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Laurence, in the Isle of Thanet. The game possibly belongs to Kent. Bicky In Somersetshire the game of Hide and Seek. To _bik ee_ is for the seekers to go and lean their heads against a wall, so as not to see where the others go to hide.--Elworthy s _Dialect_. See Hide and Seek. Biddy-base A Lincolnshire name for Prisoner s Base. --Halliwell s _Dictionary_; Peacock s _Manley and Corringham Glossary_; Cole s _S. W. Lincolnshire Glossary_.

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If he proposes to take a partner as in Solo Whist, he says, “Je demande,” at the same time placing one of his cards face downward on the table. This card must not be shown or named, but must be of the suit which he proposes to make the trump. He is not allowed to announce the suit, so that any player accepting him as a partner does so in ignorance as to whether he will play in belle or in petite. If the demand is accepted, the proposer and his partner make no change in their positions at the table, but must make eight tricks, just as in Solo Whist. If a player cannot propose, he says: “Je passe,” and each of the others in turn from right to left have the opportunity to make a proposal. When any player proposes, any player in turn after him may accept, although such a one may have already passed. If the fourth player proposes, the three others having passed, and no one will accept him he is bound to play solo against three such weak adversaries, and must make five tricks, either in belle or in petite. He is not allowed to play in a plain suit if he has made a simple “demand.” The only solo bids allowed are those for six, eight, or nine tricks, which outrank one another. A player cannot bid seven to over-call six; he must go to eight; and a player cannot _=bid=_ five tricks without a partner, although, as we have just seen, he may be forced to _=play=_ in that manner.

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--_Folk-lore of Northern Counties_, p. 54. This rhyme is, it will be seen, the same as the first two lines of the game, the word griss in the burial-rhyme becoming grass in the game-rhyme, grisse being the old form for grass or herb (Halliwell, _Provincial Glossary_, quotes a MS. authority for this). This identification of the game-rhyme would suggest that the game originally was a child s dramatic imitation of an old burial ceremony, and it remains to be seen whether the signification of the words would carry out this idea. In the first place, the idea of death is a prominent incident in the game, appearing in seven out of the fourteen versions. In all these cases the death is followed by the clapping of hands and bell-ringing, and in five cases by the singing of birds. Clapping of hands occurs in two other cases, and bell-ringing in one other case, not accompanied by the death incident. Now it is singular that the burial-rite which has just been quoted is called Dish-a-loof; and a reference to the game of Dish-a-loof [under that title], will show that it derives its name from the clapping of hands. In the ceremony, as described by Henderson, although songs and games are part of the burial-ceremony, there is no specific mention of hand-clapping; but it is conceivable that the action at one time formed part of the ceremony, and hence the name Dish-a-loof.

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Three holes are made at equal distances. He who can first strike his bowl into each of these holes thrice in succession wins the game (Jamieson). It is alluded to in _The Life of a Scotch Rogue_, 1722, p. 7. See Bun-hole. Carrick Old name for Shinty in Fife.--Jamieson. Carry my Lady to London I. Give me a pin to stick in my thumb To carry my lady to London. Give me another to stick in my other To carry her a little bit farther.

=_ It is the general usage that the hand _=called=_ must be shown first. In this case A’s hand is called, for D was the one who called a halt on A in the betting, and stopped him from going any further. The strict laws of the game require that both hands must be shown, and if there are more than two in the final call, all must be shown to the table. The excuse generally made for not showing the losing hand is that the man with the worse hand paid to see the better hand; but it must not be forgotten that the man with the better hand has paid exactly the same amount, and is equally entitled to see the worse hand. There is an excellent rule in some clubs that a player refusing to show his hand in a call shall refund the amount of the antes to all the other players, or pay all the antes in the next jack pot. The rule of showing both hands is a safeguard against collusion between two players, one of whom might have a fairly good hand, and the other nothing; but by mutually raising each other back and forth they could force any other player out of the pool. The good hand could then be called and shown, the confederate simply saying, “That is good,” and throwing down his hand. Professionals call this system of cheating, “raising out.” When the hands are called and shown, the best poker hand wins, their rank being determined by the table of values already given. In the example just given suppose that A, on being called by D, had shown three fours, and that D had three deuces.

Her percentage of my winnings had certainly been a disappointment to her. At last I went down the ersatz wooden steps into the neon-gashed night and started across the nearly deserted main drag toward the motel where I had registered. A powerful turbine howled as a car pulled away from the curb, perhaps a hundred yards up the way. His lights came on and snapped up to bright. I had a perfect flash of PC--I _do_ have moments of it, no matter what the Lodge thinks. The car was going to take a dive into the fountain pool in front of my motel. But it sure didn t act like it. I froze in the middle of the road, hearing rubber scream as the driver floored the throttle and hurled the automobile right at me. He might as well have been on tracks. There was no place to go--I was in the middle of a six-lane boulevard, and could never make either curb before he ran me down.

36, says Chucks is played with a bowl and chucks--a species of shells (_Buccinum lapillus_) found on the sea-shore [ bowl here probably means a marble]. Brockett (_North Country Words_) says this game is played by girls with five sea-shells called chucks, and sometimes with pebbles, called chuckie-stanes. Jamieson says a number of pebbles are spread on a flat stone; one of them is tossed up, and a certain number must be gathered and the falling one caught by the same hand. See Checkstones, Fivestones. Church and Mice A game played in Fifeshire; said to be the same with the Sow in the Kirk. --Jamieson. Click Two Homes opposite each other are selected, and a boy either volunteers to go Click, or the last one in a race between the Homes does so. The others then proceed to one of the Homes, and the boy takes up his position between them. The players then attempt to run between the Homes, and if the one in the middle holds any of them while he says One, two, three, I catch thee; help me catch another, they have to stay and help him to collar the rest until only one is left. If this one succeeds in getting between the Homes three times after all the others have been caught, he is allowed to choose the one to go Click in the next game; if he fails, he has to go himself.

At any time before the trick is turned and quitted a player may ask an adversary if he has any of a suit, to which such adversary has renounced in that trick, and can require the error to be corrected in case such adversary is found to have any of such suit. SEC. 3. If a player, who has renounced in error, lawfully corrects his mistake, the card improperly played by him is liable to be called, and, if he be the second or third hand player and his left hand adversary has played to the trick before attention has been called to the renounce, he may be required by such adversary to play his highest or his lowest card to the trick in which he has renounced, and shall not play to that trick until such adversary has inflicted or waived the penalty. Any player who has played to the trick after the renouncing player, may withdraw his card and substitute another; a card so withdrawn is not liable to be called. SEC. 4. The penalty for a revoke is the transfer of two tricks from the revoking side to their adversaries. If more than one revoke during the play of a deal is made by one side, the penalty for each revoke, after the first, is the transfer of one trick only. The revoking players cannot score more, nor their adversaries less than the average on the deal in which the revoke occurs; except that in no case shall the infliction of the revoke penalty deprive the revoking players of any tricks won by them before their first revoke occurs.

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Both are excellent round games for the family circle. _=Progressive Cinch=_ is played by dealing one round at each table; that is, four deals, each player having the deal once only. The ordinary game of Cinch is played, and the pair having the fewest points to go at the end of the four deals progress to the next higher table. Ties cut to decide, high going up. On arriving at the next table, the partners divide, and another game of four deals is played, the winning pair again progressing. The general arrangements for the original positions of the players, and the prizes to be given, are the same as in Progressive Euchre, and have been fully described in connection with that game. _=Blind Cinch.=_ Instead of giving each player thirteen cards at once, the hands are dealt in two parts. First of all, nine cards are dealt to each player, three at a time. Then four cards are dealt in front of each player, but not to be touched until the bidding is finished.

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was broached the idea: I believe that if one set up a few obstacles on the floor, volumes of the British Encyclopedia and so forth, to make a Country, and moved these soldiers and guns about, one could have rather a good game, a kind of kriegspiel. ... Primitive attempts to realise the dream were interrupted by a great rustle and chattering of lady visitors. They regarded the objects upon the floor with the empty disdain of their sex for all imaginative things. But the writer had in those days a very dear friend, a man too ill for long excursions or vigorous sports (he has been dead now these six years), of a very sweet companionable disposition, a hearty jester and full of the spirit of play. To him the idea was broached more fruitfully. We got two forces of toy soldiers, set out a lumpish Encyclopaedic land upon the carpet, and began to play. We arranged to move in alternate moves: first one moved all his force and then the other; an infantry-man could move one foot at each move, a cavalry-man two, a gun two, and it might fire six shots; and if a man was moved up to touch another man, then we tossed up and decided which man was dead.

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This would obviously be a mere waste of trumps if these plain-suit cards did not count for anything. All Fours seems to have been popular with all classes of society at one time or another. Cotton’s “Compleat Gamester” gives it among the principal games in his day, 1674. Daines Barrington, writing a hundred years later, speaks of All Fours in connection with Whist. “Whist,” he says, “seems never to have been played on principles until about fifty years ago; before that time [1735] it was confined chiefly to the servants’ hall, with All Fours and Put.” Another writer tells us that Ombre was the favourite game of the ladies, and Piquet of the gentlemen _par excellence_; clergymen and country squires preferring Whist, “while the lower orders shuffled away at All Fours, Put, Cribbage, and Lanterloo.” In 1754 a pamphlet was published containing: “Serious Reflections on the dangerous tendency of the common practice of Card-playing; especially the game of All Four.” For many years All Fours was looked upon as the American gambler’s game _par excellence_, and it is still the great standby of our coloured brother; who would sooner swallow a Jack than have it caught. ALL FOURS, SEVEN-UP, OR OLD SLEDGE. _=CARDS.

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1.E.3. If an individual Project Gutenberg™ electronic work is posted with the permission of the copyright holder, your use and distribution must comply with both paragraphs 1.E.1 through 1.E.7 and any additional terms imposed by the copyright holder. Additional terms will be linked to the Project Gutenberg™ License for all works posted with the permission of the copyright holder found at the beginning of this work. 1.

B. Gomme). II. Rise up, rise up, Betsy Brown, To see your father go through the town. I won t rise up upon my feet, To see my father go through the street. Rise up, rise up, Betsy Brown, To see your mother go through the town. I won t rise up upon my feet, To see my mother go through the street. [Then follow verses for sister, brother, and lover. When this last is sung, she says--] I will rise up upon my feet, To see my lover go through the street. --Ninfield, Sussex, about sixty years ago (Charles Wise).

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_=Accepting.=_ A proposal by the eldest hand should not be accepted by a player with only one strong suit. The probability of tricks in several suits is better than a certainty in one suit; but if one strong suit is accompanied by a card of re-entry, or by four trumps, it should prove very strong, particularly in partnership with the eldest hand. When the partners will sit next each other, proposals may be accepted on slightly weaker hands than would be considered safe otherwise. _=Playing Proposals and Acceptances.=_ If the eldest hand has proposed, and his partner sits next him on the left, the commanding trumps should be first led, in order to secure as many rounds as possible. If the eldest hand has no high-card combination in trumps, it is sometimes better to lead a small card from a weak suit, hoping to put the partner in. If successful, the partner will first show his suit, and then lead trumps through the adversaries. If the acceptor sits on the right of the proposing eldest hand, trumps should be led immediately, and the highest of them first, no matter what they are. The Q or J at the head of five trumps may be of great use to a partner with an honour.

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Figure 2 is a near view of Blue s side, with his force put down. He has grasped the strategic mistake of Red, and is going to fling every man at the farm. His right, of 5 cavalry and 16 infantry, will get up as soon as possible to the woods near the centre of the field (whence the fire of their gun will be able to cut off the two portions of Red s force from each other), and then, leaving the gun there with sufficient men to serve it, the rest of this party will push on to co-operate with the main force of their comrades in the inevitable scrimmage for the farm. Figure 3 shows the fight after Red and Blue have both made their first move. It is taken from Red s side. Red has not as yet realised the danger of his position. His left gun struggles into position to the left of the church, his centre and right push for the farm. Blue s five cavalry on his left have already galloped forward into a favourable position to open fire at the next move--they are a little hidden in the picture by the church; the sixteen infantry follow hard, and his main force makes straight for the farm. Figure 4 shows the affair developing rapidly. 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.

| -- | -- | -- | | 6.| -- |Put it in a chestnut | -- | | | |tree. | | | 7.| -- |Let it stay an hour. | -- | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|One and a hush, two |One of you rush, two | -- | | |and a rush.

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If you wait until after playing to the last trick, he may gather up his cards so quickly that you will be unable to remember them. At Rubicon it is not always advisable to win the last trick. If your adversary is rubiconed in any case, you may add 100 points to your own score by giving him the 50 for the last trick, which may put him across the line into another hundred. TEXT BOOKS. Foster’s Complete Pinocle. 1906. Laws of Pinochle, by R.F. Foster. 1908.