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To remedy this, it was proposed that whenever no player came in, each should be obliged to ante an equal amount for the next deal, and just to demonstrate that there were some good hands left in the pack no one was allowed to draw cards until some one had _=Jacks or better=_ to draw to. The result of this practice was to make jack pots larger than the other pools, because every one was compelled to ante, and this seems to have prompted those who were always wanting to increase the stakes to devise excuses for increasing the number of jack pots. This has been carried so far that the whole system has become a nuisance, and has destroyed one of the finest points in the game of Poker,--the liberty of personal judgment as to every counter put into the pool, except the blind. The following excuses for making jack pots are now in common use: _=After a Misdeal=_ some parties make it a jack; but the practice should be condemned, because it puts it in the power of any individual player to make it a jack when he deals. _=The Buck=_ is some article, such as a penknife, which is placed in the pool at the beginning of the game, and is taken down with the rest of the pool by whichever player wins it. When it comes to his deal, it is a jack pot, and the buck is placed in the pool with the dealer’s ante, to be won, taken down, and make another jack in the same way. The usual custom is to fix the amount of the ante in jack pots, a red, or five whites, being the common stake. In some places it is at the option of the holder of the buck to make the ante any amount he pleases within the betting limit. Whichever system is adopted, every player at the table must deposit a like amount in the pool. Players are sometimes permitted to _=pass a jack=_; that is, not to ante nor to take any part in the game until the jack is decided.

The boy who succeeds in getting both buttons in begins first next game, and takes a button as prize. [This seems merely a mild form of marbles.]--Lincolnshire (Rev. ---- Roberts). There were several games played with buttons--some on level ground, in a ring or square; but the most approved was with a hole dug in the earth near a wall, or near the trunk of a large tree. The hole should be about the cavity of a small tea-cup, the players toeing a scratched line about four or five feet from the hole, after tossing for first innings. Each of the players (mostly two) contribute an equal number of buttons, say from two to ten, and of equal value or quality. The one having first turn takes the whole of them in his hand, and by an under-throw, or rather a pitch, endeavours to get the whole, or as many as possible, into the hole. If all go clean into the hole, he wins the game, and takes the whole of the buttons started with; but if one or more of the buttons are left outside the hole, the non-player has then the choice of selecting one which he considers difficult to be hit, and requesting the player to hit it with his _nicker_. This is made of solid lead, about the size of a florin, but twice its substance, and each player is provided with one of his own.

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She fired a charge of thermite in my head, and it seared its way down my arm to my fingers. My right arm came off the bed and thrashed like a wounded snake. She wrestled it, climbed onto the bed, and held it down with her boney knees. Her fingers kneaded it, working some imaginary devil out through the fingertips, till the hurt was gone. * * * * * We sat close together on the edge of the bed at last, as I worked and moved my arm, one of us more in awe of what had happened than the other. It was weak--with those flabby, unused muscles, it had to be. But I could move it, to any normal position. I never done like that before, she breathed. Jest small ailin . You re a healer, all right, I said.

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If the single player, or a caller and his partner have all four honours dealt them, they score as for four over-tricks; if three, as for two over-tricks. Honours do not count for the adversaries under any circumstances. In bidding on a hand, it must be remembered that although honours will count as over-tricks in payments, they cannot be bid on. If a player has nine tricks and two by honours in his hand, he cannot bid eleven. If he bids nine and fails to make so many, he cannot count the honours at all. It is growing less and less the custom to count honours in America. A player making a bid can be compelled to play it; but it is usual to allow him to pay instead of playing, if he proposes to do so, either because he has overbid his hand or for any other reason. _=METHOD OF PLAYING.=_ No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as in Whist. Tricks should be carefully stacked, there being the same penalties as in Boston for calling attention to the score.

It looked wet and sort of sticky as if it were bleeding and it went out of him--and you know what they did to Dogwood? They took him away, up in that part of the hospital where you and I never go--way up at the top part where the others are, where the others always have to go if they are alive after the Rats of the Up-and-Out have gotten them. Woodley sat down and lit an ancient pipe. He was burning something called tobacco in it. It was a dirty sort of habit, but it made him look very dashing and adventurous. Look here, youngster. You don t have to worry about that stuff. Pinlighting is getting better all the time. The Partners are getting better. I ve seen them pinlight two Rats forty-six million miles apart in one and a half milliseconds. As long as people had to try to work the pin-sets themselves, there was always the chance that with a minimum of four hundred milliseconds for the human mind to set a pinlight, we wouldn t light the Rats up fast enough to protect our planoforming ships.

=_ Boston de Fontainebleau is played with a full pack of fifty-two cards. Two packs are generally used. The cards rank as at Whist, both for cutting and playing. _=MARKERS=_ are not used, counters taking their place. These are usually of the colours and values, and are distributed among the players as already described in Boston. _=STAKES.=_ As a guide in settling upon the unit value, it may be noted that the largest amount possible to win or lose on a single hand is 2,400 white counters; the smallest amount being 30. The average is about 300. _=THE POOL.=_ In addition to the counters won or lost on each hand, a pool is formed by each dealer in his turn placing five counters in a small tray provided for the purpose.

His hand is a double combination, prime and tricon, and will beat a flush. A sequence of four cards of the same suit is a double combination, and will beat anything but a fredon. When doublets are shown, the holder is paid for both combinations, _=six=_ for tricon and prime, or _=eight=_ for sequence and flush, as the case may be. _=A Fredon=_, or four of a kind, is the best possible hand, and the holder is paid _=ten or eleven counters=_ by each of the other players, according to the pip value of his cards. He is paid eight counters for fredon, and two for the prime, if it is smaller than 8’s; but he claims grand prime if he has four 9’s, or four 10’S, and gets eleven counters. In case of _=ties=_ which cannot be decided by the pip values, the elder hand wins. Even if a player has lost his entire stake in the pool, he must pay the various combinations shown, and it is usual to reserve about ten counters for this purpose. _=Betting the Hands.=_ After the last cards have been drawn, the players proceed to bet upon their hands precisely as at Poker. If a player makes a bet or raise which no one will call, he takes the pool, and then shows his hand and demands payment for the combination he holds.

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=_ It will sometimes happen that the only four-card suit in the leader’s hand will be trumps or a suit headed by honours not in sequence, which it is not desirable to lead. In such cases, if there is no high-card combination in any of the short suits, it is usual to lead the highest card, unless it is an Ace or King. Many good players will not lead the Queen from a three-card suit, unless it is accompanied by the Jack. All such leads are called _=forced=_, and are intended to assist the partner, by playing cards which may strengthen him, although of no use to the leader. The best card should be led from any such combinations as the following:-- [Illustration: 🃝 🃛 🃖 | 🃊 🃉 🃄 🃋 🃊 🃅 | 🃙 🃘 🃔 🂫 🂥 🂣 | 🂷 🂶 🂴 ] _=Small-card Leads.=_ If the suit selected for the lead does not contain any combination of high cards from which it would be right to lead a high card, good players make it a rule to begin with the fourth-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. Should the player be forced to lead any of the undesirable combinations shown on the last page, he would begin with the Ace if he held it; otherwise he would lead the fourth-best. In each of the hands shown this would be the four, and this card would be led, even if there were five or six cards in the suit. From this hand, for instance, the five is the proper lead:-- [Illustration: 🃎 🃈 🃆 🃅 🃄 🃃 🃂 ] _=Rules for Leading Second Round.

If the lone player is not caught on the plain suit at the first trick, the adversaries may discard it to keep higher cards in the other suit; or they may have none of it from the first. There is always a chance, and it should be taken. The dealer’s partner, and the pone, should be very careful in playing lone hands, and should never risk them except with three certain tricks, no matter what suit is led first. With three sure tricks, some players make it a rule to play alone, provided the two other cards are both of the same suit. _=MAKING THE TRUMP.=_ When the trump is turned down, the general rule is for the eldest hand to make it next. The exceptions are when he has nothing in the next suit, but has at least two certain tricks in the cross suit, and a probable trick in a plain suit. It is safer to make it next with a weak hand than to cross it on moderate strength, for the presumption is that neither the dealer nor his partner had a bower in the turn-down suit, and therefore have none in the next suit. Such being the case, it is very likely that one or both may be strong in the cross suits, and it is not considered good policy to cross the suit unless so strong in it as to be reasonably certain of three tricks. Some players invariably make it next, regardless of their hands, unless they can play alone in the cross suit.

2. Where you have a certain safe card, and others of another suit not absolutely safe, it is better to keep the safe card, in order to be sure of getting rid of the lead if you are put in on your dangerous suit. In following suit, the most annoying hand that one can hold is one containing at least three cards of each suit, none of them below a 6. There is no hope of a discard, unless two players make a fight in some one suit, which they lead four or five times in order to load each other, regardless of the escape of the other players. This very seldom occurs, and never among good players. With such a hand escape is almost impossible, and it is usually best to make the losses as small as possible. Many good players, with such a hand, will deliberately take in hearts on the plain suits, hoping to escape with only one or two in each trick, instead of having to carry the whole load by getting into the lead at the end. It should never be forgotten that when you must inevitably take some hearts it is cheaper to take them in on plain suits than to win heart tricks. _=CONTROL OF THE LEAD.=_ One of the strongest points in good heart play is the proper control of the lead at certain times.

King and Queen against King and Rook. King and Queen against King and Bishop. King and Queen against King and Knight. King and Queen against King and Pawn. King and two Rooks against King and Rook. King and two Bishops against a King. King Bishop and Knight against a King. In order to master all these endings, the student should take up Staunton’s Handbook, or the Lehrbuch des Schachspiels, in which they are given very fully. For the beginner only one or two of the most common and important are necessary. K and Q, or K and R, against K.

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Why should I resent not having PC? How many Psi personalities have more than one power? Not many. And as for precognition, as Simonetti said, more than their fair share is possessed by wild-looking women. Like Sniffles, I thought suddenly. Well, Rose said, turning back to his partner. Let Sime and me talk it over. Maybe we should get a PC. Nuts, Simonetti told him. I ll think it over, too, I said. See you tomorrow. I turned to go.

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They seemed to have got it from the Greeks, who are known to have used a table called Abacus, very much like a backgammon board in form, with lines drawn upon it, and the men were moved from one line to another according to the throws of the dice. There is no trace of Backgammon among the games of the Egyptians or the Hebrews, although the chief factors in the game, the dice, have been known to all nations, and are probably the oldest gaming instruments in the world. As to the respective merits of these table games, there is little to be said. Curiously enough they are played by entirely different classes of people. Backgammon has always been highly respectable, and seems likely to retain its position as the fashionable game. Draughts is peculiarly the game of the middle classes, popular at the workman’s dinner hour, in the sitting-rooms of cheap hotels, in country clubs, and in fire engine stations; the latter being a favourite training ground for our checker champions. Chess is probably the most universal game of all, and its general character is understood by almost every educated person in the world. CHESS. Chess is played upon a square board, divided into sixty-four smaller squares of equal size. These small squares are usually of different colours, alternately light and dark, and the board must be so placed that each player shall have a light square at his right, on the side nearer him.

| | 3.|Dissy, dissy, duss. |Dossy, dossy, doss. |A dust, a dust, a | | | | |dust. | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.|Come all ye pretty |Come all ye pretty |We want a pretty | | |maids. |maids. |maiden.

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| | . | | . | | . | +---+-.-+---+-.-+---+-.-+---+-.-+ ] In order to ascertain if you have the move when it is your turn to play, add together all the men, both black and white, in one of the systems, taking no notice of those in the other system, and if the number is _=odd=_, you have the move. In Diagram No. 10, for instance, if you have the black men, and it is your turn to play, you will find three men on your own system, and therefore you have the move, and must win by playing 10-15.

He was allowed three grudges. If the top did not give way, the other players tried in turn. If the top did not split, it was returned to its owner, but any boy who succeeded in splitting it through the middle, so that the peg fell out, took possession of the peg. I have seen a top split at the side in such a way as to be quite useless as a top, though no peg was gained. I remember, too, a schoolfellow of mine drawing from his pocket some seven or eight pegs, the trophied memorials of as many tops.--London (J. P. Emslie). See Hoatie, Hoges, Peg-top. Hairry my Bossie This is a game of chance.

The rustics, when they have not materials at hand to make a table, cut the lines in the same form upon the ground and make a small hole for every dot. They then collect stones of different forms or colours for the pieces, and play the game by depositing them in the holes in the same manner that they are set over the dots on the table. Hence Shakespeare, describing the effects of a wet and stormy season, says-- The folds stand empty in the drowned field, And crows are fatted with the murrain flock-- The Nine Men s Morris is filled up with mud. --_Midsummer Nights Dream_, act ii. sc. 2. Miss Baker (_Northamptonshire Glossary_), in describing Merell or Morris, says:-- On the inclosing of open fields this game was transferred to a board, and continues a fireside recreation of the agricultural labourer. It is often called by the name of Mill or Shepherd s Mill. She says the mode of playing now observed is this. Each of the players has nine pieces, or men, differing in colour, or material, from his adversary, for distinction s sake; which they lay down on the spots alternately, one by one, each endeavouring to prevent his opponent from placing three of his pieces in a line, as whichever does so is entitled to take off any one of his antagonist s men where he pleases, without breaking a row of three, which must not be done whilst there is another man on the board.

--Lowsley s _Berkshire Glossary_. Cop-halfpenny The game of Chuck-farthing. --Norfolk and Suffolk (Holloway s _Dict. of Provincialisms_). Corsicrown A square figure is divided by four lines, which cross each other in the crown or centre. Two of these lines connect the opposite angles, and two the sides at the point of bisection. Two players play; each has three men or flitchers. Now there are seven points for these men to move about on, six on the edges of the square and one at the centre. The men belonging to each player are not set together as at draughts, but mingled with each other. The one who has the first move may always have the game, which is won by getting the three men on a line.

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If he declines to do so, he must pay the antes for all the other players for another jack. It is not enough to show openers before the draw, the whole hand must be shown. _=43. Drawing Cards.=_ Each player in turn who has come in, beginning on the left of the dealer, may discard and draw, to improve his hand. The opener is allowed to split his openers, provided it is the rule of the game that the opener shall _always_ put his discard under the chips in the pool, whether he is going to split or not. The opener’s discard must never be gathered in with other discards when the pack runs short for the draw. _=44. False Hands.=_ If a false opener does not discover his mistake until after he has drawn cards, his hand is foul, and must be abandoned.

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Thus, for instance, an Englishman enters the French territory and tries to reach the flag. If he is seen by the French before he reaches the flag, he is taken prisoner and is placed near the flags, and the next Englishman rescues him instead of taking a flag. As soon as the flag is taken, one of the party must put another handkerchief in its place. A player cannot be taken prisoner after having obtained the handkerchief or flag. The winning side is decided by counting the flags and prisoners.--Bitterne, Hants (Mrs. Byford). This is a very general game, and is known as Scotch and English in the north, where some interesting details occur, for which see Scotch and English. French Blindman s Buff The children kneel in a circle, one standing blindfolded in the middle. The kneeling children shout, Come point to me with your pointer.

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=_ It is usual for Vivant to deal the first hand for himself, as the disadvantage of exposing fourteen cards is more than compensated for in compelling the adversary to open the game by leading up to an unknown hand. If Vivant deals the first hand for Mort, he must present the pack to the player on dummy’s right to be cut, and deal the cards from right to left, turning up the trump at Mort’s place. If he deals for himself, he presents the pack to the pone to be cut, and proceeds as in whist. When two packs are used, the French laws require that if the deal is for Mort, the Right shall gather and shuffle the still pack; and that if Vivant deals for himself, the pone shall gather and shuffle. I have found this to be awkward, because the player who is gathering and shuffling the cards of one pack is called upon to cut the other. For this reason I recommend that whichever adversary is the pone for the deal in hands should allow his partner to gather and shuffle the still pack. When either adversary deals, his partner will, of course, gather and shuffle the still pack. The general rules with regard to irregularities in the deal are the same as at whist, with the following exceptions:-- A misdeal does not lose the deal unless the opponents so elect; they may prefer a new deal by the same dealer. The reason for this is that the deal is a disadvantage, especially for Mort. If Vivant or Mort offers the pack to one adversary to cut, and then deals as if the other had cut, it is a misdeal; and it is not admissible to shift the packets in order to remedy matters.