When the fingers are lifted, if the heads of the pins hid and those beside them be lying one way when the crier cried Headim, then that player wins; but if Corsim, the one who hid the pins wins. This is the king of all the games at the preens.--Mactaggart s _Gallovidian Encyclopรฆdia_. The editors of Jamieson s _Dictionary_ say that the name should be Headum and Corsum. Heads and Tails That plan for deciding matters by the birl o a bawbee. The one side cries Heads (when the piece is whirling in the air) and the other Tails, so whichever is uppermost when the piece alights that gains or settles the matter, heads standing for the King s head and tails for the figure who represents Britannia.--Mactaggart s _Gallovidian Encyclopรฆdia_. This is a general form of determining sides or beginning a game all over the country. Hecklebirnie A play among children in Aberdeenshire. Thirty or forty children in two rows, joining opposite hands, strike smartly with their hands thus joined on the head or shoulders of their companion as he runs the gauntlet through them.

=_ Euchre is played with what is commonly known as the piquet pack, 32 cards, all below the 7 being deleted. In plain suits the cards rank as at Whist; but in the trump suit the Jack is the best, and it is called the _=Right Bower=_. The Jack of the same colour as the trump suit, red or black, is the second-best trump, and it is called the _=Left Bower=_; so that if clubs were trumps the rank of the nine cards in the trump suit would be as follows:-- [Illustration: ๐Ÿƒ› ๐Ÿ‚ซ ๐Ÿƒ‘ ๐Ÿƒž ๐Ÿƒ ๐Ÿƒš ๐Ÿƒ™ ๐Ÿƒ˜ ๐Ÿƒ— ] The rank of the cards in the other suits would be:-- [Illustration: ๐Ÿ‚ก ๐Ÿ‚ฎ ๐Ÿ‚ญ ๐Ÿ‚ช ๐Ÿ‚ฉ ๐Ÿ‚จ ๐Ÿ‚ง ๐Ÿ‚ฑ ๐Ÿ‚พ ๐Ÿ‚ฝ ๐Ÿ‚ป ๐Ÿ‚บ ๐Ÿ‚น ๐Ÿ‚ธ ๐Ÿ‚ท ๐Ÿƒ ๐ŸƒŽ ๐Ÿƒ ๐Ÿƒ‹ ๐ŸƒŠ ๐Ÿƒ‰ ๐Ÿƒˆ ๐Ÿƒ‡ ] When the _=Joker=_, or blank card is used, it is always the best trump, ranking above the right bower. In cutting, the ace is low, the other cards ranking as in plain suits. A player cutting the Joker must cut again. _=COUNTERS=_ or whist markers may be used for keeping the score, but it is much more common to use the small cards from the deleted portion of the pack. The game is five points, and the best method of scoring is to use the 4 and 3 of any suit. When the 3 is face up, but covered by the 4 face down, it counts _=one=_. When the 4 is face up, covered by the 3 face down, it counts _=two=_. When the 4 is face down, covered by the 3 face up, it counts _=three=_.

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9. Each check is taken up and tapped upon another. 10. The checks are first arranged three in a line, touching each other, and the fourth placed at the top of that at one end of the row. This is called the Cradle. It has to be taken down check by check, and if, in taking one, another is moved, the player is out. 11. Like the last, but the checks are put one above another to make a Chimney. 12. Called the Dish-clout--I know not why, unless it be that it wipes up the game.

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She drew Captain Wow. When she saw who it was, she smiled. I _like_ him, she said. He s such fun to fight with. He feels so nice and cuddly in my mind. Cuddly, hell, said Woodley. I ve been in his mind, too. It s the most leering mind in this ship, bar none. Nasty man, said the little girl. She said it declaratively, without reproach.

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1, the dealer follows suit from No. 2, or trumps, or discards, and the play continues until these two hands are exhausted. The second set are then taken up and played in the same manner; the player who won the last trick in one set having the first lead in the next. Finally, the third set are played in the same manner; all the cards taken by each side being gathered into one pile by the player who has won them. The trump card must remain on the table until the dealer takes up the last hand. When three play, the set of hands first dealt must be first played, and then the second set taken up. The rules for cards played in error, leading out of turn, etc., are the same as at Whist. _=OBJECTS OF THE GAME.=_ The side first scoring 41 points wins the game; and the chief object is to secure tricks containing cards to which a certain value is attached.

In the nullo there are no honours, and the declarer scores the tricks over the book made by his opponents, which he forces them to take. Many interesting card problems have been built upon the nullo. Toward the end of 1913 still another change seems to have suggested itself to some of the English players who were familiar with the Russian game of vint, and that is to play auction just as it is played up to the point of the lead to the first trick, but that no dummy is exposed, the four players holding up their cards and following suit just as they would at whist. Whether or not this game will ever become as popular as the combination of dealer and dummy, it is difficult to say, but appearances are against it. There seems to be a growing tendency in America to adopt the English rule of cutting out the spade suit at 2 a trick, and making it always a royal spade, worth 9. The dealer is allowed to pass without making a bid, the lowest call being one club. If all pass, the deal goes to the left. BRIDGE. There are two principal varieties of this game; straight bridge, in which the dealer or his partner must make the trump, their opponents having nothing to say about it except to double the value of the tricks. The dealerโ€™s partner is always the dummy, and either side may score toward game by making the odd trick or more.

They frequently lay them very loosely on, that they may have the pleasure of pelting.--Jamieson. Cat s Cradle One child holds a piece of string joined at the ends on his upheld palms, a single turn being taken over each, and by inserting the middle finger of each hand under the opposite turn, crosses the string from finger to finger in a peculiar form. Another child then takes off the string on his fingers in a rather different way, and it then assumes a second form. A repetition of this man[oe]uvre produces a third form, and so on. Each of these forms has a particular name, from a fancied resemblance to the object--barn-doors, bowling-green, hour-glass, pound, net, fiddle, fish-pond, diamonds, and others.--_Notes and Queries_, vol. xi. p. 421.

If there is any discrepancy, a comparison of the turned cards will show in which trick it occurs, and the cards can be readily faced and examined. [Illustration: +--------+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | +-------++-+-+-+ +-+ | | +-+-+ | | | | | | | | | +--------+---+-+ +-----+-+ N +-------+ +----------+ | | | | +-------+ | | | | | | +-------+--+ +----------+ | | | | +----------+ +----------+ | | | | +-------+ | +----------+ | | | | | +-------+ | +--+-------+ | | | | | | +-------+ | | +-------+ | | | | | +-------+--+ W E +--+-------+ | | | | | +-------+ | | +-------+ | | | | | | +-------+--+ | +-------+ | | |X | +----------+ +----------+ | | | | +----------+ +----------+ | | | | +----------+ +--+-------+ | | | | | | +-------+ | | | | +----------+ +-------+ S +-+-----+-+-+---+--------+ | | | | | | | | | +-+-+ | | +-+ +-+-+-++-------+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+--------+ ] N & S 6; E & W 7. East has made a mistake in turning the fifth trick. _=COUNTERS.=_ In some places 13 counters are placed on the table, the winner of each trick taking down one. This system often leads to disputes, as there can be no check upon it, and there is nothing to show in which trick the error occurred. _=COUNTING TRICKS.=_ At the end of each hand, the players sitting North and South score the _=total=_ number of tricks they have taken; instead of the number in excess of a book. Their adversaries, sitting East and West, do the same. Each player then slightly shuffles his 13 cards; so as to conceal the order in which they were played, and the four separate hands of 13 cards each are then left on the table, face down; the trump being turned at the dealerโ€™s place.

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_=SUGGESTIONS FOR GOOD PLAY.=_ There is little to add to the rules already given for Whist. The principles that should guide in the making of the trump have been given in connection with the more important game of Bridge; and the suggestions for playing nullo will be fully discussed in the games in which it is a prominent characteristic: Solo Whist, and Boston. Grand is practically Whist after the trumps are exhausted. For the Laws of Cayenne see Whist Family Laws. SOLO WHIST, OR WHIST DE GAND. _=CARDS.=_ Solo Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. Two packs are generally used, the one being shuffled while the other is dealt. _=MARKERS=_ are not used in Solo Whist, every hand being a complete game in itself, which is immediately settled for in counters representing money.

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=_ Advanced players, who have had so much practice that they can infer the probable position of the cards without devoting their entire attention to it, have adopted a new system of leading from the four combinations following, in order to show the number of small cards in the suit:-- [Illustration: ๐Ÿƒ‘ ๐Ÿƒž ๐Ÿƒ ๐Ÿƒ› ๐Ÿƒ– | ๐Ÿ‚ฑ ๐Ÿ‚พ ๐Ÿ‚ถ ๐Ÿ‚ด ๐Ÿ‚ฒ ๐Ÿƒ ๐ŸƒŽ ๐Ÿƒ ๐Ÿƒ† ๐Ÿƒ… | ๐Ÿ‚ฎ ๐Ÿ‚ญ ๐Ÿ‚ง ๐Ÿ‚ค ๐Ÿ‚ข ] From these the King is never led if there are more than four cards in the suit. Having more than four, the lowest of the sequence of high cards is led. From the first this would be the Jack; from the second the Queen; from the third the Ace, (because the King is barred;) and from the fourth the Queen. The Ten is not ranked among the high cards in American Leads. On the second round, with the first two combinations, the difference between a suit of five or one of six cards may be indicated by following with the Ace if five were held originally; the King, if more than five. Seven cards may be shown with the first combination, by leading the Queen on the second round. The chief difference these leads make in the play of the Third Hand is that he should not trump any court card led, even if weak in trumps. The misunderstanding as to the meaning of the first lead, especially if it is a Queen, often occasions confusion and loss; but this is claimed to be offset by the value of the information given. Some lead 10 from Q J 10; 4th-best from K J 10. To the adversaries these leads are often of value, as they are frequently enabled to place the cards very accurately from the information given by the lead itself, regardless of the fall of the cards from the other hands.

The card which is now on the top of the talon is turned up, and the winner of the next trick must take it, his adversary taking the one under it, as before, and turning up the next. In this manner it will be seen that the winner of each trick must always get a card which is known to his adversary, while the loser of the trick gets one which remains unknown. When the talon is exhausted, the thirteen cards in each hand should be known to both players if they have been observant, and the end game becomes a problem in double dummy. _=STAKES.=_ The game is usually played for so much a point, the player having won the majority of the tricks receiving the difference between the number of his tricks and those of his adversary. Each game is complete in one hand. In many respects the game resembles single-handed Hearts, except that in Hearts none of the cards drawn are shown. CHINESE WHIST. _=CARDS.=_ Chinese Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing.

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| - | +---------------------------+-----+ | B wins 59 | +---------------------------------+ _=Text Books.=_ Fosterโ€™s Skat Manual, 1906. Eichhornโ€™s American Skat, 1898. Lehrbuch des Skatspiels, by K. Buhle. 1891. Deutsche Skatordnung, by K. Buhle. 1888. Scatspiel.

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| | | 45.|Now we ve got our |Now we ll get our | -- | | |bonny lass. |bonny lass. | | | 46.|To help us with our |To help us with our | -- | | |dancing. |dancing. | | +----+----------------------+----------------------+----------------------+ +----+----------------------+ | No.| Sheffield. | +----+----------------------+ | 1.| -- | | 2.

=_ The concession of an indulgence by one player does not give him the right of a similar, or other, indulgence from his opponent. _=Errors.=_ If, during the course of the game, it be discovered that any error or illegality has been committed, the moves must be retraced and the necessary correction made, without penalty. If the moves cannot be correctly retraced, the game must be annulled. If a man be dropped from the board and moves made during its absence, such moves must be retraced and the man restored. If this cannot be done, to the satisfaction of the Umpire, the game must be annulled. _=Castling.=_ The King can be Castled only: When neither the King nor the Castling Rook has been moved, and When the King is not in check, and When all the squares between the King and Rook are unoccupied, and When no hostile man attacks the square on which the King is to be placed, or the square he crosses. In Castling, the King must be first moved. The penalty of moving the King prohibits Castling.

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โ€ Black could not throw off another man until the one hit had not only been re-entered, but had made the circuit of the board and got home again. A player is not obliged to throw off a man if he prefers to move, but he must do one or the other. In the foregoing diagram, for instance, if Black threw three-ace, he would be very foolish to take off two men, leaving a blot on his three point. He should move the ace from his four to his three point, and then take off the three, leaving no blots. _=SUGGESTIONS FOR GOOD PLAY.=_ Always see that the men are properly set up. It would be a great help to many persons if the manufacturers of backgammon boards would print upon them a small diagram of the correct position of the men. The first thing for the beginner to learn is the proper manner of playing the opening throws, and this should be practised with a board and men. In some cases there are several ways to play the same throw; double fours, for instance, it is said cannot be played wrong. All possible throws of the dice, from double six to double ace, and the various ways of playing them, are shown in the diagrams.

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When this is done, he calls on Foolie--Foolie, Foolie, come to your schoolie. Foolie pays no attention to this call. It is again repeated, but with the same results. This goes on for several times. At last the Namer calls out-- Foolie, Foolie, come to your schoolie; Your bannocks are burnin an ready for turnin . Foolie always obeys this call, comes and stations himself beside the Namer. A little chaffing generally goes on against Foolie. The Namer says, Come chise me oot, come chise me in, tae so and so, naming one by the assumed fancy name. Foolie makes choice of one. If the choice falls right, the one so chosen steps from the line and stands beside Foolie.

Where shall the boys sleep? Sleep in the pig-sty. Where shall the pigs sleep? Sleep in the washing-tub. What shall I wash with? Wash in an egg-shell. The egg-shell will break. Wash in a thimble. Thimble s not big enough. Wash by the river side. Suppose the things should float away? Get a boat and go after them. Suppose the boat should be upset? Then you ll be drowned, Drowned, drowned, Then you ll be drowned, And a good job too. --Enborne, Berks.

S. O. Addy) a ring is formed of young men and women, a young man being in the centre. He chooses a young woman at the singing of the fifth line, and then joins the ring, the girl remaining in the centre. (_c_) The tunes of all versions are very similar. The tune of the Newbury game (Miss Kimber) is the same as the _first_ part of the Ogbourne tune printed (Mr. H. S. May); that from Nottingham (Miss Youngman) is the same as the first part of the London version. This is also the case with the Hanbury, Staffs.

=_ Instead of playing 100 points up, six deals is a game, each player dealing three times. The lower score is then deducted from the higher, and 100 points added to the difference to determine the value of the game, which is usually played for so much a point. If the result of the six deals is a tie, two more deals must be played. If they also result in a tie, the game is void. _=Rubicons.=_ If either or both players fail to reach 100 points in the six deals, the one having the most is the winner, and adds to his own score all the points made by the loser, with 100 in addition for game. For instance: A has 113 scored, and B 80. A wins 113 + 80 + 100 = 293 altogether. Again; A has 88, B has 84. A wins 88 + 84 + 100 = 272 altogether.

Cockly-jock. Cock s-headling. Cock-steddling. Codlings. Cogger. Cogs. Common. Conkers. Conquerors. Contrary, Rules of.

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VI. Drawing a bucket of water For my lady s daughter; Put it in a chestnut tree, And let it stay an hour. One of you rush, two may rush, Please, old woman, creep under the bush; The bush is too high, the bush is too low, Please, old woman, creep under the bush. --Hampshire (Miss Mendham). VII. Draw a pail of water For a lady s daughter; Give a silver pin for a golden ring-- Oh pray, young lady, pop under. --Northants (Rev. W. D. Sweeting).

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Rubber or game scores must be kept on a whist marker, or on a sheet of paper. _=PLAYERS.=_ Euchre may be played by any number of persons from two to seven; but in the seven-handed game the full pack of fifty-three cards is used. Whatever the number of players, they cut for positions at the table, for partners, and for the deal. _=CUTTING.=_ The cards are usually spread, face down, and each candidate for play draws a card. [Illustration: SPREADING THE PACK.] When _=two=_ or _=three=_ play, the lowest cut has the choice of seats, and takes the first deal. When _=four=_ play, they cut for partners; the two highest pairing against the two lowest. The lowest has the choice of seats, and deals the first hand.

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Afterwards these words were sung-- Circle: Who comes here? Buck: Poor Johnny Lingo. Circle: Don t steal none of my black sheep, Johnny Lingo, For if you do I shall put you in the pinder pin-fold. --Stixwold, Lines. (Miss M. Peacock). See Who goes round my Stone Wall? Level-coil Nares, in his _Glossary_, says this is a game of which we seem to know no more than that the loser in it was to give up his place to be occupied by another. Minshew gives it thus: To play at _levell coil_, G. jouer ร  cul levรฉ: _i.e._, to play and lift up your taile when you have lost the game, and let another sit down in your place.

Those who decline are not given any cards. There are no straddles, raises, or antes. Immediately after the deal each player who is in the pool draws cards, the age first. There are then two ways to play: The hands are shown and the best wins; or, beginning with the age, each player may say if he will back his hand against the field; _i.e._, all the others in the pool. If he will, he must put up as much as their combined stakes. He cannot be raised; but if any one player or combination of players call him, and one of them can beat his hand, the field divide the pool. For instance: Age makes it a blue, and three others stay with him. After the draw C puts up three blues against the field.

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Hoodman Blind Name for Blind Man s Buff. Mentioned in _Hamlet_, iii. 4; _Merry Devil of Edmonton_; and _Wise Women of Hogsden_. Hooper s Hide Name for Blind Man s Buff. --Nares _Glossary_. Hop-crease The game of Hop-scotch. --Halliwell s _Dictionary_. Hop-frog The players bend as though about to sit on a _very low_ stool, then spring about with their hands resting on their knees.--Dorsetshire (_Folk-lore Journal_, vii. 234).

If all follow suit, the highest card played wins the trick; trumps win against all other suits, and a higher trump wins a lower. The winner of the trick may lead any card he pleases for the next trick, and so on until all thirteen tricks have been played. _=Cards Played in Error=_, or dropped face upward on the table, or two or more played at once, are called _=exposed cards=_, and must be left on the table. They can be _=called=_ by the adversaries; but the fact of their being exposed does not prevent their being played when the opportunity offers. Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case. _=Leading out of Turn.=_ Should a player lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead. American laws require the call to be made by the player on the right of the one from whom the suit is called. The English laws give the adversaries the option of calling the card played in error an exposed card. If all have played to the trick before discovering the error, it cannot be rectified; but if all have not played, those who have followed the false lead must take back their cards, which are not, however, liable to be called.

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This is a variety of the three-ball game in which a cushion must be touched by the cue ball before the carrom is completed. The cushion may be struck first, and the object ball afterward, or the object ball first, and then the cushion. In the _=Three-cushion Carrom Game=_, three cushions must be touched by the cue ball before completing the count. In the _=Bank-shot Game=_, the cue ball must strike at least one cushion before touching the object ball. The _=Four-ball Game=_ is now obsolete. It was first played on a table with corner pockets, and afterward on a carrom table, two red balls being used, one spotted on the red and the other on the white spot. Two carroms could be made on one shot. The following are the most important _=LAWS=_ of the carrom game, and are copied by permission from the 1908 edition of the โ€œLaws of Billiards,โ€ published by the Brunswick-Balke-Collender Co. AMERICAN BILLIARD LAWS. _=1.