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Hardy). II. King William was King David s son, All the royal race is run; Choose from the east, choose from the west, Choose the one that you love best; If she s not here to take her part, Choose another with all your heart. --Sheffield (S. O. Addy). (_b_) In Sheffield a ring of young men and women is formed. A man goes inside the ring and walks round within it, whilst the others sing the verse. The young man then chooses a sweetheart, and the two walk round arm-in-arm within the ring, whilst the same verses are sung. When the singing is ended, the girl picks a young man, and so they all pair off.

If no player will bet, the age takes the pool without showing his hand; or, if he has passed out before the draw, the last player on his right who holds cards wins the pool. _=29. Raising the Bets.=_ Should any player make a bet, each player in turn on his left must either bet an equal amount or abandon his hand. Should any player bet an equal amount, he has the privilege of increasing the bet to any further sum within the betting limit. The players on his left must then either meet the total amount of the original bet and the raise, or abandon their hands. Any player meeting the amount already bet has the privilege of increasing it to any further amount within the limit, and so on, until no further raises take place. Any player whose bet has been raised must abandon his hand or meet the raise, with the privilege of raising again in return. Should one player make a bet or raise which no other player will see, he takes the pool without showing his hand, and the cards are shuffled and cut for the next deal. _=30.

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These blocks can be bored to take trees, etc., exactly as the boards in Little Wars are bored, and with them a very passable model of any particular country can be built up from a contoured Ordnance map. Houses may be made very cheaply by shaping a long piece of wood into a house-like section and sawing it up. There will always be someone who will touch up and paint and stick windows on to and generally adorn and individualise such houses, which are, of course, the stabler the heavier the wood used. The rest of the country as in Little Wars. Upon such a country a Kriegspiel could be played with rules upon the lines of the following sketch rules, which are the result of a discussion between Colonel Sykes and myself, and in which most of the new ideas are to be ascribed to Colonel Sykes. We proffer them, not as a finished set of rules, but as material for anyone who chooses to work over them, in the elaboration of what we believe will be a far more exciting and edifying Kriegspiel than any that exists at the present time. The game may be played by any number of players, according to the forces engaged and the size of the country available. Each side will be under the supreme command of a General, who will be represented by a cavalry soldier. The player who is General must stand at or behind his representative image and within six feet of it.

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| | |46.| -- | -- | -- | |47.| -- | -- | -- | |48.| -- | -- | -- | |49.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Hurstmonceux. | Shropshire. | Kent. | +---+----------------------+----------------------+----------------------+ | 1.|Where are these great | -- | -- | | |baa-lambs going? | | | | 2.

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Where s the ox? Butcher killed it. And where s the butcher? Behind the door cracking nuts, and you may eat the shells of them if you like. --Dorsetshire (_Folk-lore Journal_, vii. 219). V. Please may I go out to play? How long will you stay? Three hours in a day. Will you come when I call you? No. Will you come when I fetch you? Yes. Make then your curtseys and be off. The girls then scamper off as before, and as they run about the field keep calling out, I won t go home till seven o clock, I won t go home till seven o clock.

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_=8th Trick.=_ Y is afraid to lead away from his club tenace, because it might be at once led back to him. _=9th Trick.=_ Z seizes this opportunity to get rid of the very dangerous ♢5. If A does not play the ♡A now, it is quite possible that he will take every trick, except one in diamonds. _=10th Trick.=_ If A leads the ♢2, and hearts are led again, he must take all the remaining hearts. By taking three at once he can escape the rest. B sees that if he passes this trick A will at once lead the ♢2, and he will take all the remaining hearts; so he takes these three and throws the lead to Y, who has no chance to injure him. _11th Trick.

This game is usually played in a house or schoolroom, by boys and girls. A boy or girl is chosen who is considered to be able to stand a joke. He sits on a chair. A stool is put behind, upon which a boy called Ezzeka stands. Then the other boys and girls in the room sing the lines. As they are finished, Ezzeka, who has a bottle of water in his hand, takes out the cork, and pours the water upon his victim s head. This game may be compared with the game of King Arthur mentioned by Brand (_Pop. Antiq._, ii. 393).

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E.9. 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.

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These cards have each a number, printed in large red type across the face of the other figures. The following might be a keno card, No. 325:-- [Illustration: +----+----+----+----+----+----+----+----+----+ | 1 | | 26 | | 45 | 53 | | 77 | | +----+----+----+----+----+----+----+----+----+ | | 10 | 28 | =3=| =2=| =5=| 62 | 79 | 83 | +----+----+----+----+----+----+----+----+----+ | 4 | 12 | | 37 | | 67 | | 90 | +----+----+----+----+----+----+----+----+----+ ] Some cards have more than three rows of figures on them, but none have more than five in one row. The cards are left on the tables in large numbers, and any number of persons may play. Each selects as many cards as he wishes, or thinks he can watch, and places upon them their price, usually twenty-five cents each. An assistant comes round and calls out the numbers of all the cards to be played, and they are “pegged” on a large board provided for the purpose. Ninety small ivory balls, with flattened surfaces to carry the numbers, are placed in a keno goose, which looks like a coffee urn with the spout at the bottom. This spout can be screwed out to put in the balls, and is controlled with a spring cut-off like a powder horn, which lets out only one ball at a time. When all the cards have been pegged, the goose is rapidly revolved several times back and forth, and then a number is taken out, and placed in a little tray with ninety depressions in it, numbered in regular order, which hold the balls as they come from the goose. The keno roller calls each number distinctly, and the players who find it on their cards cover it with a button.

The bidder always has the first count at the end of the hand, and it is usual to play this game so many deals, instead of so many points. At the end of six deals, for instance, the highest score is the winner. Sometimes this game is played with a widow, three cards when three play, four when four play. Each player is allowed three bids, and the successful bidder turns the widow face up, so that all may see what it contained. He then takes the widow into his hand and discards what he pleases, face down, to reduce his hand to the same number of cards as the other players. The trump is not named until after this discard. The bidder has the first lead and also the first count. Six deals is a game. SIXTY-SIX. Sixty-six is one of the simplest forms of Bézique, and is an extremely good game for two persons with one pack of cards.

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Jock and Jock s Man A juvenile sport in which the _bon camarada_ is to repeat all the pranks which the leader can perform.--Brockett s _North Country Words_. See Follow my Gable, Follow my Leader. Jockie Blind-man Scotch name for Blind Man s Buff. --Jamieson. See Blind Man s Buff. Joggle along I. Come all you young men In your youthful ways, And sow your wild oats In your youthful days. Then you ll be happy, Then you ll be happy, As you grow old. For the day s far spent, And the night s coming on, So give us your arm, and We ll joggle along.

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Openers, cards which entitle a player to open a jack-pot. Original Lead, the opening lead of a hand at Whist. Pair, F., the even numbers at Roulette. See Impair. Pairs, in Duplicate Whist, the partners sitting N and S, or E and W. Any two cards of the same denomination. Pairs Royal, any three cards of the same denomination. Partie, F., a game which requires a number of deals to decide it.

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In any games to which these eccentric hands are admitted, the rank of all the combinations would be as follows, if poker principles were followed throughout:-- DENOMINATION. ODDS AGAINST. One pair 1¼ to 1 Two pairs 20 to 1 Three of a kind 46 to 1 Sequence or straight 254 to 1 Skip or Dutch straight 423 to 1 Flush 508 to 1 Tiger [Big or Little Dog] 636 to 1 Full hand 693 to 1 Round-the-corner straight 848 to 1 Blaze 3008 to 1 Four of a kind 4164 to 1 Straight flush 72192 to 1 Royal Flush [Ace high] 649739 to 1 When the true rank of these eccentric hands is not allowed, local custom must decide what they will beat. _=JOKER POKER=_, or _=MISTIGRIS=_. It is not uncommon to leave the joker, or blank card, in the pack. The player to whom this card is dealt may call it anything he pleases. If he has a pair of aces, and the joker, he may call them three aces. If he has four clubs, and the joker, he may call it a flush; or he may make the joker fill out a straight. If he has four of a kind, and the joker, he can beat a royal flush by calling his hand five of a kind. In case of ties, the hand with the mistigris wins; that is to say, an ace and the joker will beat two aces.

Courturiers have taught them all to be lean and hungry-looking. This chicken was underfed in a way that wasn t stylish. They call it malnutrition. Her strapless gown didn t fit her, nor anybody within twenty pounds of her weight. She was all shoulder blades and collarbones. I suppose that a decent walk would have given her _some_ charm--most of these hustlers have a regular Swiss Movement. But this thing had a gait that tied in with the slack way her skirt hung across her pelvic bones and hollered White Trash! at you. I wasn t much flattered that she had tried to pick me up. People have a pretty accurate way of measuring their social station. And she thought she was what I d go for.

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=_ A revoke is a renounce in error, not corrected in time; or non-compliance with a performable penalty. If a revoke is claimed and proved, the hand in which it occurs is immediately abandoned. The adversaries of the revoking player then have the option of adding two points to their own score, or deducting two points from his score. If both sides revoke, the deal is void. If one person is playing alone, the penalty for a revoke is as many points as would have been scored if the lone hand had succeeded. _=31.=_ A revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted, unless the revoking player or his partner, whether in his right turn or otherwise, has led or played to the following trick. _=32.=_ If a player corrects his mistake in time to save a revoke, the card played in error is exposed; but any cards subsequently played by others may be taken back without penalty. _=33.

Passe, F., the numbers from 19 to 36 at Roulette. Pat Hands, those which are played without discarding or exchanging any of the cards originally dealt. Pausirenden, G., one who shares in the fortunes of the game, although not actually playing, as the dealer in four-handed Skat. Paying in Cards. When the banker and the player’s point is equal, the latter is said to “pay in cards.” Penultimate, the lowest but one of a suit at Whist. Phaser, F., to change the pack.

The theory of this is that while the march might possibly be made with partner’s assistance, if partner has the cards necessary to make a march, the adversaries have little or nothing, and there is a very good chance to make a lone hand if three tricks of it are certain. Both bowers and the ace, with only the seven and eight of a plain suit have made many a lone hand. If the lone player is not caught on the plain suit at the first trick, the adversaries may discard it to keep higher cards in the other suit; or they may have none of it from the first. There is always a chance, and it should be taken. The dealer’s partner, and the pone, should be very careful in playing lone hands, and should never risk them except with three certain tricks, no matter what suit is led first. With three sure tricks, some players make it a rule to play alone, provided the two other cards are both of the same suit. _=MAKING THE TRUMP.=_ When the trump is turned down, the general rule is for the eldest hand to make it next. The exceptions are when he has nothing in the next suit, but has at least two certain tricks in the cross suit, and a probable trick in a plain suit. It is safer to make it next with a weak hand than to cross it on moderate strength, for the presumption is that neither the dealer nor his partner had a bower in the turn-down suit, and therefore have none in the next suit.

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Many players, in their anxiety to catch the Ten, overlook the possibilities of their hands in making cards, the count for which often runs into high figures. Close attention should be paid to the score. For instance: A wants 4 points to win; B wants 10; and C wants 16. If A can see his way to win the game by cards or small honours, he should take the first opportunity of giving C the Ten; or allowing him to make it in preference to B. As the Ten counts first, cards and honours next, B may be shut out, even if he has the Jack. _=LAWS.=_ There are no special laws for Scotch Whist. The whist laws are usually enforced for all such irregularities as exposed cards, leading out of turn, etc. The most important matter is the revoke, and it should be clearly understood before play begins whether the revoke penalty is to be paid by the individual in fault, or by the side to which he belongs. Some players think there should be some regulation for penalties in such cases as that of a player taking up the wrong hand, when two or more are dealt to each player; but as no advantage can be gained by the exchange, it is hard to see what right the adversary would have to impose a penalty.

The one then endeavours to catch the last child of the tail, who when caught comes behind the captor; repeat until all have changed sides.--Monton, Lancashire (Miss Dendy). A version of this game played at Eckington, Derbyshire, is played as follows:--A den is chalked out or marked out for the Fox. A larger den, opposite to this, is marked out for the Geese. A boy or a girl represents the Fox, and a number of others the Geese. Then the Fox shouts, Geese, Geese, gannio, and the Geese answer, Fox, Fox, fannio. Then the Fox says, How many Geese have you to-day? The Geese reply, More than you can catch and carry away. Then the Geese run out of the den, and the Fox tries to catch them. He puts as many as he catches into his den (S. O.

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These combinations are: Point; Sequence; Fours and Triplets. _=The Point=_ is the suit having the greatest pip value, reckoning the Ace as 11, court cards as 10 each, and the 10 9 8 7 at their face value. If one player’s best suit contains five cards, worth 48 points, and his adversary has a suit worth 51, the latter would be the only one to count, and it would be called the point for that deal. The value of the point is the number of cards that go to make it. In England, they count a point containing the 7 8 and 9 as worth one less than the number of cards. This is a modern invention, unknown to the older writers on the game, and not always played. _=Sequence.=_ Three or more cards of the same suit, if next in value to one another, form a sequence. The French terms are generally used to designate the number of cards in the sequence: Tierce, Quatrième, Quinte, Sixième, Septième, Huitième. Many English works on cards erroneously spell quinte without the “e,” and give “quart” for a sequence of four.

Chambers _Popular Rhymes_, ed. 1870. Mactaggart s _Gallovidian Encyclopædia_, ed. 1871. Jamieson s _Etymological Dictionary_, ed. 1872-1889. Folk-lore Society Publications. ABERDEEN-- Pitsligo Rev. W. Gregor.

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Each boy in turn is then summoned by another who acts as doorkeeper, and asked to guess which lady he imagines has chosen him for her partner. Should he guess rightly he is allowed to take his seat by the lady who has chosen him, while the other girls loudly clap hands. Should he guess wrongly he is hissed, and sent out of the room by the doorkeeper.--Cork, Ireland (Miss Keane). At Long Eaton in Nottinghamshire Miss Youngman records a similar game to this, with a rhyme that is probably taken from a popular song or ballad. The successful candidate for the girl s choice claims a kiss, but if unsuccessful he is beaten out of the room with knotted handkerchiefs. Hitch Jamie; Hitch Jamie, Stride and Loup The boyish play of Hop, Step, and Jump. --Atkinson s _Cleveland Glossary_. Brockett (_North Country Words_) calls this Hitch. See Half-Hammer, Hick, Step, and Jump.

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. When six, eight, or nine tricks are bid, the suits outrank one another for equal numbers of tricks; but as the suit called need not be the bidder’s true intention, nor the same as the card laid on the table, the proposer must be careful that his play will be as good as his bid. For instance: He intends nine tricks in spades, but proposes eight in diamonds.

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_=Bidding.=_ If a player wishes to go over the first offer made, he must either bid the same number of tricks in a better suit, or he must increase the number of tricks. No player can increase his own bid unless he is overbid in the interval, but there is no limit to the number of times that players may outbid one another. Observe that the dealer may bid or pass, and each player after him in turn may bid or pass. The highest bidder must abide by his announcement both as to the number of tricks and the suit. _=The Play.=_ No matter who dealt the cards, the player to the left of the highest bidder always leads for the first trick. Each player in turn must follow suit if he can, and the highest card played, if of the suit led, wins the trick, trumps winning all other suits. The winner of one trick leads for the next, and so on. There is no Dummy hand as in bridge.

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| -- | | 12.| -- | | 13.|We will give you pots | | |and pans. | | 14.|..... brass.

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It was played with small stones or marbles. There were nine sets of tricks. First One-ers (of which there were five in the set), then Two-ers (two in set), Three-ers (three in set), Four-ers (four in set), Four Squares (four in set), Trotting Donkeys (eight in set, I believe), Fly-catchers (six or seven in set), Magic (five in set), and Magic Fly-catchers (five in set). One-ers is played thus:--The five stones are thrown into the air and caught on the back of the hand. If all are caught they are simply tossed up again and caught in the hollow of the hand, but if any are not caught they have to be picked up, one by one, another stone being at the same time thrown into the air and caught with the one picked up in the hand. Two-ers, Three-ers, and Four-ers, are played in the same way, except that the stones not caught on the back of the hand have to be arranged in twos, threes, and fours respectively by the hand on which the caught stones are lying meanwhile, and then each lot has to be picked up altogether. If the number that fall when the stones are first thrown up won t allow of this, the player has to drop the required number (but no more) from his hand. In Magic the play is just the same as in One-ers, except that instead of only throwing up a single stone and catching it as the others are in turn picked up, the whole number, except those remaining to be picked up, are thrown and caught. In Four Squares, four of the stones are arranged in a square, each of them is then picked up, whilst the remaining stone is flung upwards and caught; the one picked up is then tossed up, and the one originally tossed up is put down in the place of the other, which is caught as it descends, and the process repeated all round the square. Trotting Donkeys is similarly played, except that the four stones are arranged in a line--not in a square--and I believe there is some other slight difference, but I forget what.

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If you don’t trump, the dealer will probably get in and swing the right bower, and your trump will be lost. If your partner has ordered, made, or taken up the trump, and you have only one trump, even a bower, trump with it at the first opportunity. Trump everything second hand, unless it takes the right bower for a doubtful trick, or breaks into the major tenace in trumps. _=Discarding.=_ It is best to throw away singletons, unless they are aces. If you have two cards of equal value, but of different colours, one of which must be discarded, it is usual to keep the one of the same colour as the turn-up when playing against the dealer. Discard suits that the adversaries are trumping. If your partner discards a suit in which you have a high card, keep that suit, and discard another. If you have both ace and King of a plain suit, discard the ace, to show partner that you can win a trick in the suit. It is very often important to discard correctly when playing against a lone hand, especially if the lone player leads trumps for the fourth trick.

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_=THE KNIGHT’S TOUR.=_ Owing to the peculiarity of the Knight’s move, many persons have amused themselves in trying to cover the entire chess board with a Knight, touching the same square once only, and returning to the starting-point again. There are several ways of doing this, one of the simplest being the following:-- [Illustration: +--+--+--+--+--+--+--+--+ |14|29|34|55|12|27|24|49| +--+--+--+--+--+--+--+--+ |35|56|13|28|33|50|11|26| +--+--+--+--+--+--+--+--+ |30|15|54|51|58|25|48|23| +--+--+--+--+--+--+--+--+ |41|36|57|32|61|52|63|10| +--+--+--+--+--+--+--+--+ |16|31|40|53|64|59|22|47| +--+--+--+--+--+--+--+--+ |37|42| 1|60|19|62| 9| 6| +--+--+--+--+--+--+--+--+ | 2|17|44|39| 4| 7|46|21| +--+--+--+--+--+--+--+--+ |43|38| 3|18|45|20| 5| 8| +--+--+--+--+--+--+--+--+ ] _=TEXT BOOKS.=_ Among the very large number of works on Chess there is abundant room for choice, but the following works are considered standard authorities on the game:-- Freeborough’s Chess Openings, 1896. Cook’s Synopsis. Minor Tactics of Chess, by Young and Howell. Modern Chess Instructor, by W. Steinitz. Common Sense in Chess, by E. Lasker.

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King o the Castle. King Plaster Palacey. King William. King s Chair. Kirk the Gussie. Kiss in the Ring. Kit-cat. Kit-cat-cannio. Kittlie-cout. Knapsack.