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Two boys fold their arms, and then, hopping on one leg, butt each other with their shoulders till one lets down his leg. Any number of couples can join in this game.--Nairn (Rev. W. Gregor). Cock-haw See Cob-nut. Cock-stride One boy is chosen as Cock. He is blindfolded, and stands alone, with his legs as far apart as possible. The other boys then throw their caps as far as they are able between the extended legs of the Cock (fig. 1).

| 3 | | 4 4 | | 1 1 | | 2 | Vivant. | | Vivant. | | Vivant. | +---------+ +---------+ +---------+ 2 3 4 ] It will be seen that each player, immediately after being Vivant, sits out, or takes Mort’s place, for the next game. _=DEALING.=_ 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.

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If such a dealer is carefully watched it will usually be found that he seizes the first opportunity to place the part cut off on the top of the part dealt from. The top stock is then ready for the draw, and the judicious player should at once cash his chips and retire from the game. Never play with a man who continually holds his cards very close to his body, or who completely conceals his hand before the draw, or who takes great care to put his discard among previous discards, so that the exact number of cards put out cannot be counted. He is probably working a vest or sleeve hold-out. Some clumsy or audacious sharpers will go so far as to hold out cards in their lap, or stick them in a “bug” under the table. One of the most successful poker sharps ever known, “Eat-um-up Jake” Blackburn, who had a hand like a ham, could hold out five cards in his palm while he carried on all the operations of shuffling, dealing, and playing his hand. Such men require great dexterity and nerve to get rid of their “deadwood,” or surplus cards, without detection. _=Holding out=_ is regarded by the professional as a most dangerous experiment, but it is very common. Never play with a man who keeps his eyes rivetted on the cards as he deals, and who deals comparatively slowly. He is probably using marked cards, or has marked the important ones himself during the play.

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--Hurstmonceux, Sussex (Miss Chase). One child stands by herself, and the rest of the players range themselves in line. The child sings the first verse and the line replies, the four succeeding verses being alternately sung. After the last line the girl tries to pull one whom she has chosen from the line toward her. If not successful, she must try again. If she is, they both stand in the middle, and commence singing the words again with-- Here come _two_ virgins on their knees, &c. Probably a degraded version of Three Lords from Spain. Here I sit on a Cold Green Bank Here I sit on a cold green bank On a cold and frosty morning. We ll send a young man [_or_ woman] to take you away, To take you away, We ll send a young man to take you away, On a cold and frosty morning. Pray tell me what his name shall be? [_or_] Pray, whom will you send to take me away? We ll send Mr.

=_ 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 leader wins the first trick, having the best of the suit in his hand, he should follow with the winning card; but if he has several cards which are equally winning cards, he should lead the lowest of them. This is an indication to the partner that the card led is as good as the best; therefore the leader must hold the intermediate cards. When a King wins, your partner knows you have the Ace, if he does not hold it. Then tell him what he does not know, that you have the Queen also. Suppose you have led the King from these combinations:-- [Illustration: 🂱 🂾 🂽 🂻 | 🂡 🂮 🂭 🂢 ] Your partner knows you have the Ace, because your King wins.

If the loser has not scored at all, it is usually counted a double game. _=Dealing.=_ The cards having been shuffled and presented to the pone to be cut, the dealer gives six cards to each player, three at a time, dealing first to his adversary. There are several ways of making the trump, one of which should be agreed upon before play begins. One way is for the pone to draw a card from the top, the middle, or the bottom of the talon, after the dealer has given each player his six cards. Another way is for the dealer to turn up the seventh card, after dealing the first round of three to each player. Another, and the one generally adopted in America, is for the dealer to turn up the thirteenth card for the trump, after giving six cards to each player. The trump card is left face upward on the table, and is usually placed under the remainder of the pack, which is slightly spread, face down, for the players to draw from. The general rules for irregularities in the deal are the same as in Binocle. A misdeal does not lose the deal.

There are some irregularities which are peculiar to straight bridge that would not apply to auction. These are fully covered by the following description of the game, all other matters, such as the correct card to lead and the manner of combining the hands, have been fully described in connection with auction. _=MAKING THE TRUMP.=_ This is the chief peculiarity in bridge. The trump is not turned up, but the suit is named by the dealer or his partner, after they have examined their cards. In order properly to understand the considerations which guide them in making the trump, one should first be familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by one side do not count; but each trick above that number counts toward game according to the following table:-- When Spades are trumps, each trick counts 2 points. ” Clubs ” ” ” ” ” 4 ” ” Diamonds ” ” ” ” ” 6 ” ” Hearts ” ” ” ” ” 8 ” ” there is no trump, ” ” ” 12 ” Better to understand the importance of this variation in value, it should be noticed that the game is 30 points; so that if two partners won 3 by cards with no trump, or 4 by cards with hearts for trumps, they would win the game in one deal. On the other hand, if either of the black suits were trumps, they could not lose the game, even if a slam were made against them. It will thus be evident that two considerations influence the player whose privilege it is to make the trump: First, to win as much as possible, if he has the cards to do it.

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Or the boiling over (which, if continued, would extinguish the fire and sully the stone) may be an offence to the hearth spirit, who ceases then to protect the inmates of the house. Fairies are said to have power over the inmates of a house when the threshold and kitchen utensils are left dirty and uncared for. Thus on the theories accompanying the ancient house ritual, this extraordinary game assumes a rational aspect, and it is not too much to suggest that this explanation is the correct one. In the game of Witch practically the same incidents occur, and nearly the same dialogue, but the significant elements of pot-boiling and fire-protection do not appear in that game. It is not certain whether we have two independent games, or whether The Witch is this game, the incidents of pot-boiling and the fire-protection having been lost in its transmission to more modern notions. Although so closely allied, these games are not one at the present day, and are therefore treated separately. Newell (_Games_, p. 218) gives some versions of Witch which show a connection between that game and this. See Keeling the Pot, Witch. Mount the Tin One child throws a tin (any kind of tin will do) to some distance, and then walks towards it without looking round.

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If diamonds are led, and the dealer has the Queen, he must let the lead come up to his hand so as to keep Dummy’s Ace of diamonds for a re-entry to bring the clubs into play after the Ace has been forced out and the suit established. Many of the prettiest plays in bridge are in the management of re-entry cards. _=Underplay.=_ When the dealer is afraid of a suit which is opened against him, and has only one winning card in it, such as the Ace, he should hold up that card until the third hand has no more of the suit to lead to his partner. The original leader will then have to get in himself, because his partner cannot help him; but if the dealer gave up the Ace on the first trick, it would not matter which partner got into the lead, they would return to the suit first opened. _=Ducking.=_ This is a method of play by which the dealer hopes to make his own suit even when the hand that is longer in it has no re-entry card. Suppose Dummy holds six clubs to the Ace King, and not another trick in his hand. The dealer has two small clubs only to lead. If the two winning clubs are led right out, it is impossible to catch the Q J 10, no matter how those cards lie, therefore the dealer leads a club, but makes no attempt to win the first round.

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During the betting, players are at liberty to make any remarks they see fit, and to tell as many cheerful lies about their hands as they please. A player may even miscall his hand when he shows it; the cards speak for themselves, just as the counters do, and what a player says does not affect either in the slightest. If a player says: “I raise you two blues,” the statement amounts to nothing until the blues have been placed in the pool, and the owner’s hand removed from them. There is no penalty if a player, during the betting, tells his adversaries exactly what he holds; nor is he likely to lose anything by it, for no one will believe him. _=JACK POTS.=_ The addition of jack pots has probably done more to injure Poker than the trump signal has injured Whist. In the early days, when poker parties were small, four players being a common number, it was frequently the case that no one had a pair strong enough to draw to, and such a deal was regarded as simply a waste of time. 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.

It does not matter what part of the home table they reach, so that they get across the bar. The men are moved according to the throws of the dice, each player in turn having a throw and a move. After the men on either side are all home, they are taken off the board according to the throws of the dice, and the player who is the first to get all his men off the board in this manner wins the game. If each player has taken off some of his men, the player getting all his off first wins a _=hit=_, which counts as a single game. If one player gets off all his men before his adversary has thrown off a single man, it is a _=gammon=_, and counts as a double game. If the loser has not only taken off none of his men, but has one or more men left on the side of the board farther from him when his adversary throws off his last man, it is a _=backgammon=_, and counts as a triple game. In America, gammons and backgammons are seldom played, every game being simply a hit. This spoils some of the fine points of the game, and entirely alters the tactics of the players, as will be seen when we come to the suggestions for good play. _=The Dice.=_ Although it is usual for each player to be provided with two dice, some players insist on the same pair being used by each player alternately; the claim being that luck will then run more evenly.

9. The deal passes to the left. 10. There must be a new deal by the same dealer if the pack is proved to be incorrect, either during the deal or during the play of a hand; or if any card is faced in the pack, or is found to be so marked or mutilated that it can be named. In the last case a new pack must be used. 11. If a card is exposed during the deal, the player to whom it is dealt may demand a new deal, provided he has not touched any of his cards. If the deal stands, the exposed card cannot be called. 12. Any one dealing out of turn may be stopped before the last card is dealt.

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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.

Very properly Red decided upon retreat. His second gun had to be abandoned after one move, but two of the men with it escaped over his back line. Five of the infantry behind the church escaped, and his third gun and its four cavalry got away on the extreme left-hand corner of Red s position. Blue remained on the field, completely victorious, with two captured guns and six prisoners. There you have a scientific record of the worthy general s little affair. V EXTENSIONS AND AMPLIFICATIONS OF LITTLE WAR Now that battle of Hook s Farm is, as I have explained, a simplification of the game, set out entirely to illustrate the method of playing; there is scarcely a battle that will not prove more elaborate (and eventful) than this little encounter. If a number of players and a sufficiently large room can be got, there is no reason why armies of many hundreds of soldiers should not fight over many square yards of model country. So long as each player has about a hundred men and three guns there is no need to lengthen the duration of a game on that account. But it is too laborious and confusing for a single player to handle more than that number of men. Moreover, on a big floor with an extensive country it is possible to begin moving with moves double or treble the length here specified, and to come down to moves of the ordinary lengths when the troops are within fifteen or twelve or ten feet of each other.

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The most important of these principles are as follows:-- _=Players.=_ It is generally taken for granted that those first in the room have the preference, but if more than the necessary number assemble, the selection must be made by cutting. A second cut will then be required to decide the partnerships, if any, and the positions at the table, the latter being important only in games in which the deal, or some given position at the table, is an advantage or the reverse. The usual method of cutting is to spread the cards face downward on the table, each player drawing one. In some games the cards are thrown round by one of the players. _=Shuffling, Cutting and Dealing.=_ In all games in which the cards are shuffled at all, each player has the right to shuffle, the dealer last. In English speaking countries the cards are always cut by the player on the dealer’s right, who is called the “pone.” In cutting to the dealer in any game there must be as many cards left in each packet as will form a trick; or, if the game is not one of tricks, as many cards as there will be in any player’s hand; four, for instance, at Whist, and five at Poker. The cards are always distributed to each player in rotation from left to right, and each must receive the same number of cards in the same round.