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(_b_) The children form a ring by joining hands, one child standing in the centre. They dance round. At the mention of the second name one from the ring goes into the centre. The two kiss at the end of the verse, and the first child takes the place in the ring, and the game begins again. See All the Boys, Oliver, Oliver, follow the King. Drab and Norr A game similar to Trippit and Coit. --Halliwell s _Dict._ Draw a Pail of Water [Music] --Sporle, Norfolk (Miss Matthews). I. Draw a pail of water For my lady s daughter; My father s a king and my mother s a queen, My two little sisters are dressed in green, Stamping grass and parsley, Marigold leaves and daisies.

FROG. This is a very popular game in Mexico, and seems to be an elementary form of Skat, which it resembles in many ways. Even the name may be a corruption of the simple game in Skat, which is called “frage.” The chief differences are that there are four cards added to the pack for frog, and that the players win or lose according to the number of points they get above or below 61, instead of computing the value of the game by matadores. _=Players.=_ Three, four, or five can play; but only three are active in each deal. If four play, the dealer takes no cards. If five play, he gives cards to the two on his left and one on his right. _=Cards.=_ There are thirty-six cards in the pack, which rank: A 10 K Q J 9 8 7 6.

How many miles to Babylon? Three score and ten. Can you get there by candle-light? O yes, and back again. --Hanbury, Staffordshire (Miss E. Hollis). XIX. Open the gates as wide as high, And let King George and I go by; It is so dark I cannot see To thread my grandmother s needle. --Surrey (_Folk-lore Record_, v. 88). (_b_) There are two methods of playing this game, one in which a King and Queen are represented, and the other in which gates of a city are represented. Of the first Chambers and Mactaggart practically give the same account.

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If any card is exposed in cutting, there must be a new cut. 18. The dealer shall give each active player cards, three at a time for the first round, face down, beginning on his left. He shall then lay aside, face down, two cards for the skat. Each player shall then receive four cards at a time for the second round, and finally three cards at a time for the last round. 19. If any card is found faced in the pack, or if the pack be proved incorrect or imperfect, there must be a new deal. An imperfect pack is one in which there are duplicate or missing cards, or cards so torn or marked that they can be identified by the backs. 20. Should a player deal out of his turn, the deal must stand if it is complete; otherwise there must be a new deal by the right dealer.

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, are the same as at Whist. _=OBJECTS OF THE GAME.=_ As in Whist, the object is to win tricks, all above six counting one point toward game. Five, seven, or ten points may be made the game, at the option of the players, but ten is the usual number. Honours are not counted except by agreement. _=STAKES.=_ It is usual to play for so much a point or a game. If points are played, the loser’s score must be deducted from the winner’s, and the difference is the value of the game won. _=WHEN THREE PLAY=_, eight cards are dealt to each person, and arranged face down; then eight more, arranged face up, and then one to each for down cards. There are no partnerships; each plays for himself against the others.

=_ Before making any other stroke except the opening stroke the player must _distinctly_ call the number of the ball he intends to pocket, but he need not designate the particular pocket into which he intends to put it. Unless he calls the ball pocketed it does not count for him, and must be placed on the deep-red spot, or if that be occupied, as nearly below it as possible. The player loses his hand but does not forfeit any points, and the next player plays. Should he call more than one ball he must pocket all the balls he calls, otherwise none of them can be counted for him. _=4.=_ After the opening stroke each player must either pocket a ball, make an _object_-ball strike a cushion, or the cue-ball strike a cushion after contact with an object-ball, under penalty of forfeiture of three points. Three forfeitures in succession loses the game for the player making them. _=5.=_ Should the player pocket, by the same stroke, more balls than he calls, he is entitled to the balls he pockets, provided he pockets the called ball. _=6.

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The old woman says the first five lines. No question is asked by the lady, she simply takes one child. The old woman shakes hands with this child, and says good-bye to her. When all the children have been taken in by the one who personates the lady, the old woman says the other three lines, and so one by one gets all the children back again. The Berkshire version (Miss Thoyts) is said, not sung, and is played with two leaders, old woman and lover. As the lover chooses a child, that one is sent behind him, holding round his waist. Each child as she goes says, Good-bye, mother, good-bye, and pretends to cry. Finally they all cry, and the game ends in a tug of war. This tug is clearly out of place unless only half the children are selected by one side. Miss Thoyts does not say how this is done.

| -- | -- | -- | |14.| -- | -- |[Wash you in butter- | | | | |milk, dress in silk.] | | | | |(After No. 26.) | |15.| -- | -- | -- | |16.| -- | -- |[Write name with my | | | | |gold pen and ink.] | | | | |(After No. 26.) | |17.

|You shall have a |You shall have a |Ye sall get a drake. | | |drake. |dragon. | | | 21.| -- | -- | -- | | 22.| -- | -- | -- | | 23.| -- | -- | -- | |[8.]| -- | -- | -- | | 24.|And ye shall get a |You shall have a nice |Ye sall get a bonny | | |young prince. |young man.

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The numerator will be the number of times that the combinations occur which contain a figure larger than 3, in addition to the 6. This will be found to be 74, and the probability will therefore be 74/166. DISTRIBUTIONS. TIMES IN 1000. 8 2 2 1 2 8 3 1 1 1½ 8 3 2 0 1 8 4 1 0 ½ 8 5 0 0 0 7 2 2 2 5 7 3 2 1 19 7 3 3 0 3 7 4 1 1 4 7 4 2 0 3 7 5 1 0 1 7 6 0 0 0 6 3 2 2 57 6 3 3 1 35 6 4 2 1 47 6 4 3 0 13 6 5 1 1 7 6 5 2 0 6 6 6 1 0 1 5 3 3 2 155 5 4 2 2 106 5 4 3 1 130 5 4 4 0 12 5 5 2 1 32 5 5 3 0 9 4 3 3 3 105 4 4 3 2 215 4 4 4 1 30 _=MARTINGALES.=_ Many gamblers believe that as the science of probabilities teaches us that events will equalise themselves in time, all that is necessary is to devise some system that will keep a person from guessing, so that he may catch the pendulum as it swings; and to add to it some system of betting, so that he will have the best of it in the long run. Some content themselves with playing a “system” against banking games, which is merely a guide to the placing of the bets, the simplest example of which would be to bet always on heads if a coin was tossed a thousand times, or to bet on nothing but red at Roulette. Others depend more on martingales, which are guides to the amount of the bets themselves, irrespective of what they are placed on. The most common form of martingale is called _=doubling up=_, which proceeds upon the theory that if you lose the first time and bet double the amount the next time, and continue to double until you win, you must eventually win the original amount staked. If there was no end to your capital, and no betting limit to the game, this would be an easy way to make money; but all banking games have studied these systems, and have so arranged matters that they can extend their heartiest welcome to those who play them.