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55. Doubling or redoubling reopens the bidding. When a declaration has been doubled or redoubled, any one of the three succeeding players, including the player whose declaration has been doubled, may, in his proper turn, make a further declaration of higher value. 56. When a player whose declaration has been doubled wins the declared number of tricks, he scores a bonus of 50 points in his honour score, and a further 50 points for each additional trick. When he or his partner has redoubled, he scores 100 points for making the contract and an additional 100 for each extra trick. 57. A double or redouble is a declaration, and a player who doubles or redoubles out of turn is subject to the penalty provided by Law 49. 58. After the final declaration has been accepted, the play begins; the player on the left of the declarer leads.

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7 or obtain permission for the use of the work and the Project Gutenberg™ trademark as set forth in paragraphs 1.E.8 or 1.E.9. 1.E.3. If an individual Project Gutenberg™ electronic work is posted with the permission of the copyright holder, your use and distribution must comply with both paragraphs 1.E.

The way of performing the funeral also differs. Generally two of the players carry Jenny to the grave, the rest following two by two; but in one Hampshire version six or eight children carry Jenny, stretched out and flat, to the grave, and cover her over; in Holywood, co. Down, she is carried sitting on the crossed hands of two players; while in some versions no funeral is apparently performed, the words only being sung. Another significant incident is the Ghost. An additional incident occurs in the Liphook version, which represents her being swung to life again by two of the players. These differences may perhaps be immaterial to the meaning and origin of the game, but they are sufficiently indicative of early custom to suggest the divergence of the game in modern times towards modern custom. Thus the players divided line-by-line follow the general form for children playing singing games, and it would therefore suggest itself as the earlier form for this game. The change of the game from the line-by-line action to the mother-and-line action would indicate a corresponding change in the prevailing custom which influenced the game. This custom was the wooing by a band of suitors of girls surrounded by their fellow-villagers, which became obsolete in favour of ordinary marriage custom. The dropping out of this custom would cause the game to change from a representation of both wooing and burial to one of burial only.

Two packs should be used, the one being shuffled while the other is dealt. _=MARKERS=_ suitable for scoring the various points made at Bridge have not yet been invented. Some persons use the bézique marker; but it is not a success. The score is usually kept on a sheet of paper, and it should be put down by each side, for purposes of verification. _=PLAYERS.=_ Auction is played by four persons, and the table is complete with that number. When there are more than four candidates for play, the selection of the four is made by cutting. These cut again for partners, and the choice of seats and cards. _=CUTTING.=_ The usual method of cutting for partners, etc.

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of Sussex Dialect_) mentions that huckle-bones, the small bone found in the joint of the knee of a sheep, are used by children for playing the game of Dibs; also Peacock s _Manley and Corringham Glossary_. Barnes (_Dorset Glossary_) says, A game of toss and catch, played mostly by two with five dibs or huckle-bones of a leg of mutton, or round pieces of tile or slate. Halliwell s description is clearly wrong. He says it was a game formerly played by throwing up the hip-bone of some animal, on one side of which was a head of Venus and on the other that of a dog. He who turned up the former was the winner (_Dictionary_). Miss J. Barker writes that Huckle-bones is played in Hexham; and Professor Attwell (Barnes) played the game as a boy, and is still a proficient in it; he played it recently for my benefit with his set of real huckle-bones (A. B. Gomme); and see _Notes and Queries_, 9th ser., iv.

In Diagram No. 12, for instance, the English notation for the first two moves made by white would be:--P-K 4, and K Kt-B 3, or, Kt-K B 3. The German notation would be:--e 2-e 4; and S g 1-f 3. The move of the Knight, it will be observed, gives the initial of the piece and the square upon which it stands, and then the square to which it is moved. A capture is indicated by the letter “n” taking the place of the dash. If the white Knight took the black King’s Pawn in Diagram No. 12, for instance, the move would be recorded: S f 3 n e 5, that is, the Springer at f 3 “nimmt” whatever it found at e 5. A check is indicated by a plus sign, +, following the move. In Diagram No. 11, for instance, the last move of the white Queen would be: D e 8-c 6 +; and Black’s reply would be: D b 8-b 7.

Unfortunately, Z is unable to take the lead away from Y at trick 4. As Y is still in the lead, there is no necessity for A to save his Pedro, for Y cannot possibly catch it, and A must catch Y’s, no matter how Y plays. A-B score 10 points; Low, Game, and both Pedroes, 12, from which they deduct the 2 points made by Y-Z. _=No. 3.=_ | | _=No. 4.=_ A bids 12 on hearts. | T | A bids 8 on hearts. The draw: A 3; Y 5; | R | The draw: A 2; Y 4 B 3; Z 2.

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NEWMARKET, OR STOPS. This game, which is sometimes called Boodle, is Pope Joan without the pope. The four cards forming the layout are the ♡A, ♣K, ♢Q, ♠J; but there is no ♢7. 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.

and B. First the players taw up to a hole; if both get in, they repeat the process until one is left out, say B.; then A. counts 10. Should both fail, the nearest goes first. He may now lay his taw about the hole or fire at the other, on hitting which he counts another 10. He now goes for the hole again, and failing, lies where he happens to stop. If he misses, B. from his present position tries to get into the hole, and failing, lies still; but if he reaches the hole, he counts 10, and proceeds as A. had done.

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The hands are abandoned as soon as the bidder takes five tricks, if he is playing anything but a tout. If he goes on he must win all eight tricks, or lose the value of a tout. _=Payments.=_ A solo player wins from or loses to each of his adversaries individually the amount of the game in counters. Two partners pay or receive each from one adversary. _=HEART SOLO=_ is a game for three players, in which the pack is reduced to twenty-four cards by deleting the Eight of hearts, and all the diamonds but the Seven. Diamonds are always colour, and there are only three trumps in that suit; Spadilla, Manilla, and Basta. The only play is for the Solo, and if no one will make a bid, the hands are played in colour, and the winner of the last trick loses the value of a Solo. AUTHORS. This game was originally played with cards bearing the names of various authors, and other famous personages, arranged in groups, but the game is much simpler when played with an ordinary pack of fifty-two cards.

If the count for Game is a tie, no one scores it. _=Bidding.=_ The eldest hand sells. If he pitches without waiting for a bid he must make four points, or he will be set back that number. Each player in turn, beginning on the left of the eldest hand, bids for the privilege of pitching the trump, naming the number of points he thinks he can make. If he will not bid, he must say distinctly: “_=I pass=_.” After a bid has been made, any following player must bid higher or pass. There are no second bids. The highest number any player can bid is four, which will require him to make High, Low, Jack, and the Game against the combined efforts of all the other players. The eldest hand must either accept the number bid, or pitch the trump himself, and make as many points as the highest bidder offered him.

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_=This book is entirely original.=_ It is the work of a single author, who has made the subject of games a life-long study, who keeps in touch with all new games, and with changes in old games. He has written the description of each game expressly for this book. The treatment is systematic and uniform. The description of each game begins with the apparatus and the players, and then follows the natural course of play, step by step, until the end. Each part of the game is described in a separate paragraph, and every paragraph is preceded by catch-words in heavy-faced type, so that the entire work is in the nature of a dictionary, in which any part of any game can be found immediately. All technical terms are accompanied by a full definition of their meaning, and are printed in full-face type. All disputed points have been settled in an entirely original manner. Instead of taking any one person as an authority, the history of each game has been traced from its source to its present condition, and its rules have been carefully compared with those of other members of the same family. The times and the reasons for the various changes have been ascertained, and the rules given are not only in strict accord with the true spirit of the game, but are based upon common sense and equity.

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If no one has straddled the blind, or raised the ante, and only one player has come in, the age may do one of four things: He may forfeit his blind; or he may make the ante good; or he may raise it; or he may demand that the single player who has come in shall take down his ante, the age putting up twice the amount agreed upon for jack pots; once for himself, and once for the player who came in. All the other players must then put up for the ensuing deal. This is an Only-Two-In Jack. _=22. Drawing Cards.=_ When two or more players have come in for an equal amount, the others having abandoned their hands, each of them in turn, beginning with the one on the dealer’s left, may discard any or all of the cards originally dealt him, and draw others in their place. The number discarded and drawn, if any, must be distinctly announced by each player, including the dealer; and the fresh cards must be given face down from the top of the pack, without any further shuffling or cutting. Each player must receive the entire number he asks for before the next player is helped. No player shall receive from the dealer more or fewer than he discards; so that if he is playing with a short hand, such as four cards only, he will still have four cards after the draw; and if his hand was originally foul, it will so remain. _=23.

One way is for the pone to draw a card from the top, the middle, or the bottom of the talon, after the dealer has given each player his six cards. Another way is for the dealer to turn up the seventh card, after dealing the first round of three to each player. Another, and the one generally adopted in America, is for the dealer to turn up the thirteenth card for the trump, after giving six cards to each player. The trump card is left face upward on the table, and is usually placed under the remainder of the pack, which is slightly spread, face down, for the players to draw from. The general rules for irregularities in the deal are the same as in Binocle. A misdeal does not lose the deal. _=Objects of the Game.=_ The object of the game, as its name implies, is to count sixty-six. If a player can get sixty-six before his adversary, he counts one point toward game. If he gets sixty-six before his opponent gets thirty-three, which is called _=schneider=_, he counts two.

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| -- | -- | -- | | 26.| -- | -- | -- | | 27.|To love you for your | -- |A fighting for her | | |sake. | |sake. | | 28.| -- |Apprentice for your | -- | | | |sake. | | | 29.| -- | -- | -- | | 30.|If this young man | -- |Suppose this young man| | |should chance to die. | |was to die.