Hinmost o Three A game played on village greens.--Dickinson s _Cumberland Glossary, Supplement_. Hirtschin Hairy The players (boy or girl) cower down on their haunches, sit doon curriehunkers, and hop round and round the floor like a frog, clapping the hands first in front and then behind, and crying out, Hirtschin Hairy. It is sometimes called Hairy Hirtschin. In Lothian the players try to knock each other over by hustling against one another.--Rev. W. Gregor. Same game as Harie Hutcheon. See Curcuddie, Cutch-a-cutchoo, Hop-frog.

|under. | |15.| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Earls Heaton. | Lincolnshire and | Gloucestershire. | | | | Nottinghamshire. | | +---+----------------------+----------------------+----------------------+ | 1.

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Nevertheless I routed him. I had with me a compact little force of 3 guns, 48 infantry, and 25 horse. My instructions were to clear up the country to the east of Firely Church. We came very speedily into touch. I discovered the enemy advancing upon Hook s Farm and Firely Church, evidently with the intention of holding those two positions and giving me a warm welcome. I have by me a photograph or so of the battlefield and also a little sketch I used upon the field. They will give the intelligent reader a far better idea of the encounter than any so-called fine writing can do. The original advance of the enemy was through the open country behind Firely Church and Hook s Farm; I sighted him between the points marked A A and B B, and his force was divided into two columns, with very little cover or possibility of communication between them if once the intervening ground was under fire. I reckoned about 22 to his left and 50 or 60 to his right. [Footnote: Here again the gallant gentleman errs; this time he magnifies.

It now comes to B, who must either lose the two he has already put up, or add five more to them. Let us suppose that D puts up the seven, and that E, the dealer, puts up twelve. This will force the age to put up eleven; B to put up ten; and C to put up five more. This will make each player’s ante an equal amount, twelve counters, and they will then be ready to draw cards. No one can now raise the ante any further, because it is no one’s turn to “say.” It will thus be seen that every player in his turn can do one of three things, which are sometimes called the _=a b c=_ of Poker: He can _=Abdicate=_; by throwing down his hand, and abandoning whatever money he has already placed in the pool. He can _=Better=_; by putting up more money than any player before him, which is sometimes called “going better.” Or, he can _=Call=_, by making his amount in the pool equal to the highest bet already made. Should any player increase the ante to such an extent that none of the others care to call him, they must of course throw down their hands, and as there is no one to play against him, the one who made the last increase in the ante takes down all the counters in the pool. This is called _=taking the pot=_, and the cards are gathered, shuffled, and dealt again, the deal passing to the player who was the age.

If, during the deal, a card is exposed, the side not in fault may demand a new deal, provided neither of that side has touched a card. If a new deal does not take place, the exposed card is not liable to be called. 16. Any one dealing out of turn, or with his adversaries’ pack, may be stopped before the trump card is turned, after which the deal is valid, and the packs, if changed, so remain. In _=Boston=_ and _=Cayenne=_, the dealer must be stopped before the last card is dealt. MISDEALING. 17. It is a misdeal:-- I. If the dealer omits to have the pack cut, and his adversaries discover the error before the trump card is turned, and before looking at any of their cards. II.

Never tried, yet. Oh, no! I groaned. She showed me her buck teeth in a smile. I figger first you ll have them straighten my teeth, she said. You d like a pretty wife. If it s got to be, I said weakly. That would help. I just wish there was some way to handle that hysterical sniffle of yours, that s all. But I guess that s the price you have to pay for that awful load of Psi power you have. Oh, that, she said.

You shall have a duck, my dear, You shall have a drake, You shall have a young man Apprentice for your sake. If this young man shall wealthy grow And give his wife a feather, The bells shall ring and birds shall sing And we ll all clap hands together. --Roxton, St. Neots (Miss Lumley). VI. Walking up the green grass, A dust, a dust, a dust! We want a pretty maiden To walk along with us. We ll take this pretty maiden, We ll take her by the hand, She shall go to Derby, And Derby is the land! She shall have a duck, my dear, She shall have a drake, She shall have a nice young man A-fighting for her sake! Suppose this young man was to die, And leave the poor girl a widow; The bells would ring and we should sing, And all clap hands together! --Berrington (_Shropshire Folk-lore_, p. 511). VII. Tripping up the green grass, Dusty, dusty, day, Come all ye pretty fair maids, Come and with me play.

of Provincialisms_). Not A game where the parties, ranged on opposite sides, with each a bat in their hands, endeavour to strike a ball to opposite goals. The game is called Not, from the ball being made of a knotty piece of wood.--Gloucestershire (Holloway s _Dict. of Provincialisms_). See Hawkey. Noughts and Crosses [Illustration] This game is played on slates by school-children. The accompanying diagram is drawn on the slate, and a certain figure (generally twenty) is agreed upon as game. There are two players, one takes noughts [o], the other crosses [x]. The three places drawn on the slate above the diagram are for the players each to put down marks or numbers for the games they win, the centre place being for Old Nick, or Old Tom.

While the parent game has been pursuing this prosperous course, many variations have been introduced. One of the most radical changes in the game itself has been cutting down the points from ten to five, which occurred about 1810. Mathews mentions it in 1813 as having occurred since the publication of his first edition in 1804, and Lord Peterborough, the unlucky gambler, for whose benefit the change was introduced, died in 1814. Another great change took place in America, where they played for the tricks alone, the honours not being counted at all. Turning the trump from the still pack was first tried by a Welsh baronet, and is mentioned by Southey in his “Letters of Espriella.” This custom was revived for a time by the Milwaukee Whist Club, and is still sometimes seen in Europe under the name of “Prussian Whist.” Altogether we can trace nineteen games which are clearly derived from whist. Duplicate, Drive, and Progressive whist are simply changes in the arrangement of the players and in the methods of scoring. Prussian whist introduces the cutting of the trump from the still pack. Dummy and Double-dummy are simply whist with a limited number of players, necessitating the exposure of one or more hands upon the table.

When the hunters see one of the hidden players, they call out, I spy ----, and the child s name. The player called must run after the Spy and try to catch him before he reaches his Den; if he succeeds, the one caught must go to the opposite side of players, then next time the spies hide, and those who have been hiding, spy (Miss Keane). A more general form of the game is for one child to hide, and to make a noise in a disguised voice to give notice of his whereabouts, or to call out Whoop! or Coo! Until this noise or call is made, the searchers may not seek him. If when spied or discovered the hider cannot reach home before being caught, he again has to hide (A. B. Gomme). (_b_) In the parish church of Bawdrip is a monument to Edward Lovell, his wife Eleanor (_née_ Bradford), and their two daughters Maria and Eleanor. The inscription touching the latter is:-- Eleanora . . .

If the first finesse of the Jack wins, he should put Dummy in again, so as to take a second finesse of the Queen. Suppose the dealer holds A J 10, and finesses the ten the first time. If it falls to the Queen, he should get Dummy in again, so as to take the second finesse with the Jack. The idea is to take advantage of the fact that the odds are against both King and Queen being in one hand. If they are both on the right, one of them will be played on the small card led from Dummy, and then the dealer can win it with the Ace and force out the other high card with his Jack, which will have become one of the second and third-best of the suit. _=Re-entry Cards.=_ After a suit has been _=cleared=_, or established, it will be necessary to get into the lead with it. For this purpose the dealer must be careful to preserve a re-entry card in the hand which is longer in the suit. Suppose that Dummy’s long suit is clubs, but that the Ace is against him, and that his only winning card outside is the Ace of diamonds. If diamonds are led, and the dealer has the Queen, he must let the lead come up to his hand so as to keep Dummy’s Ace of diamonds for a re-entry to bring the clubs into play after the Ace has been forced out and the suit established.

If he passes, he lays his cards face downward in front of him, and takes no further part in that deal unless a general rams is announced. If he plays, he engages himself to take at least one trick, or forfeit five counters to the pool. He may play with the hand originally dealt him, or he may risk getting a better by taking the widow in exchange. If he exchanges, his original hand is dead, and must not be seen by any player. If any player takes the widow, those following him must play the hand dealt them or pass out. In some clubs the eldest hand is obliged to play, either with his own hand or with the widow. If all pass except the pone, he must play against the dealer, either with the cards dealt him, or with the widow. If he declines to play, he must pay the dealer five counters, and the pool remains. The dealer must play if he is opposed by only one player; but if two others have announced to play, the dealer may play or pass as he pleases. If he plays, he may discard and take up the trump card.

Lincoln). (_b_) In _Notes and Queries_, x. 17, E. D. says this amusement was fashionable sixty years ago, and from the low dresses worn then by ladies he mentions its indecency. He gives extracts from a satire called _Cutchacutchoo, or the Jostling of the Innocents_, 2nd ed., Dublin, in which the game and position are mentioned-- Now she with tone tremendous cries Cutchacutchoo. Let each squat down upon her ham, Jump like a goat, puck like a ram. Uneda, at same reference (x. 17), speaks of it as a known game in Philadelphia.

” If the point is admitted to be good, the holder scores it; not by putting it down on the score sheet, but simply by beginning his count with the number of points it is worth. If the point is equal, neither player scores it, and secondary points have no value under any circumstances. If the point declared by the elder hand is not good, it is not necessary for the dealer to say how much better his point is; that will come later. To each of the other declarations replies are made in the same manner, except that fours and trios cannot be “equal.” As each combination is admitted to be good, the elder hand adds it to his count. For instance: His point is 51, good; his sequence is five to the Ace, good; and his triplet of Aces is good. These are worth 5, 15, and 3 respectively, and his total count is 23, if he has no minor sequences or trios. This is not put down, but simply announced. The strict rules of the game require the player whose combination is acknowledged to be good, to show it; but among good players this is quite unnecessary, for each usually knows by his own cards what his adversary should and probably does hold. The elder hand having finished his declarations, and announced their total value in points, leads any card he pleases.

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The maximum is 20. FOUR BACK. [Illustration: 4 3 2 1 O O O O ] The pins are spotted as above. Three balls (not exceeding 6 inches in size) are allotted to each inning. Each pin counts as spotted, and only one pin can be made at a time; if more than one pin is made with one ball, it is termed a break, and the player loses that inning and scores nothing. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the players. TEN PINS--HEAD PIN OUT. ALSO KNOWN AS AMERICAN NINE PINS.

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A. Y. B. Z., the letters used to distinguish the positions of the four players at Whist; A-B being partners against Y-Z., and Z. having the deal. Backgammon. If a player throws off all his men before his adversary has thrown off any, and while one or more of the adversary’s men are still on the side of the board next the winning player, it is a backgammon, or triple game. Bath Coup, holding up Ace Jack on a King led by an adversary.

See Hop-scotch. Hard Buttons Several boys place one button each close together on a line. The game consists in hitting a particular button out of this line with the nicker without touching the others. This is generally played in London streets, and is mentioned in the _Strand Magazine_, ii. 515. See Banger, Buttons. Hare and Hounds A boys game. One boy is chosen as the Hare. He carries with him a bag filled with strips of paper. The rest of the boys are the Hounds.

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He must be able to assume the lead himself in order so to change the course of the play as to better suit his game. Let us suppose that he has a dangerous hand in plain suits, but is safe in hearts, and decides that his best chance is to lead hearts at every opportunity; or that he has a certain safe suit which it is manifestly to his advantage to have led as often as possible. The other players, being the ones who are to suffer from this line of play, will of course prevent it if possible; and in order to carry out the plan in spite of their opposition, it will be necessary for the individual player to gain the lead a certain number of times, and so force his game upon them. Again, a player may know that he can load a certain adversary if he can get in and lead a certain suit or card; or he may know that by giving one player the lead, that player can load another. In such cases commanding cards must be held or retained, in order to give the player a certain control of the lead. When a player is attempting to take all thirteen hearts, the control of the lead, especially in the end game, is very important; because the design of each of the other players will be to get the lead into some other hand, in the hope that they may load the player having it, and so at least divide the pool. _=THE DISCARD.=_ One of the most important elements in heart play is the discard. The beginner is too apt to discard hearts at every opportunity; but a little experience will teach him that even a 3 in a plain suit may be a better card to part with. The most important thing in discarding is to reduce the odds against your winning the pool.

Any consultation between partners as to doubling or redoubling will entitle their adversaries to insist on a new deal. If the eldest hand leads without asking his partner’s permission to play, the pone cannot double without the consent of the maker of the trump. Should the pone ask the eldest hand, “Shall I play?” that does not deprive the eldest hand of the right to double. _=METHOD OF PLAYING.=_ The trump suit and the value of the tricks settled, the player on the dealer’s left begins by leading any card he pleases. After he has played, the second player, Y, lays his hand face up on the table, and takes no further part in the play beyond availing himself of the privilege of asking his partner if he has none of a suit to which he renounces. From the moment that Y’s cards are exposed the game becomes Dummy, the dealer, Z, playing Y’s cards for him. The dealer gathers the tricks for his side; either adversary may gather for the other. The first six tricks taken by one side make a “book” and all over six count toward game. The tricks should be so laid that they can be readily counted by any player at the table.

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Jamieson says this is a game well-known in Lothian and in the South of Scotland. Sir Walter Scott, in _Rob Roy_, iii. 153, says, Here auld ordering and counter-ordering--but patience! patience!--We may ae day play at _Change seats, the king s coming_. This game is supposed to ridicule the political scramble for places on occasion of a change of government, or in the succession. See Musical Chairs, Turn the Trencher. Checkstone Easther s _Almondbury Glossary_ thus describes this game. A set of checks consists of five cubes, each about half an inch at the edge, and a ball the size of a moderate bagatelle ball: all made of pot. They are called checkstones, and the game is played thus. You throw down the cubes all at once, then toss the ball, and during its being in the air gather up one stone in your right hand and catch the descending ball in the same. Put down the stone and repeat the operation, gathering two stones, then three, then four, till at last you have summed up all the five at once, and have succeeded in catching the ball.

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At first we had merely provided that a gun was captured when it was out of action and four men of the opposite force were within six inches of it, but we found a number of cases for which this rule was too vague. A gun, for example, would be disabled and left with only three men within six inches; the enemy would then come up eight or ten strong within six inches on the other side, but not really reaching the gun. At the next move the original possessor of the gun would bring up half a dozen men within six inches. To whom did the gun belong? By the original wording of our rule, it might be supposed to belong to the attack which had never really touched the gun yet, and they could claim to turn it upon its original side. We had to meet a number of such cases. We met them by requiring the capturing force--or, to be precise, four men of it--actually to pass the axle of the gun before it could be taken. All sorts of odd little difficulties arose too, connected with the use of the guns as a shelter from fire, and very exact rules had to be made to avoid tilting the nose and raising the breech of a gun in order to use it as cover....

285), quoted in Ellis s Brand, i. 517: Young men and maidens now at Feed the Dove (with laurel leaf in mouth) play. Find the Ring O the grand old Duke of York He had ten thousand men, He marched them up the hill ago And he marched them down again. And when they were up they were up, And when they were down they were down, And when they were half-way up the hill They were neither up nor down. --Sheffield (S. O. Addy). A ring of chairs is formed, and the players sit on them. A piece of string long enough to go round the inner circumference of the chairs is procured. A small ring is put upon the string, the ends of which are then tied.

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For instance: He has opened with a pair of Jacks, but has four of one suit in his hand. Four other players have stayed, perhaps the bet has been raised, and he knows that his Jacks will probably be worthless, even if he gets a third. So he breaks the pair, and draws for a flush. As the opener always places his discard under the chips in the pool, it is not necessary for him to betray his game by telling the whole table that he is drawing to a bobtail. _=False Openers.=_ Should a player open a jack without the hand to justify it, and discover his error before he draws, the best usage demands that his hand is foul, and that he forfeits to the pool whatever amount he may have opened for, and any raises that he may have stood. There are then three ways to play: _=First.=_ Those who have come in under the impression that the pot had been legitimately opened but who have not openers themselves, can withdraw their money, and allow any one to open it who has openers. This is very unfair to those on the left of the false opener who have abandoned their hands. _=Second.

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Any rest may be used. 2. To decide the order of play, as many pool balls as there are players or sides shall be put into a basket, shaken, and given out to the players by the marker. The players play in the order in which the colors appear on the pool marking board. A player pocketing a ball scores its value as against each of the other players, and when penalized, pays the penalty to each of them. In a game where sides are formed a player either scores for his own side, or is penalized to the opposing side or sides. 3. When commencing a game the fifteen red balls shall be placed as in the game of Pyramids. For each of these balls pocketed, according to rule, the striker shall score one point. The pool balls to be used are the yellow, green, brown, blue, pink, and black, which shall be spotted as follows at the commencement of the game, and have the appended values when pocketed according to rule: The Yellow ball shall be placed on the right hand spot of the baulk line and count two points; The Green ball shall be placed on the left hand spot of the baulk line and count three points; The Brown ball shall be placed on the middle spot of the baulk line and count four points; The Blue ball shall be placed on the spot between the two middle pockets and count five points; The Pink ball shall be placed at the apex of the pyramid and count six points; The Black ball shall be placed on the billiard spot and count seven points.

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Throw into No. 4--return with stone on your head. Throw into No. 5--return with stone on your back. In each case, upon reaching the goal without dropping it, throw up and catch it as it falls. In the second plan (fig. 2) the game is:--Throw stone into No. 1. Pick it up. Hop, not touching lines, from No.

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The Cock takes his stand in front of the players. When everything is ready, a rush across the playground is made by the players. The Cock tries to catch and croon --_i.e._, put his hand upon the head of--as many of the players as he can when running from one side of the playground to the other. Those caught help the Cock in the rush back. The rush from side to side goes on till all are captured. To croon was the essential point in capturing. When a boy was being pursued to be taken prisoner, his great object was, when he came to close quarters with his pursuers, to save his head from being touched on the crown by one of them.--Nairn (Rev.

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C., by two girls. Their game was not so long nor so complete as the above. They did not throw all four stones down as a preliminary stage, but began with the second figure, the four gobs being placed in a square ::, nor were they particular as to which stones they picked up. They knew nothing of numbering or naming them. Their marble was called a jack. They had places chalked on the pavement where they recorded their successful goes, and the game was played in a ring.--A. B. Gomme.