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Barker. NOTTINGHAMSHIRE Miss Peacock. Long Eaton Miss Youngman. Nottingham Miss Winfield, Miss Peacock. Ordsall Miss Matthews. OXFORDSHIRE Aubrey s _Remains_, ed. 1880. Oxford Miss Fowler. Summertown _Midland Garner_, vol. ii.

When it comes to the spelling part, the girl in the middle cries B, and signals to another, who says I, the next to her N, the third G, the fourth O! his name was Bobby Bingo! Whoever makes a mistake takes the place of the girl in the middle. In the Liphook version, at the fourth line the children stand still and repeat a letter each in turn as quickly as they can, clapping their hands, and at the last line they turn right round, join hands, and begin again. In the Tean version, the one in the centre points, standing still, to some in the ring to say the letters B.I.N.G; the letter O has to be sung; if not, the one who says it goes in the ring, and repeats it all again until the game is given up. In the other Staffordshire version, when they stop, the one in the middle points to five of the others in turn, who have to say the letters forming Bingo, while the one to whom O comes has to sing it on the note on which the others left off. Any one who says the wrong letter, or fails to sing the O right, takes the place of the middle one. The Northants version follows the Lancashire version, but if the answers are all made correctly, the last line is sung by the circle, and the game begins again. In the Metheringham version the child in the centre is blindfolded.

[Then follow verses the same as in the Barnes version, No. 1, and then--] Rise up, rise up, poor Mary Brown, To see the poor beggars go through the town. I will not stand up upon my feet To see the poor beggars go through the street. [Two other verses are sometimes added, introducing gentleman and ladies. All versions, however, conclude with the girl saying--] Rise up, rise up, poor Mary Brown, And see your poor sweetheart go through the town. I will get up upon my feet, To see my sweetheart go through the street. --Halliwell s _Nursery Rhymes_, p. 218. (_b_) The children form a ring, one child laying or kneeling down in the centre. The ring sing the first, third, fifth, and alternate verses; the girl in the middle answers with the second, fourth, and so on alternately.

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Brother Ebenezer Ebenezer is sent out of the room, and the remainder choose one of themselves. Two children act in concert, it being understood that the last person speaking when Ebenezer goes out of the room is the person to be chosen. The medium left in the room causes the others to think of this person without letting them know that they are not choosing of their own free will. The medium then says, Brother Ebenezer, come in, and asks him in succession, Was it William, or Jane, &c., mentioning several names before saying the right one, Ebenezer saying No! to all until the one is mentioned who last spoke.--Bitterne, Hants (Mrs. Byford). Bubble-hole A child s game, undescribed.--Halliwell s _Dictionary_. Bubble-justice The name of a game probably the same as Nine Holes.

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The Chickens take hold of each other s waists, the first one holding the Hen s waist. At the end of the dialogue the Fox tries to get hold of one of the chickens. If he succeeds in catching them, they all with the Fox try to dodge the Hen, who makes an effort to regain them. It is known at Winterton under the name of Pins and Needles. The players stand in a row, one behind another, with one of the party as their Leader. Another player, called Outsider, pretends to scratch the ground. The Leader asks, the questions, and the Outsider replies-- What are you scratching for? Pins and needles. What do you want your pins and needles for? To mend my poke. What do you want your poke for? To put some sand in. What do you want your sand for? To sharpen knives with.

Duck at the Table. Duck Dance. Duck Friar. Ducks and Drakes. Duckstone. Duffan Ring. Dumb Crambo. Dumb Motions. Dump. Dumps.

=_ Ace. Profits from business or gambling. King. A just man, who has taken a fancy to you. _=R.=_ Something will interfere with his good intentions. Queen. Your best girl. _=R.=_ She is jealous.

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=_ Bézique is played by two persons, one of whom is known as the _=dealer=_, and the other as the _=pone=_. They cut for choice of seats and deal, the player cutting the highest card having the first choice, and electing whether or not to deal himself. In cutting, the cards rank as in play, and the ace is the highest. If a player exposes more than one card, he must cut again. _=DEALING.=_ The cards are thoroughly shuffled, and presented to the pone to be cut. At least five cards must be left in each packet. The cards are then dealt three at a time for the first round, two for the next, and three for the last, each player receiving eight cards. The seventeenth is then turned up for the trump. If this card is a Seven, the dealer scores 10 points for it at once.

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Jauping Paste-eggs A youthful amusement in Newcastle and the neighbourhood at Easter. One boy, holding an egg in his hand, challenges another to give blow for blow. One of the eggs is sure to be fractured in the conflict, and its shattered remains become the spoil of the conqueror. See Conkers. Jenny Jones [Music] --Platt, near Wrotham, Kent (Miss Burne). [Music] --Northants (Rev. W. D. Sweeting). [Music] --Belfast (W.

A bearer of bad news. _=R.=_ Worse than you expected. Ten. An unexpected journey. Nine. That expected money will not come to hand. Eight. Some surprising actions on the part of a young man. Seven.

This card must not be shown or named, but must be of the suit which he proposes to make the trump. He is not allowed to announce the suit, so that any player accepting him as a partner does so in ignorance as to whether he will play in belle or in petite. If the demand is accepted, the proposer and his partner make no change in their positions at the table, but must make eight tricks, just as in Solo Whist. If a player cannot propose, he says: “Je passe,” and each of the others in turn from right to left have the opportunity to make a proposal. When any player proposes, any player in turn after him may accept, although such a one may have already passed. If the fourth player proposes, the three others having passed, and no one will accept him he is bound to play solo against three such weak adversaries, and must make five tricks, either in belle or in petite. He is not allowed to play in a plain suit if he has made a simple “demand.” The only solo bids allowed are those for six, eight, or nine tricks, which outrank one another. A player cannot bid seven to over-call six; he must go to eight; and a player cannot _=bid=_ five tricks without a partner, although, as we have just seen, he may be forced to _=play=_ in that manner. When six, eight, or nine tricks are bid, the suits outrank one another for equal numbers of tricks; but as the suit called need not be the bidder’s true intention, nor the same as the card laid on the table, the proposer must be careful that his play will be as good as his bid.

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|Village life. |Hunting life. | | 2.|All the boys happy. |All the boys happy. |All lusty bachelors. | | 3.|Except [   ], who |Except [   ], who |Except [   ], who | | |wants a wife. |wants a wife. |courts [   ].

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In such cases the frame shall be completed on the alley on which the first strike or spare is made. A strike is made when the player bowls down the ten pins with his first ball delivered in any frame and is credited and designated in the score by an X in the upper right hand corner of the frame, and the count in such frame is left open until the player shall have rolled his next two balls, when all pins made, counting ten for a strike, shall be credited therein. A spare is made when the player bowls down all the pins with his second ball in any frame, and is credited and designated with / in the upper right hand corner of the frame in which it is made. The count in such frame is left open until such player shall roll his next ball in the succeeding frame, when the number of pins rolled down thereby shall be added to the ten represented by his spare, and the total shall be credited therein. A break is made in all cases where the player does not secure either a strike or a spare in a frame, and in such cases only the number of pins knocked down are credited in the frame where the break is made. If at the end of the tenth frame the team scores shall be a tie, another frame shall be immediately bowled, and play is so continued until at the close of even frames one of the teams shall have a greater number of pins than their opponents, which shall conclude the game. COCKED HAT. The game is played with a head pin and the right and left corner pins as shown in the following diagram: [Illustration: O . . O .

King and Queen of any plain suit, _=Marriage=_, 20 King and Queen of Trumps, _=Royal Marriage=_, 40 The five highest trumps, _=Sequence=_, 150 CLASS B. Spade Queen and diamond Jack, _=Binocle=_, 40 Two spade Queens and diamond Jacks, _=Double Binocle=_, 80 King and Queen of spades, and diamond Jack, _=Grand Binocle=_, 80 CLASS C. Four Aces of different suits, 100 Four Kings of different suits, 80 Four Queens of different suits, 60 Four Jacks of different suits, 40 Eight Aces, 200 Eight Kings, 160 Eight Queens, 120 Eight Jacks, 80 The third meld in class B is not often played in America. The count for it is the same, 80 points, whether the marriage in spades is the trump suit or not. It will be observed that the court cards in class C must be of different suits in Binocle, whereas, in Bézique, any four court cards may be declared. The following rules govern all classes of declarations:-- The player making the declaration must have won the previous trick, and must meld before drawing his card from the stock. When the stock is exhausted, so that no cards remain to be drawn, no further announcements can be made. Only one meld can be scored at a time, so that a trick must be made for every announcement made, or the combination cannot be scored, and a fresh card must be played from the hand for every fresh meld. This is a very important rule, and little understood. Suppose a player holds four Kings and four Queens.

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Dummy’s play is evidently for the ruff, and if the declarer has not the second best, your partner has. If you have King, and only one or two small cards, Dummy leading Queen from Q 10 x x, play your King. You cannot save yourself; but you may make the 9 good in partner’s hand. If you have three or more small cards, do not play the King, for either partner or the declarer must be short in the suit. So if Dummy leads Jack from J 10 and others, play the King with a short suit. If partner has Queen you establish it; if not, you cannot make a trick in the suit. With short suits it is usually best to cover an honour with an honour; but with several small cards, such as K x x x, Dummy leading a singleton Queen, you should pass. With K 10 x, Dummy having J and others, play honour on honour; small card on small card, whichever Dummy leads. It is often important for the second hand to cover with what is called an _=imperfect fourchette=_. A true fourchette is the card immediately above and below the one led; such as K J over the Q, or Q 10 over the J.

The game shall come to an end only at the conclusion of a round, and any player wishing to stop must give notice before the beginning of a round. CARDS. 11. There are thirty-two cards in the pack, the rank and value of which are as follows: Jack 2; ace 11; ten 10; king 4; queen 3; the nine, eight and seven having no counting value. 12. The suits shall always outrank one another in the same order; clubs, spades, hearts and diamonds. The four jacks, or Wenzels, which are always the four best trumps, shall outrank one another in the same order. 13. In Nullo, the cards rank: A K Q J 10 9 8 7, and the suits and jacks are all of equal rank. DEALING.

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=_ The aim of each player is to reach 1000 points before his adversary, and the one first reaching that number, and announcing it, wins the game. Points are scored for _=dix=_, _=melds=_, the _=last trick=_, and for _=cards=_, which are the counting cards in tricks won. _=Melds.=_ The various combinations which are declared during the play of the hand are called melds, from the German word melden, to announce. These melds are divided into three classes: _a_, Marriages and Sequences; _b_, Binocles; and _c_, Fours. Only one combination can be announced at a time, and it must be melded immediately after the player holding it has won a trick, and before he draws his card from the stock. If he draws without announcing, even if he has not seen the card drawn, he cannot meld anything until he wins another trick. The melds and their values are as follows:-- CLASS A. King and Queen of any plain suit, _=Marriage=_, 20 King and Queen of Trumps, _=Royal Marriage=_, 40 The five highest trumps, _=Sequence=_, 150 CLASS B. Spade Queen and diamond Jack, _=Binocle=_, 40 Two spade Queens and diamond Jacks, _=Double Binocle=_, 80 King and Queen of spades, and diamond Jack, _=Grand Binocle=_, 80 CLASS C.

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| |die. | | 31.| -- | -- | -- | | 32.| -- | -- | -- | | 33.|And leave the girl a | -- |And leave his wife a | | |widow. | |widow. | | 34.| -- | -- | -- | | 35.|Bells would ring, cats| -- | -- | | |would sing. | | | | 36.

Four.] In the seven point game, the score is continued by placing one counter above, and to the right or left of the other three, to indicate five points; and above and between them to indicate six. [Illustration: Five. Or this. Six.] When counters are not used, one of the standard forms of whist-marker is employed, the most legible and convenient being the “Foster Whist Marker,” in which the counting keys are always level with the surface and can be seen equally well from any position at the table. [Illustration: The Foster Whist Marker.] The four large keys on one side are used to count single points, the single large key on the opposite side being reckoned as five. The three small keys are used for counting rubber points, or games. In ten point games, the scoring to four points is the same; but beyond four, a single counter placed _=below=_ two or more others, is reckoned as three; and _=above=_ two or more others, as five.

With only one Wenzel and the Ace and Ten, it is better to begin with a small trump. If you find all the trumps in one hand against you, or tenace over you, stop leading trumps, and play forcing cards. If you have no Wenzels it is usually best to lead your smallest trumps. If you have only Ace Ten and small trumps, and know the adversaries have one Wenzel and one trump better than your small one, lead your Ten, so that they cannot make both trumps. In playing for a schneider, it is often advisable to continue the trumps, even after the adversaries are exhausted, so that they shall not know which suit to keep for the last trick. _=Laying out the Skat.=_ In a Frage or a Tourné, some judgment is required in discarding for the Skat. It is often necessary to lay aside the Ace and Ten of trumps if there is any danger that the adversaries may catch them. Unguarded Tens should always be laid out, and it is a good general principle to get rid of one suit entirely, so that you can trump it. It is a common practice to put in the Skat the Ace and Ten of a suit of which you hold also the King.

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The dominoes are then shuffled again by both players, and each draws the number of pieces required by the game they are about to play. The dominoes remaining on the table are left face down, and form the _=stock=_ or _=bone-yard=_. Each player should sort his dominoes into suits, and either leave them standing on their edges on the table with their faces toward him, or hold them in his hand. Few persons can hold more than six dominoes in this way, so the seventh is left upon the table, or is the first one set. [Illustration] _=Matching.=_ All games of dominoes are based upon the principle of matching, or following suit; which requires that each domino played shall belong to the same suit as one of the exposed ends of the line of dominoes already played, and exposed upon the table. In playing a domino, it must be so placed that the end of it shall match and adjoin the exposed end of the line; a six being played to a six, a four to a four, and so on. Each domino, as played, is laid face upward on the table, the ends abutting, and doublets being laid across, or at right angles to the line. The principal games are divided into two classes; those in which the object is to _=block=_ a player, so that he cannot follow suit, and those in which the object is to make the ends of the line some multiple of _=five=_ or _=three=_. The Block Game will be described first.

FIVE BACK. [Illustration: O O O O . . O . . . ] The pins are set as shown in the diagram. Three balls (not exceeding 6 inches in size) are bowled in each inning. Should a left-handed bowler be bowling, the second quarter pin can be set up on the left quarter spot. Strikes and spares count five each.

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Académie des Jeux, by Richard. Règles de tous les Jeux, by Dreyfous. Bohn’s Handbook of Games. Piquet, and Rubicon Piquet, by Berkeley. Laws of Piquet, by “Cavendish.” _Westminster Papers_, Vols. II. to IX. inclusive. There are excellent articles on the Laws in Vols.