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(_b_) This game is played with horse chestnuts threaded on a string. Two boys sit face to face astride of a form or a log of timber. If a piece of turf can be procured so much the better. One boy lays his chestnut upon the turf, and the other strikes at it with his chestnut; and they go on striking alternately till one chestnut splits the other. The chestnut which remains unhurt is then conqueror of one. A new chestnut is substituted for the broken one, and the game goes on. Whichever chestnut now proves victorious becomes conqueror of two, and so on, the victorious chestnut adding to its score all the previous winnings. The chestnuts are often artificially hardened by placing them up the chimney or carrying them in a warm pocket; and a chestnut which has become conqueror of a considerable number acquires a value in schoolboys eyes; and I have frequently known them to be sold, or exchanged for other toys (Holland s _Cheshire Glossary_). The game is more usually played by one boy striking his opponent s nut with his own, both boys standing and holding the string in their hands. It is considered bad play to strike the opponent s _string_.

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If, in three-hand, the player in fault is the dealer, Vorhand shall draw. 28. Should the successful bidder take both the skat cards into his hand together, or pick them up together, he shall be obliged to play a Gucki Grand, unless he has announced to play Nullo. Should he put the first card into his hand without showing it, he shall be obliged to turn up the second card and play Passt-mir-nicht. 29. The player may turn up either of the skat cards; but should he expose both he must play the suit of higher value. 30. Should he turn a jack, he may either play in suit or announce a turned Grand. 31. A player turning up a seven cannot announce a Nullo unless it has been previously agreed to play turned Nullos, which are worth 10 points.

He can gather in not only the pair of Tens, but the combinations which equal a 10. _=Building.=_ A player may have in his hand two cards, the lower of which, if added to a card on the table, would build up its value to that of the higher card still in the player’s hand. For instance: A player holds a 9 and 2, and there is a 7 on the table. He may place the 2 on the 7, announcing the total value; “Nine,” which will notify other players that those two cards cannot be separated; but he cannot take them in until it again comes round to his turn to play, because he is allowed to play only one card at a time, and he has played his card in making the build. Should any other player following him hold a 9, he would be entitled to take in this build, but he could not separate the two cards forming it. A player holding either a 7 or a 2 could not touch either of the cards in the build, because they are no longer a 7 and 2, but a 9, for all practical purposes. _=Increasing Builds.=_ If any player held an Ace and a 10 in his hand, he could increase the 9 build to a 10 build, by putting his Ace on the 7 and 2, and announcing the total value, “Ten.” Any following player would then be unable to win the build with anything but a 10, and the player who originally built it a 9 would lose it unless he also held a 10 in his hand.

=_ 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.=_ The players draw from an outspread pack for positions at the table, the lowest card having the choice and dealing the first hand. If the first cut does not decide, those tying must cut again. If a player exposes more than one card he must cut again. The ace is low. _=Stakes.=_ Cassino may be played for so much a game, or so much a point; and it may be agreed that the game shall be a certain number of points, or shall be complete in one deal, or that the player making the majority of points on each deal shall score one, and the one first making a certain number in this manner, such as five, shall be the winner. If points are played for, the lower score is usually deducted from the higher, and the difference is the value of the game.

=_ Seven-up is played with the full pack of fifty-two cards, which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest, both in cutting and in play. _=COUNTERS.=_ Each player or side should be provided with seven counters. As the points accrue, these counters are got rid of by placing them in a pool in the centre of the table. By this method a glance will show how many each side or player has “to go,” that is, how many will put him out. _=PLAYERS.=_ Two, three or four persons may play. When three play, the game resembles Cut-throat Euchre, each for himself. When four play, two are partners against the other two, and the partners sit opposite each other. The player on the dealer’s left, or his adversary if only two play, is always spoken of as the eldest or elder hand.

=_ When the dealer is afraid of a suit which is opened against him, and has only one winning card in it, such as the Ace, he should hold up that card until the third hand has no more of the suit to lead to his partner. The original leader will then have to get in himself, because his partner cannot help him; but if the dealer gave up the Ace on the first trick, it would not matter which partner got into the lead, they would return to the suit first opened. _=Ducking.=_ This is a method of play by which the dealer hopes to make his own suit even when the hand that is longer in it has no re-entry card. Suppose Dummy holds six clubs to the Ace King, and not another trick in his hand. The dealer has two small clubs only to lead. If the two winning clubs are led right out, it is impossible to catch the Q J 10, no matter how those cards lie, therefore the dealer leads a club, but makes no attempt to win the first round. No matter what is played by the adversaries he _=ducks=_ the first round, keeping his Ace and King. Next time the dealer gets in, he leads another club, and now he is able to win the second and third rounds of the suit, and will probably catch all the adverse cards and establish it. The dealer’s play always requires careful planning of the whole hand in advance.

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--Supplies are not effective if enemy is between supplies and troops they belong to. Men surrounded and besieged must be victualled at the following rate:-- One packet food for every thirty men for every six moves. One packet forage every six horses for every six moves. In the event of supplies failing, horses may take the place of food, but not of course of forage; one horse to equal one packet. In the event of supplies failing, the following consequences ensue:-- Infantry without ammunition cannot fire (guns are supposed to have unlimited ammunition with them). Infantry, cavalry, R.A., and R.E. cannot move without supply--if supplies are not provided within six consecutive moves, they are out of action.

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Jingo-ring. Jinkie. Jock and Jock s Man. Jockie Blind-man. Joggle along. Johnny Rover. Jolly Fishermen. Jolly Hooper. Jolly Miller. Jolly Rover.

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Carte blanche cannot be scored at all unless held before a card is played; that is, it must be dealt to the player originally. All combinations announced and scored must be left face upward on the table, but the cards still form part of the player’s hand, and may be led or played at any time, although they must not again be taken in hand until the stock is exhausted. The first marriage announced and scored, no matter by which player, makes the _=trump suit=_ for that deal; but a player with a marriage on the table is not obliged to announce it if he does not wish to make that suit the trump. _=Irregularities in Play.=_ If a player leads out of turn, and his adversary plays to the lead, whether intentionally or otherwise, the trick stands good. If the adversary calls attention to the error, the card led out of turn may be taken back without penalty. If, after playing to the first trick, one player is found to have more than his right number of cards, the English rules say that the game is to be immediately abandoned, and the adversary of the player in error is to add 1300 points to his score at the time the error is discovered, together with all the points already scored by the player in error; but the latter amount must not exceed 900. The same penalties are enforced if one player has too many cards and the other too few; but in the latter case the hand is played out, the player not in fault scoring all he can. If both players have more than their right number of cards, the deal is void. If either has less than his proper number, his adversary having the right number, the deal stands good, and there is no penalty except that the player with the right number of cards wins and scores for the last trick.

_=DRAWING CARDS.=_ All those who have made the ante good have the privilege of discarding, face downward, as many cards as they please, in the place of which they may draw others. The age has the first draw, and can take any number of cards from one to five, or he may _=stand pat=_, refusing to draw any. A player cannot receive from the dealer more or less cards than he discards; so that if a person is allowed to play with a short hand, of four cards only, he will still have only four cards after the draw. If his hand was foul, it will remain so after the draw. In drawing, a player may keep or discard what cards he pleases. There is no rule to prevent his throwing away a pair of aces and keeping three clubs if he is so inclined; but the general practice is for the player to retain whatever pairs or triplets he may have, and to draw to them. Four cards of a straight or a flush may be drawn to in the same way, and some make a practice of drawing to one or two high cards, such as an ace and a king, when they have no other chance. Some hands offer opportunities to vary the draw. For instance: A player has dealt to him a small pair; but finds he has also four cards of a straight.

| -- | -- | -- | |31.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Sporle, Norfolk. | Gainford, Durham. | Hants. | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- |Green gravels. | | 2.| -- | -- | -- | | 3.|Green meadows.

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[Illustration: +-------+----+----+----+----++---------+--------+ | Pairs | a | b | c | d || Matches | Tricks | +-------+----+----+----+----++---------+--------+ | a | \ | +3 | -2 | +5 || 2 | +6 | | |----+----+----+----++---------+--------+ | b | -3 | \ | +4 | -1 || 1 | 0 | | |----+----+----+----++---------+--------+ | c | +2 | -4 | \ | -2 || 1 | -4 | | |----+----+----+----++---------+--------+ | d | -5 | +1 | +2 | \ || 2 | -2 | +-------+----+----+----+----++---------+--------+ ] The _=a=_ pair wins the tie with _=d=_, being 6 tricks plus. _=Six Pairs.=_ This is a very awkward number to handle, and should be avoided if possible. The whole could be played at three tables simultaneously; but such a course would necessitate their changing places ten times, following a very complicated schedule in so doing. The simplest way to handle six pairs is to arrange them at three tables, two of which are constantly in play, the third only half the time. This is the first position:-- b d f a 1 a c 2 c e 3 e b d f Tables 1 and 2 deal and play two hands each, and then exchange trays with each other. At table 3, two hands are dealt and played, both being left in the trays. The players at tables 1 and 2 then change adversaries; dealing, playing and exchanging two fresh hands. The players at the third table remain idle, or look on. c d | f a 1 a b 2 b | e 3 e c d | f | Hands 5 and 6 played and exchanged.

Wash in an egg-shell. An egg-shell wunna hold a shirt. Wash by the river-side. Suppose the clothes should float away? Get a boat and fetch them back. Suppose the boat should overthrow? Serve you right for going after them! --Berrington, Oswestry, Chirbury (Burne s _Shropshire Folk-lore_, p. 515). IV. Mother, will you buy me a milking-can, A milking-can, a milking-can? Mother, will you buy me a milking-can, To me, I, O, OM? Where s the money to buy it with, To buy it with, to buy it with, Where s the money to buy it with, To me, I, O, OM? [Then the following verses--] Sell my father s feather bed. Where will your father sleep? My father can sleep in the boys bed. Where will the boys sleep? The boys can sleep in the pig-sty.

=_ The remarks made on this subject in connection with whist apply equally to dummy. Dummy’s partner must pay to, or receive from each adversary the amount agreed. _=Method of Playing.=_ The general method of playing is identical with that of whist, with the following exceptions:-- When it is dummy’s turn to play, his partner selects the card. _=The Revoke.=_ For this dummy is not liable to any penalty, as his adversaries can see his cards. Even should the revoke be occasioned by dummy’s cards being disarranged, or one of them covered up, the adversaries should be as able to detect the error as the partner. Should dummy’s hand revoke, it cannot be remedied after the trick in which it occurs has been turned and quitted; and the game must proceed as if no revoke had occurred. All the penalties for a revoke may be enforced against dummy’s partner, should he renounce in error, and not correct it in time. There being no American laws for dummy, the English penalty of three tricks or three points may be enforced, and the revoking player cannot win the game that hand.

In London, the marble alluded to as balser was called bonsor or bouncer (J. P. Emslie). See Cockly Jock, Cogs. Cat and Dog An ancient game played in Angus and Lothian. Three play, and they are provided with clubs. These clubs are called dogs. The players cut out two holes, each about a foot in diameter, and seven inches in depth. The distance between them is about twenty-six feet. One stands at each hole with a club.

Prison. Nine. Vexatious delays in business matters. Eight. Bad news. If followed by the ♢ 7, quarrels. Seven. Quarrels which will be lasting unless the card is followed by some hearts. _=R.=_ Family rows.

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, and so they go out one by one as they came in.--Charminster (_Notes and Queries_, ii. 517, 518). This description is almost the same as a seventeenth century version. The dance is begun by a single person (either man or woman), who, taking a cushion in his hand, dances about the room, and at the end of the tune he stops and sings:-- This dance it will no further go. The Musician answers: I pray you, good sir, why say you so? Man: Because Joan Sanderson will not come to. Musician: She must come to, and she shall come to, And she must come whether she will or no. Then he lays down the cushion before a woman, on which she kneels, and he kisses her, singing-- Welcom, Joan Sanderson, welcom, welcom. Then he rises, takes up the cushion, and both dance, singing-- Prinkum-prankum is a fine dance, And shall we go dance it once again, Once again, and once again, And shall we go dance it once again. Then, making a stop, the wo(man) sings as before-- This dance, &c.

--Epworth, Doncaster; and Lossiemouth, Yorkshire (Charles C. Bell). (_b_) The children form a ring, joining hands, and dance round singing the two first lines. Then loosing hands, they waltz in couples, singing as a refrain the last line. The game is continued, different coloured ribbons being named each time. (_c_) This game was played in 1869, so cannot have arisen from the political movement. Baloon A game played with an inflated ball of strong leather, the ball being struck by the arm, which was defended by a bracer of wood.--Brand s _Pop. Antiq._, ii.

59, rev. 60. Edward L. Rimbault, writing in _Notes and Queries_, vi. 586, says it was formerly the custom at weddings, both of the rich as well as the poor, to dance after dinner and supper. In an old Court masque of James I. s time, performed at the marriage ceremony of Philip Herbert and Lady Susan (MS. in the writer s possession), it is directed that, at the conclusion of the performance, after supper the company dance a round dance. This was dancing the bride to bed. William Chappell (_Notes and Queries_, ii.

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_=OBJECT OF THE GAME.=_ As in all members of the whist family, the object in Bridge is to win tricks, the highest card played of the suit led winning, and trumps, if any, winning against all other suits. At the end of each hand the side that has won any tricks in excess of the book, scores them, after multiplying their number by the unit of value settled upon by the doubling, if any took place. As soon as either side reaches or passes 30, they win the game; but the hand must be played out, and all tricks taken must be counted. The total is written on the score-sheet; the score of the losers standing to their credit until the final accounting at the end of the rubber. _=RUBBERS.=_ Three games, of 30 points each, constitute a rubber; but if the first two are won by the same players, the third is not played. The side winning the majority of the games adds 100 (rubber) points to its score. _=SUGGESTIONS FOR GOOD PLAY.=_ The points which the beginner may profitably study in Bridge are chiefly in making the trump, and in the methods by which the hands of the partners are combined, so as to work together.