75. At the end of the hand, the claimants of a revoke may search all the tricks. 76. If a player discover his mistake in time to save a revoke, the adversaries, whenever they think fit, may call the card thus played in error, or may require him to play his highest or lowest card to that trick in which he has renounced; any player or players who have played after him may withdraw their cards and substitute others: the cards withdrawn are not liable to be called. 77. If a revoke be claimed, and the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries, the revoke is established. The mixing of the cards only renders the proof of a revoke difficult; but does not prevent the claim and possible establishment of the penalty. 78. A revoke cannot be claimed after the cards have been cut for the following deal. 79.

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_=The Principle=_ is to secure for certain cards a trick-taking value which does not naturally belong to them; either by getting higher cards out of the way of lower, or by placing the holder of intermediate cards at a disadvantage with regard to the lead. If any person will take the trouble to deal out four hands, and after turning them face up on the table, count how many tricks each side will probably take with its high cards and trumps, he will find that the total will hardly ever be exactly thirteen tricks. Let us suppose the following to be one of the hands so dealt; Z turning up the ♡6 for trumps:-- [Illustration: ♡Q J 8 ♣6 ♢K J 6 5 3 ♠A 9 8 6 ♡4 3 2 +-------+ ♡A K 10 5 ♣A K Q 8 7 4 3 | Y | ♣J 9 ♢7 |A B| ♢A 8 4 ♠Q 7 | Z | ♠K 5 4 2 +-------+ ♡9 7 6 ♣10 5 2 ♢Q 10 9 2 ♠J 10 3 ] On looking over this hand it would appear that A could only make one trick in Clubs, of which the second round would be trumped. His partner can count on five tricks: the two best and the fourth trumps; the ♢A, and the ♠K; a total of six tricks. On counting the adversaries’ probable tricks, Y should make one of his three trumps, and the ♠A. Diamonds will not go round twice without being trumped, so we cannot count on his ♢K. We cannot see any sure tricks for Z. Where are the five other tricks necessary to bring our total up to thirteen? They must be there, for there are thirteen tricks taken in every hand played. If we play over the hand, we shall find that A-B may make six, seven, nine, or ten tricks, according to their good management, and the good or bad play of their adversaries. In _=Foster’s Whist Tactics=_, Illustrative Hand No.

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If the third hand plays before the second, the fourth hand also may play before the second. 26. If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led or, if he has none, to trump or not to trump the trick. In _=Boston=_, and in _=Solo Whist=_, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick. If the adversary of a Misère player leads or plays out of turn, the bidder may immediately claim the stakes. In Solo Whist, the individual player in fault must pay for himself and for his partners. ABANDONED HANDS. 27. If all four players throw their cards on the table, face upwards, no further play of that hand is permitted. The result of the hand, as then claimed or admitted, is established, provided that, if a revoke is discovered, the revoke penalty attaches.

If a player is lawfully called upon to lead a certain suit, or to play the highest of it, and unnecessarily fails to comply, he is liable to the penalties for a revoke. 28. Any trick once turned and quitted must not again be seen until the hand is played. Any player violating this rule is subject to the same penalties as for a lead out of turn. 29. In settling at the end of the hand, the player having taken no hearts, [each of the others having taken at least one,] wins the pool. Two players having taken none, the other two having each at least one, divide it, the odd counter remaining until the next pool. Three players having taken none, the thirteen counters remain in the pool, forming a Jack, which can be won only by one player taking no hearts, each of the others having taken at least one. During the time the Jack is played for, and until it is won, each player must add to the pool by paying for the hearts he takes in each hand. 30.

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2.=_ Sweepstake Hearts. A leads for first trick. | R| A leads for first trick. | I| ------+-------+-------+-------+ C+-------+------+------+-------- A Y B Z | K| A Y B Z ------+-------+-------+-------+--+-------+------+------+-------- 10♠ | Q♠ | 8♠ | _K♠_ | 1| _♣A_ | ♣K | ♣10 | ♣Q ♣J | _♣A_ | ♣4 | ♣K | 2| ♣5 | ♣2 | ♣9 | _♣J_ 6♢ | _A♢_ | J♢ | Q♢ | 3| 10♢ | J♢ | 9♢ | _A♢_ 5♢ | _K♢_ | 10♢ | 9♢ | 4| Q♢ | 8♢ | _K♢_ | 4♢ 4♢ | 3♢ | 2♢ | _8♢_ | 5| 2♠ | J♠ | _A♠_ | 9♠ ♣9 | ♣7 | ♣3 | _♣Q_ | 6| Q♠ | 10♠ | _K♠_ | 8♠ ♣6 | ♣5 | ♣2 | _♣10_ | 7| ♡A | _7♢_ | 3♢ | ♡Q 3♠ | 6♠ | 4♠ | _J♠_ | 8| _♡10_ | ♡4 | ♡3 | ♡5 2♠ | 5♠ | ♡K | 9♠ | 9| ♣4 | ♡K | ♣6 | _♣7_ _♡A_ | ♡Q | ♡10 | ♡5 |10| ♡9 | _7♠_ | ♡J | 5♠ ♡7 | _♡J_ | ♡9 | 7♠ |11| ♡7 | ♡2 | ♣8 | _♡8_ ♡6 | _♡8_ | ♡4 | ♣8 |12| ♡6 | _6♠_ | 6♢ | 4♠ A♠ | ♡2 | _♡3_ | 7♢ |13| ♣3 | _5♢_ | 2♢ | 3♠ ------+-------+-------+-------+--+-------+------+------+-------- A 4 Y 6 B 2 Z 1 A 4 Y 5 B 0 Z 4 Making it a Jack. B wins the Pool. _=No. 1. 2nd Trick.=_ Z sees that with such a hand escape is impossible.

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The partners then change, without cutting, in such a manner that at the end of three rubbers each player shall have had each of the others for a partner. At the end of the third rubber, the losses and gains are ascertained for each individual, and settled for. _=Laws.=_ The laws that govern the game are almost identical with those for Bridge. PREFERENCE. This is a simplified form of Vint, for three players, with a thirty-two-card pack. The cards rank: A K Q J 10 9 8 7, and the suits rank: Hearts, diamonds, clubs, and spades. Hearts are always _=preference=_. There are no hands played without a trump suit. If four persons play, the dealer takes no cards.

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Instead of allowing the blind to make his ante good, and draw cards against the dealer, each player contributes two white counters, the age adding one to his blind, and the cards are redealt for a jack pot. Another variety of this custom is when the blind is opposed by only one ante, to allow the age to make this player take down his two counters, and to pay two counters for him, to make it a jack. For instance: Five play, and A has the age. B and C pass, and D antes two counters. The dealer, E, says: “I pass for a jack.” A then puts up three counters, one of which is added to his blind, the other two paying D’s ante in the ensuing jack. D takes down his two counters, and the cards are redealt. This cannot be done if more than one player has anted, nor if the ante has been raised or the blind straddled. In the example just given, had D raised the ante to five counters and E passed, the age would have had to put up four more white counters and draw cards, or allow D to win his blind. _=Progressive Jacks.

The number of tricks bid must not be less than six, and the suit must be named at the same time. The player having the most valuable game, regardless of the number of tricks or the suit, is the successful bidder, because a bid of seven in hearts, for instance, is worth more in points than a bid of eight in clubs, as will be seen from the following table. ---------------+---------+---------+---------+---------+---------- If trumps are: |6 tricks.|7 tricks.|8 tricks.|9 tricks.|10 tricks. ---------------+---------+---------+---------+---------+---------- Spades | 40 | 80 | 120 | 160 | 200 Clubs | 60 | 120 | 180 | 240 | 300 Diamonds | 80 | 160 | 240 | 320 | 400 Hearts | 100 | 200 | 300 | 400 | 500 No-trumps | 120 | 240 | 360 | 480 | 600 ---------------+---------+---------+---------+---------+---------- The successful bidder always leads for the first trick, after he has taken the widow and discarded, and after the hand is played, he has the first count. If he has made as many as he bid, he scores it; but he cannot score more than he bid unless he succeeds in winning every trick. In that case he scores 250 if his bid was less than 250; but if his bid was more than 250, he gets nothing extra for winning every trick.

B. Gomme. Chambers (_Popular Rhymes_, p. 128) describes this game under the title of The Craw. It was played precisely in the same way as the Barnes game. The boy who holds the end of the long strap has also a hard twisted handkerchief, called the _cout_; with this cout he defends the Craw against the attacks of the other boys, who also have similar couts. Before beginning, the Guard of the Craw must call out-- Ane, twa, three, my Craw s free. The first one he strikes becomes the Craw. When the Guard wants a respite, he calls out-- Ane, twa, three, my Craw s no free. (_b_) Jamieson defines Badger-reeshil as a severe blow; borrowed, it is supposed, from the hunting of the badger, or from the old game of Beating the Badger.

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| -- | -- | -- | |29.| -- | -- |What has this poor | | | | |prisoner done? | |30.| -- | -- |Stole my watch and | | | | |lost my key. | |31.| -- | -- | -- | |32.| -- | -- | -- | |33.| -- | -- | -- | |34.| -- | -- | -- | |35.| -- | -- | -- | |36.|Get a dog to watch all| -- | -- | | |night.

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You have x x; your partner leading Q, covered by declarer with K, and Dummy having J x x. You may credit your partner with A 10. You have x x; your partner leads Q and declarer wins with Ace; Dummy holding 10 x x. Your partner must have J 9 and others, and the declarer has the King. There are several cases in which you should not allow Dummy to win the trick. 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.

, until the K is reached. The player who has the King, or the highest card, if the King is in the stock, starts again with any card he pleases. Any player who cannot continue the sequence in his turn must pass that round. As soon as one player gets rid of his last card the game is at an end and every player at the table must pay him a counter for each card held. The deal then passes to the left and the layout is dressed for the next hand. RANTER GO ROUND. This is a round game for any number of players who make up a pool or stake to be played for. A full pack of fifty-two cards is used and each player has three markers. The dealer gives one card to each, face down. This card is examined and if it is not satisfactory it is passed to the player on the left, the object being to avoid holding the lowest card at the table.

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338). In _Chronicles of London Bridge_, pp. 152, 153, the author says he obtained the following note from a Bristol correspondent:-- About forty years ago, one moonlight night in the streets of Bristol, my attention was attracted by a dance and chorus of boys and girls, to which the words of this ballad gave measure. The breaking down of the Bridge was announced as the dancers moved round in a circle hand in hand, and the question, How shall we build it up again? was chanted by the leader while the rest stood still. This correspondent also sent the tune the children sang, which is printed in the _Chronicles of London Bridge_. This was evidently the same game, but it would appear that the verses have also been used as a song, and it would be interesting to find out which is the more ancient of the two--the song or the game; and to do this it is necessary that we should know something of the history of the song. A correspondent of _Notes and Queries_ (ii. 338) speaks of it as a lullaby song well known in the southern part of Kent and in Lincolnshire. In the _Gentleman s Magazine_ (1823, Part II. p.

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Like the Rook, the Bishop cannot jump over other pieces, and cannot be moved at all until one or other of the two Pawns diagonally in front of it have opened the way. ♛ _=The Queen=_ combines the movements of the Rook and Bishop, and can be moved horizontally, vertically, or diagonally, any number of squares at a time, provided that the path is clear. Like the Rook and Bishop, she cannot move at all until some of the adjoining pieces have made a way for her. ♚ _=The King=_ has the same movement as the Queen, but is limited to one square at a time. The King is not allowed to move to a square which would expose him to capture by adverse pieces, for reasons which will presently be explained. ♞ _=The Knight=_ has a very peculiar movement, which is L shaped, and necessitates his changing the colour of the square he stands on, every time he moves. The simplest way for the beginner to learn the Knight’s move is to observe that he must go two squares, neither more nor less, in a vertical or a horizontal direction, and must then change the colour of the square he stands on by going one square either to the right or left, which will complete the L shaped movement. Diagram No. 4 will show that when the Knight is away from the side of the board, he may go to any one of eight different squares; but when he is in a corner he can go to two only. For that reason Knights are much more powerful when placed near the centre of the board.

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, 1899. Foster’s Bridge Manual, by R.F. Foster, 1900. Foster on Bridge, by R.F. Foster, 1900. The Bridge Manual, by John Doe, 1900. Bridge Abridged, by W. Dalton, 1901.

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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. A miracle that come to pass tonight, my darlin Billy. A shiver ran its fingers up my spine. She meant every word of it.

=_ Bouillotte is played with a piquet pack, reduced to twenty cards, only the A K Q 9 8 of each suit being retained. The ace is the highest card in play and in cutting. If five persons play, the Jack of each suit is added; if only three play, the Queens are discarded, reducing the pack to sixteen cards. Two packs are generally used alternately. _=Counters=_ or chips are used, as in Poker, instead of money. Any player may be the banker. _=Players.=_ Three, four, or five persons may play; but four is the proper number, and all descriptions of the game suppose it to be four-handed. _=Cutting.=_ To decide the positions of the players, a sequence of cards is sorted out, equal in number with the number of players.

Gomme). This game is called King-sealing in Dorsetshire. See King of Cantland, Lamploo. King Come-a-lay A game played by boys. Two sets of boys, or sides, strive which can secure most prisoners for the King.--Shetland (Jamieson). King of Cantland A game of children, in which one of a company, being chosen King o Cantland, and two goals appointed at a considerable distance from each other, all the rest endeavoured to run from one goal to the other; and those whom the King can seize in their course, so as to lay his hand upon their heads (which operation is called winning them), become his subjects, and assist him in catching the remainder.--Dumfries (Jamieson). Jamieson adds: This game is called King s Covenanter in Roxburgh. He also refers to the game of King and Queen of Cantelon, recorded by Mactaggart.

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, to deal the cards. Sometimes “Vertheilung der Karten” is used. Gegner, G., the adversary. Grand Coup, trumping a trick already won by partner; or playing a small trump on a trick which he has already trumped. Greek, (grec) a card sharp. Guarded Cards, cards which cannot be caught by higher cards unless they are led through. Hand, the cards dealt to one player; the distribution of the cards in any one deal. A “remarkable hand” might be the play of an entire deal at Whist, for instance. Heading a Trick, playing a better card than any already played to the trick, but not necessarily the best in the hand.