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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. A proposal, acceptance, or refusal once made cannot be changed or taken back, and the number of cards asked for cannot be corrected. _=DISCARDING.=_ If the pone proposes, and the dealer asks: “How many?” the elder hand discards any number of cards from one to five, placing them on his right. These discards, once quitted, must not again be looked at. A player looking at his own or his adversary’s discards can be called upon to play with his cards exposed face upward on the table, but not liable to be called. The number of cards discarded must be distinctly announced, and the trump is then laid aside, and the cards given from the top of the pack, without further shuffling. It is considered imperative that the player who has proposed should take at least one card, even if he proposed with five trumps in his hand. The pone helped, the dealer then announces how many cards he takes, placing his discards on his left.

Hide and Seek (1) A writer in _Blackwood s Magazine_, August 1821, p. 36, mentions this as a summer game. It was called Ho, spy! the words which are called out by those boys who have hidden. He says the watchword of Hide and seek was hidee, and gives as the rhyme used when playing-- Keep in, keep in, wherever you be, The greedy gled s seeking ye. This rhyme is also given by Chambers (_Popular Rhymes_, p. 122). Halliwell gives the rhyme as-- Hitty titty indoors, Hitty titty out, You touch Hitty titty, And Hitty titty will bite you. --_Nursery Rhymes_, p. 213. At Ashford-in-the-Water the words used were-- One a bin, two a bin, three a bin, four, Five a bin, six a bin, seven, gie o er; A bunch of pins, come prick my shins, A loaf brown bread, come knock me down.

He may announce schneider or schwarz after discarding for the skat. If he makes an announced schneider, it doubles the value of his game, instead of simply adding a multiplier. An announced schwarz trebles it. For example: Spade solo with 1, schneider announced. His game is 1 for game, 1 for schneider, without 1, 3 × 11 = 33, doubled for announcing schneider, 66. If lost, it costs 132. If he makes schwarz after announcing schneider, it adds one multiplier, 77. The smallest possible game is a diamond with or without 1, worth 18; 36 if lost. The largest game possible to lose is a grand with four, schwarz announced, costing 1,008. THE LAWS OF SKAT.

--_Suffolk County Folk-lore_, p. 63. XIV. How many miles to Babylon? Three score and ten. Shall I be there by candle-light? Yes, there and back again. Open the gates as wide as high, And let King George and his family pass by. --Wales (_Folk-lore Record_, v. 88). { Barley Bridge? XV. How many miles to { Banbury? { London? Four score and ten [_or_, Fifty miles and more].

But mind the old witch doesn t catch you. --London (Miss Dendy). IX. How many miles to Barley Bridge? Three score and ten. Can I get there by candle-light? Yes, if your legs be long. A courtesy to you, and a courtesy to you, If you please will you let the king s horses through? Through and through shall they go, For the king s sake; But the one that is the hindmost Will meet with a great mistake. --Halliwell s _Popular Rhymes_, p. 217. X. How many miles to Barney Bridge? Three score and ten.

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The lowest cut has the first choice of seats, and also deals the first hand. It is usual for the player sitting on the right of the first dealer to keep the score, so that one may always know when a round ends. _=STAKES.=_ Skat is played for so much a point, and the single player wins from or loses to each of the others at the table. A cent a point is considered a pretty stiff game, half a cent being more common in good clubs. Many play for a fifth, or even a tenth of a cent a point. At half a cent a point, ten dollars will usually cover a run of pretty bad luck in an evening’s play. _=DEALING.=_ At the beginning of the game the cards should be counted and thoroughly shuffled, and shuffled at least three times before each deal thereafter. The dealer presents the pack to the pone to be cut, and at least five cards must be left in each packet.

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This world is for ample living; we want security and freedom; all of us in every country, except a few dull-witted, energetic bores, want to see the manhood of the world at something better than apeing the little lead toys our children buy in boxes. We want fine things made for mankind--splendid cities, open ways, more knowledge and power, and more and more and more--and so I offer my game, for a particular as well as a general end; and let us put this prancing monarch and that silly scare-monger, and these excitable patriots, and those adventurers, and all the practitioners of Welt Politik, into one vast Temple of War, with cork carpets everywhere, and plenty of little trees and little houses to knock down, and cities and fortresses, and unlimited soldiers--tons, cellars-full--and let them lead their own lives there away from us. My game is just as good as their game, and saner by reason of its size. Here is War, done down to rational proportions, and yet out of the way of mankind, even as our fathers turned human sacrifices into the eating of little images and symbolic mouthfuls. For my own part, I am _prepared_. I have nearly five hundred men, more than a score of guns, and I twirl my moustache and hurl defiance eastward from my home in Essex across the narrow seas. Not only eastward. I would conclude this little discourse with one other disconcerting and exasperating sentence for the admirers and practitioners of Big War. I have never yet met in little battle any military gentleman, any captain, major, colonel, general, or eminent commander, who did not presently get into difficulties and confusions among even the elementary rules of the Battle. You have only to play at Little Wars three or four times to realise just what a blundering thing Great War must be.

If the Fourth Hand keeps his three trumps, he must win the next trick, and lose the advantage of his tenace. A player will sometimes have the best card in two suits, and a small trump, and will know that the two best trumps and an unknown card are on his right. If the missing suit is led, and the player on the right trumps, his unknown card must be one of the two other suits, and the player with the command of them should keep both, and throw away his small trump. The discards on the next trick may enable him to determine the suit of the losing card on his right. _=The Last Trump.=_ If two players have an equal number of trumps, each of them having an established suit, it will be the object of both to remain with the last trump, which must bring in the suit. The tactics of each will be to win the third round of trumps; and then, if the best trump is against him, to force it out with the established suit, coming into the lead again with the last trump. So often is it important to win the third round of trumps that few good players will win the second round, unless they can win the third also. With an established suit, a card of re-entry, and four trumps King high, a player should lead trumps; but if his partner wins the first round and returns a small trump, the King should not be put on, no matter what Second Hand plays, unless the card next below the King is fourchette. Some of the most brilliant endings in whist are skirmishes for the possession of the last trump; the player who is at a disadvantage often persistently refuses the fatal force, hoping the leader will be compelled to change his suit, or will lose the lead.

Huckle-bones Holloway (_Dict. of Provincialisms_) says that the game is called Huckle-bones in East Sussex and Dibs in West Sussex. Parish (_Dict. of Sussex Dialect_) mentions that huckle-bones, the small bone found in the joint of the knee of a sheep, are used by children for playing the game of Dibs; also Peacock s _Manley and Corringham Glossary_. Barnes (_Dorset Glossary_) says, A game of toss and catch, played mostly by two with five dibs or huckle-bones of a leg of mutton, or round pieces of tile or slate. Halliwell s description is clearly wrong. He says it was a game formerly played by throwing up the hip-bone of some animal, on one side of which was a head of Venus and on the other that of a dog. He who turned up the former was the winner (_Dictionary_). Miss J. Barker writes that Huckle-bones is played in Hexham; and Professor Attwell (Barnes) played the game as a boy, and is still a proficient in it; he played it recently for my benefit with his set of real huckle-bones (A.

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Please, will red do, red do? Red s for the soldiers. Then--] Please, will black do, black do, black do? Black s for the funeral, black will do. --Northamptonshire (Rev. W. D. Sweeting). XII. I ve come to see how Jenny Jones is to-day. You can t see her, she s washing. I ve come to see how Jenny Jones is to-day.

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There aren t any one-handed surgeons. My right arm looks fine. It just hasn t any strength. Old Maragon had told me once that my TK powers were a pure case of compensation for a useless arm. The surgeon dropped my hand. You re the best, Wally Bupp, he said. He s too good a friend of mine to call me Lefty and remind me that I m a cripple. It was Maragon who did that. I hadn t noticed him, but somebody gave me the grip, and I looked around. He was back against the wall, short, gray and square.

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Keary). (_b_) This game requires an uneven number of players. All the children except one stand in couples arm in arm, each couple closely following the other. This forms a double ring or wheel (fig. 1). The odd child stands in the centre. The children forming the wheel walk round in a circle and sing the verse. When they come to the word grab, those children standing on the _inside_ of the wheel leave hold of their partners arms, and try to catch hold of the one standing immediately in front of their previous partners. The child in the centre (or Miller) tries (while they are changing places) to secure a partner and place (fig. 2).

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8. Little slam is made when partners take twelve tricks.[3] It counts 20 points in the honour score. 9. The value of honours, slam, or little slam, is not affected by doubling or redoubling. 10. At the conclusion of a rubber the trick and honour scores of each side are added and 250 additional points added to the score of the winners of the rubber. The size of the rubber is the difference between the completed scores. If the score of the losers of the rubber exceed that of the winners, the losers win the amount of the excess. 11.

Another version is for one child to be blindfolded, and stand in the middle of a ring of children, holding a long wand in his hand. The ring dance round to a tune and sing a chorus [which is not given by the writer]. They then stop. Buff extends his wand, and the person to whom it happens to be pointed must step out of the circle to hold the end in his hand. Buff then interrogates the holder of the wand by grunting three times, and is answered in like manner. Buff then guesses who is the holder of the wand. If he guesses rightly, the holder of the stick becomes Buff, and he joins the ring (_Winter Evening s Amusements_, p. 6). When I played at this game the ring of children walked in silence three times only round Buff, then stopped and knelt or stooped down on the ground, strict silence being observed. Buff asked three questions (anything he chose) of the child to whom he pointed the stick, who replied by imitating cries of animals or birds (A.

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These are known as the _=major=_ and _=minor=_ tenaces. Whichever leads makes only one trick; but if the holder of the major tenace can get the suit led twice, he makes all. This is called the _=short-suit game=_, or _=finesse and tenace=_. Its resources may be added to by finessing against certain cards. For example: Holding A Q 3 of a suit led by the partner, to play Q is a finesse against fourth hand having the King. Each of these systems has its advantages, and almost every hand will offer opportunities for practice in all of them. The most important thing to impress on the beginner is that whist cannot be played by machinery. Some authorities would have us believe that certain theories alone are sound; that certain systems of play alone are good; and that if one will persevere in following certain precepts, in such matters as leading, management of trumps, etc., that the result will be more than average success at the whist table. Nothing can be further from the truth.

This pays ½ for 1. Limit is 3,000 francs. 8. _=Premier, Milieu, Dernier.=_ Bets placed in the spaces marked P 12, M 12, and D 12, are upon the first, middle and last twelve numbers; that is, from 1 to 12, 13 to 24, and 25 to 36 respectively. This pays 2 for 1. Limit is 3,000 francs. A cheval between any two of the last mentioned, pays ½ for 1. In addition to the foregoing, all the following chances may be bet upon. They all pay even money.

In playing alone, it is absolutely necessary to exhaust the trumps before opening a plain suit. Partners should avail themselves of the methods common to four-handed Euchre to support one another in trumps and plain suits. The discard should invariably be from weakness if the player is the bidder’s partner; and from strength, if opposed to him. _=EUCHRE FOR FIVE PLAYERS.=_ This is practically the same as the seven-handed game, but the pack is reduced to 28 cards, all below the Eight in each suit being deleted. The Joker is not used. Five cards are dealt to each player, by two and three at a time, and the three remaining form the widow. The player bidding _=three=_ tricks takes one partner only. The player bidding _=four=_ or _=five=_ tricks, takes two partners. A player who intends to take the widow, but no partners, can bid _=eight=_ and one who intends to take neither widow nor partners can bid _=fifteen=_.

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Barnes (Mr.) Mr. Barnes is dead and gone, And left his widder, Three poor children in her arms; What will you give her? Where did you come from? --Played about 1850 at Hurstmonceux, Sussex (Miss Chase). This is probably a forfeit game, imperfectly remembered. See Old Soldier. Base-ball An undescribed Suffolk game.--Moor s _Suffolk Words_. See Rounders. Basket [Music] --London (A. B.