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1831. Brand s _Popular Antiquities_, ed. 1875. Nares _Glossary_, ed. 1872. Grose s _Dictionary_, 1823. _Notes and Queries._ _Reliquary._ English Dialect Society Publications. Folk-lore Society Publications, 1878-1892.

If the side naming the trump suit fails to make as many points as they bid, they score nothing for that deal, and the number bid is scored by the adversaries, in addition to any other points that the adversaries may have made in play. The number bid and the number actually won, must be compared before deducting the points made by the adversaries. The side first making fifty-one points wins the game. * * * * * _=Text Books.=_ There are two very good text-books on the game. _The Laws and Principles of Cinch_, by G.W. Hall, 1891. _The Laws and Etiquette of Cinch_, issued by the Chicago Cinch Club, 1890. HEARTS.

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If the leader has no trump, he must lead his smallest card, face downward, which calls for a trump from such of the other players as have one. All penalties are made by adding fresh crosses to the delinquent’s score. LOO, OR DIVISION LOO. This was at one time the most popular of all round games at cards; but its cousin Napoleon seems to have usurped its place in England, while Poker has eclipsed it in America. There are several varieties of the game, but the most common form is Three-card Limited Loo, which will be first described. _=CARDS.=_ Loo is played with a full pack of fifty-two cards, which rank, A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest. _=COUNTERS.=_ Loo being a pool game, counters are necessary. They should be of two colours, white and red, one red banker, to sell and redeem all counters.

This game is played with a large number of cards, on which are printed various permutations of the numbers 1 to 90, taken five at a time; but each of the five numbers selected for one combination must be in a separate division of tens, such combinations as 2 4 8 16 18 not being allowed on any card, because the 2 4 and 8, for instance, are all in the first ten numbers of the 90. 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.

--Deptford, Kent (Miss Chase). II. Will you surrender, will you surrender To the King of the Barbarines? We won t surrender, we won t surrender To the King of the Barbarines. We ll make you surrender, we ll make you surrender To the King of the Barbarines. You can t make us surrender, you can t make us surrender To the King of the Barbarines. We ll go to the King, we ll go to the King, To the King of the Barbarines. You can go to the King, you can go to the King, To the King of the Barbarines. --Clapham, Surrey (Miss F. D. Richardson).

If he draws out of turn, he must restore the card improperly drawn, and if it belongs to his adversary, the player in error must show his own card. If both players draw the wrong cards, there is no remedy. If the loser of any trick draws and looks at two cards from the stock, his adversary may look at both cards of the following draw, and may select either for himself. If he chooses the second card, he need not show it. If, on account of some undetected irregularity, an odd number of cards remain in the stock, the last card must not be drawn. _=OBJECTS OF THE GAME.=_ Each game is complete in one deal, and the score of the loser is deducted from that of the winner. The combinations which may be declared and scored are the same as in Bézique, but owing to the use of four packs of cards double combinations are much more frequent, and triple combinations are not uncommon. The chief concern of the player must be, first of all, to save himself from a rubicon; that is, either to reach 1000 points, or to score as few points as possible. If he does not reach 1000, his adversary will take whatever he has scored, and add them to his own, besides 1300 in addition for rubicon and brisques.

298) to determine the number of years before marriage will arrive. Miss Baker (_Northamptonshire Glossary_) says, The May garland is suspended by ropes from the school-house to an opposite tree, and the Mayers amuse themselves by throwing balls over it. A native of Fotheringay, Mr. C. W. Peach, says Miss Baker, has supplied me with the reminiscences of his own youth. He says the May garland was hung in the centre of the street, on a rope stretched from house to house. Then was made the trial of skill in tossing balls (small white leather ones) through the framework of the garland, to effect which was a triumph. See Cuck Ball, Keppy Ball, Monday. Ball and Bonnets [Illustration: Fig.

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=_ This is playing bridge to lose, and the object of the declaration is to pick out the make which is likely to win the least tricks. At the end of the hand, each side scores what the other makes; so that if the dealer declares no-trumps, and loses two by cards, and finds thirty aces against him, he scores 24 and 30 to his own credit. The adversaries can double if they wish to, and all the rules of regular bridge apply, except that if a revoke is made the usual penalty is reversed, the player in error taking three tricks instead of losing them. _=SHORT BRIDGE.=_ This is bridge without any doubling or rubbers, and is played for so much a game instead of for so much a point, the winners being the side that has the higher score for tricks and honours combined when either side reaches thirty points below the line. It is a good game for occasions upon which the players may be interrupted at any time, or have not time to finish a full rubber. THE AMERICAN LAWS OF BRIDGE. REVISED TO NOVEMBER, 1913. _Reprinted and Copyrighted, 1913, by permission of The Whist Club of New York._ THE RUBBER.

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Twemlow). IV. Don t you know the muffin man? Don t you know his name? Don t you know the muffin man That lives in our lane? All around the Butter Cross, Up by St. Giles s, Up and down the Gullet Street, And call at Molly Miles s! --Burne s _Shropshire Folk-lore_, p. 571. V. Have you seen the nutting girl, The nutting girl, the nutting girl? Have you seen the nutting girl, Down in yonder lane O? --Holmfirth (H. Hardy). (_b_) A ring is formed by the players joining hands; one child, who is blindfolded and holds a stick, stands in the centre. The ring dance round, singing the verse.

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=_ The successful bidder having disposed of the skat cards and announced his game, the Vorhand leads any card he pleases for the first trick. Vorhand should be careful not to lead until the player has laid out or discarded for the Skat in a Gucki or a Tourné. Players must follow suit if they can, but are not obliged to win the trick. Having none of the suit led, they may trump or discard at pleasure. The highest card played, if of the suit led, wins the trick, and trumps win all other suits. The winner of the first trick leads for the next, and so on, until all the cards have been played, or the game is acknowledged as won or lost, and abandoned. In a Grand, if a Jack is led, players must follow suit with the other Jacks, they being trumps. _=Abandoned Hands.=_ If the single player finds he has overbid himself, or sees that he cannot make as good a game as bid, he may abandon his hand to save himself from being made schneider or schwarz, provided he does so before he plays to the second trick. A Solo cannot be abandoned in this manner, as the rule is made only to allow a player to get off cheaply who has been unlucky in finding nothing in the Skat to suit his hand.

It is a common stratagem to turn it down for a euchre when the dealer is better in the next suit, and has only 2 to go. _=PLAYING ALONE.=_ The dealer has the best chance to get a lone hand; but the eldest hand is more likely to succeed with one, on account of the advantage of the lead. It is an invariable rule for any player to go alone when he has three certain tricks, unless he is 3 up, and can win the game with a march. A lone hand should be played with both bowers and the ace, no matter how worthless the other cards; or with five trumps to the ace without either bower; or two high trumps and three aces in plain suits; or three good trumps and two aces. 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.

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The _=Suggestions for Good Play=_, etc., are given in connection with Solo Whist and need no further amplification for Boston de Fontainbleau. The _=Laws=_ vary so little from those used in the regular game of Boston that it is not necessary to give an additional code, either for Fontainbleau or for French Boston, which follows. FRENCH BOSTON. _=CARDS.=_ French Boston is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing; except that the diamond Jack is always the best trump unless diamonds are turned up, in which case the heart Jack becomes the best trump, and the diamond Jack ranks next below the diamond Queen. _=COUNTERS=_ are used as in Boston, their value being a matter of agreement before play begins. _=THE POOL=_ is made up by the dealer’s contributing ten counters for the first eight rounds, and twenty for the last two. It is increased from time to time by penalties, and is won or lost by the players, just as in Boston. There is no limit to the pool.

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While our system, like all others, entails losses at times, it seems to avoid many of the pitfalls that confront the player who always opens his long suit, regardless of the possibilities of ever bringing it in. In many instances we find he places himself in the worst possible position for any chance to make even one trick in the suit he opens. We admit that if a team adopts straight American leads, it is much easier for them to count the partner’s hand accurately; but it seems to me that this advantage is more than overcome by the fact that in our openings we have a clear idea as to the general character of the partner’s hand while there is still time to take advantage of the knowledge. In the long-suit game this element is entirely wanting. _=IN CONCLUSION.=_ The first-class whist-player is usually developed gradually. If he possess the faculty of paying close attention to the game while he is playing, nothing should prevent his rapid progress. At first he may care little or nothing for “book” whist, but after some experience with book players, he is rather in danger of running to the other extreme, and putting more book into his game than it will carry. Having passed that stage, his next step is usually to invent some system of his own, and to experiment with every hand he plays. By degrees he finds that all special systems of play have some serious defects which over-balance their advantages, and this discovery gradually brings him back to first principles.

525). IV. Hot boiled beans, and very good butter, Ladies and gentlemen, come to supper. --London (A. B. Gomme). V. Vesey vasey vum, Buck aboo has come! Find it if you can and take it home, Vesey vasey vum. --Newlyn West, near Penzance (_Folk-lore Journal_, v. 49).

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Holding a strong hand, a player may often coax another to raise him, by offering to divide the pool. The successful bluffer should never show his hand. Even if he starts the game by bluffing for advertising purposes, hoping to get called on good hands later, he should not show anything or tell anything that the others do not pay to see or know. Bluffing is usually more successful when a player is in a lucky vein than when he has been unfortunate. POKER LAWS. _=1. Formation of Table.=_ A poker table is complete with seven players. If eight play the dealer must take no cards, or a sixty-card pack must be used. If there are more than seven candidates for play, two tables must be formed unless the majority decide against it.

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| -- | -- |Give a silver pin for | | | | |a golden ring. | |14.|Please, young lady, |Please, old woman man,|Pray, young lady, pop | | |come under my bush. |creep under the bush. |under. | |15.| -- |The bush is too high, | -- | | | |the bush is too low. | | |16.| -- |Please, old woman, | -- | | | |creep under the bush. | | |17.

_=Two-card Fifteens.=_ Any combination of two or more cards, the total face value of which is exactly 15, is called _=fifteen-two=_, because each fifteen so formed is worth two points in the pegging. There are only three combinations of two cards which will form fifteen; a Five with any court card or Ten; a Nine and a Six; an Eight and a Seven. The manner of counting duplicates is the same as that employed for the pairs and sequences, and the player should be equally familiar with each variety of combination. The fifteens formed by _=two cards=_ only are the simplest, and should be studied first. [Illustration: 🂮 🂻 🂥 ] It is obvious that if there is in the hand or the starter a duplicate of either of the cards forming the fifteen, no matter which, another fifteen can be formed, and the combination will therefore always be worth 6 points; 4 for the two fifteens, and 2 for the pair. It must not be forgotten that in the case of _=tenth cards=_, as they are called, the duplicates may not form pairs, as for instance with K J 5. The fifteen is duplicated, but there is no pair. [Illustration: 🂩 🃉 🃙 🂦 ] If there are two duplicates of either card, the combination will always be worth 12 points; 6 for the three fifteens, and 6 more for the pair royal. [Illustration: 🂹 🃙 🃆 🂶 ] If the duplicates are of two different cards, the combination is still worth 12, because four different fifteens can be formed by combining each Nine with each Six separately, and there are two single pairs.

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They didn t have to go out to earn their livings among the stars. They didn t have to dodge the Rats or play the Game. They couldn t have invented pinlighting because they didn t have any need of it, did they, Woodley? Woodley grunted, Uh-huh. Woodley was twenty-six years old and due to retire in one more year. He already had a farm picked out. He had gotten through ten years of hard work pinlighting with the best of them. He had kept his sanity by not thinking very much about his job, meeting the strains of the task whenever he had to meet them and thinking nothing more about his duties until the next emergency arose. Woodley never made a point of getting popular among the Partners. None of the Partners liked him very much. Some of them even resented him.

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It is not good play to bid a Solo on four or five trumps unless you have some aces in the other suits. A Grand may be bid even without a trump, if you have the lead, and hold four aces, or three aces and four Tens. A Grand with any two Wenzels is safe if you have two good suits. A Nullo should never be bid unless the player has the Seven of his long suit. A certain amount of risk must be taken in all bids, and a player who never offers a game that is not perfectly safe is called a _=Maurer=_; one who builds on a solid foundation. The player who offers the most games will usually win the most unless he is a very poor player. _=Leading.=_ The single player should almost always begin with the trumps, in order to get them out of his way. With a sequence of Wenzels, it is a common artifice to begin with the lowest, hoping the second player may fatten the trick by discarding a Ten or Ace, under the impression that the Hinterhand can win it. This style of underplay is called _=Wimmelfinte=_, and the Mittelhand should beware of it.

It is frequently an easy matter to locate the cards in the various suits, if it is borne in mind that adversaries who play after the caller get rid of their highest cards. For instance: Right leads the 9; caller plays the 5; left the 10; and the last player finds he holds K Q J 6 of the suit. He should know that the caller has nothing between the 5 and the 9, and must have the Ace; so his cards were probably A 5 4 3 2. While it is manifestly impossible to catch him on that suit, it may still be led three times, in order to give the partners discards, as both of them must be short. If this estimate of the caller’s cards is wrong in anything, it is not with regard to the Ace, so there is not the slightest danger in continuing the suit. As a general rule, the suit first led by an adversary should be returned, unless the player winning the trick has a singleton in another suit, when he should lead that. The suit led by the caller, if he was eldest hand, should not be returned. Some judgment of character must be used in playing on a caller’s own lead. An adventurous player will sometimes call a misère on a hand which contains a singleton 5 or 6, and will lead it at once; trusting that second hand will imagine it to be safe, and cover it. Players should be aware of this trap, and never cover a misère player’s own lead if they can help it, unless the card led is below a 4.

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A great many misunderstandings arise with respect to the manner and order of making declarations, most of which may be avoided by remembering the following rules: The player making the declaration must have won the previous trick, and must make his announcement before drawing his card from the stock. When the stock is exhausted, so that there is no card to be drawn, no announcement can be made. Only one declaration can be scored at a time, so that a trick must be won for every announcement made, or the combination cannot be scored. This does not prevent a player from making two or more announcements at the same time, but he can score only one of them. A player cannot make a lower declaration with cards which form part of a higher one already made in the same class. For instance: Marriages and sequences belong to the same class. If the sequence has been declared, a player cannot take from it the King and Queen and score a marriage; neither can he add a new Queen to the King already in the sequence, and announce a marriage; because the higher combination was scored first. But if the marriage is first announced, the A 10 J may be added and the sequence scored, after winning another trick. Cards once used in combination cannot again be used in combinations of equal value of the same class. For instance: Four Kings have been declared, and one of them afterward used in the course of play.

When the King castles with the King’s Rook, which is the shorter move for the Rook, it is indicated by the sign O-O. When the King is castled with the Queen’s Rook, which is the longer move for the Rook, the sign O-O-O is used. A cross, x, placed after the piece moved shows that it captured something, and the letters following the cross do not give the square to which the piece is moved, but show the piece that is captured. K B x Q P, for instance, would mean that the adversary’s Queen’s Pawn was to be taken from the board, and the King’s Bishop was to occupy the square upon which the captured Queen’s Pawn had stood. Beginners usually have some difficulty in following the moves of the Knights, because it frequently happens that the same square can be reached by either of them. The Bishops cannot be confused in this way, because they never change the colour of the square they stand upon. In some sets of chessmen the Knights are distinguished by putting a small crown on the King’s Knight, but this is never done in the regulation Staunton model. The beginner will find it very convenient, when following out the play of published games, to screw off the bottom of one white and one black Knight, and to exchange the bases. The white King’s Knight will then have a black base, and the black King’s Knight will have a white base, and they can be easily identified at any period of the game. _=GERMAN NOTATION.

| -- | -- | -- | |13.|Mend it up with bricks|Build it up with lime | -- | | |and mortar. |and sand. | | |14.| -- |Lime and sand will | -- | | | |wash away. | | |15.|Mend it up with penny |Build it up with penny|Build it up with penny| | |loaves. |loaves. |loaves. | |16.

We have not a hundred pounds, Pounds, pounds, pounds; pounds, pounds, pounds; We have not a hundred pounds, My fair lady. Then to prison you must go, Go, go, go; go, go, go; Then to prison you must go, My fair lady. To prison we will not go, Go, go, go; go, go, go; To prison we will not go, My fair lady. --Shipley, Horsham (_Notes and Queries_, 8th Series, i. 210, Miss Busk). VI. See the robbers coming through, Coming through, coming through, See the robbers coming through, A nice young lady. Here s a prisoner we have got, We have got, we have got, Here s a prisoner we have got, A nice young lady. How many pounds to set her free, Set her free, set her free, How many pounds to set her free, A nice young lady? A hundred pounds to set her free, Set her free, set her free, A hundred pounds to set her free, A nice young lady. A hundred pounds we cannot give, We cannot give, we cannot give, A hundred pounds we cannot give, A nice young lady.

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Generally speaking, they are the tactics of defence. _=SECOND HAND PLAY.=_ The player who is second to play on any trick is called the Second Hand. It is his duty to protect himself and his partner, as far as possible, in the adversaries’ strong suits. The chief point for the beginner to observe in Second Hand play, is the difference between the circumstances requiring him to play high cards, and those in which he should play low ones. _=High Cards Led.=_ When a card higher than a Ten is led on the first round of a suit, the Second Hand has usually nothing to do but to play his lowest card, and make what inference he can as to the probable distribution of the suit. But if he holds the Ace, or cards in sequence with it, such A K, he should cover any card higher than a Ten. If he holds K Q he should cover a J, 10, or 9 led; but it is useless for him to cover an honour with a single honour, unless it is the Ace. _=Low Cards Led.

” This makes it unnecessary for the others to watch the cards the caller draws. Each player picks out his seven of clubs and places it on the table in front of him, face up, as a starter for his tableau. Suppose the next card called is the ten of diamonds. As each player can place that card in any one of eight different positions with regard to the seven of clubs, and the next card after that in any one of a dozen positions, it must be evident that although the twenty-five cards called will be the same for every tableau, the resulting poker combinations may be vastly different. _=SCORING.=_ Each player is credited with the value of his tableau, and then the duty of being caller passes to the left. The game is at an end when an agreed number of deals have been played, or at the expiration of a specified time, the highest total score being the winner. SOLITAIRE CRIBBAGE. This game may be played by one person or by several, two to four making an interesting game, either as partners or each for himself. The individual player takes a full pack of fifty-two cards, shuffles and cuts, and deals off three for himself, two for his crib, and then three more for himself.

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This player must, before ten can be counted, give the name of an inhabitant of that element. When Fire is called, strict silence must be observed or a forfeit paid.--Cork, Ireland (Miss Keane). The players were seated in a half-circle, and the possessor of the ball faced the others. There was no string attached to the ball, but it was necessary that it should hit the child it was thrown to. When Fire was called, Salamander and Ph[oe]nix were allowed to be said. The third time Fire was called, silence was observed, and every player bowed the head. We called it Earth, Air, Fire, and Water. A forfeit had to be paid for every mistake.--London (A.

These are known as the _=major=_ and _=minor=_ tenaces. Whichever leads makes only one trick; but if the holder of the major tenace can get the suit led twice, he makes all. This is called the _=short-suit game=_, or _=finesse and tenace=_. Its resources may be added to by finessing against certain cards. For example: Holding A Q 3 of a suit led by the partner, to play Q is a finesse against fourth hand having the King. Each of these systems has its advantages, and almost every hand will offer opportunities for practice in all of them. The most important thing to impress on the beginner is that whist cannot be played by machinery. Some authorities would have us believe that certain theories alone are sound; that certain systems of play alone are good; and that if one will persevere in following certain precepts, in such matters as leading, management of trumps, etc., that the result will be more than average success at the whist table. Nothing can be further from the truth.

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A different set of indicator cards is required for every different number of tables in the game. They are the invention of the late E.C. Howell of Washington, D.C., and have been arranged for any number of pairs from four to thirty-four. _=INDIVIDUALS.=_ When four play memory duplicate, one of the four, usually S, retains his seat and keeps the score, the others changing places right and left alternately, each playing with S as a partner for 8 hands. These changes successively bring about the three following positions:-- c | b | a a b | a c | c b S | S | S | | Hands:--1 to 4 | 5 to 8 | 9 to 12 For the overplay, the trays are reversed, the hands originally dealt N & S being placed E & W; but the players continue to change right and left alternately. This brings the same partners together, but on different sides of the table.