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B. Gomme). Mr. Newell, in writing of this game, says that the lamp-lighter or spill was lighted when placed in the hair of the players who made mistakes. He does not mention forfeits being exacted.--_Games_, p. 139. Ghost at the Well One of the party is chosen for Ghost (if dressed in white so much the better); she hides in a corner; the other children are a mother and daughters. The eldest daughter says:-- Mother, mother, please give me a piece of bread and butter. M.

12. The suits shall always outrank one another in the same order; clubs, spades, hearts and diamonds. The four jacks, or Wenzels, which are always the four best trumps, shall outrank one another in the same order. 13. In Nullo, the cards rank: A K Q J 10 9 8 7, and the suits and jacks are all of equal rank. DEALING. 14. When four or more play at the same table, the dealer takes no cards, but gives cards to the two sitting immediately on his left and to the one next him on his right. 15. When only three play, Hinterhand shall deal the cards.

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11. Whenever, except on the final stroke, the cue ball is pocketed or forced off the table, the hand is out, the points scored on that run are lost, and the cue ball is in hand for the following player, who must play on a ball outside the string line, or else on some point of the cushion outside the line. 12. Should the spot on which any pocketed ball belongs be occupied, said ball shall be left off the table until the spot is free and the balls are at rest, with this exception--that should the 1 ball be pocketed, and its spot occupied, any player who is exactly 100, and whose turn it is to play, may demand that all the object balls be spotted and he shall play with ball in hand. 13. It is a foul if the player touch any ball with his person or clothing. It is a foul if he strike the cue ball twice or with anything but the point of the cue. It is a miss if he shoot without causing the cue ball to strike any object ball. It is a scratch if he cause the cue ball to enter a pocket except on the 101st point, or leave the table. 14.

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13. In Nullo, the cards rank: A K Q J 10 9 8 7, and the suits and jacks are all of equal rank. DEALING. 14. When four or more play at the same table, the dealer takes no cards, but gives cards to the two sitting immediately on his left and to the one next him on his right. 15. When only three play, Hinterhand shall deal the cards. 16. The deal passes in regular order to the left. 17.

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At one o clock the ball was thrown out from near the old commercial hotel, the Queen s Head, in the centre of the town, and it has often been received by over three and four hundred people, so great was the interest taken in this ancient sport. At Asborne the struggle was between the up ards and down ards. At Dorking the divisions were between the east and west ends of the town, and there was first a perambulation of the streets by the football retinue composed of grotesquely dressed persons. At Alnwick the divisions were the parishes of St. Michael s and St. Paul s. At Kirkwall the contest was on New Year s Day, and was between up the gates and down the gates, the ball being thrown up at the Cross. At Scarborough, on the morning of Shrove Tuesday, hawkers paraded the streets with parti-coloured balls, which were purchased by all ranks of the community. With these, and armed with sticks, men, women, and children repaired to the sands below the old town and indiscriminately commenced a contest. The following graphic account of Welsh customs was printed in the _Oswestry Observer_ of March 2, 1887: In South Cardiganshire it seems that about eighty years ago the population, rich and poor, male and female, of opposing parishes, turned out on Christmas Day and indulged in the game of Football with such vigour that it became little short of a serious fight.

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Having received this, they conceal themselves, and raise the cry, Smugglers! On this they are pursued by the Ins; and if the Gegg (for the name is transferred to the person who holds the deposit) be taken, they exchange situations--the Outs become Ins and the Ins Outs. This play is distinguished from Hy-spy only by the use of the Gegg. One of the Ins who is touched by one of the Outs is said to be taken, and henceforth loses his right to hold the Gegg. If he who holds the Gegg gets in the den, the Outs are winners, and have the privilege of getting out again. The Outs, before leaving the den, shuffle the Gegg, or smuggle it so between each other that the Ins do not know which person has it. He who is laid hold of, and put to the question, is supposed to deny that he has the Gegg: if he escapes with it, he gets out again.--Jamieson. Genteel Lady A player begins thus:-- I, a genteel lady (or gentleman) came from that genteel lady (or gentleman) to say that she (or he) owned a tree. The other players repeat the words in turn, and then the leader goes over them again, adding, with bronze bark. The sentence goes round once more, and on the next repetition the leader continues, with golden branches.

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|may rush. | | |13.| -- | -- |Give a silver pin for | | | | |a golden ring. | |14.|Please, young lady, |Please, old woman man,|Pray, young lady, pop | | |come under my bush. |creep under the bush. |under. | |15.| -- |The bush is too high, | -- | | | |the bush is too low. | | |16.

You can t see her, she s washing. I ve come to see how Jenny Jones is to-day. You can t see her, she s ironing [she s starching, she s brewing, she s baking, _successively_]. I ve come to see how Jenny Jones is to-day. You can t see her, she s ill [then she s worse]. I ve come to see how Jenny Jones is to-day. You can t see her, she s dead! _Chorus._ There s red for the soldiers, Blue for the sailors, White for the angels [for the _baby_, Chirbury], And black for the mourners [of poor Jenny Jones]. --Berrington, Chirbury (_Shropshire Folk-lore_, p. 577).

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This is continued, giving two cards to the stock between the ones given to each player, until the last round, when only one card is dealt to the stock. This will result in each player receiving six cards, and twenty being left in the centre of the table for the talon. No trump is turned. Very few players trouble themselves with this method of dealing, preferring to deal three cards to each player alternately, leaving the remaining twenty for the stock. _=Playing.=_ All the regulations for leading, following suit, drawing from the talon, etc., are the same as in Bézique, but the declarations and their values are quite different. _=Brisques.=_ There are twelve brisque cards, the Seven of each suit being added to the usual Aces and Tens. The brisques are not scored as taken in, except in the last six tricks.

_=American Game=_:-- Modern Billiards, Brunswick-Balke-Collender Co. Billiard Laws, ” ” ” ” Manuel du Biliard, by Vignaux. Garnier’s Practice Shots. _=English Game=_:-- Billiards Simplified, Burroughs and Watts. Billiards, by W. Cook. Billiards, by Joseph Bennet. Billiards, by Maj.-Gen. Drayson.

NEITHER INFANTRY, CAVALRY, NOR ARTILLERY CAN FIRE AND MOVE IN ONE MOVE. Royal Engineers. No repairs can be commenced, no destructions can be begun, during a move in which R.E. have changed position. Rivers impassable. Transport and Supply. No supplies or stores can be delivered during a move if T. and S. have moved.

“I can win the rest,” “The rest are ours,” “It makes no difference how you play,” or words to that effect, or if he plays or exposes his remaining cards before his partner has played to the current trick, his partner’s cards must be laid face up on the table and are liable to be called. SEC. 3. All cards liable to be called must be placed face up on the table and so left until played. A player must lead or play them when lawfully called, provided he can do so without revoking; the call may be repeated at each or any trick until the card is played. A player cannot, however, be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of a play no penalty remains. SEC. 4. The holder of a card liable to be called can be required to play it only by the adversary on his right. If such adversary plays without calling it, the holder may play to that trick as he pleases.

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The general principles of inference are the same as in the preceding case, and cards may often be inferred in the same manner from the evident intention of partner. For instance: You hold K x x; partner leads J, declarer covering with Queen. A glance at Dummy’s cards shows him to have 10 x x; so your partner may be credited with A 9. You have x x; your partner leading Q, covered by declarer with K, and Dummy having J x x. You may credit your partner with A 10. You have x x; your partner leads Q and declarer wins with Ace; Dummy holding 10 x x. Your partner must have J 9 and others, and the declarer has the King. There are several cases in which you should not allow Dummy to win the trick. If you have only one card of a suit in which your partner leads Ace then Queen, and Dummy has the King twice guarded, trump at once, if you can to prevent Dummy from getting into the lead. Your partner leads Queen; you holding A 10 x, and Dummy having K x x.