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It is needless to say that the second card has been carefully pre-arranged. Any person who fingers the pack longer than necessary in cutting starters, or who cuts sometimes by the edge and sometimes by the side, will bear watching. Marked cards and second dealing are great weapons in a game where so much depends on a knowledge of the adversary’s hand, and on securing good counting cards for yourself. _=SUGGESTIONS FOR GOOD PLAY.=_ In the six-card game the hand is more valuable than the crib, because you know what it contains, whereas the crib is largely speculative. In the five-card game, in which there are only three cards in the hand and four in the crib, it is usual to sacrifice the hand very largely for the possibilities of the crib, because of the much larger scores that can be made with five cards, the starter and four in the crib. _=Baulking.=_ In both games it is the duty of the pone to baulk the dealer’s crib as much as possible, by laying out cards which are very unlikely to be worth anything, either in making fifteens or in filling up sequences. Pairs it is impossible to provide against, and the chance of making a flush is remote, but should be avoided if there is any choice. The best baulk is a King and Nine; tenth cards and Aces are also very good cards to lay out.

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All tricks belonging to one side should be kept together. At the end of each hand the score should be claimed and marked. Revokes must be detected and claimed before the cards are cut for the following deal. _=CUTTING OUT.=_ When the play is confined to four players, rubbers are usually played, and the table is complete with six persons, two looking on, and awaiting their turn. At the end of a rubber, if there are more than four players belonging to the table, those who have just played cut to decide which shall give place to those waiting, the players cutting the highest cards going out. If six belong to the table, there will be no further cutting out, as those who are out for one rubber re-enter for the next, taking the places of those who have played two consecutive rubbers. If five belong to the table, the three who remained in for the second rubber must cut to allow the fifth player to re-enter. At the end of the third rubber, the two cut that have not yet been out; and at the end of the fourth rubber the one who has played every rubber goes out without cutting. Partners and deal are cut for at the beginning of each new rubber.

By refusing to lead such suits, and waiting for them to come up to the tenace, the declarer’s high card may be caught and a valuable trick saved. When a good player opens his hand with a trump, right up to the declaration, his partner should lead his best supporting cards boldly up to dummy’s weak suits. _=The Pone’s Leads.=_ When the pone gets into the lead, if he does not return his partner’s suit, he should open his own suits according to the rules already given for all the high-card combinations. If he has no high-card combination, it is usually better for him to lead some card that will beat Dummy than to lead his fourth-best. Suppose he wishes to lead a diamond, in which he holds Q 10 8 4 3; Dummy having the 9 and 6 only. It is better to lead the ten of diamonds than the fourth-best, because if the declarer does not follow with an honour, your partner will not have to sacrifice an honour to keep Dummy from winning the trick with the 9. After the opening lead, when Dummy’s cards are exposed, the knowledge of his cards may change the aspect of the game greatly; but the proper cards to lead to and through Dummy will be better understood in connection with the play against no-trumpers. _=No-trump Leads.=_ The chief difference in the leads against no-trumpers is, that there is no hurry to make your aces and kings, the chief thing being to make some of the smaller cards good for tricks.

Neither could he move one of them two and then five, because the seventh point is covered also. If a player throws _=doublets=_, that is, the same number on each die, he plays the throw twice over. If a player throws double fours, for instance, he can either move one man four points four times; or one man four points once, and another man four points three times; or two men four points twice; or two men four points each, and then two other men four points, always provided that the points moved to at the end of each four are not covered by the enemy. If there is only one of the adversary’s men on any point which can be reached by a throw of the dice, the blot may be hit, a man being moved to that point, and the adverse man taken from the board and placed upon the bar. In the diagram in the margin, for instance, it is White’s play, and he has thrown six-four. Black has left a blot on White’s four-point, and the single white man in the outer table can reach this with the six throw, taking up the black man, and placing it upon the bar. White now has a blot on his four point, which he should cover by playing in a man four points from the outer table, it being better to leave a blot there than at home. [Illustration: +-+-+-+-+-+-++-+-+-+-+-+-+ | | |⛀|⛂|⛀|⛀||⛀|⛀| |⛀| |⛂| | | |⛀| |⛀|⛀||⛀|⛀| | | |⛂| | | | | | | ||⛀| | | | | | | | | | | | || | | | | | | | | | | | | || | | | | | | | || | | | | | | | || | | | | | | | | | | | | || | | | | | | | | |⛂| | |⛂|| | | | | | | |⛂| |⛂| | |⛂||⛂|⛂| | | |⛀| |⛂| |⛂| | |⛂||⛂|⛂| | |⛀|⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ] When a player has a man that has been hit, and placed upon the bar by the adversary, he must re-enter that man before he moves any others. He may choose for the purpose either of the numbers on the next throw of the dice, and must place his man on the point in the adversary’s home table which agrees with the number selected. Suppose that in the foregoing example, Black’s next throw is five-deuce.

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To pass a fordable river = one move. To change from fours to two ranks = half a move. To change from two ranks to extension = half a move. To embark into boats = two moves for every twenty men embarked at any point. To disembark = one move for every twenty men. Cavalry. To pass a fordable river = one move. To change formation = half a move. To mount = one move. To dismount = one move.

-+---+-.-+---+-.-+---+-.-+ | | . | | . | | ⛀ | | . | +---+-.-+---+-.-+---+-.-+---+-.

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All this favoured the attack and led to a livelier game. Our next step was to abolish the tedium due to the elaborate aiming of the guns, by fixing a time limit for every move. We made this an outside limit at first, ten minutes, but afterwards we discovered that it made the game much more warlike to cut the time down to a length that would barely permit a slow-moving player to fire all his guns and move all his men. This led to small bodies of men lagging and getting left, to careless exposures, to rapid, less accurate shooting, and just that eventfulness one would expect in the hurry and passion of real fighting. It also made the game brisker. We have since also made a limit, sometimes of four minutes, sometimes of five minutes, to the interval for adjustment and deliberation after one move is finished and before the next move begins. This further removes the game from the chess category, and approximates it to the likeness of active service. Most of a general s decisions, once a fight has begun, must be made in such brief intervals of time. (But we leave unlimited time at the outset for the planning.) As to our time-keeping, we catch a visitor with a stop-watch if we can, and if we cannot, we use a fair-sized clock with a second-hand: the player not moving says Go, and warns at the last two minutes, last minute, and last thirty seconds.

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He succeeds in finding the whereabouts of the coveted girl, but before he is allowed by the father to take his bride away he is required to perform tasks, a final one being the choosing of the girl with whom he is in love from among others, all dressed alike and disguised. Our bridal veil may probably originate in this custom. In the ballad from which Mr. Newell thinks the game may have originated, a maid has been given in marriage to another than her chosen lover. He rides to the ceremony with a troop of followers; the bride, seeing him approach, calls on her maidens to take off her gold crown and coif her in linen white, to test her bridegroom s affection. This incident, I think, is not to test affection, but the ordeal of recognising his bride, however disguised, and the fact that the hero at once recognises his love, mounts with her on horseback, and flees to Norway, may be considered to support my view. See also Brand, vol. ii. p. 141, under Care Cloth.

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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. --Jamieson. See Tig. Capie-Hole A hole is made in the ground, and a certain line drawn, called a Strand, behind which the players must take their stations. The object is at this distance to throw the bowl into the hole. He who does this most frequently wins. It is now more generally called The Hole, but the old designation is not quite extinct. It is otherwise played in Angus.

FORTY-ONE POOL. Forty-One Pool is played with a regular Fifteen-Ball Pool set of balls, the object of play being to pocket a sufficient number of the pool balls which added to the private small ball shall score exactly 41. CHICAGO POOL. This game is played with the numbered pool balls from 1 to 15 and a white cue-ball, as in Fifteen-Ball Pool, the object being to play upon and pocket the balls in their numerical order. The table is laid out for the game by placing the one ball against the end cushion at the first right-hand diamond sight at the foot of the table, the two-ball is placed at the centre diamond sight on same cushion; the remaining thirteen balls are placed in the order of their numbers at the succeeding diamond sights. The three sights on the end rail at head of the table are not occupied by any ball. The opening stroke _must_ be to strike the _one_-ball. If that ball is holed it is placed to the credit of the player, and he continues his hand until he fails to score, but in continuing he must play each time upon the ball bearing the lowest number on the table. After playing upon that ball, however, should any other be pocketed by the same stroke, irrespective of its number, it shall be placed to the player’s credit so pocketing it. If the line of aim at the ball required to be hit is covered by another ball, the player may resort to a bank play or massé, etc.

| | | | Footnotes have been moved to the end of the description of the | | game. | | | | [Illustration] means that there is an illustration present in the | | text; [Music] means a transcription in musical notation. | | | | [Greek: text] represents a transcription of Greek text. [=a] and | | [=e] represent a-macron and e-macron, respectively. The oe- | | ligature is transcribed as [oe]. | | | | More Transcriber s Notes may be found at the end of this text. | +-------------------------------------------------------------------+ A DICTIONARY OF BRITISH FOLK-LORE EDITED BY G. LAURENCE GOMME, ESQ., F.S.

He trotted away. Darlin Billy! she said, and her heart stopped. She was dead. I picked her up in my arms and carried her to the same sawdust-strewn private dining room where I d given Barney the Blackout. I had to split the lift. The tourniquet was an absolute necessity, or more of the nerve poison would enter her system. But her heart _couldn t_ stop. The brain can only stand a few seconds of that. I hadn t let it miss three beats. Even as I carried her from the casino, I lifted the main coronary muscle and started a ragged pumping, maybe forty beats a minute.

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It is evident that the dealer will have too many cards, but as he has been led into the error by his adversary, he must be allowed to discard to reduce his hand to twelve. If a player takes a card too many from the stock, he may replace it if he has not put it with the other cards in his hand. If he has seen it, he must show it to his adversary. If the superfluous card has been taken into the hand, the player must have too many cards, and can score nothing that deal. This does not prevent the adversary from scoring anything he may have in hand or play, even if it is inferior. If a player is found to have too few cards after the draw, he may still play and count all he can make, but he cannot win a capot, because he has no card for the last trick, which must be won by his adversary. _=The Stock.=_ If a player looks at one of his adversary’s cards in the stock before or during the draw, he can count nothing that hand. If he looks at a card left in the talon after the draw, which he is not entitled to see, his adversary may call a suit from him as many times as he has seen cards. If a card of the talon is accidentally exposed, the player to whom it would naturally belong may demand a fresh deal.

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_=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. | | Vivant.

Red s cavalry on his right have taken his two guns well forward into a position to sweep either side of the farm, and his left gun is now well placed to pound Blue s infantry centre. His infantry continue to press forward, but Blue, for his second move, has already opened fire from the woods with his right gun, and killed three of Red s men. His infantry have now come up to serve this gun, and the cavalry who brought it into position at the first move have now left it to them in order to gallop over to join the force attacking the farm. Undismayed by Red s guns, Blue has brought his other two guns and his men as close to the farm as they can go. His leftmost gun stares Red s in the face, and prevents any effective fire, his middle gun faces Red s middle gun. Some of his cavalry are exposed to the right of the farm, but most are completely covered now by the farm from Red s fire. Red has now to move. The nature of his position is becoming apparent to him. His right gun is ineffective, his left and his centre guns cannot kill more than seven or eight men between them; and at the next move, unless he can silence them, Blue s guns will be mowing his exposed cavalry down from the security of the farm. He is in a fix.

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--Miss Matthews. In a version sent by Miss Chase, and told her by a London maidservant, the children sit as in Hunt the Slipper. One steps in a corner out of earshot; the rest are named Gooseberry Tart, Cherry Tart, &c., by another, who recalls the child in the corner with-- Fool, fool, come to school, Pick me out a [cherry tart, as the case may be]. If he chooses the wrong one he is told-- Go back and learn your A, B, C. If rightly-- Take him and bake him, And give me a piece When he s done. The child is then led off in a squatting position. Later the one who named them pretends tasting, and says, Very nice, or You must be baked longer, when another squatting walk and wait takes place. A version sent by Mr. J.

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=_ No person can be subjected to two penalties for one offence. If a player leads out of turn, and a suit is called, the card played in error cannot be also claimed as exposed and liable to be called. If a player revokes, and his adversary wins ten tricks, the revoke penalty adds three tricks to the ten already won; but these thirteen tricks will not entitle the player to score any points for a slam, because that would be exacting a double penalty; the tricks for the revoke, and the points for the slam. _=Intentional Error.=_ In all games it must be assumed that the player’s intentions are honest, and that any errors that arise are committed through inadvertence. Some of our law-makers have attempted so to adjust their codes as to provide against the manœuvres of the blackleg. This is simply impossible. Laws are made for gentlemen, and when it is obvious that a player does not belong to that class the remedy is not to appeal to the laws of the game for protection, but to decline to play with him. _=Etiquette.=_ It should be quite unnecessary to legislate against acts which annoy or do injustice to individuals, but there should be some provision in the laws of every game which will secure to each individual equal rights with others in the enjoyment of the game.

=_ If any player robs when he does not hold the ace; leads or plays out of turn; reneges to the lead of a higher trump; renounces in the trump suit; revokes in a plain suit; or exposes a card after any player has won two tricks, he loses all his right and interest in the current pool, which he cannot win, either on that or any subsequent deal, but to which he must continue to contribute when it comes to his turn to deal. After the pool has been won, and a fresh one formed, the penalty is removed. _=SUGGESTIONS FOR GOOD PLAY.=_ Observation, quickness, and good judgment of character are the essentials for success at Spoil Five, the last being probably the most important. The peculiar order of the cards; the privilege of renouncing when holding a card of the suit led; and the right of passing inferior trump leads, are very confusing to the beginner; but with practice the routine and strategy of the game soon become familiar. The player should first make up his mind whether he is going to try to win the pool or to spoil it. Particular attention should be paid to the player who robs, because he must have at least the ace and the turn-up in trumps, and is more likely to need spoiling than any other player. When a player wins a trick, some judgment will be necessary to decide whether he is trying for the pool himself, or simply spoiling it for some one else. When he wins two tricks, every other player at the table must combine against him. With only one small or medium trump, it is better to use it at the first opportunity.

Then I felt it. Her heart muscle tugged back at my lift. It was struggling to beat on its own. I matched my lifts to its ragged impulses, feeling it steady to a normal seventy-two as the antidote took effect. Her eyes opened at last, and we stopped respiration. Billy Joe! she smiled. She was back from the dead. * * * * * In an hour we had returned to the motel. She was as good as new, but badly shaken. I still don t know what happened, she said.

But without such strength in the long suit, we let it severely alone, and develop the hand with a short-suit or “gambit” opening. With three trumps and a five-card suit containing two honors not in sequence, we still open the long suit if we have a sure re-entry in another suit. This, for example, hearts trumps:-- ♡ K 6 2 ♣ 8 6 2 ♢ A Q 6 4 3 ♠ A 10 The trey of diamonds is the best opening. If there were no re-entry, such as only 10 2 of spades instead of A 10, we should open the 10 of spades. Although we open a great many short suits, we avoid weak three-card suits except in rare instances. While our system, like all others, entails losses at times, it seems to avoid many of the pitfalls that confront the player who always opens his long suit, regardless of the possibilities of ever bringing it in. In many instances we find he places himself in the worst possible position for any chance to make even one trick in the suit he opens. We admit that if a team adopts straight American leads, it is much easier for them to count the partner’s hand accurately; but it seems to me that this advantage is more than overcome by the fact that in our openings we have a clear idea as to the general character of the partner’s hand while there is still time to take advantage of the knowledge. In the long-suit game this element is entirely wanting. _=IN CONCLUSION.

--London (A. B. Gomme). This game is also called Knight of the Whistle. The boy who is to be made a Knight of the Order of the Whistle, when led up between the two rows of players, has a cloak put round his shoulders and a cap with a feather in it on his head. The whistle is then fastened on to the cloak. This is described by the Rev. J. G. Wood (_Modern Playmate_, p.

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The player who followed him may then amend his play. If a player opposed to the bidder discovers and corrects a revoke made by himself or any of his partners, the bidder may either claim the card played in error as exposed, or may call on the revoking player for his highest or lowest of the suit led. 30. The penalty for revoking is the transfer of two tricks from the revoking side to their adversaries; it can be enforced for as many revokes as occur during the hand. The revoking side cannot win the game in that hand; if both sides revoke, neither can win the game in that hand. In _=Cayenne=_ and _=Solo Whist=_, as a penalty for a revoke, the adversaries of the revoking player may take from him three tricks; or may deduct the value of three tricks from his score; or may add the value of three tricks to their own score. The revoking players cannot score slams or game that hand. All slams must be made independently of the revoke penalty. In _=Boston=_, the penalty for a revoke on the part of the bidder is that he is put in for one trick, and must pay four red counters into the next pool. Should an adversary of the bidder revoke, he must pay four red counters into the next pool, and he and his partners must pay the bidder as if he had been successful.

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gutenberg.org. This website includes information about Project Gutenberg™, including how to make donations to the Project Gutenberg Literary Archive Foundation, how to help produce our new eBooks, and how to subscribe to our email newsletter to hear about new eBooks. .source: https://www.gutenberg.org/ebooks/search/?query=game&submit_search=Search .The Project Gutenberg eBook of The Traditional Games of England, Scotland, and Ireland (Vol 1 of 2) This ebook is for the use of anyone anywhere in the United States and most other parts of the world at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this ebook or online at www.gutenberg.

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They cut for the first deal, and the choice of seats. _=DEALING.=_ The dealer presents the pack to his adversary to be cut, and then gives thirteen cards to each player, one at a time, turning up the twenty-seventh card for the trump, and laying it on the talon, or remainder of the pack. _=PLAYING.=_ The non-dealer begins by leading any card he pleases, and his adversary must follow suit if he can. The winner of the first trick takes the trump card into his hand, and his adversary takes the card immediately under it, but without showing or naming it. Each player thus restores the number of cards in his hand to thirteen. The card which is now on the top of the talon is turned up, and the winner of the next trick must take it, his adversary taking the one under it, as before, and turning up the next. In this manner it will be seen that the winner of each trick must always get a card which is known to his adversary, while the loser of the trick gets one which remains unknown. When the talon is exhausted, the thirteen cards in each hand should be known to both players if they have been observant, and the end game becomes a problem in double dummy.

If there are an even number of candidates, the tables divide evenly, but if the number is odd, the smaller table is formed by those cutting the highest cards. The table formed, the pack must be shuffled and spread, and positions drawn for. The player cutting the lowest card has the choice of seats, and must deal the first hand. The player cutting the next lowest has the next choice, and so on, until all are seated. _=TIES.=_ If the first cut does not decide, those tying must cut again. Should two or more players cut cards of equal value, the new cut will decide nothing but the tie; for even should one of those cutting to decide a tie draw a card lower than one previously cut by another player, the original low cannot be deprived of his right. For instance: there are six players. [Illustration: First cut is:-- 🂥 🃘 🃋 🂷 🃞 🃈 Second cut is:-- 🂴 🃒 ] The 5 and 7 have the first and second choice of seats; the 2 and 4 the third and fourth choice. _=PLAYERS’ POSITIONS.

He would follow to the grave With black buttons and black crape, And a guinea for the church, And the bell shall ring. Up came the doctor, up came the cat, Up came the devil with a white straw hat. Down went the doctor, down went the cat, Down went the devil with a white straw hat.[1] --Deptford (Miss Chase). III. Up the heathery mountains and down the rushy glen We dare not go a-hunting for Connor and his men; They are all lusty bachelors but one I know, And that s [Tom Mulligan], the flower of the flock; He is the flower of the flock, he is the keeper of the glen, He courted [Kate O Neill] before he was a man; He huggled her, he guggled her, he took her on his knee, Saying, My bonnie [Kate O Neill], won t you marry me? So ---- made a pudding so nice and so sweet, Saying, Taste, love, taste, and don t say no, For next Sunday morning to church we will go. With rings on our fingers and bells on our toes, And a little baby in her arms, and that s the way she goes. And here s a clap, and here s a clap, for Mrs. ---- s daughter. --Belfast (W.

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| | |us. | | | | 8.| -- | -- | -- | | 9.| -- | -- |We ll take her by the | | | | |hand. | | 10.| -- | -- | -- | | 11.| -- | -- |She shall go to Derby.| | 12.|You shall have a duck.|You shall have a duck.

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O. Addy. Dronfield, Eckington, Egan Mr. S. O. Addy. DEVONSHIRE Halliwell s _Dictionary_. DORSETSHIRE { Barnes _Glossary_, _Folk-lore { Journal_, vol. vii. DURHAM { Brockett s _North Country Words_, ed.