From this it might be imagined that no notice was taken of the counting value of the cards taken in during the progress of the play. Early in the game this is true, but toward the end each player must keep very careful mental count of the value of his tricks, although he is not allowed to score them. When either player knows, by adding the mental count of his tricks to his scored declarations, that he has made points enough to win the game, he stops the play by knocking on the table, either with his knuckles or his cards. He then turns over his tricks and counts the points they contain to show his adversary that he has won the game. Even if his adversary has also enough points to go out, the player who knocked wins the game, provided his count is correct. If the player who knocks is mistaken, and cannot count out, he loses, no matter what his adversary may have. If neither knocks, and at the end of the hand both players are found to have points enough to put them out, neither wins the game, which must be continued for 100 points more; that is, as 500 points is the usual game, it must be made 600 in such a case. Should both reach 600 without knocking, it must be continued to 700. If neither knocks, and only one has enough points to go out he wins the game on its merits. As the name implies, 500 points is game.

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(_b_) The tree is the alder. It abounds in the North of England more than in any other part of the kingdom, and seems always to have been there held in great respect and veneration. Many superstitions also attach to the tree. It is possible from these circumstances that the game descends from an old custom of encircling the tree as an act of worship, and the allusion to the rags bears at least a curious relationship to tree worship. If this conclusion is correct, the particular form of the game preserved by Mr. Addy may be the parent form of all games in which the act of winding is indicated. There is more reason for this when we consider how easy the notion of clock-winding would creep in after the old veneration for the sacred alder tree had ceased to exist. [Illustration] See Bulliheisle, Wind up the Bush Faggot, Wind up the Watch. Ezzeka Old Ezzeka did one day stand Upon a barrel top; The bung flew out, and all at once It went off with a pop. --Dronfield (S.

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|Village life. |Hunting life. | | 2.|All the boys happy. |All the boys happy. |All lusty bachelors. | | 3.|Except [   ], who |Except [   ], who |Except [   ], who | | |wants a wife. |wants a wife. |courts [   ].

_=Second.=_ Those who have come into the pot after the false opening are allowed to stay in, and play for it, no matter what their hands are. _=Third.=_ On discovery of the false opening, each player is allowed to take down whatever amount he may have paid into the pool, including his original ante and all fatteners, and the false opener must then make the entire amount good. The cards are then dealt afresh. This is a very harsh punishment for a very trifling and common error. The second method is the most popular, and probably the fairest, and is now the universal rule. If the false opener does not discover his mistake until he has drawn cards, his action is at least suspicious, and he should be compelled to put up the total amount in the pool, as in case three. In some localities such a player is barred from playing the next two jacks, but compelled to ante his share in each. _=Betting Jacks.

As soon as any player has lost his capital he is decavé, or _=frozen out=_, and must permanently retire from the game. The other players continue until only one remains, who must of course win everything on the table. This is not a popular form of Poker, because it is sometimes a long time before a player who is frozen out can get into a game again. _=SHOW-DOWN POKER.=_ This is a variety of draw poker, in which each player takes the five cards dealt to him and turns them face up so that all the other players can see them. Each player discards and draws in turn, eldest hand first. As soon as a hand is beaten it is thrown into the deadwood, all the cards drawn being dealt face up. _=FLAT POKER.=_ In this variety of the game, before the cards are dealt, the age puts up, for a blind, any amount he pleases within the limit. Those who are willing to bet a similar amount on the possibilities of their hands put up a similar amount.

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_=11.=_ After the pieces have been arranged, if the person whose turn it is to play _=touch=_ one, he must either play it or forfeit the game. When the piece is not playable, he forfeits according to the preceding law. _=12.=_ If _=any part=_ of a playable piece is moved over an angle of the square on which it is stationed, the move must be completed in _=that=_ direction. _=13.=_ A capturing play, as well as an ordinary one, is completed whenever the hand has been withdrawn from the piece played, although one or more pieces should have been taken. _=14.=_ The Huff or Blow is to remove from the board, before one plays his own piece, any one of the adverse pieces that might or ought to have taken but the Huff or Blow never constitutes a play. _=15.

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| -- | -- | -- | |14.| -- | -- | -- | |15.| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.|Sweetheart is dead. |True love is dead. |True love is dead. | |19.| -- | -- | -- | |20.

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Some surprising actions on the part of a young man. Seven. Success in lotteries, gambling or speculation. _=R.=_ The amount will be very small. _=SPADES.=_ Ace. Love affairs. King. Police or sheriffs.

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If the opposite colour wins, he pays all bets in the triangle marked _=Inverse=_. All bets are paid in even money, there being no odds at this game. Although black is the first colour dealt for, both it and inverse are ignored in the announcement of the result, red and colour being the only ones mentioned, win or lose. If the same number is reached for both colours, it is called a _=refait=_, and is announced by the word, “Après,” which means that all bets are a stand-off for that coup. If the refait happens to be exactly 31, however, the bank wins half the money on the table, no matter how it is placed. The players may either pay this half at once, or may move their entire stake into the first prison, a little square marked out on the table, and belonging to the colour they bet upon. If they win the next coup, their stake is free; if not, they lose it all. Should a second refait of 31 occur, they would have to lose a fourth of this imprisoned stake, and the remainder would be moved into a second prison, to await the result of the next coup, which would either free it or lose it all. _=Probabilities.=_ It has been found that of the ten numbers that can be dealt, 31 to 40, the number 31 will come oftener than any other.

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. Exposed Cards.=_ In dealing for the draw, should any card be found faced in the pack, or should any card be exposed by the dealer in giving out the cards, or be blown over by the wind before the player has touched it, such cards must be placed on the table with the discards. The player whose card has been exposed does not receive another in its place until all the other players, including the dealer, have been helped. _=24. Incorrect Draws.=_ Should any player ask for an incorrect number of cards, he must take them; unless he discovers the error before the next player has been helped. If too many have been asked for, he must discard before seeing them.

She was one homely sharecropper, that was a fact, but she had a nice feel for Lady Luck. Or for what I planned next. * * * * * Wanting to come out with an even thousand, I adjusted the size of her last bet. When I won it, I pulled my chips off the table, which Sniffles didn t resist. She used the lull to grab a handful of sandwiches from another waiter s tray. A gambler at the far end of the table came out, calling loudly to the dice. The cubes made the length of the table, bounced off the rail and came to a stop dead center, between me and the three stick-men in the black aprons. That s the instant when every eye is on the dice, trying to read the spots. And that s when the dice jumped straight up off the baize, a good six-inch hop into the air, and came down Snake Eyes, the old signal. Wow! I d had it! TK! somebody yelled.

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Where shall the pig sleep? Sleep in the washing-tub. What shall I wash in? Wash in a thimble. The shirts won t go in. Wash by the river side. Supposing if I fall in? Good job too! --Hartley Wintney, Winchfield, Hants (H. S. May). XII. Mother, buy the milk-pail, mother, dear mother of mine. Where s the money to come from, children, dear children of mine? Sell father s feather bed, mother, dear mother of mine.

The game may go on in the same way till each player gets his buns. --Nairn (Rev. W. Gregor). See Hats in Holes. Ball in the Decker A row of boys caps is set by a wall. One boy throws a ball into one of the caps. The owner of the cap runs away, and is chased by all the others till caught. He then throws the ball.--Dublin (Mrs.

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A player cannot increase his own bid unless he is overbid. The highest bidder becomes the single player, opposed to the two others. _=Frog.=_ In this, hearts must be trumps. The single player turns the widow face up to show what it contained, and then takes the three cards into his hand. He must then discard to reduce his playing hand to eleven cards again. Any points in the cards he lays away will count for him at the end of the play. The player on the dealer’s left always leads for the first trick, any card he pleases. The others must follow suit if they can, but they are not obliged to head the trick. If a player cannot follow suit, he must trump, and if the third player cannot follow suit either, he must play a trump, but he is not obliged to over-trump unless he likes.

23. Any one quitting a table prior to the conclusion of a rubber may, with consent of the other three players, appoint a substitute in his absence during that rubber. 24. A player cutting into one table, whilst belonging to another, loses his right of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate. 25. If any one break up a table, the remaining players have the prior right to him of entry into any other, and should there not be sufficient vacancies at such other table to admit all those candidates, they settle their precedence by cutting. SHUFFLING 26. The pack must neither be shuffled below the table nor so that the face of any card be seen. 27. The pack must not be shuffled during the play of the hand.

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