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As soon as either side reaches or passes 10 points, they win a game; but the hand must be played out, and all tricks taken must be counted. If one side goes out by cards, the other cannot score honours. Thirteen tricks taken by one side is called a _=slam=_, and it counts 6 points. Twelve tricks is a _=little slam=_, and it counts 4. Either of these must be made exclusive of revoke penalties. _=RUBBERS.=_ The rubber is won by the side that first wins four games of ten points each; and the winning side adds 8 points to its score. _=SCORING.=_ The game score should be kept on a whist marker, using the four large keys on one side for single points, and the single large key on the opposite side for five points. The three small keys are used to show how many games of the rubber have been won by that side.

If you have not the Queen, you will have to go on with the Ace, and your leading the Ace _=will deny the Queen=_. If you have not the best, lead one of the second and third-best, if you hold both:-- [Illustration: 🃞 🃝 🃛 🃚 | 🂾 🂽 🂻 🂲 ] From the first of these, having led the King, if it wins, go on with the ten, whether you have any smaller cards or not. From the second, if the King wins, go on with the Jack, which denies the ten, but tells your partner you still have the Queen. No mistake is more common among beginners than leading a low card on the second round, on the assumption that the partner must have the Ace. If you have led from King and Queen only, you must go on with the fourth-best; because you have not both the second and third-best. This fourth-best is the card that was the fourth-best originally. Having led the King from this:-- [Illustration: 🃎 🃍 🃈 🃆 🃅 🃃 ] the card to follow the King is the six, if the King wins the first trick. _=The Fourth-best.=_ From any combination of cards, if you have not the best, or both the second and third-best, in your hand for the second round, lead your original fourth-best. From all the following, the proper lead on the second round would be the fourth-best, in each case the four of the suit: [Illustration: 🂡 🂭 🂧 🂤 🂢 | 🂾 🂽 🂸 🂴 🃁 🃋 🃉 🃄 🃃 | 🂮 🂭 🂧 🂤 🃑 🃙 🃘 🃔 🃓 | 🃎 🃋 🃊 🃄 ] _=Leading Trumps.

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Draw Poker, by John W. Keller, 1887. Round Games, by Baxter-Wray, 1891. Complete Poker Player, by John Blackbridge, 1875. Proctor on Draw Poker, 1883. Schenck’s Rules for Draw Poker, 1872. The Poker Book, by Richard Guerndale, 1888. The Gentlemen’s Handbook of Poker, by J.W. Florence, 1892.

The suit to which this card belongs is called _=First Preference=_, and the suit of the same colour is called _=Second Preference=_, or _=Colour=_. The two remaining suits are known as _=Plain Suits=_ for that deal. The cards having been dealt, and the trump turned, each player carefully sorts and counts his cards, to see that he has the correct number, thirteen. A player having more or less than his right proportion should at once claim a misdeal; for if he plays with a defective hand he cannot win anything that deal, but must stand his proportion of all losses incurred, besides paying a forfeit of four red counters to the pool. _=OBJECTS OF THE GAME.=_ In Boston, each player has an opportunity to announce that he is willing to undertake to win a certain number of tricks, if allowed the privilege of naming the trump suit; or to lose a certain number, there being no trumps. In either case, he proposes to play single-handed against the three other players. The player proposing the undertaking which is most difficult of accomplishment is said to _=over-call=_ the others, and must be allowed to try. If he is successful, he wins the pool, and is paid a certain number of counters by each of his adversaries. If he fails, he must double the amount in the pool, and pay to each of the other players a certain number of counters.

But to compare _morris_ with that game, or with chess, seems absurd; as it has a very distant resemblance, if any at all, to either, in the lines, or in the rules of playing. On the ground, the men are pebbles, broken tiles, shells, or potsherds; on a table, the same as are used at draughts or backgammon. In Nares it is said to be the same as nine-holes. With us it is certainly different. Cope (_Hampshire Glossary_) says that Nine Men s Morrice is a game played with counters. He does not describe it further. Atkinson (_Glossary of Cleveland Dialect_) says under Merls, the game of Merelles, or Nine Men s Morris. Toone (_Etymological Dictionary_) describes it as a game played on the green sward, holes being cut thereon, into which stones were placed by the players. Stead s _Holderness Glossary_ calls it Merrils, and describes it as a game played on a square board with eighteen pegs, nine on each side, called in many parts Nine Men s Morrice. See also _Sussex Arch.

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O ----, O ----, your true love is dead; He s sent you a letter to turn round your head. --Redhill, Surrey (Miss G. Hope); Lancashire (Mrs. Harley). VII. Green meadows, green meadows, your grass is so green, The fairest young damsel that ever was seen; O Mary, O Mary, your sweetheart is dead; We ve sent you a letter to turn back your head. _Or_, Green gravel, green gravel, the grass is so green, and following on as above. --Sporle, Norfolk (Miss Matthews). VIII. Green grover, green grover, your grass is so green, The prettiest young lady that ever was seen.

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He then turns over his tricks and counts the points they contain to show his adversary that he has won the game. Even if his adversary has also enough points to go out, the player who knocked wins the game, provided his count is correct. If the player who knocks is mistaken, and cannot count out, he loses, no matter what his adversary may have. 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, which must be continued for 100 points more; that is, as 500 points is the usual game, it must be made 600 in such a case. Should both reach 600 without knocking, it must be continued to 700. If neither knocks, and only one has enough points to go out he wins the game on its merits. As the name implies, 500 points is game. PENCHANT. Penchant is a complicated form of Cinq-cents and Bézique, played with a single pack of thirty-two cards, which rank as at Piquet; A K Q J 10 9 8 7, the ace being highest both in cutting and in play. _=Cutting.

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--_Shropshire Folk-lore_, p. 525. Nacks A game in which pegs of wood play a similar part to the well-known object Aunt Sally. --Robinson s _Mid Yorkshire Glossary_. Namers and Guessers Any number of players can play this game. Two are chosen, the one to be Namer, and the other Guesser or Witch. The rest of the players range themselves in a row. The Guesser retires out of sight or to a distance. The Namer then gives each player a secret name. When names have been given to all the players, the Namer calls on the Guesser to come, by saying-- Witchie, witchie, yer bannocks are burnin , An ready for turnin .

This was done in 1912, and made it possible for any suit to go game on the hand. All the well known writers on whist and bridge came out with text-books on auction, and the newspapers took up the subject in weekly articles. Although to many the game now seemed perfect, there were those that felt the helplessness of weak hands to offer any defence in the bidding against a run of no-trumpers or hearts and royals. To remedy this, F.C. Thwaites of the Milwaukee Whist Club suggested the introduction of the nullo. This was a bid to lose tricks, at no trump only, and its value was to be minus 10, that is, it was to be outranked only by a no-trumper to win. At first, this bid was largely used simply as an additional game-going declaration, and was strongly objected to by many leading players. But as its true place as a defensive bid became better understood it soon came into favour. In the nullo there are no honours, and the declarer scores the tricks over the book made by his opponents, which he forces them to take.

If ordinary dice are used, the aces rank above the sixes, the deuces being the lowest. Any number of persons may play, and five dice are used. Each in turn takes the box and has three throws, the first being made with all five dice. After the first throw the caster may lay aside any of the five dice he chooses, putting the others back in the box for a second throw. The same process of selection is allowed for the third throw, any or all five of the dice being available for the last throw. The second and third throws have the same effect as the draw at Poker, except that the dice player may draw twice if he wishes to, and may put back all or any of the dice that he kept on the first or second throws, or he may stand pat on any throw. The object of the game is to secure pairs, triplets, full hands, and four or five of a kind. Straights do not count in Poker Dice. Suppose the player’s first throw to be a pair of sixes. He places them on one side, and picks up the three other dice, throwing them over again.

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No player can increase his own bid unless he is overbid in the interval, but there is no limit to the number of times that players may outbid one another. Observe that the dealer may bid or pass, and each player after him in turn may bid or pass. The highest bidder must abide by his announcement both as to the number of tricks and the suit. _=The Play.=_ No matter who dealt the cards, the player to the left of the highest bidder always leads for the first trick. Each player in turn must follow suit if he can, and the highest card played, if of the suit led, wins the trick, trumps winning all other suits. The winner of one trick leads for the next, and so on. There is no Dummy hand as in bridge. _=Scoring.=_ Although the bidding is for so many “odd” tricks, or tricks over the book, every trick taken is counted when it comes to the scoring; but it is the number of tricks bid, and not the rank of the suit, that determines the value.

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_=Pegging.=_ Neither player is allowed to touch the other’s pegs. If the score is erroneous, the player in fault must be called upon to remedy it himself. A player whose pegs are touched by his adversary can score two holes for penalty. If a player removes his adversary’s front peg, the latter may immediately claim the game. If a player displaces his own front peg, he must place it behind the other. If both players displace their front pegs, as by accident, they may agree to replace them where they believe them to have stood; but if they cannot agree they must call the game void. _=Pegging Out.=_ In pegging during the play, the first man to reach his game hole wins, no matter what either may have in hand or crib. If neither can peg out in play, the non-dealer has the first show.

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--_Suffolk County Folk-lore_, p. 63. XIV. How many miles to Babylon? Three score and ten. Shall I be there by candle-light? Yes, there and back again. Open the gates as wide as high, And let King George and his family pass by. --Wales (_Folk-lore Record_, v. 88). { Barley Bridge? XV. How many miles to { Banbury? { London? Four score and ten [_or_, Fifty miles and more].

Rise daughter, rise daughter, off of your poor feet, To see your poor brother lie dead at your feet. I won t rise, I won t rise off of my poor feet, To see my poor brother lie dead at my feet. Rise daughter, rise daughter, off of your poor feet, To see your dear sweetheart lie dead at your feet. I will rise, I will rise off of my poor feet, To see my dear sweetheart lie dead at my feet. --Barnes, Surrey (A. B. Gomme). IV. Rise daughter, rise daughter, Rise from off your knees, To see your poor father lie Down at yonder trees. I won t rise, I won t rise, From off my knees, To see my poor father lie Down at yonder trees.

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All these varieties have been entirely supplanted and overshadowed by bridge. When they play whist at all, the English think there is nothing better than the original whist, counting honours, and playing to the score. The Americans think Duplicate superior to all other forms, especially when two tables are engaged, and four players are opposed by four others for a specified number of deals. We are inclined to agree with Clay that the French game of Mort is “charming and highly scientific.” He says English dummy is a “very slow game.” Whether it is because the game has been found ‘slow,’ or because its more attractive forms are little known, it is certainly true that writers on whist pay little or no attention to dummy. The English authors mention it only in connection with laws and decisions. No American text-book makes any allusion to the game, and there is no reference to it in the American Whist League’s code of laws. In the first edition of this work, written in 1895, the author ventured to prophesy that the day was not far distant when dummy would supersede all other varieties of whist among the most expert players; either in the form of the charming Mort or the fascinating Bridge. Very few persons who have played either of these games sufficiently to appreciate their beauties care to return to the platitudes of straight whist.

If two players reach 1000 points without either having claimed the game, they must both go on to 1250; but if the third player reaches and announces 1000 before either of the others reaches 1250, he wins the game. _=The Revoke.=_ The individual player in error loses his entire score for “cards.” The bidder cannot be set back if either adversary revokes. He may demand that the hand be played out if he thinks he can get a good score. GAIGEL. This is sometimes called _=Short Binocle=_. It is played by two persons with the forty-eight card pack, and the melds are reduced to the following values:-- King and Queen of a plain suit 20 Double marriage in the same suit 40 King and Queen of trumps 40 Double marriage in trumps 80 Any five Nines 101 Two single marriages in the same suit cannot be melded at different times. Game is 101 points. FOUR-HANDED BINOCLE.

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681). We know, too, the old belief that the cuckoo tells children how many years they have to live. These lines are also sometimes said, in addition to those given above-- Elder belder, limber lock, Three wives in a clock; Sit and sing, and call a spring, O-u-t spells out. The boy who bends down is supposed to be undergoing a great penalty. Strutt (_Sports_, p. 394) describes this game, and gives an illustration which is here reproduced from the original MSS. in the Bodleian. This game may have originated from a custom at funerals of practising spells for the safe and speedy passage of the departing spirit to its destination, or from divination mysteries to foretell who would be the next among the mourners to follow the dead body to the grave. The spirit of prophecy was believed to exist in a dying person. See Handy Croopen.

_ 1033) gives this name as a term for Prisoner s Base. --Halliwell s _Dictionary_. Black Man s Tig A long rope is tied to a gate or pole, and one of the players holds the end of the rope, and tries to catch another player. When he succeeds in doing so the one captured joins him (by holding hands) and helps to catch the other players. The game is finished when all are caught.--Cork (Miss Keane). Black Thorn [Music] --Earls Heaton, Yorks. I. Blackthorn! Butter-milk and barley-corn; How many geese have you to-day? As many as you can catch and carry away. --Monton, Lancashire (Miss Dendy).

To win _=Nine Tricks=_. To lose 12 tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called; _=Little Spread=_. To win _=Ten Tricks=_. To lose every trick, no trump suit, the single player’s cards being exposed on the table, but not liable to be called; _=Grand Spread=_. To win _=Eleven Tricks=_. To win _=Twelve Tricks=_. To win 13 tricks; _=Slam=_. To win 13 tricks, the single player’s cards exposed face up on the table, but not liable to be called; _=Spread Slam=_. The object of the bidder, if successful in securing the privilege of playing, is to win or lose the proposed number of tricks, against the combined efforts of his adversaries. Having once made a bid, he must play it unless he is over-called.

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Currants and Raisins Currants and raisins a penny a pound, Three days holiday. This is a game played running under a handkerchief; something like Oranges and Lemons. --Lincoln (Miss M. Peacock). Cushion Dance [Music] --_Dancing Master_, 1686. This music is exactly as it is printed in the book referred to. (_b_) The following is an account of the dance as it was known in Derbyshire amongst the farmers sons and daughters and the domestics, all of whom were on a pretty fair equality, very different from what prevails in farm-houses of to-day. The Cushion Dance was a famous old North-country amusement, and among the people of Northumberland it is still commonly observed. The dance was performed with boisterous fun, quite unlike the game as played in higher circles, where the conditions and rules of procedure were of a more refined order. The company were seated round the room, a fiddler occupying a raised seat in a corner.