48. If an adversary of the player leads out of turn, and the player calls attention to it, the player may immediately claim his game as won and abandon the hand; or he may insist that the play proceed with a view to making the adversaries schneider or schwarz. Whether he proceeds or not his game is won, and he may either let the false lead stand, or insist on a lead from the proper hand. 49. If, during the progress of the hand, the player lays his cards on the table, face up, and announces that he has won his game by reaching 61 or 91, whichever may be necessary to make good his bid, and it is proved that he is mistaken, he loses his game, even if he could have taken up his cards again and won it. 50. If an adversary lays his cards on the table, face up, and claims to have already defeated the player’s game, all that adversary’s cards shall be taken by the player and counted with the tricks already taken in by the player. If the adversary be found to be in error, the player shall score his game as won, even if he would have lost it had it been continued. 51. If the single player gives up his game as lost, and lays his cards on the table, the adversaries shall take all such cards and add them to their own, and count their cards to see if they have also made the player schneider.

Revoking players cannot count points for slams. The rules for cards played in error, leading out of turn, and all such irregularities, are the same as in Whist. The last trick turned and quitted may be seen. The methods of gathering and stacking the tricks is the same as at Whist. _=OBJECTS OF THE GAME.=_ The chief object in Cayenne, either with a trump or in a grand, is to take tricks; in a nullo it is not to take them. In any case the highest card played of the suit led wins the trick, and trumps, if any, win against all other suits. At the end of each hand the side that wins any tricks in excess of the book scores them, after multiplying their number by the unit of value settled upon by the announcement. If a nullo is played the adversaries score them. Honours are then claimed; but the game cannot be won by honours alone, as at Whist; those holding honours must stop at the score of 9, unless they also win the odd trick.

_=FOURTH HAND.=_ There is only one difference from the usual methods in playing fourth hand, and that is in indicating sequences by winning with the best and returning the lowest to show the intermediate cards. For instance: Fourth player, holding K Q J x, wins with King and returns the Jack. Or with A K Q, wins with Ace and returns the Queen. The reason for this is that the declarer gains nothing by the information, for he knows from the first what cards are out against him; but the information may be valuable to your partner, the second hand. If it is not the intention to return the suit at once, the lowest of the sequence should be played. _=PLAYING TO THE SCORE.=_ This is a most important element, and there is no surer indication of a careless or weak player than his inattention to the score. One cannot be too early impressed with the importance of saving the game before trying to win it; although great risks may be taken to win a game that cannot be lost that hand. Never risk a sure contract in the hope of making more; unless the two will win the game, and the odd trick will not win it.

He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards. In dealing the cards for the draw, the pack is not cut again, the cards being dealt from the top, beginning where the deal before the draw left off. As each player asks for his cards he must discard those he wants replaced, and he must receive the entire number he asks for before the next player is helped. In some places it is the custom for all those who have made good the ante to discard before any cards are given out. This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for. Should any card be found faced in the pack, it must be placed on the table among the discards. Should any card be exposed by the dealer in giving out the cards, or be blown over by the wind before the player has touched it, such card must not be taken by the player under any circumstances, but must be placed with the discards on the table. A player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped. [The object of this rule is to prevent a dealer from altering the run of the cards in the draw.] Should a player ask for an incorrect number of cards and they be given him, he must take them if the next player has been helped.

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In the _Gentleman s Magazine_ for December 1849, in a review of the _Life of Shirley_, it is stated that in many parts of England the old game of Thread the Needle is played to the following words, which refer to the gate of the city of Hebron, known as the needle s eye. How many miles to Hebron? Three score and ten. Shall I be there by midnight? Yes, and back again. Then thread the needle, &c. The game is also described in _Notes and Queries_, iv. 141, as played in the same way as above, and the writer adds there are subsequent evolutions by which each couple becomes in succession the eye of the needle. Howly A street game played by boys in a town, one of them hiding behind a wall or house-end, and crying Howly to the seekers.--Atkinson s _Cleveland Glossary_. See Hide and Seek. Huckie-buckie down the Brae Children in Lothian have a sport in which they slide down a hill, sitting on their hunkers (Jamieson).

Chambers adds, The craw s nest is close beside the eye-bandaged boy, and is therefore an envied position. Newell, _Games_, p. 165, refers to this game. See Hot Cockles. Hickety-hackety The game of Hop-scotch, played with a piece of tile, which has to be kicked by the player with the foot on which he hops over lines into various squares marked on the ground.--Somersetshire (Elworthy s _Dialect_). See Hop-scotch. Hick, Step, and Jump The game of Hop, step, and jump. --Somerset (Holloway s _Dict. of Provincialisms_).

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Each player in turn to the left then has the privilege of passing, bidding higher, or doubling. When three players pass a bid, it is the highest made and is known as the _=Winning Declaration=_ or _=Contract=_. In order to understand the principles that govern the players in their declarations, one should be thoroughly familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by the side that has made the winning declaration do not count. This is the “book,” but all over the book count toward making good on the contract, according to the following table: When Spades are trumps, each trick counts 2 points. ” Clubs ” ” ” ” ” 6 ” ” Diamonds ” ” ” ” ” 7 ” ” Hearts ” ” ” ” ” 8 ” ” Royal Spades ” ” ” ” ” 9 ” ” there are no trumps, ” ” ” 10 ” The game is 30 points, which must be made by tricks alone, so that three over the book, called three “by cards,” will go game from love at no trump, or four by cards at hearts or royals. These are called the _=Major=_ or _=Winning Suits=_. As it takes five by cards to go game in clubs or diamonds, and on account of the difficulty of such an undertaking, these are called the _=Minor=_ or _=Losing Suits=_. An original bid of one spade can be made only by the dealer, and it simply means, “I pass.” That is, the dealer has nothing to declare on the first round of the bidding.

The rest of my cavalry I ordered to advance on Hook s Farm from C. I have shown by arrows on the sketch the course I proposed for my guns. The gun E was to go straight for its assigned position, and get into action at once. C was not to risk capture or being put out of action; its exact position was to be determined by Red s rapidity in getting up to the farm, and it was to halt and get to work directly it saw any chance of effective fire. Red had now sighted us. Throughout the affair he showed a remarkably poor stomach for gun-fire, and this was his undoing. Moreover, he was tempted by the poorness of our cover on our right to attempt to outflank and enfilade us there. Accordingly, partly to get cover from our two central guns and partly to outflank us, he sent the whole of his left wing to the left of Firely Church, where, except for the gun, it became almost a negligible quantity. The gun came out between the church and the wood into a position from which it did a considerable amount of mischief to the infantry on our right, and nearly drove our rightmost gun in upon its supports. Meanwhile, Red s two guns on his right came forward to Hook s Farm, rather badly supported by his infantry.

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In any one of these cases the player loses the game, and the non-player takes the whole of the stakes. In playing the next game, the previous non-player becomes the player.--London (C. A. T. M.). The following was the value of the buttons:-- (1.) The plain metal 3 or 4-holed flat button, called a Sinkie, say, value 1 point. (2.

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In principle it resembles cricket, and looks like the rude beginning of the game.--Addy s _Sheffield Glossary_. See Cat, Cudgel, Kit-cat, Tip-cat. Musical Chairs A line of chairs is placed in a row down a room (one chair less than the number of children who are playing) in such a way that every alternate chair only is available on either side for the players to seat themselves. The children walk or dance round the chairs, keeping quite close to them. The piano or other musical instrument is played while they are dancing round. The music is continued for any length of time the player pleases, the children running round the chairs as long as the music goes on. The player stops the music suddenly, when all the children endeavour to take seats. One will be unable to find a seat, and this player remains out. A chair is then taken away, and the music and dancing round begins again.

_=PLAYERS.=_ Mort is played by three persons; but the table is usually composed of four. If there are more than four candidates, the methods described in connection with whist are adopted for deciding which four shall play the first tournée. The table being formed, the cards are again shuffled and spread to cut for partners and deal. _=TIES=_ are decided in the same manner as at whist. _=CUTTING.=_ If there are three players, the one cutting the lowest card takes dummy for the first game; he also has the choice of seats and cards, and may deal the first hand for himself or for Mort, as he pleases; but having once made his choice, he must abide by it. The player cutting the intermediate card takes dummy for the second game; and the player cutting the highest card takes it for the third game; each in turn having the choice of seats and cards. These three games finish the rubber or tournée, each having once had the advantage or disadvantage of playing with Mort. It is obligatory to finish the tournée, no player being allowed to withdraw and substitute another without the consent of the other players.

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[Music] --Enborne School, Berks. (Miss M. Kimber). I. London Bridge is broken down, Grant said the little bee,[4] London Bridge is broken down, Where I d be. Stones and lime will build it up, Grant said the little bee, Stones and lime will build it up, Where I d be. Get a man to watch all night, Grant said the little bee, Get a man to watch all night, Where I d be. Perhaps that man might fall asleep, Grant said the little bee, Perhaps that man might fall asleep, Where I d be. Get a dog to watch all night, Grant said the little bee, Get a dog to watch all night, Where I d be. If that dog should run away, Grant said the little bee, If that dog should run away, Where I d be.

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=_ When Polignac is played by four persons, a Piquet pack is used, and eight cards are dealt to each player, 3-2-3 at a time. When five play, the two black Sevens are deleted, and six cards are given to each player. When six play, each receives five cards. When seven play, the dealer takes no cards. In France, the cards usually rank as in Écarté; K Q J A 10 9 8 7; but in England and America it is more usual to preserve the order in Piquet, A K Q J 10 9 8 7. There is no trump suit. All the preliminaries are settled as at Hearts or Slobberhannes. _=Counters.=_ Each player is provided with ten or twenty counters, as may be agreed upon, and the player first losing his counters loses the game, and pays to each of the others any stake that may have been previously agreed upon, usually a counter for each point they have still to go when he is decavé. _=Objects of the Game.

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All but Miss Jenny, her sweetheart is dead; She s left off her wedding to turn back her head. O mother, O mother, do you think it is true? O yes, child! O yes, child! Then what shall I do? We ll wash you in milk, and dress you in silk, And write down your name with a gold pen and ink. --Derbyshire and Worcestershire (Mrs. Harley). IV. Green gravel, green gravel, The grass is so green, Such beautiful flowers As never were seen. O Annie [or any name], O Annie, Your sweetheart is dead! He has sent you a letter To turn back your head. --Earls Heaton, Yorkshire (H. Hardy). V.

And after firing, two men must be placed exactly at the end of the trail of the gun, one on either side in a line directly behind the wheels. So much for firing. If the gun is moved and not fired, then at least four men who are with the gun must move up with it to its new position, and be placed within six inches of it in its new position. The gun itself must be placed trail forward and the muzzle pointing back in the direction from which it came, and so it must remain until it is swung round on its axis to fire. Obviously the distance which a gun can move will be determined by the men it is with; if there are at least four cavalry-men with it, they can take the gun two feet, but if there are fewer cavalry-men than four and the rest infantry, or no cavalry and all infantry, the gun will be movable only one foot. (V) Every man must be placed fairly clear of hills, buildings, trees, guns, etc. He must not be jammed into interstices, and either player may insist upon a clear distance between any man and any gun or other object of at least one-sixteenth of an inch. Nor must men be packed in contact with men. A space of one-sixteenth of an inch should be kept between them. (VI) When men are knocked over by a shot they are dead, and as many men are dead as a shot knocks over or causes to fall or to lean so that they would fall if unsupported.

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Bedlams or Relievo. Beds. Bell-horses. Bellie-mantie. Belly-blind. Bend-leather. Betsy Bungay. Bicky. Biddy-base. Biggly.

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Horse and Horse, each player having one game to his credit when they are playing best two out of three. Hustling, inveigling persons into skin games. Impair, the odd numbers at Roulette. Impasse, F., to finesse. Imperfect Fourchette, two cards, one immediately above the one led, and the other one remove below it; such as K 10 second hand on a Q led. 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.