There is more reason for this when we consider how easy the notion of clock-winding would creep in after the old veneration for the sacred alder tree had ceased to exist. [Illustration] See Bulliheisle, Wind up the Bush Faggot, Wind up the Watch. Ezzeka Old Ezzeka did one day stand Upon a barrel top; The bung flew out, and all at once It went off with a pop. --Dronfield (S. O. Addy). 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.

It was like no wound on Earth--raw, crazy pain which started like a burn at his navel. He began to writhe in his chair. Actually he had not yet had time to move a muscle when the Lady May struck back at their enemy. Five evenly spaced photonuclear bombs blazed out across a hundred thousand miles. The pain in his mind and body vanished. [Illustration] He felt a moment of fierce, terrible, feral elation running through the mind of the Lady May as she finished her kill. It was always disappointing to the cats to find out that their enemies whom they sensed as gigantic space Rats disappeared at the moment of destruction. Then he felt her hurt, the pain and the fear that swept over both of them as the battle, quicker than the movement of an eyelid, had come and gone. In the same instant, there came the sharp and acid twinge of planoform. Once more the ship went skip.

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The player in error is not allowed to build or combine it, nor to win anything with it. If a player gathers in a card which does not belong to the combination or build, he must not only return the card improperly taken up, but all others taken in with it, together with his own card, the latter, however, being laid out separately from the others. If the combination was his own build, it must be broken up; if an adversary’s, it must be restored, and left as it was. If a player takes in a build with a wrong card, or takes in a wrong combination, or gathers cards to which he is not entitled, the error must be challenged and proved before the next trick is taken in by another player, because only the last trick gathered can be seen. If a player makes a build without the proper card in his hand to win it, on discovery of the error, the combination must be broken up, and the adversaries may take back the cards they have played in following the erroneous build, and may amend their play. If, however, another player has won the erroneous build, there is no penalty, nor any remedy. _=Showing.=_ After the last card has been played, each player counts his cards face downward, and announces the number. The player having the majority scores the three points for cards. If it is a tie, neither scores.

. brass. | | 15.|..... gold and silver.| | 16.

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He is paid eight counters for fredon, and two for the prime, if it is smaller than 8’s; but he claims grand prime if he has four 9’s, or four 10’S, and gets eleven counters. In case of _=ties=_ which cannot be decided by the pip values, the elder hand wins. Even if a player has lost his entire stake in the pool, he must pay the various combinations shown, and it is usual to reserve about ten counters for this purpose. _=Betting the Hands.=_ After the last cards have been drawn, the players proceed to bet upon their hands precisely as at Poker. If a player makes a bet or raise which no one will call, he takes the pool, and then shows his hand and demands payment for the combination he holds. It is very unusual for a player to stifle a hand at Ambigu, as he would at Bouillotte. If a call is made, the players in the call show and compare their cards, and the best hand wins the pool. Only the player who wins the pool can demand payment for combinations held. TEXT-BOOKS ON POKER.

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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. After they have been running about for some five or ten minutes the Mother calls Alice (or whatever the name may be) to come home, when the one addressed will run all the faster, crying louder than before, I won t go home till seven o clock. Then the Mother commences to chase them until she catches them, and when she gets them to any particular place in the field where the others are playing, she says-- Where have you been? Up to grandmother s. What have you done that you have been away so long? I have cleaned the grate and dusted the room. What did she give you? A piece of bread and cheese so big as a house, and a piece of plum cake so big as a mouse. Where s my share? Up in higher cupboard. It s not there.

If the fourth has cut the highest card, the two lowest of the new cut are partners, and the lowest deals. If the fourth has cut the lowest card, he deals, and the two highest of the new cut are partners. 5. At the end of a game, if there are more than four belonging to the table, a sufficient number of the players retire to admit those awaiting their turn to play. In determining which players remain in, those who have played a less number of consecutive games have the preference over all who have played a greater number; between two or more who have played an equal number, the preference is determined by cutting, a lower cut giving the preference over all cutting higher. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, at the end of a game a new table must be formed, those already in having no preference over fresh candidates. 6. To entitle one to enter a table, he must declare his intention to do so before any one of the players has cut for the purpose of commencing a new game or of cutting out. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, this rule does not apply. CUTTING.

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_=KEEPING SCORE.=_ Two styles of score-pad are now in general use. In one the tricks and honours are entered in the same vertical column, one above the other, and are all added in one sum at the end. In the other style of pad the tricks are in one column and the honours and penalties in another, so that four additions are required to find the value of the rubber, which is always the difference between the total scores after giving the winners of two games 250 points. The following illustration will show both styles of pad: WE ||THEY || 36 || 30 18 || 100 16 || ====++==== 8 || || 40 ----++---- || 36 ----++---- || 250 ----++---- 42 || 492 || 42 |+---- || 450 WE || THEY 8 | 16 || | | 18 || | 100 | || 40 | 30 ----+----++----+----- | || 36 | 36 ----+----++----+----- 8 | 34 || 76 | 166 | 8 || | 76 +----+| | 250 | 42 || +----- | || | 492 | || | 42 | || +----- | || | 450 The scoring on which this rubber is won and lost was as follows: WE started with a contract to win one heart and made it, with simple honours, scoring 8 toward game and 16 above for honours. Then THEY set a contract for two tricks, getting 100 in penalties, against simple honours in royals, scored as 18 above for WE and 100 for THEY. Then THEY made four odd at no trump and 30 aces, winning the first game, under which a line is drawn. On the next deal THEY made four odd in royals, with four honours, 36 each way, winning the second game and also the rubber, for which they add 250 points. Both scores are now added up and the lower deducted from the higher, showing that THEY win 450 points on the balance. _=CUTTING OUT.

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Rubbers are not played. It is usual to form a pool, each player depositing the stake agreed upon, and the winner taking all. In partnership games, each losing player pays the successful adversary who sits to his right. If three pairs were engaged, and A-A won, C and B would each pay the A sitting next him. Before play begins, it should be understood who pays for revokes; the side or the player. _=METHOD OF PLAYING.=_ The player on the dealer’s left begins by leading any card he chooses, and the others must all follow suit if they can. Failure to follow suit when able is a revoke, the penalty for which, if detected and claimed by the adversaries, is the immediate loss of the game. When there are more than two players or two sets of partners, the revoking player or side must pay the two or more adversaries as if each had won the game. In some places the individual is made to pay, not the side.

[Music] --Derbyshire (Mrs. Harley). I. There was a jolly miller, and he lived by himself, As the wheel went round he made his pelf; One hand in the hopper, and the other in the bag, As the wheel went round he took his grab. --Leicester (Miss Ellis). II. There was a jolly miller, he lived by himself, As the mill went round he made his wealth; One hand in the hopper, another in his bag, As the wheel went round he made his grab. --Liphook, Hants (Miss Fowler). III. There was a jolly miller, and he lived by himself, As the wheel goes round he makes his wealth; One hand in his hopper, and the other in his bag, As we go round he makes his grab.

The girl replies, I shan t come to please you. I ll get a stick and make you, is the rejoinder. I don t care for that. I ve got a rice pudding for you. I shan t come for that. I ve got a dish of bones. I ll come for that. The Dog then comes. The girls have been previously told not to laugh whilst the one who stands out is talking to the Dog. Then the girl says to the Dog-- All the birds in the air, All the fishes in the sea, Come and pick me out (for example) The girl with the golden ball.

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. Addy). (_b_) This game is a very general one at Christmas time. It is practically the same as Gled Wylie, and Hen and Chickens, and the Hawk and Chickens of Mr.

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It is noticed in the _Pleasant Grove of New Fancies_, 1657, and in Herrick s _Hesperides_. Nares (_Glossary_) mentions it as still practised with leaden counters called Dumps, or with money. Chicamy Chicamy, chickamy, chimey O, Down to the pond to wash their feet; Bring them back to have some meat, Chickamy, chickamy, chimey O. --Crockham Hill, Kent (Miss Chase). The children sing the first line as they go round and round. At the second line they move down the road a little, and turn round and round as they end the rhyme. Chickidy Hand Chickidy hand, Chickidy hand, The Warner, my Cock, Crows at four in the morning. Several boys, placing their clasped fists against a lamp-post, say these lines, after which they run out, hands still clasped. One in the middle tries to catch as many as possible, forming them in a long string, hand in hand, as they are caught. Those still free try to break through the line and rescue the prisoners.

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BACKGAMMON. OR TRIC-TRAC. Backgammon is played by two persons, each of whom is provided with fifteen men, two dice, and a dice-box. The men on each side are of different colours, black and white, and the players are distinguished by the colour of the men with which they play. The board is divided into two tables, _=inner=_ and _=outer=_, and at the beginning of the game the men may be set up in either of the positions shown in the diagram. [Illustration: +-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+ |⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂| |⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂| | | | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | | | | | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | | | | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | | LIGHT | INNER || OUTER | | OUTER || INNER | LIGHT | | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | | | | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | | | | | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | | | |⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀| |⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+ ] It will be observed that the black men on any point have exactly the same number of white men standing opposite them. In one table there are only two upon one point, and in the other there are only three upon one point. The table with the two men is always the _=inner table=_ while the one with three is always the _=outer table=_. This distinction is important, and may be remembered by observing that the number of letters in the words _=in=_ and _=out=_ are two and three respectively. In setting up the men the inner table is always placed _=toward the light=_, whether it be a window or the gas.

The lift was as clean as I ve ever managed. Anger, fear, any strong emotion, is a big help. They came up all together, staying in a stack, and I could perceive that they hung in the air behind me, a good foot clear of the bar, and about twenty feet from the door to the casino. In a smug show of control, I dealt the cartwheels off the top of the stack, one at a time, and fired them hard. Each one snapped away from the hovering stack, like a thrown discus. My perception was of the best. Each coin knifed into the soft cedar of the door, burying itself about halfway. My best sustained lift, I suppose is about two hundred times the weight of a silver dollar. But with the lift split by the need to keep the stack together, about twenty gees was all the shove I gave the cartwheels. Still, you might figure out how fast those cartwheels were traveling after moving twenty feet across the bar at an acceleration of twenty gees.

If this is accomplished, the Leader hops twice and then leaps; the same process going on until one of the boys fails, who then takes the place of the stooping boy, and the game begins again. If the Foot covers any longer distance than the Leader, the Leader stoops down.--Earls Heaton, Yorks. (H. Hardy). This game is general. Mr. Emslie describes the London version somewhat differently. After all the boys had jumped over the first boy s back, a cry of Foot it was raised, and the boy who had given the back placed one of his feet at a right angle to the other, and in this way measured a foot s length from the starting-place. All the boys then overed his back from the original line, the last one crying Foot it, and then the measuring ceremony was again gone through, and the game commenced again, and continued in the same manner until one of the boys failed to over the back, when he became Back.

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If the Jack of the same suit as the starter is found in the hand or crib of any player, it is called _=his nobs=_, and when the hand is reckoned up after the play is over, one point may be scored for it. If the dealer exposes more than one card after the pack has been properly cut, his adversary may choose which of the exposed cards shall be the starter. In order to understand the motives which govern the players in discarding, and the influences which the starter has upon the value of the hands and crib, it will be necessary to describe the objects of the game, before giving the method of play. _=OBJECTS OF THE GAME.=_ The chief object in Cribbage is to form and to preserve various counting combinations. As these combinations occur in the course of play, or are shown in the hand or crib after the play is over, their value in points is pegged on the cribbage board, and the player who first pegs a sufficient number of these combinations to reach a total of 61 points, wins the game. There are five principal varieties of these counting combinations: Pairs, Triplets, Fours, Sequences, and Fifteens; besides some minor counts which will be spoken of in their proper place. The various counting combinations in Cribbage may arise in two ways. They may be formed by combining the cards played by one person with those played by his adversary; or they may be found in the individual hand or crib after the play is over. In the latter case the starter is considered as part of each hand and crib, increasing each of them to five available counting cards.

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The moment it was thrown the war cries of the rival parishes began, and the contest, nominally that of a football match, was in reality a fight between the two sections of the town; and the victors were announced by the joyful ringing of their parish bells (Dyer s _Popular Customs_, p. 75). At Chester-le-Street the game was played between what were termed up-streeters and down-streeters, one side endeavouring to get the ball to the top of the town, whilst their opponents tried to keep it near the lower or north end. At one o clock the ball was thrown out from near the old commercial hotel, the Queen s Head, in the centre of the town, and it has often been received by over three and four hundred people, so great was the interest taken in this ancient sport. At Asborne the struggle was between the up ards and down ards. At Dorking the divisions were between the east and west ends of the town, and there was first a perambulation of the streets by the football retinue composed of grotesquely dressed persons. At Alnwick the divisions were the parishes of St. Michael s and St. Paul s. At Kirkwall the contest was on New Year s Day, and was between up the gates and down the gates, the ball being thrown up at the Cross.

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If he cannot win the trick, he should play his lowest card. A bad habit of Fourth-Hand players is holding up the tenace A J when a King or Queen is led originally. This is called the _=Bath Coup=_, and the suit must go round three times for it to succeed in making two tricks. The holder of the tenace should equally make two tricks by playing the Ace at once, provided he does not lead the suit back. _=The Turn-up Trump.=_ When trumps are led by the adversaries, it is a common practice to play the turn-up as soon as possible, unless it is a valuable card. On the contrary, it is usual to keep it as long as possible when the partner leads trumps. _=Changing Suits.=_ If the Second or Fourth Hand wins the first or second round of the adversaries’ suit, it is seldom right to return it, as that would probably be playing their game. The player should open his own suit, as if he were the original leader.

bock and hufwud head (having the head resembling a goat). The sense, however, would agree better with Bo-peep or Hide and Seek. --Jamieson. Bull in the Park One child places himself in the centre of a circle of others. He then asks each of the circle in turn, Where s the key of the park? and is answered by every one, except the last, Ask the next-door neighbour. The last one answers, Get out the way you came in. The centre one then makes a dash at the hands of some of the circle, and continues to do so until he breaks through, when all the others chase him. Whoever catches him is then Bull.--Liphook, Hants (Miss Fowler). The Bull in the Barn is apparently the same game.

-+ | | . | | . | | . | | . | +---+-.-+---+-.-+---+-.-+---+-.-+ ] In Diagram No. 11, if you count up the men on either your own or your adversary’s system, you will find that the number is even, and as you have not the move you should force an exchange immediately, which will give it to you, and win the game.

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At the end of a game, if there are more than four belonging to the table, a sufficient number of the players retire to admit those awaiting their turn to play. In determining which players remain in, those who have played a less number of consecutive games have the preference over all who have played a greater number; between two or more who have played an equal number, the preference is determined by cutting, a lower cut giving the preference over all cutting higher. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, at the end of a game a new table must be formed, those already in having no preference over fresh candidates. 6. To entitle one to enter a table, he must declare his intention to do so before any one of the players has cut for the purpose of commencing a new game or of cutting out. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, this rule does not apply. CUTTING. 7. In cutting, the ace is the lowest card. All must cut from the same pack.

The ace may also be used in sequence with the king as the top of a sequence. _=PLAYERS.=_ Any number from two to six may play, but four or five makes the best game. _=CUTTING.=_ The cards are spread and drawn for choice of seats and first deal. The lowest cut has first choice, the next lowest sitting on his left and so on round the table. _=DEALING.=_ When two play, ten cards are given to each. When three play, seven to each. When four play, six to each.

=_ Two, three or four persons may play. When three play, the game resembles Cut-throat Euchre, each for himself. When four play, two are partners against the other two, and the partners sit opposite each other. The player on the dealer’s left, or his adversary if only two play, is always spoken of as the eldest or elder hand. The one on the dealer’s right is the pone. _=CUTTING.=_ If there are four players, they cut for partners, deal, and choice of seats. The two lowest are partners against the two highest; the highest cut has the choice of seats, and deals the first hand. When two or three play, they cut for seats and deal. In cutting, the ace is high.

A would have won the pool if he had backed his hand, because he would have had the highest card of the winning suit. _=Calling for a Sight.=_ Suppose four players have the following caves in front of them: A, 35; B, 60; C, 120; and D, 185. D blinds five, deals, and turns the heart 9. A puts up all his 35 counters. B passes out. C raises 50, putting up 85; and D bets everything, 180 more than his blind. A demands a sight for his 35, and C puts up the remainder of his 120, and calls a sight for them. Then D withdraws his superfluous 65, and it is a call. No one has a brelan, so all the hands are shown, and the cards lie thus:-- [Illustration: 🂮 🃉 🃈 +-------+ | B | 🂡 🂭 🂩 |C A| 🃑 🃞 🃙 | D | +-------+ 🂱 🂾 🃝 🂹 ] The point is exactly even for clubs and spades, 40 in each.

A person prohibited from playing an exposed trump is not liable to any penalty if it causes him to revoke. A revoke is established when the trick in which it occurs has been turned and quitted; or when either the revoking player or his partner, whether in his right turn or otherwise, has led or played to the following trick. If a revoke is claimed and proved, the revoking side cannot score any points that deal; but they may play the hand out to prevent the adversaries from making points. If an adversary of the bidder revokes, the bidder’s side scores whatever points it makes that deal, regardless of the number bid. A player may ask his partner whether or not he has a card of the suit in which he renounces and does not trump, and the player may correct his error if the question is asked before the trick is turned and quitted. But if he answers in the negative, there is no remedy. _=Drawing Cards.=_ Any player may ask the others to indicate the cards played by them to the current trick; but he must confine himself to the expression: “Draw cards.” _=Irregular Remarks.=_ A player calling attention in any manner to the trick or to the score, may be called upon to play his highest or lowest of the suit led; or to trump or not to trump the trick during the play of which the remark is made.

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Honey Pots. Hood. Hoodle-cum-blind. Hoodman Blind. Hooper s Hide. Hop-crease. Hop-frog. Hop-score. Hop-scotch. Hop, Step, and Jump.

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=_ When the Second Hand has cards immediately above and below the one led, he should cover. The beginner may have some difficulty in recognising the fact that he holds fourchette if the suit has been round once or twice, and the intermediate cards have been played. Such cards as a Queen and a Seven may be fourchette over a Nine, if Jack, Ten and Eight have been played. _=Second Hand Having None=_ of the suit led, on either first or second round, must decide whether or not to trump it. If the card led is the best of the suit, he should certainly do so; but if it is not, and there is any uncertainty as to who will win the trick, it is usual for the Second Hand to pass when he has four trumps. With five trumps, there should be some good reason for keeping the trumps together, as a player with so many can usually afford to trump. If he does not trump, his play comes under the rules for discarding. _=FOURTH-HAND PLAY.=_ The Fourth Hand is the last player in any trick. He is the partner of the Second Hand, but has not so many opportunities for the exercise of judgment, his duties being simply to win tricks if he can, and as cheaply as possible.