In _=Boston=_ and in _=Solo Whist=_, a table is complete with four players. In cutting for positions at the table, the lowest has the choice of seats and cards, and the two highest sit opposite each other. 3. If two players cut intermediate cards of equal value, they cut again; the lower of the new cut plays with the original lowest. 4. If three players cut cards of equal value, they cut again. If the fourth has cut the highest card, the two lowest of the new cut are partners, and the lowest deals. If the fourth has cut the lowest card, he deals, and the two highest of the new cut are partners. 5. At the end of a game, if there are more than four belonging to the table, a sufficient number of the players retire to admit those awaiting their turn to play.

_=Irregularities.=_ After the first card is dealt no bets can be made or changed. The cards must be so held that they shall be at all times in full view of the players. Any card found faced in the pack is thrown in the waste basket. Any card once separated from the pack must be taken. If neither of the players want it, the dealer must take it himself. If the cards are dealt irregularly the error may be rectified if they have not been looked at; but any player may amend or withdraw his bet before the cards are seen. If the error is not detected in time, the player who holds cards may play the coup or not as he pleases, and all bets on his side of the table are bound by his decision. If a player holds one card too many, he may refuse the coup, or retain whichever two of the three cards he pleases, throwing the third into the waste basket, not showing it. If the banker has too many cards, the players may amend their bets, and the banker’s cards are then exposed, and the one taken from him which will leave him with the smallest point, the drawn card being thrown in the waste basket.

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The ring moves round slowly. The leader says the words as above while the ring is moving round, and then suddenly calls out whichever he chooses of the two sayings. If he says Hold fast! every one must immediately let go the corner of the handkerchief he holds. They should all fall to the ground at once. When he says Let go! every one should retain their hold of the handkerchief. Forfeits are demanded for every mistake. This game, called Hawld Hard, is commonly played about Christmas-time, where a number hold a piece of a handkerchief. One then moves his hand round the handkerchief, saying, Here we go round by the rule of Contrairy; when I say Hawld hard, let go, and when I say Let go, hawld hard. Forfeits are paid by those not complying with the order.--Lowsley s _Berkshire Glossary_.

Let us suppose B puts up the four blues to call A. It is now D’s turn. If he puts up two blues, each will have an equal amount in the pool, and as no one will have anything more to say, the betting must stop, and the hands must be shown. But if D raises A again, by putting up four blues instead of two, he gives A another say, and perhaps A will raise D in turn. Although B may have had quite enough of this, he must either put up four more blues, the two raised by D and the further raise by A, or he must abandon his hand. If B throws down his cards he loses all claim to what he has already staked in the pool, four blues and a red, besides his straddle and ante. Let us suppose he drops out, and that D just calls A, by putting up two blues only, making the amount he has in the pool exactly equal to A’s, eight blues and a red, besides the antes. This prevents A from going any further, because it is not his turn to say anything. He is not asked to meet any one’s raise, nor to make any bet himself, but simply to show his hand, in order to see whether or not it is better than D’s. _=SHOWING HANDS.

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The game consists in hitting a particular button out of this line with the nicker without touching the others. This is generally played in London streets, and is mentioned in the _Strand Magazine_, ii. 515. See Banger, Buttons. Hare and Hounds A boys game. One boy is chosen as the Hare. He carries with him a bag filled with strips of paper. The rest of the boys are the Hounds. The Hare has a certain time (say fifteen minutes) allowed him for a start, and he goes across country, scattering some paper on his way in order to indicate his track. He may employ any man[oe]uvre in order to deceive his pursuers, but must keep up the continuity of his paper track-signs.

[If any lad was left without a partner, the ring sing--] Here s a silly auld man left alone, Left alone, left alone, He wants a wife and can t get none, About the merry-ma-tansa. --Biggar (William Ballantyne). II. Here we go the jingo-ring, The jingo-ring, the jingo-ring, Here we go the jingo-ring, About the merry-ma-tansie. Twice about, and then we fa , Then we fa , then we fa , Twice about, and then we fa , About the merry-ma-tansie. Guess ye wha s the young goodman, The young goodman, the young goodman, Guess ye wha s the young goodman, About the merry-ma-tansie. Honey is sweet, and so is he, So is he, so is he, Honey is sweet, and so is he, About the merry-ma-tansie. [Or-- Apples are sour, and so is he, So is he, so is he, Apples are sour, and so is he, About the merry-ma-tansie.] He s married wi a gay gold ring, A gay gold ring, a gay gold ring, He s married wi a gay gold ring, About the merry-ma-tansie. A gay gold ring s a cankerous thing, A cankerous thing, a cankerous thing, A gay gold ring s a cankerous thing, About the merry-ma-tansie.

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It has nothing whatever to do with the spade suit. The dealer should never call any suit on the first round of bids unless he has two sure tricks in it. If it is a losing suit, he may have just those two tricks and nothing else, and the shorter the suit the better, but the tricks must be A K, or K Q J, or A Q J. If it is a winning suit he must have at least five cards of it and a trick or two in some other suit to back it up. If the dealer bids two spades, he shows two sure tricks in a short spade suit and a sure trick outside. If he bids three spades he shows five or more spades and strength enough outside for royals, but denies two sure tricks in the spade suit itself. The dealer should bid no trumps when he has not length enough to bid hearts or royals, but has a hand as good as three aces, well protected in three suits. _=The Second Hand=_ should declare just as if he were the dealer when the dealer starts with one spade. He may even go no trump on a lighter hand. When the dealer bids a suit, second hand should over-call only when he can make his contract or wishes to indicate a lead in case third hand should go to no trumps.

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A repetition of this man[oe]uvre produces a third form, and so on. Each of these forms has a particular name, from a fancied resemblance to the object--barn-doors, bowling-green, hour-glass, pound, net, fiddle, fish-pond, diamonds, and others.--_Notes and Queries_, vol. xi. p. 421. The following forms are those known to me, with their names. They are produced seriatim. 1. The cradle.

| -- | -- | -- | | 22.| -- | -- | -- | | 23.| -- | -- | -- | |[8.]| -- | -- | -- | | 24.|And ye shall get a |You shall have a nice |Ye sall get a bonny | | |young prince. |young man. |prince. | | 25.| -- | -- | -- | | 26.| -- | -- | -- | | 27.

If the dealer exposes a card belonging to the 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, there must be a new deal. If too few, the pone may claim a fresh deal, or allow the dealer to supply the missing cards from the top of the stock, without changing the trump card. If any card but the trump is found faced in the pack, there must be a new deal. If a card faced in the stock is not discovered until the first trick has been played to, the exposed card must be turned face down, without disturbing its position. If a pack is found to be imperfect, the deal in which the error is discovered is void, but all previous cuts or scores made with that pack stand good. _=METHOD OF PLAYING.=_ The pone begins by leading any card he chooses, to which his adversary may play any card he pleases. A player is not obliged to follow suit, nor to trump; but may renounce or trump at pleasure until the stock is exhausted, after which the method of play undergoes a change. If a player follows suit, the higher card wins the trick, and if identical cards are played to the same trick, such as two Jacks of clubs, the leader wins.

Although the files bear the same names, the numbers count from the side on which the men are placed, so that each square has a double name, depending on the colour of the man placed upon it. [Illustration: _No. 12._ |QR |QKt|QB | Q | K |KB |KKt|KR | Black. +---+---+---+---+---+---+---+---+ 8 | ♜ | ♞ | ♝ | ♛ | ♚ | ♝ | ♞ | ♜ | +---+---+---+---+---+---+---+---+ 7 | ♟ | ♟ | ♟ | ♟ | | ♟ | ♟ | ♟ | 2 +---+---+---+---+---+---+---+---+ 6 | | | | | | | | | 3 +---+---+---+---+---+---+---+---+ 5 | | | | | ♟ | | | | 4 +---+---+---+---+---+---+---+---+ 4 | | | | | ♙ | | | | 5 +---+---+---+---+---+---+---+---+ 3 | | | | | | ♘ | | | 6 +---+---+---+---+---+---+---+---+ 2 | ♙ | ♙ | ♙ | ♙ | | ♙ | ♙ | ♙ | 7 +---+---+---+---+---+---+---+---+ | ♖ | ♘ | ♗ | ♕ | ♔ | ♗ | | ♖ | 8 +---+---+---+---+---+---+---+---+ White. |QR |QKt|QB | Q | K |KB |KKt|KR | ] In Diagram No. 12, for instance, both the Pawns that have been moved would be spoken of as on K 4. The Knight that has been moved is on K B 3, because it is a white Knight. If it was a black Knight it would be on K B 6, reckoning from the black side of the board for the black pieces. In order to test your understanding of this system of notation, which is very important in following published games or problems, take the board and men, white side next you, and set up the following position, remembering that when no number is given, the piece stands upon the square originally occupied by the piece which gives its name to the file:-- Black men;--King on Q R’s; Queen on Q Kt’s; Pawns on Q R 2, and Q Kt, 3; Rook on Q R 3.

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These counters must be kept apart from the other chips, and must be accounted for at the end of the game by paying the kitty so much in cash, just as if it was one of the players. Gambling houses and poker rooms are supposed to derive their entire revenue from this source, and those of the lowest class invent endless excuses for taking out for the kitty. In many houses there is a sliding scale for various hands; one counter being taken for two pairs; two counters for triplets; three for straights or flushes; and a red for fours, jack pots, and misdeals. It is not uncommon for the proprietors of such games to find thirty or forty dollars in the kitty after a night’s play with five-cent chips. _=TABLE STAKES.=_ This is one of several variations in arranging the stakes and the betting limit. In some localities it is the custom to allow each player to purchase as many counters as he pleases; in others it is the rule to compel each to buy an equal number at the start, usually two hundred times the amount of the blind. In table stakes the betting limit is always the amount that the player has in front of him; but no player is allowed either to increase or diminish that amount while he has any cards in front of him. Before the cards are dealt for any pool he may announce that he wishes to buy counters, or that he has some to sell to any other player wishing to purchase; but for either transaction the consent of all the other players must be obtained. No player is allowed under any circumstances to borrow from another, nor to be “shy” in any pot; that is, to say, “I owe so many.

Made me think. Psi powers crop up more often than they should in folks who are marked with a debility. It s the old compensation story. Look at my weak right arm. What she had said about _expecting_ to find me on the roof sounded like precognition. And she sniffled and sniffled. Maybe it was one more of those tied-in hysterical Psi weaknesses. What are you doing out here? I asked her. Resting, she said wearily. I just hit town today.

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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. Human eyes and cat eyes looked across an immensity which no words could meet, but which affection spanned in a single glance. Time to get in, he said. She walked docilely into her spheroid carrier.

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If the successful bidder has had no previous bids to guide him in his choice of partners, he should take those who have the lowest scores, if the scores are known; because it is to his advantage to avoid advancing those who are perhaps already ahead. When the scores are not known, there is nothing but luck to guide one, unless a person has a very good memory, and knows which players are probably behind. _=Leading.=_ If the successful bidder wants 6 or 7 tricks, and holds the Joker, he should lead it at once. If he has not the Joker, he should begin with a low trump, and give his partners a chance to play the Joker on the first round. If the leader cannot exhaust the trumps with one or two rounds, it will sometimes be to his advantage to lead any losing card he may have in the plain suits, in order to let his partners win the trick if they can. In playing alone, it is absolutely necessary to exhaust the trumps before opening a plain suit. Partners should avail themselves of the methods common to four-handed Euchre to support one another in trumps and plain suits. The discard should invariably be from weakness if the player is the bidder’s partner; and from strength, if opposed to him. _=EUCHRE FOR FIVE PLAYERS.

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