When all the counters, four red and six white, have been passed over, the game is won. _=Dealing.=_ Twelve cards are given to each player, two or three at a time, and the twenty-fifth is turned up for the trump. If this is an honour, the dealer marks one white counter for it. There are no discards. _=Impérials.=_ Certain combinations of cards are known as impérials, and the player marks one red counter for each of them. The best impérial is carte blanche, which is sometimes marked as a double impérial, and worth two reds. A sequence of K Q J A in any suit is an impérial. An impérial de retourne may be formed in the dealer’s hand if the turn-up trump completes his sequence or makes four of a kind.

The first lines are similar to those of Lady on the Mountain, which see. Lag A number of boys put marbles in a ring, and then they all bowl at the ring. The one who gets nearest has the first shot at the marbles. He has the option of either knuckling doon and shooting at the ring from the prescribed mark, or ligging up (lying up)--that is, putting his taw so near the ring that if the others miss his taw, or miss the marbles in the ring, he has the game all to himself next time. If, however, he is hit by the others, he is said to be killed. --Addy s _Sheffield Glossary_. Lammas A party of boys take a few straws, and endeavour to hold one between the chin and the turned-down under-lip, pronouncing the following rhyme-- I bought a beard at Lammas fair, It s a awa but ae hair; Wag, beardie, wag! He who repeats this oftenest without dropping the straw is held to have won the game (Chambers _Popular Rhymes_, p. 115). This game-rhyme has an interesting reference to Lammas, and it may also refer to the hiring of servants. Brockett (_North Country Words_, p.

| -- | -- | -- | +----+----------------------+----------------------+----------------------+ +----+----------------------+----------------------+----------------------+ | No.| Yorkshire. | Roxton. | Shropshire. | +----+----------------------+----------------------+----------------------+ | 1.|Dissy, dissy, green |Dossy, dossy, green | -- | | |grass. |grass. | | | 2.| -- | -- |Walking up the green | | | | |grass. | | 3.

She was one homely sharecropper, that was a fact, but she had a nice feel for Lady Luck. Or for what I planned next. * * * * * Wanting to come out with an even thousand, I adjusted the size of her last bet. When I won it, I pulled my chips off the table, which Sniffles didn t resist. She used the lull to grab a handful of sandwiches from another waiter s tray. A gambler at the far end of the table came out, calling loudly to the dice. The cubes made the length of the table, bounced off the rail and came to a stop dead center, between me and the three stick-men in the black aprons. That s the instant when every eye is on the dice, trying to read the spots. And that s when the dice jumped straight up off the baize, a good six-inch hop into the air, and came down Snake Eyes, the old signal. Wow! I d had it! TK! somebody yelled.

=_ The rules governing this are the same as those already given for English Dummy. Mort is not liable to penalty under any circumstances. If any other player revokes, his opponents may take three points from the score of his side; or add three points to their score; or take three of his tricks. The penalty cannot be divided; but if two or more revokes are made by the same side, the penalty for each may be enforced in a different manner. For instance: If the score is 3 to 2 in favor of the adversaries, Vivant may take three points from their score for one revoke, and add three to his own score for the other. It is not permissible to reduce the revoking player’s _=tricks=_ to nothing. At least one must be left in order to prevent slams being made through revoke penalties. _=Cards Played in Error.=_ Vivant is not liable to any penalty for dropping his cards face up on the table; but if he or Mort plays two cards at once to a trick, the adversaries may select which they will allow to be played. The adversaries are subject to the same penalties as in whist for all cards played in error.

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No complaint respecting an adversary’s time can be considered, unless this rule be strictly complied with. But nothing herein is intended to affect the penalty for exceeding the time limit as registered. _=Abandoning the Game.=_ If either player abandon the game by quitting the table in anger, or in any otherwise offensive manner; or by momentarily resigning the game; or refuses to abide by the decision of the Umpire, the game must be scored against him. If a player absent himself from the table, or manifestly ceases to consider his game, when it is his turn to move, the time so consumed shall, in every case, be registered against him. _=Disturbance.=_ Any player wilfully disturbing his adversary shall be admonished; and if such disturbance be repeated, the game shall be declared lost by the player so offending, provided the player disturbed then appeals to the Umpire. _=The Umpire.=_ It is the duty of the Umpire to determine all questions submitted to him according to these laws, when they apply, and according to his best judgment when they do not apply. No deviation from these laws can be permitted by an Umpire, even by mutual or general consent of the players, after a match or tournament shall have been commenced.

Where will the pigs lie, daughter, daughter? Lie in the washing-tub, mother, mother. Where will we wash our clothes, daughter, daughter? Wash them at the sea-side, mother, mother. Suppose the clothes should float away, daughter, daughter? Take a boat and bring them in, mother, mother. Suppose the boat would go too slow, daughter, daughter? Take a steamboat and bring them in, mother, mother. Suppose the steamboat would go too fast, daughter, daughter? Then take a rope and hang yourself, mother, mother. --South Shields (Miss Blair, aged 9). (_b_) One child stands apart and personates the Mother. The other children form a line, holding hands and facing the Mother. They advance and retire singing the first, third, and alternate verses, while the Mother, in response, sings the second and alternate verses. While the last verse is being sung the children all run off; the Mother runs after them, catches them, and beats them.

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.--DEALING. SEC. 1. When the pack has been properly cut and reunited, the cards must be dealt, one at a time, face down, from the top of the pack, the first to the player at the left of the dealer, and each successive card to the player at the left of the one to whom the last preceding card has been dealt. The last, which is the trump card, must be turned and placed face up on the tray, if one is used; otherwise, at the right of the dealer. SEC. 2. There must be a new deal-- (a) If any card except the last is faced or exposed in any way in dealing; (b) If the pack is proved incorrect or imperfect; (c) If either more or less than thirteen cards are dealt to any player; (d) If, after the first trick has been turned and quitted on the original play of a deal, one or more cards are found to have been left in the tray.

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ROULETTE. It is probable that more money has been lost at the wheel than at any other gambling game in the world. In conjunction with Rouge et Noir, it forms the chief attraction at Monte Carlo, and other public gambling casinos. The rage for these games was so great, and the trickery connected with them so common, that they were banished from France by the law of 18 juillet, 1836, and had to take refuge in Baden and Homburg. Before that time the public revenue from the gaming houses amounted to five or six millions a year, all of which was lost by closing them up. The evil was not exterminated, however, for there are to-day hundreds of gambling hells in Europe, which make up for the brevity of their existence by the rapidity with which they fleece their patrons. In America, the wheel has always been popular, but Rouge et Noir is practically unknown, the reason being that in the latter game there is no variety, and therefore no chance for the player to exercise any judgment, or to play any “system” in making his bets, as he can in Faro. _=The Wheel.=_ The roulette wheel is turned by a small cross-bar rising from its axis. The surface of the wheel slopes from the axis to the outer edge, which is divided into small square pockets, coloured alternately red and black, and each having a number just above it, on the surface of the wheel.

Duck under the Water Each child chooses a partner, and form in couples standing one before the other, till a long line is formed. Each couple holds a handkerchief as high as they can to form an arch. The couple standing at the end of the line run through the arch just beyond the last couple standing at the top, when they stand still and hold their handkerchief as high as possible, which is the beginning of the second arch; this is repeated by every last couple in succession, so that as many arches as are wanted can be formed.--East Kirkby, Lincolnshire (Miss K. Maughan). 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.

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With Queen and small cards the Ten should be passed. When Third Hand plays Queen on a Ten led, it should be a certainty that he has no more of the suit. If he holds A K and only one small card, the King should be played on a Queen led. If he holds Ace and only one small card, the Ace should be played on the Jack led. If Third Hand has four trumps and a card of re-entry, the Ace should be played on Jack led, regardless of number, in older to lead trumps at once, to defend the suit. _=When Partner Leads Low Cards=_, the Third Hand should do his best to secure the trick. If he has several cards of equal trick-taking value, such as A K Q, or K Q J, he should win the trick as cheaply as possible. The only _=finesse=_ permitted to the Third Hand in his partner’s suit, is the play of the Queen, when he holds A Q and others; the odds being against Fourth Hand having the King. _=Foster’s Eleven Rule.=_ By deducting from eleven the number of pips on any low card led, the Third Hand may ascertain how far his partner’s suit is from being established.

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This will give the elder hand 27 before playing a card; 5 for the point, 15 and 4 for the sequences, and 3 for the Kings. By leading out the A K and Q, 3 more points are secured, the dealer having nothing to score, and so the elder hand reaches 30 and makes the pic, counting 60, and still having the lead. Equalities do not save pic. According to the strict rules of the game, a player who is playing for pic is not allowed to count 30 at all, but must jump from his last count, 29, to 60, or he loses the pic; but this is seldom or never insisted on. _=SCORING.=_ The last card played, the total number of points made by each player are put down on the score sheet, or marked on a cribbage board, and if neither player has reached 100 points, the deal passes to the one who was elder hand on the last deal. The order of scoring should be carefully observed, in order to determine which goes out first, and whether or not a player is lurched. Carte blanche, The Point, Sequence, Quatorze or Trio, Repic, Points for Leading or Winning, Pic, the Odd Trick, Capot. If one player reaches 100 before his adversary has reached 50, it is a _=lurch=_, and counts a double game. _=Abandoned Hands.

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They figure some of them will stick to their fingers. The gambler next to me had won a dollar bet without my help. He acted mighty glad for a win--maybe it was a while since he d hit it. I decided to give him a run of luck. Now in charge of my chips, Sniffles called the turn on every roll. She was hot. It wasn t just that she followed where the gambler next to me put his dough--she was ahead of him on pushing out the chips on half the rolls. He quickly saw that my chips had stayed on the same side of the line each roll as his. He cursed me for a good luck mascot. Stick with me, Lefty, he said.

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=_ 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. 3 N & S, the other moving away, being No. 3 E & W. Each pair adds up its score card at the end, and puts down the total number of tricks they have won. The names of the players having been previously written on the blackboard, their scores are put down opposite their names, each side, N & S and E & W, is then added up in order to find the average, and all scores above average are plus, while all below average are minus.

At least one ball must go into the pocket and one must be left out, or they must be rolled over again. The number of balls left outside the pocket, odd or even, decides whether the inside or the outside bets win; and after the banker has deducted his ten per cent, the players who have backed the winning side get their money. MONTE BANK. The money staked by the banker is piled upon the table, so that all players may see what is to be won. The banker takes a Spanish pack of forty cards, shuffles them, and offers them to the players to be cut. Holding the pack face down, the banker draws two cards from the bottom and places them on the table, face up, for the “bottom layout.” He then draws two cards from the top of the pack for the “top layout.” The players can bet on either layout, and after all the bets are placed the pack is turned face up. The card that shows is called the “gate.” If it is of the same suit as either of the cards in the top layout, the banker pays all bets on that layout.

If he has more or less than the proper number of cards, his hand is foul, and must be abandoned, the player forfeiting any interest he may have in that deal, and any stake he may have put up on that hand. In all gambling houses, the invariable rule is to call a short hand foul; although there should be no objection to playing against a man with only four cards, which cannot be increased to five, even by the draw. _=STRADDLING.=_ During the deal, or at any time before he looks at any card in his hand, the player to the left of the age may _=straddle the blind=_ by putting up double the amount put up by the age. The only privilege this secures to the straddler is that of having the last _=say=_ as to whether or nor he will make good his ante and draw cards. Should he refuse to straddle, no other player can do so; but if he straddles, the player on his left can straddle him again by doubling the amount he puts up, which will be four times the amount of the blind. This will open the privilege to the next player on the left again, and so on until the limit of straddling is reached; but if one player refuses to straddle, no other following him can do so. Good players seldom or never straddle, as the only effect of it is to increase the amount of the ante. _=METHOD OF PLAYING.=_ The cards dealt, the players take up and examine their hands.

_=CUTTING.=_ If there are four players, they cut for partners, deal, and choice of seats. The two lowest are partners against the two highest; the highest cut has the choice of seats, and deals the first hand. When two or three play, they cut for seats and deal. In cutting, the ace is high. Ties cut again; but the new cut decides nothing but the tie. _=STAKES.=_ If there is any stake, it is for so much a game. Rubbers are never played. _=DEALING.

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--Earls Heaton, Yorks. (Herbert Hardy). See Mount the Tin. Nine Holes Nine round holes are made in the ground, and a ball aimed at them from a certain distance; or the holes are made in a board with a number over each, through one of which the ball has to pass.--Forby s _Vocabulary_. A rural game, says Nares, played by making nine holes in the ground, in the angles and sides of a square, and placing stones and other things upon, according to certain rules. Moor (_Suffolk Words and Phrases_) says: This is, I believe, accurate as far as it goes, of our Suffolk game. A hole in the middle is necessary. In Norfolk, Holloway (_Dict. Prov.

|Build it up with |Build it up with |Build it up with | | |silver and gold. |silver and gold. |silver and gold. | |18.|Silver and gold will |Silver and gold would |Silver and gold I have| | |be stolen away. |be stolen away. |not got. | |19.| -- | -- | -- | |20.| -- | -- | -- | |21.

Null ouvert, worth 40. Grand ouvert. The multipliers were the same as those used in the modern game, but the player had no means of using them in his bids. It will be observed that the modern value of the various games seeks to preserve the old rank by assuming the lowest possible bid on any given game. In some parts of Germany it is still the custom to reckon Solos at the tourné values, simply adding one multiplier for “out of hand.” Thus a spade Solo with two would be reckoned; “with two, one for game, one for out of hand; four times seven, or twenty-eight.” Note that seven is tourné value for spades. _=THE SKAT CARDS.=_ The successful bidder determined, the skat cards are pushed towards him, and the manner in which he uses them limits the game he is allowed to play. While the player must win or lose a game worth as many as bid, he may attempt to win as many more as he pleases.

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Rubbers are not played. It is usual to form a pool, each player depositing the stake agreed upon, and the winner taking all. In partnership games, each losing player pays the successful adversary who sits to his right. If three pairs were engaged, and A-A won, C and B would each pay the A sitting next him. Before play begins, it should be understood who pays for revokes; the side or the player. _=METHOD OF PLAYING.=_ The player on the dealer’s left begins by leading any card he chooses, and the others must all follow suit if they can. Failure to follow suit when able is a revoke, the penalty for which, if detected and claimed by the adversaries, is the immediate loss of the game. When there are more than two players or two sets of partners, the revoking player or side must pay the two or more adversaries as if each had won the game. In some places the individual is made to pay, not the side.

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Holding a strong hand, a player may often coax another to raise him, by offering to divide the pool. The successful bluffer should never show his hand. Even if he starts the game by bluffing for advertising purposes, hoping to get called on good hands later, he should not show anything or tell anything that the others do not pay to see or know. Bluffing is usually more successful when a player is in a lucky vein than when he has been unfortunate. POKER LAWS. _=1. Formation of Table.=_ A poker table is complete with seven players. If eight play the dealer must take no cards, or a sixty-card pack must be used. If there are more than seven candidates for play, two tables must be formed unless the majority decide against it.

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Monton Miss Dendy. LEICESTERSHIRE Evan s _Glossary_. Leicester Miss Ellis. LINCOLNSHIRE { Peacock s, Cole s, and Brogden s { _Glossaries_, Rev. ---- Roberts. Anderby, Botterford, Brigg, } Frodingham, Horncastle, } Miss Peacock. North Kelsey, Stixwould, } Winterton } East Kirkby Miss K. Maughan. Metheringham Mr. C.

It should never be forgotten that when you must inevitably take some hearts it is cheaper to take them in on plain suits than to win heart tricks. _=CONTROL OF THE LEAD.=_ One of the strongest points in good heart play is the proper control of the lead at certain times. A player whose hand contains no commanding cards, and who is unable to do anything but follow suit on the first two or three rounds, will often find himself compelled to win one of the later rounds with a small card, taking in one or two hearts with it; and this misfortune usually overtakes him because a certain player gets into the lead at a critical period of the hand. If he sees the impending danger, and has K, Q or J of a suit led, he will not give up his high card, even if the ace is played to the trick; but will retain it in order to prevent the possibility of the dangerous player getting into the lead on the second round of the suit. In doing this, he of course decreases the odds against his getting hearts, by deliberately winning the second round. But 2 to 1 in his favour is a much better chance than the certainty, almost, that he will be loaded if a particular player is allowed the opportunity to lead a certain suit again. See B’s play in Illustrative Hand No 2, and Y’s in No 4. A player may have no desire to prevent any particular adversary from getting the lead; but may be anxious simply to carry out a certain line of play. In order to do this it may be essential that he should have some direction of the course of the hand.

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_, p. 60). In Brinsley s _Grammar Schoole_, cited by Mr. Furnivall in _Early English Meals and Manners_, p. lxii., is this passage: By this meanes also the schollars may be kept euer in their places, and hard to their labours, without that running out to the Campo (as they tearme it) at school times, and the manifolde disorders thereof; as watching and striuing for the clubbe and loytering then in the fields. See Football. Canlie A very common game in Aberdeen, played by a number of boys, one of whom is by lot chosen to act the part of Canlie. A certain portion of a street or ground, as it may happen, is marked off as his territory, into which, if any of the other boys presume to enter, and be caught by Canlie before he can get off the ground, he is doomed to take the place of Canlie, who becomes free in consequence of the capture. The game is prevalent throughout Scotland, though differently denominated: in Lanarkshire and Renfrewshire it is called Tig, and in Mearns Tick.

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Other and bigger boys can help this one to get across, to save him from being captured, either by carrying him or running across with him. The game ends when all have been captured and are in the centre. King Cæsar and the other captured boys can leave the centre if they each successively catch three players.--Barnes (A. B. Gomme). This game is called King-sealing in Dorsetshire. See King of Cantland, Lamploo. King Come-a-lay A game played by boys. Two sets of boys, or sides, strive which can secure most prisoners for the King.