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King. Police or sheriffs. _=R.=_ Loss of a lawsuit. Queen. A gay and deceptive widow. _=R.=_ She’s fooling thee. Jack. Disagreeable young man.

For instance: The pone has 2 reds and 4 whites up; the dealer has 1 red and 5 whites. The pone scores two whites, reaching six, and advancing his score to 3 reds, which are sometimes called impérials. The dealer must take down his white counters, losing that count altogether, and leaving himself 1 red. The only exception to this is that at the beginning of the hand if both have impérials combinations in hand, neither side takes down its white counters. In _=Counting out=_ the following order of precedence must be observed: The turn-up trump, (if it is an honour). The Point. Impérial in hand, sequences first. Impérial de retourne. Impérial tombée. Honours in tricks.

The simplest form has been suggested by Mitchell, and is especially adapted for social gatherings of ladies and gentlemen. As many tables as possible are filled; all the ladies sitting N & E; the gentlemen S and W. [Illustration: LADY L +---------+ +---------+ | N | | N | GENTLEMAN|W E|LADY G|W E|L | S | | S | +---------+ +---------+ GENTLEMAN G ] The number of hands dealt at each table must be adjusted to the number of tables filled, and the time to be devoted to play. The trays containing the hands are passed to the West, and all the gentlemen move one table to the East, the ladies sitting still. In all the changes each gentleman keeps to his original point of the compass, South or West. When he arrives at the table he started from, the round is finished. If an odd number of tables are engaged in play, the changes may take place in regular order to the end. If even, a dummy must be put in; but as that is objectionable in a social gathering, it is better to adopt one of the two systems following, unless half the number of tables is an odd number, when the method already described may be used. _=1st Method.=_ Some table in the series, which must not be either the first or the last, deals no original hands, but overplays all the hands coming from the other tables to the East of it.

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The pack is then cut for the starter. There is no play, and the hand is turned up and counted, scoring it on a regular cribbage board. The crib is then counted and scored. Leaving the starter still face up on the top of the pack, the eight cards in hand and crib are thrown aside. For the next deal, the player gives himself three cards from the top of the pack, one of which was the starter on the last deal, then two for the crib and three more for himself, discarding for the crib, cutting a starter, counting and scoring hand and crib as before. This is continued until only four cards are left, one of them being the starter for the last deal. Turn up these four cards and count them as a hand. The game is usually 91 points, and the object of the solitaire player is to see if he can reach the game hole without going through the pack more than once. If he does not reach with six hands and cribs, each with a starter, and one hand of four cards without a starter, he has failed to get the solitaire. _=WHEN TWO OR MORE PLAY.

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| -- | -- |The half of that I | | | | |have not got. | |44.| -- | -- |Then off to prison he | | | | |must go. | |45.| -- | -- | -- | |46.| -- | -- | -- | |47.| -- | -- | -- | |48.|We ll give him a horse| -- | -- | | |to gallop around. | | | |49.| -- |Here comes my lord | -- | | | |Duke, let everyone | | | | |pass by but the very | | | | |last one.

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Don’t blame the pin boys if you get a split. They will spot any pin you call their attention to. Don’t throw away a “spare” because you think you were entitled to a “strike.” Don’t use any unnecessary motions. Don’t exert yourself. Take it easy. A slow accurate ball is better than a swift wild one. Don’t put your whole thumb in the finger hole. One joint is enough. Don’t use a large finger hole.

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The best British makers have standardised sizes, and sell infantry and cavalry in exactly proportioned dimensions; the infantry being nearly two inches tall. There is a lighter, cheaper make of perhaps an inch and a half high that is also available. Foreign-made soldiers are of variable sizes. IV THE BATTLE OF HOOK S FARM AND now, having given all the exact science of our war game, having told something of the development of this warfare, let me here set out the particulars of an exemplary game. And suddenly your author changes. He changes into what perhaps he might have been--under different circumstances. His inky fingers become large, manly hands, his drooping scholastic back stiffens, his elbows go out, his etiolated complexion corrugates and darkens, his moustaches increase and grow and spread, and curl up horribly; a large, red scar, a sabre cut, grows lurid over one eye. He expands--all over he expands. He clears his throat startlingly, lugs at the still growing ends of his moustache, and says, with just a faint and fading doubt in his voice as to whether he can do it, Yas, Sir! [Illustration: Fig. 5b--Battle of Hook s Farm.

The cards are dealt by twos and threes until each has ten, two cards remaining for the talon. The dealer may lay out any two cards in exchange for these, but no other player is allowed to touch them, nor to see the discards. The elder hand makes the first declarations. He makes repic and counts 90 if he can reach 20 without playing a card; and he makes pic, 60, if he can reach 20 in hand and play, under the same conditions as in the game for two players. The majority of tricks counts 10; if it is a tie, each counts 5. Capot counts 40 if all the tricks are taken by one player; but if two take them all between them, they count 20 each. The game may be played for a pool, first man out to take all; or it may be agreed that after one has retired the others shall decide it between them by playing it out at the ordinary two-handed game. PIQUET VOLEUR, FOR FOUR PLAYERS. The players cut for partners, the two lowest pairing against the two highest, and the lowest cut taking the first deal. Partners sit opposite each other.

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Don’t blame the pin boys if you get a split. They will spot any pin you call their attention to. Don’t throw away a “spare” because you think you were entitled to a “strike.” Don’t use any unnecessary motions. Don’t exert yourself. Take it easy. A slow accurate ball is better than a swift wild one. Don’t put your whole thumb in the finger hole. One joint is enough. Don’t use a large finger hole.

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The player, taking the checks and ball in the right hand, throws down the checks, keeping the ball in the hand. If any check fall outside the ring the player is down. There is skill needed in the throwing of the checks in this and the following movements, so that they may be conveniently placed for taking up in the proper order. The checks being scattered, the player throws up the ball, takes up one check, and catches the ball as it comes down, or, as it is sometimes played, after it has bounced once from the step. This is repeated till all the checks are taken up. 2. As the last figure, but the checks are taken up two at a throw. 3. As the last, but at the first throw one check, called the Horse, is taken up, and at the second the remaining three checks at once, called the Cart. 4.

If an erroneous score be proved, such mistake can be corrected prior to the conclusion of the game in which it occurred, and such game is not concluded until the trump card of the following deal has been turned up. 12. If an erroneous score, affecting the amount of the rubber, be proved, such mistake can be rectified at any time during the rubber. CUTTING. 13. The Ace is the lowest card. 14. In all cases, every one must cut from the same pack. 15. Should a player expose more than one card, he must cut again.

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43. No player but Vorhand can announce Ramsch, and then only when no bid has been made. PLAYING. 44. In Tournée, but not in Solo, Grand, or Nullo, the player may, in order to avoid the possibility of being made schneider, abandon his game as lost before playing to the second trick. The adversaries are then bound to score it as a “game” lost, even if they could have made the player schneider. 45. No matter who is the single player, Vorhand shall always lead for the first trick. The winner of one trick leads for the next, and so on, and each player in turn must follow suit if he can. 46.