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♣ K Q J | A 2 3 4 5 6 7 8 9 10 ♠ K Q J | A 2 3 4 5 6 7 8 9 10 In the trump suit the same order of cards is retained, except that four cards are always the best trumps. These are the Five, Jack, and ace of the suit itself, and the ace of hearts, the latter being always the third best. This gives us the rank of the cards as follows, when the suit is trump:-- No change. | Highest in red. ♡ 5 J ♡ A K Q | 10 9 8 7 6 5 4 3 2 ♢ 5 J ♡ A ♢ A K Q | 10 9 8 7 6 5 4 3 2 | | Lowest in black. ♣ 5 J ♡ A ♣ A K Q | 2 3 4 5 6 7 8 9 10 ♠ 5 J ♡ A ♠ A K Q | 2 3 4 5 6 7 8 9 10 _=COUNTERS.=_ Spoil Five is played with a pool, for which counters are necessary. One player should act as banker, and the others should purchase from him, each beginning with 20 counters. Coins may take the place of counters, shillings being the usual points. _=PLAYERS.

238. Jiddy-cum-jiddy A northern name for See Saw. Jingle-the-bonnet A game in which two or more put a halfpenny each, or any piece of coin, into a cap or bonnet. After jingling or shaking them together, they are thrown on the ground; and he who has most heads when it is his turn to jingle, gains the stakes which were put into the bonnet.--Jamieson. Halliwell (_Dictionary_) says this is a northern name for the game of Shake Cap, and Brockett (_North Country Words_) speaks of it as a game much practised among the young pitmen and keelmen. Jingo-ring Here we go by jingo-ring, jingo-ring, jingo-ring, Here we go by jingo-ring, and round by merry-ma-tansy. --Sporle, Norfolk (Miss Matthews). Sung to the Mulberry or Ivy bush tune. The children form a ring and dance round singing.

In No. 3 the red ball must be driven to the rail and back with great accuracy, leaving the balls in position No. 1 again. The turns are very difficult. CUSHION CARROMS. This is a variety of the three-ball game in which a cushion must be touched by the cue ball before the carrom is completed. The cushion may be struck first, and the object ball afterward, or the object ball first, and then the cushion. In the _=Three-cushion Carrom Game=_, three cushions must be touched by the cue ball before completing the count. In the _=Bank-shot Game=_, the cue ball must strike at least one cushion before touching the object ball. The _=Four-ball Game=_ is now obsolete.

e._, not in secret. He gives the words of a sort of musical catch, sung in the Midlands, similar in character to this game, which may once have been used in some courting game. Mr. Newell (_Games_, p. 124) gives a version sung in the streets of New York, and considers it to be a relic of antiquity, a similar round being given in _Deuteromelia_, 1609. Jowls A game played by boys, much the same as Hockey, and taking its name, no doubt, from the mode of playing, which consists in striking a wooden ball or knorr from the ground in any given direction with a sufficiently heavy stick, duly curved at the striking end.--Atkinson s _Cleveland Glossary_. It is also given in _Yorkshire Glossary_ (Whitby). See Bandy, Doddart, Hockey.

The whole troop of soldiers then burst through the parted arms (fig. 5). [Illustration: Fig. 1.] [Illustration: Fig. 2.] [Illustration: Fig. 3.] [Illustration: Fig. 4.

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=_ At the beginning of the game the cards should be counted and thoroughly shuffled, and shuffled at least three times before each deal thereafter. The dealer presents the pack to the pone to be cut, and at least five cards must be left in each packet. The cards are dealt from left to right in rotation, and the deal passes to the left in regular order. Only three persons at the table receive cards, no matter how many are in the game. If there are four players, the dealer gives himself no cards. If there are five or six players, the first two on the dealer’s left and the pone receive cards. The other persons at the table are said to be “im Skat,” because they are laid aside for that deal. The cards may be distributed in several ways, but whichever manner the first dealer selects must be continued during the game, both by the original dealer, and by the others at the table. Ten cards are given to each player, and two are dealt face downward in the centre of the table for the Skat. No trump is turned.

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Three crosses are chalked on the table in front of each player, representing five points each. When a trick is won, a beer-soaked finger wipes out the centre of a cross, and reduces its value to four. Successive cancellings of the remaining arms of the cross as tricks are taken gradually reduce it to nothing, and the player who is last to wipe out his third cross pays for the beer. No player is allowed to look at his cards until the trump is turned, and the dealer gives the word of command: “Auf.” The seven of diamonds is always the second-best card of the trump suit, ranking next below the ace. If it is turned up, the dealer turns up the next card for a trump, and when it comes to his turn, he can take both cards into his hand, discarding others in their place. If the dealer passes, the eldest hand may take up the trump. If only two declare to play, a trump must be led for the first trick; if three play, trumps must be led twice; if four play, three times. If the leader has no trump, he must lead his smallest card, face downward, which calls for a trump from such of the other players as have one. All penalties are made by adding fresh crosses to the delinquent’s score.

_=PLAYERS’ POSITIONS.=_ The four players at a whist table are usually distinguished by the letters A, B, Y, Z; the first two letters of the alphabet being partners against the last two, and their positions at the table being indicated as follows:-- [Illustration: Y +-----+ | | A | | B | | +-----+ Z ] Z is always the dealer; A the original leader, or first hand; Y the second hand; B the third hand; and Z the fourth hand. After the first trick, some other player may become the leader; the one on his left being the second hand; his partner the third hand, and the player on his right the fourth hand. B is the pone. _=DEALING.=_ The cards having been properly shuffled, the dealer presents them to the _=pone=_ to be cut. The American laws require that after separating the pack, the pone shall place the cut part, which he lifts off, nearer the dealer. Beginning at his left, the dealer distributes the cards one at a time in rotation, until the pack is exhausted. The last card is turned face up on the table, and the suit to which it belongs is the trump for that hand. When two packs are used, one is shuffled by the dealer’s partner while the other is dealt, and the shuffled pack is placed on the left of the player whose turn it will be to deal next.

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Sweeting. NORTHUMBERLAND { Brockett s _Provincial Words_, ed. { 1846. Hexham Miss J. Barker. NOTTINGHAMSHIRE Miss Peacock. Long Eaton Miss Youngman. Nottingham Miss Winfield, Miss Peacock. Ordsall Miss Matthews. OXFORDSHIRE Aubrey s _Remains_, ed.

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| -- | -- | -- | |39.| -- | -- | -- | |40.| -- | -- | -- | |41.| -- |What will you have to |What will you take to | | | |set her free? |let him out? | |42.| -- |Fourteen pounds and a |Ten hundred pounds | | | |wedding gown. |will let him out. | |43.| -- | -- |Then a hundred pounds | | | | |we have not got. | |44.|Off to prison you must| -- |Then off to prison you| | |go.

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Bull: Steel or iron? He then forces his way out of the ring, and whoever catches him becomes Bull.--Berrington (Burne s _Shropshire Folk-lore_, pp. 519, 520). Another version is that the child in the centre, whilst the others danced around him in a circle, saying, Pig in the middle and can t get out, replies, I ve lost my key but I will get out, and throws the whole weight of his body suddenly on the clasped hands of a couple, to try and unlock them. When he had succeeded he changed the words to, I ve broken your locks, and I have got out. One of the pair whose hands he had opened took his place, and he joined the ring.--Cornwall (_Folk-lore Journal_, v. 50). (_b_) Mr. S.

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When all are taken the game is finished; and he who was first taken is bound to act as catcher in the next game. This innocent sport seems to be almost entirely forgotten in the South of Scotland. It is also falling into desuetude in the North. (_b_) The following description of Barley-break, written by Sir Philip Sidney, is taken from the song of Lamon, in the first volume of the _Arcadia_, where he relates the passion of Claius and Strephon for the beautiful Urania:-- She went abroad, thereby, At _barley-brake_ her sweet, swift foot to try. . . . Afield they go, where many lookers be. Then couples three be straight allotted there, They of both ends, the middle two, do fly; The two that in mid-place Hell called were Must strive, with waiting foot and watching eye, To catch of them, and them to hell to bear, That they, as well as they, may hell supply; Like some that seek to salve their blotted name Will others blot, till all do taste of shame. There may you see, soon as the middle two Do, coupled, towards either couple make, They, false and fearful, do their hands undo; Brother his brother, friend doth friend forsake, Heeding himself, cares not how fellow do, But of a stranger mutual help doth take; As perjured cowards in adversity, With sight of fear, from friends to friends do fly.

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any any a 1 a d 2 d any any No notice is taken of the scores made by the N & S hands in the last set; as it is simply a match between the a and _d_ pairs. _=Scoring.=_ Each pair against each is considered a match, and the winner of the most matches wins, tricks deciding ties. _=Compass Whist.=_ When we come to handle large numbers, the changes of position become too complicated, and the simplest plan is to arrange them at as many tables as they will fill, and to place on each table an equal number of trays. At the Knickerbocker Whist Club, New York, which is still famous for its compass games, they play a minimum of 24 trays, or get as near that number as possible. If there are 14 tables, they play two deals at each. If there are only 10 tables, they play 30 trays. All the N & S players sit still, and at the end of each round, two or three deals as the case may be, all the E & W players move up one table, 2 going to 1, 3 to 2, etc. Each pair keeps its own score card, on which is put down the number of the tray, the number of the pair played against, which is always the number of the table at which they started; one of the pairs remaining there being No.

It is usual for the strongest adversary to sit Right. _=With Four Players=_, we can best describe the arrangement by numbering them 1, 2, 3, and 4, respectively, the lowest number, 1, having cut the lowest card, and the others having the right to play Vivant in their numerical order. The initial arrangement would be as follows:-- [Illustration: 4 4 +---------+ +---------+ | Mort. | | Mort. | 2 | | 3 or this:-- 3 | | 2 | Vivant. | | Vivant. | +---------+ +---------+ 1 1 ] For the three succeeding games the arrangement would be:-- [Illustration: 1 2 3 +---------+ +---------+ +---------+ | Mort. | | Mort. | | Mort. | 3 | | 4 4 | | 1 1 | | 2 | Vivant.

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You throw down the cubes all at once, then toss the ball, and during its being in the air gather up one stone in your right hand and catch the descending ball in the same. Put down the stone and repeat the operation, gathering two stones, then three, then four, till at last you have summed up all the five at once, and have succeeded in catching the ball. In case of failure you have to begin all over again. (_b_) In Nashe s _Lenten Stuff_ (1599) occurs the following: Yet towards cock-crowing she caught a little slumber, and then she dreamed that Leander and she were playing at checkstone with pearls in the bottom of the sea. A game played by children with round small pebbles (Halliwell s _Dictionary_). It is also mentioned in the early play of _Apollo Shroving_, 1627, p. 49. See Chucks, Fivestones. Cherry Odds A game of Pitch and Toss played with cherry-stones (Elworthy s _West Somerset Words_). Boys always speak of the stones as ods.

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=_ Each player should be provided with seven white counters to mark the game. If stakes are played for, red counters are used to make up the pool, one player acting as the banker to sell and redeem all red counters. _=Dealing.=_ Six cards are dealt to each player, three at a time, but no trump is turned. All the rules for irregularities in the deal are the same as in Seven-up, but a misdeal does not lose the deal under any circumstances. _=Objects of the Game.=_ As in Seven-up, the object of each player is to get rid of his seven counters, one of which he is entitled to put in the pool for each of the following points: For holding the _=highest=_ trump in play; for holding (having dealt to him) the _=lowest=_ trump in play; for winning a trick with the _=Jack=_ of trumps in it; for making the greatest number of the pips that count for the _=game=_ point. The details of these points have already been explained in connection with Seven-up. If the count for Game is a tie, no one scores it. _=Bidding.

For instance: One player holds four Tens and three Jacks, his adversary holding triplets of Aces, Kings, and Queens. None of the latter would be of any value, as the lowest quatorze is better than the highest trio, and the player with the four Tens could count his three Jacks also. Pairs have no value. The value of any quatorze is 14, as its name implies. Trios are worth 3 only. In discarding, the object is to secure the best counting combinations, and also to retain cards which will win tricks in play. The combinations take precedence of one another in scoring, the first being always Carte Blanche, then the Point, then Sequence, and lastly the Quatorze or Trio. _=DECLARING.=_ Carte blanche must be announced and shown before a discard is made. Each player having discarded and drawn, the elder hand proceeds to announce any counting combinations he holds, which he must declare in regular order, beginning with the point.

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Later still we find the ace ranking above the King, thus becoming the best trump. If the ace was turned up, the dealer had the privilege of robbing it, or the holder of the ace of trumps could rob the turn-up, discarding any card he pleased, just as in Spoil Five. But in Triomphe the dealer turned up another card, and if that was of the trump suit the holder of the ace could rob that also, and so on until he turned a card of a different suit. This did not alter the trump, but merely stopped the robbing process. Whether or not Triomphe borrowed this feature from Spoil Five or Maw, it is now impossible to say. Whatever its origin, Euchre has always been the most respectable member of the family, and the game of all others that has best served the card-playing interest in social life. Spoil Five probably comes next in point of respectability; but Écarté has often fallen into evil hands, and the very name is in some places regarded as synonymous for gambling. The same is true of Napoleon, but in less degree. Euchre, unlike the other members of the family, is not essentially a gambling game, but belongs rather to the intellectual group of card games; a position which we hope it may long maintain. EUCHRE.

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_=If the Jack is in play=_, two points may be affected by a revoke. The player in fault cannot score either Jack or Game, and the penalty for the revoke is two points; in addition to which the adversary of the revoking player may score either or both Jack and Game if he makes them. The revoking player cannot win the game that hand, no matter what he scores, but must stop at six. A revoke is established as soon as the trick in which it occurs has been turned and quitted, or a card has been led or played to the next trick. _=Exposed Cards.=_ When four play, all exposed cards must be left on the table, and are liable to be called by the adversaries if they cannot be previously got rid of in the course of play. All cards led or played out of turn are exposed, and liable to be called. If two or more cards are played to a trick, the adversaries may select which shall remain; the other is exposed. _=METHODS OF CHEATING.=_ Few games lend themselves more readily to the operations of the greek than Seven-up.