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At the conclusion he uncovers his eyes, and if he sees any boys not yet hidden they have to stand still. He seeks the rest, but if he moves far away from his place, called the stooil (stool), one of the hidden boys may rush out and take it, provided he can get there first. Should he fail in this he also has to stand aside; but if any one succeeds, then all run out as before, and the same boy has to say the nominy again. On the other hand, if he finds all the boys without loosing his stooil, the boy first caught has to take his place and say the nominy. The game was thus played in 1810, and is so still, both here and at Lepton.--Easther s _Almondbury and Huddersfield Glossary_. Gipsy I charge my children, every one, To keep good house while I am gone. You, and you [points], but specially you [or sometimes, but specially Sue], Or else I ll beat you black and blue. One child is selected for Gipsy, one for Mother, and one for Daughter Sue. The Mother says the lines, and points to several children to emphasise her words.

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Codlings. Cogger. Cogs. Common. Conkers. Conquerors. Contrary, Rules of. Cop-halfpenny. Corsicrown. Cots and Twisses.

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What did she give you? A penny. What did you do with it? Bought a calf. What did you do with it? Sold it. What did you do with the money? Gave it to the butcher, and he gave me a penny back, and I bought some nuts with it. What did you do with them? Gave them to the butcher, and he s behind the churchyard cracking them, and leaving you the shells. --Sporle, Norfolk (Miss Matthews). IV. Mother, mother, may I go to play? No, daughter, no! for fear you should stay. Only as far as the garden gate, to gather flowers for my wedding day. Make a fine curtsey and go your way.

Imperfect Pack, one in which there are duplicate cards, missing cards, or cards so marked that they can be identified by the backs. Indifferent Cards, cards of the same value, so far as trick taking is concerned, such as Q and J. Inside Straights, sequences which are broken in the middle. Intricate Shuffles, butting the two parts of the pack together at the ends, and forcing them into each other. Invite, F., leading a small card of the long suit. Irregular Leads, leads which are not made in accordance with the usual custom, as distinguished from forced leads. Jack Strippers, two bowers, trimmed to pull out of the pack. Jenny, a fine losing hazard, made off an object ball close to the cushion, between the side pocket and the baulk. Jetons, F.

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If it is the holder’s turn to lead, the card must be called before the preceding trick has been turned and quitted, or before the holder has led a different card; otherwise he may lead as he pleases. LAW VIII.--LEADING OUT OF TURN. SEC. 1. If a player leads when it is the turn of an adversary to lead, and the error is discovered before all have played to such lead, a suit may be called from him or from his partner, as the case may be, the first time thereafter it is the right of either of them to lead. The penalty can be enforced only by the adversary on the right of the one from whom a lead can lawfully be called, and the right thereto is lost unless such adversary calls the suit he desires led before the first trick won by the offender or his partner subsequent to the offence is turned and quitted. SEC. 2. If a player leads when it is his partner’s turn and the error is discovered before all have played to such lead, a suit may at once be called from the proper leader by his right-hand adversary.

This allows the player on the left of the straddler to double again, or put up four times the amount of the original blind. This straddling process is usually limited to one-fourth of the betting limit; that is, if the betting limit is fifty counters, the doubling of the blind must cease when a player puts up sixteen, for another double would carry it to thirty-two, which would be more than half the limit for a bet or raise. The _=ante=_ is the amount put up by each player after he has seen his cards, but before he draws to improve his hand. The terms “ante” and “blind” are often confused. The blind is a compulsory stake, and must be put up before the player has seen anything. He does not even know whether or not he will be dealt a foul hand, or whether it will be a misdeal. He has not even seen the cards cut. The ante, on the other hand, is a voluntary bet, and is a sort of entrance fee, which is paid before the hand is complete, but after the first part of it has been seen. The ante is always twice the amount of the blind, whatever that may be. If the blind has been increased by the process of straddling, the ante must be twice the amount of the last straddle, but must not exceed the betting limit.

With Ace and small cards, the Ace should be played on the Ten. With Queen and small cards the Ten should be passed. When Third Hand plays Queen on a Ten led, it should be a certainty that he has no more of the suit. If he holds A K and only one small card, the King should be played on a Queen led. If he holds Ace and only one small card, the Ace should be played on the Jack led. If Third Hand has four trumps and a card of re-entry, the Ace should be played on Jack led, regardless of number, in older to lead trumps at once, to defend the suit. _=When Partner Leads Low Cards=_, the Third Hand should do his best to secure the trick. If he has several cards of equal trick-taking value, such as A K Q, or K Q J, he should win the trick as cheaply as possible. The only _=finesse=_ permitted to the Third Hand in his partner’s suit, is the play of the Queen, when he holds A Q and others; the odds being against Fourth Hand having the King. _=Foster’s Eleven Rule.

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_=Gilman’s System.=_ Another method, recommended by Charles F. Gilman, of Boston, which prevents any possibility of players giving hints to their friends as they pass the trays, is to have each team play at its own table first, so as to get an individual score. The E & W players then move to the next table but one, in either direction, going from 11 to 9; from 9 to 7, etc., the N & S players sitting still. This movement is continued until the E & W players have gone _twice_ round. The trays move in the _same direction as the players_, but only one table at a time; going from 11 to 10, 9 to 8, etc. This brings about the same result as the Howell’s system. _=Even Numbers of Teams.=_ The present method of arranging even numbers of teams is also Gilman’s; but it requires considerable care in the movement of the trays, because half of them lie idle during each round, which is the same as skipping a table in other methods.

The first to courtesy is placed in the centre of the circle, when the others sing:-- Choose your maidens one by one, One by one, one by one; Choose your maidens one by one-- And down goes (all courtesy) Merrima Tansa! She chooses her maidens. They take her to a distance, when she is secretly told the name of her lover. The remainder of the girls imitate sweeping, and sing several stanzas to the effect that they will sweep the house till the bride comes home, when the bride is now placed within the circle, and from a score to a hundred stanzas, with marching and various imitations of what the lucky bride accomplishes or undergoes, are sung. Each one closes with Down goes Merrima Tansa and the head-ducking; and this wonderful music-drama of childhood is not concluded until the christening of the bride s first-born, with-- Next Sunday morn to church she must gae, A babe on her knee, the best of a-- And down goes Merrima Tansa! Jamieson gives the game as a ring within which one goes round with a handkerchief, with which a stroke is given in succession to every one in the ring; the person who strikes, or the taker, still repeating this rhyme:-- Here I gae round the jingie ring, The jingie ring, the jingie ring, Here I gae round the jingie ring, And through my merry-ma-tanzie. Then the handkerchief is thrown at one in the ring, who is obliged to take it up and go through the same process. He also mentions another account of the game which had been sent him, which describes the game as played in a similar manner to the versions given by Chambers. Stewart, in his _Ben Nevis and Glencoe_, p. 361, records the following rhyme:-- Here we go with merry shout, Up and down and round about, And dance a merry-ma-tandy, but he does not describe the game in detail. Milking Pails [Music] --Monton, Lancashire (Miss Dendy); London (A. B.

The cards must be left in the order in which they were played and quitted until the scores for the deal are recorded. SEC. 3. During the play of a deal a player must not pick up or turn another player’s card. SEC. 4. Before a trick is turned and quitted any player may require any of the other players to show the face of the card played to that trick. SEC. 5. If a player names a card of a trick which has been turned and quitted or turns or raises any such card so that any portion of its face can be seen by himself or his partner he is liable to the same penalty as if he had led out of turn.

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Walter Gregor, from the Nairn game, which is known as The Gates of Babylon. Mr. Gregor writes as follows:-- This game may be played either by boys or girls. Two of the players join hands, and stand face to face, with their hands in front as if forming a gate. Each of these has a secret name. The other players form themselves into a line by clasping each other round the waist from behind. They go up to the two that form the gate, and the leader asks the first question, as in version No. 2. The dialogue then proceeds to the end. The two then lift their arms as high as they can, still joined, and the line of players passes through.

By leading Q or J, Dummy is enabled to finesse, as if he held A Q J. The declarer holds K J x x x; Dummy having Q x x. The play is to force the Ace, as if the combination of K Q J x x were in one hand. Many opportunities arise for leading the Ace first from a short suit, in order to secure a ruff on the second or third round. _=Second Hand Play.=_ If any card is led by the adversaries which the fourth hand cannot win, the second hand should cover it if possible; for unless he does so, his weakness will be exposed, and the suit will be continued. This is especially true of cases in which the second hand holds single honours, such as Jack and others, or Queen and others. Even the King should be played second hand in such cases, unless it is so well guarded that the Ace must fall before the King can be forced out. If the fourth hand can win the card led, it is seldom necessary to cover second hand. For instance: If the Jack of trumps is led, the dealer holding Q 9 7 4, and Dummy having A 6 3 2; there is no need to play the Queen.

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| -- | -- | -- | |49.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Enborne. | Cork. | Crockham Hill. | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- | -- | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.

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----------------------+--------+-----------------+---------+ | | The trump being | | | No +-----+-----+-----+ Extra | | trump. | ♣♠ | ♡ | ♢ | tricks. | ----------------------+--------+-----+-----+-----+---------+ Boston, five tricks | | 10 | 20 | 30 | 5 | Six tricks | | 30 | 40 | 50 | 5 | Little misère | 75 | | | | | Seven tricks | | 50 | 60 | 70 | 5 | Piccolissimo | 100 | | | | | Eight tricks | | 70 | 80 | 90 | 5 | Grand misère | 150 | | | | | Nine tricks | | 90 | 100 | 110 | 5 | Little spread | 200 | | | | | Ten tricks | | 110 | 120 | 130 | 5 | Grand spread | 250 | | | | | Eleven tricks | | 130 | 140 | 150 | 5 | Twelve tricks | | 150 | 160 | 170 | 5 | Slam, thirteen tricks | | 400 | 450 | 500 | | Spread slam | | 600 | 700 | 800 | | TABLE No. 2. In America, the last two items are usually reduced, and are given as follows:-- | | ♣♠ | ♡ | ♢ | | Slam, thirteen tricks | | 250 | 300 | 350 | | Spread slam | | 350 | 400 | 450 | | ----------------------+--------+-----+-----+-----+---------+ Why a player should be paid more for spreads than for eleven or twelve tricks while the trick bid outranks the spreads, is difficult to understand; but we have no authority to change the tables. Misère Partout wins nothing but the pool. If partners play, it is usual for the losers to pay the adversaries on their right; or, if partners sit together, to pay the adversary sitting next. _=THE POOL.=_ Besides the white counters won and lost by the players individually, the successful player takes the pool. Successful partners divide it equally, regardless of the number of tricks bid or taken by each.

If this one succeeds in getting between the Homes three times after all the others have been caught, he is allowed to choose the one to go Click in the next game; if he fails, he has to go himself.--Marlborough, Wilts (H. S. May). See Cock. Click, Clock, Cluck A man called Click came west from Ireland, A man called Click came west from Ireland, A man called Click came west from Ireland, Courting my Aunt Judy. A man called Clock came west from Ireland, A man called Clock came west from Ireland, A man called Clock came west from Ireland, Courting my Aunt Judy. A man called Cluck came west from Ireland, A man called Cluck came west from Ireland, A man called Cluck came west from Ireland, Courting my Aunt Judy. --Isle of Man (A. W.

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If the second man cannot be so moved onward, the player is at liberty to move any man he pleases. _=11.=_ Any man touched, except for the purpose of adjusting it, must be moved if the piece is playable. A player about to adjust a man must give due notice by saying, “J’adoube.” A man having been properly played to a certain point and quitted, must remain there. _=12.=_ The numbers on both dice must be played if possible. If there are two ways to play, one of which will employ the numbers on both dice, the other only one of them, the former must be played. If either, but only one, of the two numbers thrown can be played, the larger of the two must be selected. _=13.

Should it then be discovered that he has not openers, the false opener is compelled to ante for all the players at the table for another Jack. This is usually called giving them a “free ride.” _=The Kitty=_ is now an almost universal adjunct to the pool. In clubs, it pays for the cards, and for an occasional round of refreshments; in small poker parties it defrays the expense of the weekly supper. When the amount is excessive, or accumulates too rapidly, it is often used to give the players a “free ride” by paying all their antes in a “kitty jack pot.” The kitty is usually kept by the banker, who takes a white counter out of every pool in which triplets or better are shown to the board, and a red counter out of every jack pot. These counters must be kept apart from the other chips, and must be accounted for at the end of the game by paying the kitty so much in cash, just as if it was one of the players. Gambling houses and poker rooms are supposed to derive their entire revenue from this source, and those of the lowest class invent endless excuses for taking out for the kitty. In many houses there is a sliding scale for various hands; one counter being taken for two pairs; two counters for triplets; three for straights or flushes; and a red for fours, jack pots, and misdeals. It is not uncommon for the proprietors of such games to find thirty or forty dollars in the kitty after a night’s play with five-cent chips.

He can count A to be safe in diamonds, with two hearts and two spades. _=10th Trick.=_ A clears his hand of the very dangerous spade before leading his tenace in diamonds. _=12th Trick.=_ A will not give up the heart until he is sure that B has not the ♣7. * * * * * _=Text Books.=_ There are at present only two text-books on the game; _Foster on Hearts_, and _Hearts and Heartsette_. SLOBBERHANNES. _=Cards.=_ Slobberhannes is played with a Euchre pack, thirty-two cards, all below the Seven being deleted.

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Hurly-burly. Huss. Hustle Cap. Hynny-pynny. ISABELLA. JACK S Alive. Jack, Jack, the Bread s a-burning. Jack upon the Mopstick. Jackysteauns. Jauping Paste-eggs.

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Both boys then resume their previous places. They kneel down, still keeping the same attitudes. The batsmen, keeping their sticks in the holes, then agree which of the two holds the Cat. One batsman runs across and puts his stick into the hole behind which the boy kneels whom they consider has the Cat, the other then running to his place. If they are right in their guess, the holder of the Cat throws it across the ground for the opposite bowler to put it in the hole before the second batsman reaches it. If they guess wrongly, the holder of the Cat puts it into the hole as soon as the batsman runs, and they then become the batsmen for the next game. If the batsmen leave their holes unguarded with the stick, the catsmen can at any time put them out, by putting the Cat in a hole. If more than two boys on a side play, the others field as in Cricket. --Barnes (A. B.

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No trump is turned. After the cards have been dealt the player opposite the dealer presents the still pack to be cut by the player on the dealer’s left, and the top card of the portion left on the table is turned up. In _=Boston=_, _=Cayenne=_, or _=Solo Whist=_, the deal is never lost. The same dealer deals again with the same pack. 14. There must be a new deal by the same dealer:-- I. If any card except the last is faced in the pack. II. If, during the deal or during the play of the hand, the pack is proved incorrect or imperfect; but any prior score made with that pack shall stand. 15.

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With the safety of the inter-stellar skip, skip, skip of the ships, commerce increased immensely, the population of all the colonies went up, and the demand for trained Partners increased. Underhill and Woodley were a part of the third generation of pinlighters and yet, to them, it seemed as though their craft had endured forever. [Illustration] Gearing space into minds by means of the pin-set, adding the Partners to those minds, keying up the mind for the tension of a fight on which all depended--this was more than human synapses could stand for long. Underhill needed his two months rest after half an hour of fighting. Woodley needed his retirement after ten years of service. They were young. They were good. But they had limitations. So much depended on the choice of Partners, so much on the sheer luck of who drew whom. THE SHUFFLE Father Moontree and the little girl named West entered the room.

Lang Larence. Leap Candle. Leap-frog. Leap the Bullock. Leaves are Green. Lend me your Key. Letting the Buck out. Level-coil. Libbety-lat. Limpy Coley.

* Whist, A monthly journal; pub. Milwaukee, Wis., U.S.A. DUPLICATE WHIST. Duplicate whist is not a distinct game, but is simply the name given to that manner of playing whist in which a number of hands are played over again with the same cards, but by different persons. _=CARDS.=_ The cards have the same rank as at whist; they are dealt in the same manner, and the same rules apply to all irregularities in the deal, except that a misdealer must deal again. The objects of the game are the same, and so are all the suggestions for good play.

If all follow suit, the highest card played of the suit led wins the trick, trumps win all other suits. The winner of the trick may lead any card he chooses for the next; and so on, until all the cards have been played. It is not necessary to keep the tricks separate, as at Whist; but one player should gather for his side. When two or three play, the hands must be played in the order in which they were dealt. For instance: If these are the hands:-- [Illustration: +-----+ +-----+ +-----+ | | | | | | Adversary’s:--| 1 | | 3 | | 5 | | | | | | | +-----+ +-----+ +-----+ 1ST SET. 2ND SET. 3RD SET. +-----+ +-----+ +-----+ | | | | | | +------+ Dealer’s:-- | 2 | | 4 | | 6 | |Trump.| | | | | | | +------+ +-----+ +-----+ +-----+ ] The players first take up hands Nos. 1 and 2; a card is led from No.

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Good morning, young Prince, good morning, young Prince, I have a complaint for you. What is your complaint? What is your complaint? They won t surrender, they won t surrender To the King of the Barbarie. Take one of my brave soldiers, Take one of my brave soldiers. --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.

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If you have 4 cards of the suit the odds _against_ your getting a heart in two rounds are 2 to 1. The odds _in favour_ of your getting a heart in two rounds are:-- If you have 5 cards of the suit, 4 to 3. ” 6 ” 2 to 1. ” 7 ” 6 to 1. As an example of the value of a thorough knowledge of these odds to a careful player, suppose he had to win two rounds of a plain suit, of which he held six cards; or to lead the ♡7, having three higher. The suit would be the better play, because it takes in only one heart, while the lead of the heart might take in four. The following table shows the exact number of times in 1,000 deals that a heart would probably be discarded on a plain suit led, according to the number of cards in the suit held by the leader, and the number of times the suit was led: Cards held by the leader. | 1,2,3,4 | 5 | 6 | 7 | 8 ----------------------------------+---------+------+------+------+----- Times hearts will be discarded:-- | | | | | On first round | 44 | 63 | 122 | 200 | 315 On second round | 358 | 430 | 659 | 857 | 1000 On third round | 842 | 1000 | 1000 | 1000 | 1000 This shows that 158 times in 1,000, when the leader has 1, 2, 3, or 4 cards of the suit, it will go round three times, because 158 is the balance necessary to bring our last figure, 842, up to 1,000. Reducing this to a small fraction, the odds are about 5⅛ to 1 that a suit will not go round three times without affording to some player the chance of discarding hearts on it. This calculation shows the hopeless nature of all hands that contain at least three cards of each suit, unless the smallest card in every suit is below a 6; for if any one of the suits is led three times, it is even betting that you will have to win the third round, and 5⅛ to 1 that you get a heart on it if you do.

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Should the spot allotted to any pool ball be occupied when it becomes necessary to respot it, it shall be placed upon the _nearest unoccupied spot_, and, failing that, as near as possible to its proper spot in the direction of the centre spot. If the middle spot of the baulk line is occupied, the brown ball after being pocketed shall, if possible, be placed on the left-hand spot of the baulk line, and, failing that, the rule as above applies. 13. If the striker’s ball is touching another, such ball not being playable, and he disturb the ball touching his own, the stroke is foul. 14. Should the striker’s ball be so placed that he cannot play direct on the object ball, he is said to be “snookered.” FOUL STROKES AND PENALTIES. 15. Foul strokes are made or penalties incurred by (1) “Pushing” instead of striking the ball, or striking the ball more than once; (2) Playing out of turn; (3) Playing with both feet off the floor; (4) Playing before all the balls have become stationary, when off the table, or wrongly spotted; (5) Playing with the wrong ball; (6) Touching or moving any ball, except in the legitimate manner set forth in these rules; (7) Forcing any ball off the table; (8) Wilfully interfering with an opponent, or the run of the balls, and refusing to obey the referee’s decision; (9) Missing, running a coup, striking the wrong ball, or pocketing the white ball; (10) Playing at or pocketing any ball except in the proper rotation; (11) Striking two balls, other than two red balls, simultaneously; (12) Giving an intentional miss; (13) Pocketing more than one ball--other than red balls--by one stroke. 16.