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--Patterson s _Antrim and Down Glossary_. Blind Nerry-Mopsey The Whitby name for Blind Man s Buff. --Robinson s _Glossary_. Blind Palmie or Pawmie One of the names given to the game of Blindman s Buff. --Jamieson. Blind Sim Suffolk name for Blind Man s Buff. --Forby s _Vocabulary of East Anglia_. Block, Haimmer (Hammer), and Nail This is a boys game, and requires seven players. One boy, the Block, goes down on all fours; another, the Nail, does the same behind the Block, with his head close to his _a posteriori_ part. A third boy, the Hammer, lies down on his back behind the two.

The Partners liked people. They were willing to fight with them. They were even willing to die for them. But when a Partner liked an individual the way, for example, that Captain Wow or the Lady May liked Underhill, the liking had nothing to do with intellect. It was a matter of temperament, of feel. Underhill knew perfectly well that Captain Wow regarded his, Underhill s, brains as silly. What Captain Wow liked was Underhill s friendly emotional structure, the cheerfulness and glint of wicked amusement that shot through Underhill s unconscious thought patterns, and the gaiety with which Underhill faced danger. The words, the history books, the ideas, the science--Underhill could sense all that in his own mind, reflected back from Captain Wow s mind, as so much rubbish. Miss West looked at Underhill. I bet you ve put stickum on the stones.

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Such several moves are to be collectively considered as the first move of the player accepting the odds. VI. In the odds of check-mating on a particular square it must be the square occupied by the King mated, not by the man giving the mate. VII. The player who undertakes to win in a particular manner, and either draws the game, or wins in some other manner, must be adjudged to be the loser. In all other respects, the play in games at odds must be governed by the regulations before laid down. RULES FOR PLAYING CORRESPONDENCE AND CONSULTATION GAMES. I. In playing a game by correspondence or in consultation, the two parties shall always agree beforehand in writing or otherwise as to the persons who are to take part in the contest, as to the time and mode of transmitting the moves, as to the penalties to be inflicted for any breach of the contract, and as to the umpire or referee. II.

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--_Useful Transactions in Philosophy_, 1709, p. 43. Angel and Devil One child is called the Angel, another child the Devil, and a third child the Minder. The children are given the names of colours by the Minder. Then the Angel comes over and knocks, when the following dialogue takes place. Minder: Who s there? Answer: Angel. Minder: What do you want? Angel: Ribbons. Minder: What colour? Angel: Red. Minder retorts, if no child is so named, Go and learn your A B C. If the guess is right the child is led away.

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My perception was of the best. Each coin knifed into the soft cedar of the door, burying itself about halfway. My best sustained lift, I suppose is about two hundred times the weight of a silver dollar. But with the lift split by the need to keep the stack together, about twenty gees was all the shove I gave the cartwheels. Still, you might figure out how fast those cartwheels were traveling after moving twenty feet across the bar at an acceleration of twenty gees. Smythe gasped. I doubted he had ever seen better, even in the controlled conditions of Lodge Meeting. A little something to remember me by, I said, as I opened the silver-studded door. Now let s see the boss. You re a TK bruiser, he said, impressed.

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=_ _=IRREGULARITIES IN THE HANDS.=_ If any player is found not to have his correct number of cards, it is a misdeal; but if he has played to the first trick the deal stands good, and he cannot score anything that hand. _=24.=_ _=EXPOSED CARDS.=_ The following are exposed cards, and must be left face up on the table, and are liable to be called by the adversaries: I. Every card faced upon the table otherwise than in the regular course of play. II. Two or more cards played to a trick. The adversaries may elect which shall be played. III.

=_ If the trump card is an ace, the dealer may discard any card he pleases in exchange for it. He may take up the ace when he plays to the first trick, or may leave it on the pack until got rid of in the course of play. When an ace is turned, the eldest hand, before leading, should call upon the dealer to discard if he has not already done so. If the dealer does not want the trump, he answers: “I play these.” If the trump card is not an ace, any player at the table holding the ace of trumps is bound to announce the fact when it comes to his turn to play to the first trick. The usual plan is for him to pass a card to the dealer face downward, and in return the dealer will give him the turn-up trump. If the holder of the ace does not want the turn-up, he must tell the dealer to turn the trump down, which shows that he could rob, but does not wish to. If the holder of the ace of trumps plays without announcing it, he not only loses his right to rob, but his ace of trumps becomes of less value than any other trump for that deal, and even if it is the ace of hearts he loses the privileges attached to that card. _=METHOD OF PLAYING.=_ The eldest hand begins by leading any card he pleases.

E. Twemlow). I. A dis, a dis, a green grass, A dis, a dis, a dis; Come all you pretty fair maids And dance along with us. For we are going roving, A roving in this land; We ll take this pretty fair maid, We ll take her by the hand. Ye shall get a duke, my dear, And ye shall get a drake; And ye shall get a young prince, A young prince for your sake. And if this young prince chance to die, Ye shall get another; The bells will ring, and the birds will sing, And we ll clap hands together. --Chamber s _Popular Rhymes_, pp. 137-38. II.

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=_ 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. | I | B 4; Z 4. ------+------+------+------+ C +-------+------+------+----- A Y B Z | K | A Y B Z ------+------+------+------+---+-------+------+------+----- _♡A_ | ♡3 | 5♢ | ♡6 | 1 | _♡A_ | ♡6 | ♡J | ♡3 _♡K_ | ♡4 | ♡8 | ♡10 | 2 | ♡8 | ♡7 | ♡4 | _♡9_ ♡2 | ♡7 | ♡9 | _♡J_ | 3 | ♡Q | ♡2 | 4♢ | _♡K_ ♣Q | _♣K_ | ♣3 | ♣J | 4 | Q♠ | ♣2 | _♣A_ | ♣9 8♠ | _♣A_ | ♣10 | 2♢ | 5 | 5♢ | _♡5_ | ♣J | ♣7 _♡Q_ | Q♠ | K♢ | ♡5 | 6 | _♡10_ | 4♠ | J♢ | 2♢ _=No. 3.=_ At the second trick, A knows that his partner still holds another trump, because he drew only three cards. This trump must be the 9. Z holds two more trumps, and they must be the Jack and Right Pedro, because Z would not throw away Game if he had anything smaller. The 7 must be with Y, and if A now leads trump Queen, he will leave the Pedro good over his Deuce, leaving him only 8 points, whereas he has bid 12.

_=When the Adversaries Lead Trumps=_, and the Second Hand has a chance either to establish a suit against them or to force his partner, he should stop the trump lead if he can. If his partner has led trumps, the Second Hand should generally play his winning cards on his right hand opponent’s plain-suit leads, to stop them; and continue the trumps. These are about all the conventionalities necessary for the beginner. After at least a year’s practice with them, he will either discover that he has no aptitude for the game, or will be ready to go into further details. A beginner who attempts to handle the weapons of the expert simply plays with edged tools, which will probably cut no one but himself and his partner. * * * * * _=THE SIGNAL GAME.=_ Having become thoroughly familiar with the elementary conventionalities of the game, so that they can be used without the slightest hesitation at the whist table, the player may proceed to acquaint himself with the details of what is commonly known as the Signal Game, which comprises all the various methods of signalling up hands between partners, according to certain arbitrary and pre-arranged systems of play. Many players object to these methods as unfair; but they are now too deeply rooted to yield to protest; and the best thing for a player to do is to familiarise himself with his adversaries’ weapons. _=The Trump Signal.=_ A player anxious to have trumps led, but who has no immediate prospect of the lead, may call on his partner to lead trumps at the first opportunity, by playing any two cards of a suit led, the higher before the lower.

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They then sing the next verse, suiting their actions to the words they sing, again turning round singly at the last line. This is done with every alternate verse, the first verse being always sung as a chorus or dance in between the different action-verses. The verses may be varied or added to at pleasure. The actions generally consist of washing and dressing oneself, combing hair, washing clothes, baking bread, sweeping the floor, going to and returning from school, learning to read, cleaning boots, and lacing stays. When going to school, the children walk two by two in an orderly manner; when coming home from school, jumping and running is the style adopted; lacing stays, the hands are put behind and moved first one and then the other, as if lacing; this is the way the ladies walk, holding up skirts and walking primly; gentlemen walk, walking with long strides and sticks. The dressing process and cleaning boots preceded school. (_c_) This game is well known, and played in almost all parts of England. It is always played in the same way. There is so little variety in the different versions that it appears unnecessary to give more than one here. In the many versions sent the only variants are: In Sporle, Norfolk, Miss Matthews says the game is sometimes called _Ivy_ Bush, or _Ivory_ Bush; and Mr.

, f. 91. Buckey-how For this the boys divide into sides. One stops at home, the other goes off to a certain distance agreed on beforehand and shouts Buckey-how. The boys at home then give chase, and when they succeed in catching an adversary, they bring him home, and there he stays until all on his side are caught, when they in turn become the chasers.--Cornwall (_Folk-lore Journal_, v. 60). Buff 1st player, thumping the floor with a stick: Knock, knock! 2nd ditto: Who s there? 1st: Buff. 2nd: What says Buff? 1st: Buff says Buff to all his men, And I say Buff to you again! 2nd: Methinks Buff smiles? 1st: Buff neither laughs nor smiles, But looks in your face With a comical grace, And delivers the staff to you again (handing it over). --Shropshire (Burne s _Shropshire Folk-lore_, p.

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|Washed her, dried her,| -- | -- | | |rolled her in silk. | | | |14.| -- |Wash you in milk, |Wash them in milk, | | | |clothe in silk. |clothe in silk. | |15.|Wrote name in glass | -- | -- | | |pen and ink. | | | |16.| -- |Write name in gold pen|Write names in gold | | | |and ink. |pen and ink. | |17.

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SEC. 2. The pack must not be so shuffled as to expose the face of any card; if a card is so exposed the pack must be reshuffled. LAW II.--CUTTING FOR THE TRUMP. SEC. 1. The dealer must present the cards to his right hand adversary to be cut; such adversary must take from the top of the pack at least four cards and place them toward the dealer, leaving at least four cards in the remaining packet; the dealer must reunite the packets by placing the one not removed in cutting upon the other. If, in cutting or in reuniting the separate packets, a card is exposed, the pack must be reshuffled and cut again; if there is any confusion of the cards or doubt as to the place where the pack was separated, there must be a new cut. LAW III.

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1). As soon as the boys who have gone out to field have reached a certain distance--there is no limit prescribed--they shout Relievo, and upon this signal the four boys standing by the side of the Den pursue them, leaving the Tenter in charge of the Den (fig. 2). When a boy is caught he is taken to the Den, where he is obliged to remain, unless the Tenter puts both his feet into the Den, or takes out the one foot which he ought always to keep in the Den. If the Tenter is thus caught tripping, the prisoner can escape from the Den. If during the progress of the game one of the boys out at field runs through the Den shouting Relievo without being caught by the Tenter, the prisoner is allowed to escape, and join his comrades at field. If one of the boys out at field is tired, and comes to stand by the side of the Den, he is not allowed to put his foot into the Den. If he does so the prisoner calls out, There are two Tenters, and escapes if he can (fig. 3). When all the boys out at field have been caught and put into the Den, the process is reversed--the boys who have been, as it were, hunted, taking the place of the hunters.

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Three. Four.] In the seven point game, the score is continued by placing one counter above, and to the right or left of the other three, to indicate five points; and above and between them to indicate six. [Illustration: Five. Or this. Six.] When counters are not used, one of the standard forms of whist-marker is employed, the most legible and convenient being the “Foster Whist Marker,” in which the counting keys are always level with the surface and can be seen equally well from any position at the table. [Illustration: The Foster Whist Marker.] The four large keys on one side are used to count single points, the single large key on the opposite side being reckoned as five. The three small keys are used for counting rubber points, or games.

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We decided that a gun could not be fired if there were not six--afterwards we reduced the number to four--men within six inches of it. And we ruled that a gun could not both fire and move in the same general move: it could either be fired or moved (or left alone). If there were less than six men within six inches of a gun, then we tried letting it fire as many shots as there were men, and we permitted a single man to move a gun, and move with it as far as he could go by the rules--a foot, that is, if he was an infantry-man, and two feet if he was a cavalry-man. We abolished altogether that magical freedom of an unassisted gun to move two feet. And on such rules as these we fought a number of battles. They were interesting, but not entirely satisfactory. We took no prisoners--a feature at once barbaric and unconvincing. The battles lingered on a long time, because we shot with extreme care and deliberation, and they were hard to bring to a decisive finish. The guns were altogether too predominant. They prevented attacks getting home, and they made it possible for a timid player to put all his soldiers out of sight behind hills and houses, and bang away if his opponent showed as much as the tip of a bayonet.

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Some sets begin at double nine, and others at double twelve; but the standard set is double six, and is composed of twenty-eight pieces. _=The Suits.=_ All the dominoes with the same number upon either end belong to the same suit; the seven bones with a 4 forming the 4 suit; those with a 6 the 6 suit, and so on. The number of pips in each suit may be easily remembered by observing that the ace suit has the same number of pips as the pieces in the set, 28; and that each suit above the ace has seven pips more than the number of pieces in the set, while the blank suit has seven pips less, so that each suit progresses in regular order, seven pips at a time, as shown in the margin. Blank 21 Ace 28 Deuce 35 Trey 42 Four 49 Five 56 Six 63 _=Shuffling and Cutting.=_ Dominoes are provided with a small brass pin in the centre of the face, which enables one to spin them round, push them about on the table, and so to shuffle them thoroughly. There are three methods of determining who shall have the first play, or _=set=_, as it is called: _=1.=_ The player having the higher double; or, failing any double in either hand, the _=heavier=_ domino, that is, one with a greater number of pips on its face than any held by his adversary. _=2.=_ One player selects any two dominoes, face down, and pushes them toward his adversary, who chooses one.

--Jamieson. See Ball. Call-the-Guse This game is supposed by Jamieson to be equivalent to Drive the Goose, and the game seems to be the same with one still played by young people in some parts of Angus, in which one of the company, having something that excites ridicule unknowingly pinned behind, is pursued by all the rest, who still cry out, Hunt the Goose! --Jamieson. Camp A game formerly much in use among schoolboys, and occasionally played by men in those parts of Suffolk on the sea coast--more especially in the line of Hollesley Bay between the Rivers Orwell and Alde, sometimes school against school, or parish against parish. It was thus played: Goals were pitched at the distance of 150 or 200 yards from each other; these were generally formed of the thrown-off clothes of the competitors. Each party has two goals, ten or fifteen yards apart. The parties, ten or fifteen on a side, stand in line, facing their own goals and each other, at about ten yards distance, midway between the goals, and nearest that of their adversaries. An indifferent spectator, agreed on by the parties, throws up a ball, of the size of a common cricket-ball, midway between the confronted players, and makes his escape. It is the object of the players to seize and convey the ball between their own goals. The rush is therefore very great: as is sometimes the shock of the first onset, to catch the falling ball.

=_ Instead of giving each player thirteen cards at once, the hands are dealt in two parts. First of all, nine cards are dealt to each player, three at a time. Then four cards are dealt in front of each player, but not to be touched until the bidding is finished. The highest bidder takes up his four extra cards and then names the trump, after which he discards down to six cards for play. The others then take up their four cards and discard down to six, and the game proceeds like regular cinch. _=Sixty-three.=_ In this variation, nine cards are dealt to each player, three at a time. After the bidding, the players discard and fill up again to six cards. Players are allowed several bids, each raising in turn if he is raised. The highest bid possible is sixty-three, and these may be made as follows: High, low, Jack, and ten of trumps count 1 each; pedros, 5 each; King of trumps, 25; trey of trumps, 15; nine of trumps, 9.

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says this amusement was fashionable sixty years ago, and from the low dresses worn then by ladies he mentions its indecency. He gives extracts from a satire called _Cutchacutchoo, or the Jostling of the Innocents_, 2nd ed., Dublin, in which the game and position are mentioned-- Now she with tone tremendous cries Cutchacutchoo. Let each squat down upon her ham, Jump like a goat, puck like a ram. Uneda, at same reference (x. 17), speaks of it as a known game in Philadelphia. The analogy which this game has to some savage dances is curious; a correspondent in _Notes and Queries_, ix. 304, draws attention to the illustration, in Richardson s _Expedition to Arctic Shores_ (vol. i. p.

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Miss Baker (_Northamptonshire Glossary_) says the game is played in that county. Formerly in the northern part of the county even married women on May Day played at it under the May garland, which was extended from chimney to chimney across the village street. Duck at the Table A boys game, played with round stones and a table-shaped block of stone.--Patterson s _Antrim and Down Glossary_. Probably the same as Duckstone. Duck Dance [Music] --London (A. B. Gomme). I saw a ship a sailin , A sailin on the sea, And oh, it was laden With pretty things for me [thee]. There were comfits in the cabin, And apples in the hold; The sails were made of silk, And the masts were made of gold.

, a sequence of four cards. Queue, F., the points added for winning the rubber. Quinte, F., a sequence of five cards. Quitted. A trick is quitted when the fingers are removed from it after it is turned down. In Duplicate, a trick is not quitted until all four players have removed their fingers from it. A score is quitted when the fingers are removed from the counters, the peg, or the pencil. Raffles, the same number appearing on all the dice thrown.

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We must first find the number of possible positions for the Ace and Queen separately, afterward multiplying them together, which will give us the denominator; and then the number of positions that are favourable, which will give us the numerator. As there are nine unknown cards, and the Ace may be any one of them, it is obvious that the Queen may be any one of the remaining eight, which gives us 9 × 8 = 72 different ways for the two cards to lie. To find how many of these 72 will give us both cards in partner’s hand we must begin with the ace, which may be any one of his three cards. The Queen may be either of the other two, which gives us the numerator, 3 × 2 = 6; and the fraction of probability, 6/72, = 1/12; or 11 to 1 against both Ace and Queen. If we wished to find the probability of his having the Ace, but not the Queen, our denominator would remain the same; but the numerator would be the three possible positions of the Ace, multiplied by the six possible positions of the Queen among the six other unknown cards, in the other hands, giving us the fraction 18/72. The same would be true of the Queen but not the Ace. To prove both these, we must find the probability that he has neither Ace nor Queen. There being six cards apart from his three, the Ace may be any one of them, and the Queen may be any one of the remaining five. This gives us 6 × 5 = 30, and the fraction 30/72. If we now add these four numerators together, we have:--for both cards in partner’s hand, 6; for Ace alone, 18; for Queen alone, 18; and for neither, 30; a total of 72, or unity, proving all the calculations correct.