If the pip value of his deadwood is more than that of the player calling for the show-down, he pays the difference. If any player has less than the caller, then he is the winner, and each one at the table pays him, the caller paying him double as a penalty. In case of ties for low, they divide the losses of the others. POKER GIN. This is a variety of poker rum in which the deadwood must not exceed ten points and each player is allowed not only to put aside his own combinations after the call for a show-down comes, but may add any of his odd cards to the combinations laid out by the one who calls for a show-down. Suppose that in the example given for poker rum, the caller showing 6 7 8 9 of hearts, J Q K of clubs, and nine in his deadwood, another player has in his ten cards the 7 8 9 of diamonds; 6 7 8 of spades, two fours and the tens of clubs and hearts. When the show-down is called for, he has twenty-eight points in his deadwood; but by adding his club ten to the caller’s sequence of J Q K, and the heart ten to the caller’s 6 7 8 9 in that suit, he reduces his deadwood to eight points, the pair of fours, and beats the caller out by a point. _=PENALTIES.=_ If any player turns out to have less in his deadwood than the caller, as in the example just given, the caller forfeits ten points to him, in addition to having to pay for the difference. Should a player call for a show-down when he has more than ten in his deadwood, he loses five points to each of the others at the table and takes up his cards again.

(_d_) The transition from a dance to a pure game is well illustrated by the different versions, and the connection of the dance with the ceremony of marriage is obvious. A curious account of the merry-makings at marriages is given in Coverdale s _Christen State of Matrimony_, 1543: After the banket and feast there beginneth a mad and unmannerly fashion; for the bride must be brought into an open dauncing-place. Then is there such a running, leaping, and flinging among them that a man might think all these dauncers had cast all shame behinde them, and were become starke mad, and out of their wits, and that they were sworne to the devil s daunce. Then must the bride keep foote with all dauncers, and refuse none, how scabbed, foule, drunken, rude, and shameless soever he be. . . . After supper must they begin to pipe and daunce again of anew. And though the young persons come once towards their rest, yet can they have no quietness. --1575 edit.

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Fig. 4. Fig. 5. Fig. 6. Fig. 7. Fig. 8.

| -- |Fairest damsel ever |Fairest damsel ever | | | |seen. |seen. | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.|Such beautiful flowers| -- | -- | | |ever seen. | | | |11.| -- | -- | -- | |12.| -- | -- | -- | |13.| -- | -- | -- | |14.

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The two lines in _italic_ are all regularly repeated after each line.--M. Green. Another correspondent to this magazine, in the same volume, p. 507, observes that the ballad concerning London Bridge formed, in my remembrance, part of a Christmas Carol, and commenced thus-- Dame, get up and bake your pies, On Christmas-day in the morning. The requisition goes on to the dame to prepare for the feast, and her answer is-- London Bridge is fallen down, On Christ-mas day in the morning, &c. The inference always was, that until the bridge was rebuilt some stop would be put to the Dame s Christmas operations; but why the falling of London Bridge should form part of a Christmas Carol at Newcastle-upon-Tyne I am at a loss to know. Some fragments were also printed in the _Mirror_ for November 1823; and a version is also given by Ritson, _Gammer Gurton s Garland_. The _Heimskringla_ (Laing, ii. 260, 261) gives an animated description of the Battle of London Bridge, when Ethelred, after the death of Sweyn, was assisted by Olaf in retaking and entering London, and it is curious, that the first line of the game-rhyme appears-- London Bridge is broken down, Gold is won and bright renown; Shields resounding, War-horns sounding, Hild is shouting in the din; Arrows singing, Mail-coats ringing, Odin makes our Olaf win.

I can t hear you. Where are your manners? In my shoe. Who do you care for? Not for you. --Earls Heaton, Yorks. (H. Hardy). VIII. Pray, mother, pray, May I go out to play? No, daughter, no, daughter, Not every fine day. Why, mother, why? I shan t be gone long. Make a fine curtsey And glad git you gone.

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These tabs are printed in vertical columns, about five deals to a sheet. A dot indicates the soda card; a dash, hoc. All winners are marked with a down stroke, and all losers with a cypher. The diagram in the margin will give a very good idea of a faro tab for a complete deal. The Queen was soda, the Five split out, and the Eight was in hoc. A | 0 0 1 0 2 | 0 1 1 1 3 | 0 0 1 1 4 | 1 0 0 0 5 | 0 0 X 6 | 1 1 1 1 7 | 0 1 1 0 8 | 1 1 0 - 9 | 0 1 0 1 10 | 0 0 0 0 J | 1 1 1 0 Q | . 0 1 0 K | 1 0 1 1 _=Systems.=_ On the manner in which the cards will go, a great many systems of play are based. There are sixteen different ways for a card to “play,” which are simply the permutations of the stroke and the cypher arranged in rows of four at a time. If a player is betting _=three on a side=_, he will take each card as it becomes a case, and bet that it either wins three times and loses once, or loses once and wins three times.

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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.

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There is no doubling. On the next deal, the adversary must sort his Dummy’s hand and must lead from it, before looking at his own. If the declaration is passed, Dummy must make it on the lines laid down for passed makes in Bridge for Three, which has already been described. There is no penalty for a revoke made by either Dummy; but otherwise the laws of bridge govern. _=DRAW BRIDGE.=_ This is double Dummy; but instead of laying Dummy’s cards face up on the table, each player is provided with a holder in which he places his partner’s cards in such a manner that his adversary cannot see them. As it comes to Dummy’s turn to play to each trick, a card is drawn from the holder. All four hands are responsible for revokes. _=KING’S BRIDGE.=_ This is sometimes called _=Four Hand Bridge=_, each player being for himself.

Any player with a pair, or three of a kind, wishing to bet on them, puts as many counters as he pleases into the centre pool, and any player willing to bet against him must put in a like amount. There is no raising these bets, and the players in order to the left of the dealer have the first say as to betting, or passing. The higher pair wins. Threes beat pairs, and four of a kind is the best hand possible. This pool settled, the play of the cards follows. Eldest hand leads any card he pleases and each in turn to the left must follow in sequence and suit, playing the 10 on the 9, the J on the 10, etc., until the K is reached. The player who has the King, or the highest card, if the King is in the stock, starts again with any card he pleases. Any player who cannot continue the sequence in his turn must pass that round. As soon as one player gets rid of his last card the game is at an end and every player at the table must pay him a counter for each card held.

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On the contrary, when the Second or Fourth Hand holds command of the adverse suit, they may often risk a trump lead which would otherwise be injudicious. Having once started a suit, it should not be changed, except for one of the reasons already given for the guidance of the First Hand. _=When the Adversaries Lead Trumps=_, and the Second Hand has a chance either to establish a suit against them or to force his partner, he should stop the trump lead if he can. If his partner has led trumps, the Second Hand should generally play his winning cards on his right hand opponent’s plain-suit leads, to stop them; and continue the trumps. These are about all the conventionalities necessary for the beginner. After at least a year’s practice with them, he will either discover that he has no aptitude for the game, or will be ready to go into further details. A beginner who attempts to handle the weapons of the expert simply plays with edged tools, which will probably cut no one but himself and his partner. * * * * * _=THE SIGNAL GAME.=_ Having become thoroughly familiar with the elementary conventionalities of the game, so that they can be used without the slightest hesitation at the whist table, the player may proceed to acquaint himself with the details of what is commonly known as the Signal Game, which comprises all the various methods of signalling up hands between partners, according to certain arbitrary and pre-arranged systems of play. Many players object to these methods as unfair; but they are now too deeply rooted to yield to protest; and the best thing for a player to do is to familiarise himself with his adversaries’ weapons.

_=17.=_ Only one star is allowed in a pool. _=18.=_ If the striker move his own or any other ball _while in the act of striking_, the stroke is foul; and if, by the same stroke, he pocket a ball or force it off the table, the owner of that ball does not lose a life, and the ball so pocketed must be placed on its original spot. But if by that foul stroke the player pocket his own ball or force it off the table, _he_ loses a life. _=19.=_ If the striker’s ball touch the one he has to play at, he is at liberty either to play at it or at any other ball on the table, and such stroke is not to be considered foul; in such a case, however, the striker loses a life by running his ball into a pocket or forcing it over the table. _=20.=_ If, after making a hazard, the striker takes up his ball, or stops it before it has done running, he cannot claim the life for the ball pocketed. _=21.

The name seems derived from the French _levez sus_, in English, arise up. Halliwell s _Dictionary_ says that Skelton, ii. 31, spells it _levell suse_. Libbety, Libbety, Libbety-lat A child stands before a hassock, and as if he were going up stairs, he puts on it first his right and then his left foot, gradually quickening his steps, keeping time to the words-- Libbety, libbety, libbety-lat, Who can do this? and who can do that? And who can do anything better than that? --Cornwall (_Folk-lore Journal_, v. 59). Limpy Coley A boy s game undescribed.--Patterson s _Antrim and Down Glossary_. Little Dog I call you A number of girls stand in a line with their backs to a wall. One of their number is sent away to a distance, but remains within call. Another girl, who stands in front of the line, asks the girls one by one what they would like if they could obtain their desires.

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=_ _=SCORING.=_ A game consists of five points. If the players making the trump win all five tricks, they count _=two=_ points towards game; if they win three or four tricks, they count _=one=_ point; if they fail to win three tricks, their adversaries count _=two=_ points. _=2.=_ If the player making the trump plays _=alone=_, and makes five tricks, he counts as many points as there are players in the game: Two, if two play; three if three play; four if four play, etc. If he wins three or four tricks only, he counts one; if he fails to win three tricks, his adversaries count two. _=3.=_ _=The Rubber=_ is the best of three games. If the first two are won by the same players, the third game is not played. The winners gain a _=triple=_, or three points, if their adversaries have not scored; a _=double=_, or two points, if their adversaries are less than three scored; a _=single=_, or one point, if their adversaries have scored three or four.