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82-103). Garland dressing is very general; cakes were eaten at Rorrington well, Shropshire (Burne s _Shropshire Folk-lore_, p. 433); pins and portions of the dress are very general offerings; silence is strictly enforced in many instances, and a sacred tree or bush is very frequently found near the well. The tune of the Hampshire game (Miss Mendham s version) is practically the same as that of the Mulberry Bush. Newell (_Games of American Children_, p. 90) gives a version of this game. Drawing Dun out of the Mire Brand, quoting from an old collection of satires, epigrams, &c., says this game is enumerated among other pastimes: At shove-groat, venter-point, or crosse and pile, At leaping o er a Midsummer bone-fier, Or at _the drawing Dun out of the myer_. So in the _Dutchesse of Suffolke_, 1631: Well done, my masters, lends your hands, _Draw Dun out of the ditch_, Draw, pull, helpe all, so, so, well done. [_They pull him out.

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You can come in green, in green, in green, You can come in green, that s how you can dress. Green s forsaken, forsaken, forsaken, Green s forsaken, so _that_ won t do. You can come in white, in white, in white, You can come in white, that s how you can dress. White s for weddings, weddings, weddings, White s for weddings, so _that_ won t do. You can come in black, in black, in black, You can come in black, that s how you can dress. Black is for funerals, funerals, funerals, Black is for funerals, so black will do. --Colchester (from Miss G. M. Frances, Colchester, through Miss Morris). IX.

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* Next as to Constructions: Entrenchments can be made by infantry in four moves.* They are to be strips of wood two inches high tacked to the country, or wooden bricks two inches high. Two men may make an inch of entrenchment. Epaulements for guns may be constructed at the rate of six men to one epaulement in four moves.* [* Notice to be given to umpire of commencement of any work or the placing of a mine. In event of no umpire being available, a folded note must be put on the mantelpiece when entrenchment is commenced, and opponent asked to open it when the trench is completed or the mine exploded.] Rules as to Cavalry Charging: No body of less than eight cavalry may charge, and they must charge in proper formation. If cavalry charges infantry in extended order-- If the charge starts at a distance of more than two feet, the cavalry loses one man for every five infantry-men charged, and the infantry loses one man for each sabre charging. At less than two feet and more than one foot, the cavalry loses one man for every ten charged, and the infantry two men for each sabre charging. At less than one foot, the cavalry loses one man for every fifteen charged, and the infantry three men for each sabre charging.

Halliwell (_Rhymes_, p. 65) has a rhyme-- Jack be nimble, And Jack be quick, And Jack jump over The candlestick, which may refer to this game. Northall (_Folk Rhymes_, p. 412) says in Warwickshire a similar game is called Cock and Breeches. Leap-frog One boy stoops down sideways, with his head bent towards his body, as low as possible. This is called Tucking in your Tuppeny. Another boy takes a flying leap over the frog, placing his hands on his back to help himself over. He then proceeds to a distance of some four or five yards, and, in his turn, stoops in the same manner as the first boy, as another frog. A third boy then leaps first over frog No. 1, and then over frog No.

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He gave Underhill a reassuring squeeze of the shoulder and left the room. The nurse took a napkin off a goblet of chilled fruit juice. * * * * * Underhill tried to smile at her. There seemed to be something wrong with the girl. He wished she would go away. First she had started to be friendly and now she was distant again. It s a nuisance being telepathic, he thought. You keep trying to reach even when you are not making contact. Suddenly she swung around on him. You pinlighters! You and your damn cats! Just as she stamped out, he burst into her mind.

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In the one game he is “spoiled;” in the other he is “euchred.” In the old game of Triomphe, in Écarté, and in the black suits in Spoil Five, the order of the court cards in plain suits is the same, the ace ranking below the Jack. But in Euchre the Jack ranks above the ace when the suit is trumps, exactly as it does in Spoil Five. In the latter game the five is the best trump; but as there is no five in a piquet pack, that trump was probably disregarded, leaving the Jack the best. Taking up, or “robbing” the turn-up trump, is another trait common to both Spoil Five and Euchre. Spoil Five and Triomphe are mentioned in the earliest works on card games. Triomphe can be traced to 1520, when it was popular in Spain; and the origin of Maw, the parent of Spoil Five, is lost in the mists of Irish antiquity. It was the fashionable game during the reign of James I. The old Spanish game of Triomphe, now obsolete, seems to have undergone several changes after its introduction to France. At first it was played either by two persons, or by two pairs of partners.

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As many tables as possible are filled; all the ladies sitting N & E; the gentlemen S and W. [Illustration: LADY L +---------+ +---------+ | N | | N | GENTLEMAN|W E|LADY G|W E|L | S | | S | +---------+ +---------+ GENTLEMAN G ] The number of hands dealt at each table must be adjusted to the number of tables filled, and the time to be devoted to play. The trays containing the hands are passed to the West, and all the gentlemen move one table to the East, the ladies sitting still. In all the changes each gentleman keeps to his original point of the compass, South or West. When he arrives at the table he started from, the round is finished. If an odd number of tables are engaged in play, the changes may take place in regular order to the end. If even, a dummy must be put in; but as that is objectionable in a social gathering, it is better to adopt one of the two systems following, unless half the number of tables is an odd number, when the method already described may be used. _=1st Method.=_ Some table in the series, which must not be either the first or the last, deals no original hands, but overplays all the hands coming from the other tables to the East of it. The four players sit still, taking no part in the progression; thus obliging those whose turn it would be to play at their table to pass on to the next.

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It became so bad that people didn t even want to find the ships because the rescuers knew what they would see. It was sad to bring back to Earth three hundred bodies ready for burial and two hundred or three hundred lunatics, damaged beyond repair, to be wakened, and fed, and cleaned, and put to sleep, wakened and fed again until their lives were ended. [Illustration] Telepaths tried to reach into the minds of the psychotics who had been damaged by the Dragons, but they found nothing there beyond vivid spouting columns of fiery terror bursting from the primordial id itself, the volcanic source of life. Then came the Partners. Man and Partner could do together what Man could not do alone. Men had the intellect. Partners had the speed. The Partners rode their tiny craft, no larger than footballs, outside the spaceships. They planoformed with the ships. They rode beside them in their six-pound craft ready to attack.

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e., one for each pin bowled down, which pin or pins must be added to the strike and placed to the credit of the player in the inning where the strike was scored (the strike being computed as three); such strike must be added to pins knocked down with the two succeeding spare balls; thus, should the bowler score a strike, and should he in the next new frame knock down but one pin with his two spare balls, the strike and pin scored must be computed as 4--the strike counting 3 and the pin 1. Poodles, or balls rolled down the gutter, are fair balls, and any pin or pins which they may get must be counted and placed to the credit of the bowler; dead wood is removed from the alley, and any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler. The maximum number which can be bowled is 90. COCKED HAT AND FEATHER. [Illustration: O O O O ] The pins are spotted as above, the centre pin being the feather. Ten innings constitute a game, and three balls (not exceeding 6 inches in size) must be used in each inning. All the pins except the feather have to be bowled down or the inning goes for naught. If the feather is left standing alone, the innings count one. There are no penalties.

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None of the latter would be of any value, as the lowest quatorze is better than the highest trio, and the player with the four Tens could count his three Jacks also. Pairs have no value. The value of any quatorze is 14, as its name implies. Trios are worth 3 only. In discarding, the object is to secure the best counting combinations, and also to retain cards which will win tricks in play. The combinations take precedence of one another in scoring, the first being always Carte Blanche, then the Point, then Sequence, and lastly the Quatorze or Trio. _=DECLARING.=_ Carte blanche must be announced and shown before a discard is made. Each player having discarded and drawn, the elder hand proceeds to announce any counting combinations he holds, which he must declare in regular order, beginning with the point. In announcing the point, the suit is not mentioned, only its value.

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This gives each player eleven cards face up on the table, covering eleven face down under them, and a separate hand of four cards. The dealer looks at his four cards, without showing them to his adversary, and after due consideration of what he sees on the table, declares. His adversary can double if he likes, or he can simply play a card. Tricks and honours count as in the ordinary rubber. The declaration made, the non-dealer leads any card he pleases, from the four in his hand or from the eleven face up on the table, and the dealer must follow suit if he can, either from his hand or from the table. The moment a card is played from the table, the card under it must be turned face up, and becomes playable; but no card which is on the top of another card can be shifted, so that the card under it cannot be turned up until its covering card is legitimately played away. The second player having played to the trick, the original leader must play to it in his turn, and then his adversary plays the fourth card, completing the trick. The winner of the trick takes it in, turns it down, and leads for the next trick, and so on until all thirteen tricks have been played. The winner of the rubber scores 100 points extra. _=MISERY BRIDGE.

(_c_) The analysis of the game rhymes is as follows:-- +---+----------------------+----------------------+----------------------+ | | Hants. | Deptford (Kent). | Belfast. | +---+----------------------+----------------------+----------------------+ | 1.|Village life. |Village life. |Hunting life. | | 2.|All the boys happy. |All the boys happy.

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The winning side is decided by counting the flags and prisoners.--Bitterne, Hants (Mrs. Byford). This is a very general game, and is known as Scotch and English in the north, where some interesting details occur, for which see Scotch and English. French Blindman s Buff The children kneel in a circle, one standing blindfolded in the middle. The kneeling children shout, Come point to me with your pointer. --Monton, Lancashire (Miss Dendy). See Buff, Dinah, Muffin Man. Friar-rush A Christmas game, mentioned in the _Declaration of Popish Impostures_, 1603. Frincy-francy A game played between the dances at balls in farm-houses.

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If you received the work electronically, the person or entity providing it to you may choose to give you a second opportunity to receive the work electronically in lieu of a refund. If the second copy is also defective, you may demand a refund in writing without further opportunities to fix the problem. 1.F.4. Except for the limited right of replacement or refund set forth in paragraph 1.F.3, this work is provided to you ‘AS-IS’, WITH NO OTHER WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PURPOSE. 1.F.

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Sometimes he will sit N, sometimes S, and sometimes E or W, but he always finds his partner opposite him, and at the end of the game he will have had every other pair in the game for an adversary once, and will have played all the hands dealt. 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.

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Each Over or Under-trick wins or loses 1 white counter. In Proposal and Acceptance, each of the partners pays one of his adversaries. In all cases in which a single player is opposed to the three others, he wins or loses the amount shown in the foregoing table with each of them individually; so that a single player calling a solo would win or lose 6 red counters. If he lost it, making only four tricks, he would also have to pay to each of his three adversaries a white counter. If he won it, making seven tricks, each of them would have to pay him two red and two white counters. Misères, Spreads, and Slams pay no odd tricks. The moment a Misère player takes a trick, or a Slam player loses one, the hands are abandoned, and the stakes paid. The usual value attached to the counters in America is 25 cents for the red, and 5 cents for the white. In England the proportion is sixpence and a penny. _=POOL SOLO.

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Any player looking at any other trick but the last may be penalized ten points. _=Playing Ouverts.=_ The rules of the game require Ouverts to be exposed face upward on the table before a card is played. _=SCORING.=_ The score should always be kept by the player sitting on the right of the first dealer. This will mark the rounds. The score sheet should be ruled in vertical columns, one for each player at the table. Each player is charged individually with his losses and gains, the amounts being added to or deducted from his score, and a plus or a minus mark placed in front of the last figure, so that the exact state of each player’s score will be apparent at a glance. The score of the single player is the only one put down, and it is charged to him as a loss or a gain at the end of each deal. If there are four players, a line is drawn under every fourth amount entered in each person’s account.

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For playing a man to a square to which it cannot be legally moved, the adversary, at his option, may require him to move the man legally, or to move the King. For illegally capturing an adversary’s man, the offender must move his King, or legally capture the man, as his opponent may elect. For attempting to Castle illegally, the player doing so must move either the King or Rook, as his adversary may dictate. For touching more than one of the player’s own men, he must move either man that his opponent may name. For touching more than one of the adversary’s men, the offender must capture the one named by his opponent, or if _either_ cannot be captured, he may be required to move the King or capture the man which can be taken, at the adversary’s option; or, if _neither_ can be captured, then the King must be moved. A player moving into check may be required, by the opposing player, either to move the King elsewhere, or replace the King and make some other move--but such other move shall not be selected by the player imposing the penalty. For discovering check on his own King, the player must either legally move the man touched, or move the King at his adversary’s option. In case neither move can be made, there shall be no penalty. While in check, for touching or moving a man which does not cover the check, the player may be required to cover with another piece, or move the King, as the opposing player may elect. _=Touching the Squares.

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The Ace is worth 11 points, the Ten 10, the King 4, the Queen 3, and the Jack, 2, no matter what the suit may be, so that there are 240 points for cards to be divided between the players in each deal. It is usual for only one to count, the other checking him, and taking the difference between the total and 240. Cards are not scored as the tricks are taken in, but after the hand is over and the 10 points have been scored for the last trick. From this it might be imagined that no notice was taken of the counting value of the cards taken in during the play. Early in the game this is true; but toward the end each player must keep very careful _=mental count=_ of the value of his tricks, although he is not allowed to make any note of it, nor to score it. When either player knows, by adding his mental count to his score for melds and dix, that he has made points enough to win the game, he stops the play by knocking on the table. He then turns over his tricks and counts his cards, to show his adversary that he has won the game. Even if both have enough to go out, the player wins who knocks first, provided his count is correct. If the player who knocks is mistaken, and cannot count out, he loses the game, no matter what his adversary’s score may be. If neither knocks, and at the end of the hand both players are found to have points enough to put them out, neither wins the game.

I ll venter on their heads my brindled cow, With any boy at dust-point they shall play. --Peacham s _Thalia s Banquet_, 1620. Nares (_Glossary_) suggests that this game and blow-point resembled the game of Push-pin. See also Halliwell s _Dictionary_. Eller Tree A number of young men and women stand in a line, a tall girl at one end of the line representing the tree. They then begin to wrap round her, saying, The old eller tree grows thicker and thicker. When they have all got round her (the tree), they jump all together, calling out, A bunch of rags, a bunch of rags, and try to tread on each other s toes.--Sheffield, Yorks (S. O. Addy).

If a player has two Nines in his hand, and there is one on the table, he may build on the latter with one of his own, announcing, “Two Nines,” which will prevent any player from building either of them to 10, and will entitle the builder to take in both cards with his third Nine when it comes round to his turn. Should any other player at the table hold the fourth Nine, he could of course take in the build. It is necessary to distinguish between building and combining. In combining cards, those already on the table are gathered together; in building, or increasing a build, a card must be played from the hand. If one player has made a build of any description, it cannot be interfered with or increased except by other cards from a player’s hand, those from the table not being available. For instance: One player has built a 5 by combining two Aces on the table with a 3 from his hand. On the table are also a 2 and 4 and a following player holds a 9 and 7. He cannot use the deuce on the table to increase the build from 5 to 7, nor the 4 to increase it to 9; because that would not be building from his hand; but if he held the 4 and 9 in his hand, he could build on the 5. The simple rule to be remembered is that no combination of cards once announced, and left on the table, can be changed, except by the addition of a card from the hand of some player. _=Taking In.

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_=Cards.=_ Cassino is played with a full pack of fifty-two cards, which have no rank in play, their pip or face value being the only element of importance. In cutting for positions at the table, or for partners in the four-handed game, the Ace is the lowest card, the others ranking upward to the King in the order of their sequence. _=Markers.=_ When a certain number of points is agreed on as a game, the score may be kept with counters, on a sheet of paper, or on a cribbage board. If each hand is a game in itself, it is settled for immediately, either in counters or in money. _=Players.=_ Any number from two to four may play, each for himself, or four may play two against two, partners sitting opposite each other. The players on the dealer’s right and left are known as the pone, and the eldest hand respectively. _=Cutting.