🂴 🂲 | 🃑 🃝 🃛 🃖 ] This lead is an indication to partner that the leader has not the King, and that the suit is either long, or contains three honours. _=Rules for Leading Low Cards.=_ If the suit selected for the lead contains none of the combinations from which a high card should be led, it is customary with good players to begin with the 4th-best, counting from the top of the suit. This is called the card of uniformity; because it indicates to the partner that there are remaining in the leader’s hand exactly three cards higher than the one led.

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Should both reach that point without knocking, it must be continued to 1500. If neither knocks, and only one has enough points to put him out, he wins the game on its merits. _=SCORING.=_ The game is usually 1000 points. All scores for dix, melds, and the last trick, are counted as soon as made; but the players are not allowed to keep any record of the score for cards, nor to go back over their tricks to refresh their memory. Any player going back further than the last trick turned and quitted, forfeits his entire score for cards. The player first correctly announcing that he has reached 1000 points, wins the game, no matter what his adversary’s score may be; but if the announcement is incorrect, he loses the game. Should a player score more than he is entitled to; as, for instance, scoring 80 for four Queens, his adversary may take down the superfluous score, 20 points in this instance, and may add it to his own score for a penalty. _=CHEATING.=_ Apart from the usual weapons of false shuffles, strippers cut to locate or pull out the binocle cards, and the opportunities always offered to the greek when the cards are dealt three or four at a time, the bézique family of games are particularly adapted to the use of marked cards.