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_=TURNING THE KING.=_ If the King is turned up, the dealer marks one point for it immediately. If a wrong number of cards has been dealt, and a King is turned, it cannot be scored, because it was not the eleventh card. _=PROPOSING AND REFUSING.=_ The cards dealt, the pone examines his hand, and if he thinks it strong enough to win three or more tricks, he stands; that is, plays without proposing, and says to the dealer: “_=I play=_.” If he thinks he can improve his chances by drawing cards, allowing the dealer the same privilege of course, he says: “_=I propose=_;” or simply: “_=Cards=_.” In reply the dealer may either accept the proposal by asking: “_=How many?=_” or he may refuse, by saying: “_=Play=_.” If he gives cards, he may also take cards himself, after having helped his adversary. If he refuses, he must win at least three tricks or lose two points; and if the pone plays without proposing, he must make three tricks, or lose two points. The hands on which a player should stand, and those on which the dealer should refuse are known as _=jeux de règle=_, and will be found in the suggestions for good play.

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[Greek: para to heni podizein], quòd uno incedat pede. Hence _empusam agere_ is used for a play, hopping on one leg; with us, Fox to his hole. Id. _Ascoliasmus._ A kind of play that children use when they hop on one leg, called Fox to thy hole. Cambridge Dict. MDCXCIII.-- _Ascol._ A kind of play wherein boys hopping on one leg beat one another with gloves or pieces of leather, and is called Fox to thy hole. Coles, 7th ed.

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In straight bridge the average is about 180. In settling at the end of the rubber, it is usual for each losing player to pay his right-hand adversary. _=MAKING THE TRUMP.=_ In auction, the dealer begins by naming any one of the four suits, or no trumps, for any number of tricks he pleases. Each player in turn to the left then has the privilege of passing, bidding higher, or doubling. When three players pass a bid, it is the highest made and is known as the _=Winning Declaration=_ or _=Contract=_. In order to understand the principles that govern the players in their declarations, one should be thoroughly familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by the side that has made the winning declaration do not count. This is the “book,” but all over the book count toward making good on the contract, according to the following table: When Spades are trumps, each trick counts 2 points. ” Clubs ” ” ” ” ” 6 ” ” Diamonds ” ” ” ” ” 7 ” ” Hearts ” ” ” ” ” 8 ” ” Royal Spades ” ” ” ” ” 9 ” ” there are no trumps, ” ” ” 10 ” The game is 30 points, which must be made by tricks alone, so that three over the book, called three “by cards,” will go game from love at no trump, or four by cards at hearts or royals.

If any player orders up or assists, that player can play alone. Any player making a new trump after the first has been turned down, can play alone. If one player orders up the trump, neither his partner nor his adversary can play alone; and if the dealer’s partner assists, that prevents the dealer from playing a lone hand. In many clubs the mistake is made of allowing the dealer to play alone on his partner’s assist; or letting the pone play alone after the dealer has been assisted; or letting the partner of the player who makes the new trump play alone. This is not good Euchre, because it gives an unfair advantage to one side, as we shall see when we come to the suggestions for good play, especially in connection with ordering up at what is called the “bridge;” that is, when the score is 4 to 1, or 4 to 0. _=METHOD OF PLAYING.=_ The trump settled, the eldest hand, or the player next him on the left, if the partner of the eldest hand is playing alone, begins by leading any card he pleases, and the others must follow suit if they can. Failure to follow suit when able is a _=revoke=_, if the error is not discovered and corrected before the trick in which it occurs is turned and quitted. If the player discovers his mistake in time, the card played in error must be left on the table, and is liable to be called. When a revoke is discovered and claimed by the adversaries, it is usual to abandon the hand, and the adversaries of the revoking player can either deduct two points from his score, or add two to their own score, for every revoke made during the hand.

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=_ There is no penalty if a player announces a wrong number as the total of the cards played, provided he does not peg an erroneous fifteen or thirty-one. If the following player does not correct the announcement, but plays and adds to it, the error cannot be rectified. If any holes are pegged for an erroneous announcement, the adversary may demand that they be taken down again, and may add the number to his own score. _=Miscounting.=_ If a player over-counts his hand, crib, or play, and pegs the points erroneously claimed, his adversary may call attention to the error, demand that the superfluous points be taken down again, and may add them to his own score as penalty. Should a player neglect to peg the full value of his hand, crib, or play, his adversary may add the neglected points to his own score, after pointing out the omission. Should a player be mistaken in exacting either of these penalties, he must not only take down what he pegged, but allow his adversary to peg the same number as penalty. None of these corrections can be claimed until the player in error has pegged and quitted the score; that is, removed his fingers from the front peg. The claim should always be prefaced by the word _=Muggins=_. If the error is one of omission in play, the adversary must play his own card before claiming muggins.

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Suppose he draws a card that will fit one of his sequences; it is to his advantage to pass it; but upon laying it on the table his adversary may take it up and force him with it, by placing it at the end of his sequence, at the same time saying: “Discard.” In the same manner a player holding one of the cards of his adversary’s show-down sequence or triplet may force after using a card, by placing his discard on his adversary’s sequence, instead of laying it on the table. If it is laid on the table, the adversary may pass it at once, by turning it down, and it is then too late to compel him to use it. Suppose you think your adversary holds two cards of an unplayed sequence, and has a triplet on the table. If you can use one of those sequence cards in his hand to advantage, and can force him by giving him the fourth card of his triplet, which is of no use to you, you should do so; but you must remember that you cannot force except after using a card yourself, because you are not allowed to discard under any other circumstances. If a player looks at any of the cards that have been passed and turned down, his adversary may take up and examine the remainder of the stock, but without disturbing the position of the cards therein, and without showing them. If a player looks at any of the cards in the stock except the one he draws, his adversary may look at all of them. If a player draws out of turn, his adversary simply claims the card. _=Showing.=_ After the last card is drawn from the stock and passed, each player shows the remainder of his hand, and as neither can combine his cards so as to get eleven down, it is a tableau, and each puts a counter in the pool for the next hand.

Pulman says this means Blind buck and have ye (Elworthy s _Dialect_). Blind Harie A name for Blind Man s Buff. --Jamieson. Blind Hob The Suffolk name for Blind Man s Buff. --Halliwell s _Dictionary_; Moor s _Suffolk Glossary_. Blind Man s Buff I. Come, shepherd, come, shepherd, and count your sheep. I canna come now, for I m fast asleep. If you don t come now they ll all be gone. What s in my way? A bottle of hay.

The declarer will give your partner enough to puzzle over without your adding to the confusion. There are some exceptions in trumps. For instance: You have K Q x; Dummy has A J x x, and your partner leads. Unless Dummy plays Ace, you should put on the King, and change the suit. If you hold Ace and others in a plain suit, partner leading Jack, pass it if Dummy has no honour. Perhaps by winning the second round you can give the invited force. With any other honours than the Ace, pass a partner’s Jack led. If partner leads you a suit of which he knows, or should know, you have not the best, he must have a good finesse in the suit which he does not lead, and you should take the first opportunity to lead that suit to him. In returning partner’s suits, some modification may be suggested by the condition of Dummy’s hand. For instance: With K x x; Dummy having A Q J x; if you win, third hand, on Dummy’s finesse, you may be sure your partner’s lead was a weak suit.

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| | | 26.| -- | -- | -- | | 27.| -- | -- |A waiting for to come.| | 28.| -- | -- | -- | | 29.|To take you up the | -- | -- | | |garden. | | | | 30.|Suppose this young man| -- |Suppose he were to | | |was to die. | |die. | | 31.

If the caster has his fingers over the mouth of the box when he turns it over, or lifts the box himself, the throw is foul. The second method is known as rolling, or the _=long gallery=_, and is generally used in poker dice and such games. After the box has been shaken, the caster holds it by the side, and gives it a twist and a push, which causes the dice to pour out, and roll along the table. The third method is called _=shooting=_, and is always employed in craps. No box is used, the dice being held in the hand and rolled along the table or the ground. The crap shooter is obliged to shake the dice in his hand to show that he is not holding them with certain faces together, which is a common way of preventing or getting certain throws, especially with shaped dice. Whichever method is employed, each die must lie flat upon one of its own faces after the throw, neither resting upon nor _=cocked=_ against any other die or any obstruction upon the table or the ground. If any of the dice are cocked, all of them must be taken up and thrown again. RAFFLING. In a raffle for prizes of any kind, each player has three throws with three dice.

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| -- | -- | -- | |39.| -- |Set a cock to crow | -- | | | |all night. | | |40.| -- |If the cock should | -- | | | |meet a hen. | | |41.| -- | -- |How many pounds will | | | | |set him free? | |42.| -- | -- |Three hundred pounds | | | | |will set him free. | |43.| -- | -- |The half of that I | | | | |have not got. | |44.

=_ _=DEALING.=_ The dealer must present the pack to the pone to be cut. At least four cards must be left in each packet. If a card is exposed in cutting, the pack must be reshuffled, and cut again. If the dealer reshuffles the pack after it has been properly cut, he loses his deal. _=10.=_ Beginning on his left, the dealer must give to each player in rotation _=two=_ cards on the first round, and _=three=_ on the second; or three to each on the first round, and two on the second. Five cards having been given to each player in this manner, the next card is turned up for the trump. The deal passes to the left. _=11.

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He then proceeds to a distance of some four or five yards, and, in his turn, stoops in the same manner as the first boy, as another frog. A third boy then leaps first over frog No. 1, and then over frog No. 2, taking his place as frog No. 3, at about the same distance onwards. Any number of boys may play in the game. After the last player has taken his leap over all the frogs successively, frog No. 1 has his turn and leaps over his companions, taking his place as the last in the line of frogs. Then No. 2 follows suit, and so on, the whole line of players in course of time covering a good distance.

--Ross and Stead s _Holderness Glossary_. This is the same as Knur and Spell. Dab-at-the-hole A game at marbles (undescribed).--Patterson s _Antrim and Down Glossary_. Dalies A child s game, played with small bones or pieces of hard wood. The _dalies_ were properly sheep s trotters.--Halliwell s _Dictionary_. Evidently the same game as Fivestones and Hucklebones. Davie-drap Children amuse themselves on the braesides i the sun, playing at Hide and Seek with this little flower, accompanying always the hiding of it with this rhyme, marking out the circle in which it is hid with the forefinger:-- Athin the bounds o this I hap, My black and bonny davie-drap; Wha is here the cunning yin My davie-drap to me will fin. --Mactaggart s _Gallovidian Encyclopædia_.

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521) is practically the same as the Earls Heaton game, and Easther in his _Almondbury Glossary_ gives a version practically like the Sheffield. Mr. Hardy says it is sometimes called Black-butt, when the opposite side cry Away we cut. Miss Dendy quotes an old Lancashire rhyme, which curiously refers to the different subjects in the Lancashire game rhyme. It is as follows:-- Little boy, little boy, where were you born? Way up in Lancashire, under a thorn, Where they sup butter-milk in a ram s horn. Another version is given in _Notes and Queries_, 3rd Series, vii. 285. (_d_) This is a dramatic game, in which the children seem to personate animals, and to depict events belonging to the history of the flock. Miss Burne groups it under her dramatic games. Blind Bell A game formerly common in Berwickshire, in which all the players were hoodwinked except the person who was called the Bell.

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| -- |Lime and sand will | -- | | | |wash away. | | |15.|Mend it up with penny |Build it up with penny|Build it up with penny| | |loaves. |loaves. |loaves. | |16.|Penny loaves will wash|Penny loaves ll get |Penny loaves will | | |away. |stole away. |tumble down. | |17.

W. Gregor. (_b_) Dr. Tylor says: It is interesting to notice the wide distribution and long permanence of these trifles in history when we read the following passage from Petronius Arbiter, written in the time of Nero:-- Trimalchio, not to seem moved by the loss, kissed the boy, and bade him get up on his back. Without delay the boy climbed on horseback on him, and slapped him on the shoulders with his hand, laughing and calling out, Bucca, bucca, quot sunt hic? --_Petron. Arbitri Satiræ_, by Buchler, p. 84 (other readings are _buccæ_ or _bucco_). --_Primitive Culture_, i. 67. Buck i t Neucks A rude game amongst boys.

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Yes, Billy Joe. _And_ divorced? Oh, darlin Billy, she sighed. I jest shouldn t never a _done_ that. But I did, she added. Talk English, I snapped. This chitterlin s and corn pone are just more window dressing, right? Her face was solemn behind the glasses. When you are a smart girl, and you know the future, too, they hate you and try to hurt you, she said. They don t seem to mind it so much if it comes from a piece of white trash that never could be no account. By the time I was twelve or so I had learned to act just a little stupid and corn-fed. * * * * * This, her longest speech, she delivered in quiet, Neutral American, the speech that covers the great prairie states and is as near accentless and pure as American English ever is.

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. No matter what is played by the adversaries he _=ducks=_ the first round, keeping his Ace and King. Next time the dealer gets in, he leads another club, and now he is able to win the second and third rounds of the suit, and will probably catch all the adverse cards and establish it. The dealer’s play always requires careful planning of the whole hand in advance. _=THE NULLO.=_ Although not yet in the official laws of the game, this bid seems to be a popular one with many players. It is a contract to lose tricks instead of winning them, and is primarily a defence against overwhelmingly strong no-trumpers. A bid of three nullos means that the declarer will force his opponents to win nine tricks, he winning four only, so that each trick _=under=_ seven counts for the nullo player on his side.

If the dealer reshuffles the cards after they have been properly cut, or looks at the bottom card, he loses his deal. 8. After the cards have been cut, the dealer must distribute them one at a time to each player in rotation, beginning at his left, and continuing until the pack is exhausted; or in Two-Handed Hearts, until each player has thirteen. 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.

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No trump is turned. In Two-handed Hearts, the dealer stops when each player has received thirteen cards. The deal passes to the left. _=Misdealing.=_ It is a misdeal if the dealer omits to have the pack cut, and the error is discovered before the last card is dealt; if he deals a card incorrectly, and does not remedy the error before dealing another; or if he counts the cards on the table, or those remaining in the pack; or if it is discovered before all have played to the first trick that any player has too many or too few cards. A misdeal loses the deal unless one of the other players has touched the cards, or has in any way interrupted the dealer. If any card is exposed by the dealer, the player to whom it is dealt may demand a new deal, provided he has not touched any of his cards. Any one dealing out of turn, or with the wrong cards, may be stopped before the last card is dealt. After that the deal stands good, and the packs, if changed, must so remain. _=IRREGULAR HANDS.