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The children run away in affected terror, calling out, The Ghost! Whoever she catches becomes Jenny Jones in the next game. This incident is also played in the Barnes, Northants, Annaverna, co. Louth, Enborne and Liphook versions. (_c_) This game is played very generally throughout the country, and I have other versions collected from Earls Heaton (Mr. H. Hardy), Barnes (A. B. Gomme), Cambridge (Mrs. Haddon), Hampshire (Miss Mendham), Frodingham (Miss Peacock), Cowes, Isle of Wight (Miss E. Smith), Sulhampstead, Berks (Miss Thoyts), and Platt, Kent (Miss Burne).

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A player having once passed cannot come into the bidding again, even to call a misère. In this respect the game differs from Boston. A player is not compelled to bid the full value of his hand, but it is to his interest to do so, and he should make the full announcement the first time he bids, because if he has had a good hand for ten tricks, and begins with a bid of seven, he cannot increase his proposal unless some player bids over him. _=PARTNERS.=_ Before playing, the successful bidder may call for a partner if he chooses to do so. The player accepting him undertakes that the two together shall win three tricks more than the number bid. For instance: A has successfully bid seven in diamonds, and asks for a partner. If Y accepts him they make no change in their positions at the table, but play into each other’s hands, just as at Solo Whist, B and Z being partners against them. A and Y together must win ten tricks, with diamonds for trumps. If no one makes a proposal of any sort, _=Misère Partout=_ is played; there being no trump suit.

See Fox and Goose, Hen and Chickens, Hide and Seek. Glim-glam The play of Blind Man s Buff. --Banffshire, Aberdeen (Jamieson). Gobs A London name for the game of Hucklebones. See Fivestones. Green Grass [Music] --Middlesex (Miss Collyer). [Music] --London (A. B. Gomme). [Music] --Congleton (Miss A.

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In all checker books there are marks at the foot of the column to show which side has an advantage, if any exists, at the end of each variation. The Alma, for instance, shows a great many more winning variations for the black men than for the white, and is consequently one of the best openings for Black. Any person who plays correctly can always be sure of avoiding defeat; that is, no one can beat him if he makes no slips, and the worst he can get is a draw. It is a common error to suppose that the first move is an advantage. [See Illustrative Game No. 7.] The strategy of the game consists in so deploying your men that alluring openings are left for your adversary. These openings are always pitfalls of the most dangerous character, and whenever you think a good player has made a mistake and left you a chance, you should examine the position with great care, or you will probably walk into a trap. The first of the example games given in this work is a case in point. White’s move, 27 24, is apparently the best possible, yet it immediately and hopelessly loses the game.

Gae head im, gae hang im, Gae lay im in the sea; A the birds o the air Will bear him companee. With a nig-nag, widdy- [_or_ worry-] bag, And an e endown trail, trail; Quoth he. --Jamieson. The game is also called Kittie-cat. See Cat and Dog, Cudgel, Tip-cat. Horns A Horns to the Lift, a game of young people. A circle is formed round a table, and all placing their forefingers on the table, one cries, A horns to the lift! Cat s horns upmost! If on this any one lift his finger, he owes a wad, as cats have no horns. In the same manner, the person who does not raise his fingers when a horned animal is named is subjected to a forfeit.--Jamieson. Hot Cockles At Sheffield a boy is chosen for a Stump, and stands with his back against a wall.

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=_ When the stock is exhausted, the players take back into their hands all the cards remaining of the combinations which have been laid on the table. The winner of the previous trick then leads any card he pleases, but his adversary must now not only follow suit, but must win the trick if he can, either with a superior card of the same suit, or with a trump. The same rule applies to all the remaining tricks. Brisques still count for the winner of the trick containing them, and should be scored as soon as made. The winner of the last trick of all scores ten points for it immediately, in addition to any brisques that it may contain. _=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 a player has too many cards after playing to the first trick, his adversary may either claim a fresh deal or may compel him to play without drawing from the talon, until the number of cards in his hand is reduced to eight; the player with too many cards not being allowed to make any announcements until he has his right number of cards. If a player has too few cards, his adversary may either claim a fresh deal, or may allow him to make good the deficiency by drawing from the stock.

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Poodles, or balls rolled down the gutter, are fair balls, and any pin or pins which they may get must be counted and placed to the credit of the bowler; dead wood is removed from the alley, and any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler. The maximum number which can be bowled is 90. COCKED HAT AND FEATHER. [Illustration: O O O O ] The pins are spotted as above, the centre pin being the feather. Ten innings constitute a game, and three balls (not exceeding 6 inches in size) must be used in each inning. All the pins except the feather have to be bowled down or the inning goes for naught. If the feather is left standing alone, the innings count one. There are no penalties. The dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler.

Dickinson s _Cumberland Glossary Supplement_, under Lowp, says it means a leap or jump either running or standing. The various kinds include Catskip --one hitch, or hop, and one jump; Hitch steppin --hop, step, and lowp; a hitch, a step, and a leap; Otho --two hitches, two steps, and a leap; Lang spang --two hitches, two steps, a hitch, a step, and a leap. See Accroshay, Knights, Leap-frog. Lubin [Music] --Hexham (Miss J. Barker). [Music] --Doncaster (Mr. C. Bell). [Music] --London (A. B.

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Auction Euchre is exactly the same as the ordinary four or six-handed game, except that the trump is not turned up, the players bidding in turn for the privilege of naming the trump suit. The bidder names the number of tricks he proposes to take. There is no second bid, and the player who has made the highest bid names the trump suit. No matter who is the successful bidder, the eldest hand leads for the first trick. The number of points won or lost on the deal are the number of points bid, even if the bidder accomplishes more. If a player has bid 3, and he and his partner take 4 or 5 tricks, they count 3 only. If they are euchred, failing to make the number of tricks bid, the adversaries count the number of points bid. Fifteen points is usually the game. This is probably the root of the much better games of five and seven-handed Euchre, which will be described further on. PROGRESSIVE EUCHRE.

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See Bandy, Camp, Football, Hockey, Hood, Shinty. Hurly-burly An undescribed boys game. In it the following rhyme is used-- Hurly-burly, trumpy trace, The cow stands in the market-place; Some goes far, and some goes near, Where shall this poor sinner steer? --Patterson s _Antrim and Down Glossary_. For a similar rhyme see Hot Cockles. Huss Children play a game which is accompanied by a song beginning-- Hussing and bussing will not do, But go to the gate, knock, and ring-- Please, Mrs. Brown, is Nellie within? --Parish s _Dictionary of the Sussex Dialect_. Hustle Cap A boys game, played by tossing up halfpence. It is mentioned in _Peregrine Pickle_, cap. xvi. Cope (_Hampshire Glossary_) says, Halfpence are placed in a cap and thrown up, a sort of pitch-and-toss.

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Dickinson s _Cumberland Glossary_ describes this as a boyish mode of casting lots. The boy says-- Neevy, neevy-nack, Whether hand will ta tack, T topmer or t lowmer? Mr. W. H. Patterson (_Antrim and Down Glossary_) gives the rhyme as-- Nievy, navy, nick nack, Which han will ye tak , The right or the wrang? I ll beguile ye if I can. Chambers (_Popular Rhymes_, p. 117) gives the rhyme the same as that given by Mr. Patterson. In _Notes and Queries_, 6th Series, vii. 235, a North Yorkshire version is given as-- Nievie, nievie, nack, Whether hand wilta tak, Under or aboon, For a singal half-crown? Nievie, nievie, nick, nack, Whilk han will thou tak? Tak the richt or tak the wrang, I ll beguile thee if I can.

These are usually the most popular games with the middle and lower classes in the countries in which they are found, and may be considered as distinctly national in character. Games that become popular with the masses always last longer than others, and the rules governing them are much better understood, and more firmly established. In the course of a century the English aristocracy have run the gamut of Quadrille, Ombre, Whist, Écarté, Bézique, Piquet, Rubicon, and Bridge; while the middle classes have stuck steadily to Cribbage for nearly two hundred years. Six of these popular games are strikingly typical of the national character, both in their construction, and in the manner of playing them. These are: Skat in Germany; Cribbage in England; Piquet in France; Conquian in Mexico; Calabrasella in Italy; and Cassino in America. All these are excellent games, and have deservedly survived much more pretentious rivals. With the exception of Skat, little is known of the exact origin of any of these games, although most of them may be traced by their resemblance to more ancient forms. Skat is the most modern, and to-day the most popular, many persons thinking it superior to Whist. The game seems to have originated among the farmers of Thuringia, a province of Saxony, and was probably a variation of the Wendish game of Schapskopf. The first mention of Skat that we can find is in an article in the “Osterländer Blättern,” in 1818.

If a good player, he will select one of his longest suit, especially if he has three or more, and his object will be to get the line back to his suit as often as possible. If a player had to set with the hand of dominoes shown in the foregoing diagram, he would select the 5-0, because he has four of the 5 suit, and three of the 0 suit. This would compel his adversary to play some domino having upon it a 5 or a 0. Let us suppose this adversary to hold the following dominoes: 6-6, 6-3, 6-1, 6-0, 5-1, 5-0. He would of course play the 6-0, in order to bring the line round to his long suit of 6’s. As this would close the blank end of the line, the first player, whom we shall call A, would have to play on the 5 end, as he has no 6. In order to get the line back to his second longest suit, the blanks, he would play the 5-2, hoping to play 2-0 next time. His adversary, B, would play on this end if he could, but being unable to do so, he gets rid of his heaviest domino, playing the double six. A plays 2-0, and B should now bring in his suit of aces by playing 6-1, which would win the game; but for the sake of illustration we shall suppose that he foolishly plays 6-4. A plays his double four, and the dominoes on the table present the following appearance:-- [Illustration] B, having neither 4 nor 0 on any of his remaining dominoes, says: “_=Go=_,” which signifies that he is blocked, and cannot play.

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Piano Hands, hands which run along smoothly at Whist, and yield no opportunities for loss or gain. Piking, making small bets all over the layout at Faro. Playboy, the Jack of trumps at Spoil Five. Plain Suits, those which are not trumps. Point, F., the suit containing the greatest number of pips. Pone, the player on the dealer’s right, who cuts the cards. Ponte, F., one who plays against the banker. Post Mortems, discussions as to what might have been at Whist, sometimes called, “If you hads.

Careful, I said sourly. You re talking about the woman I love. There was a strained moment of silence, and then they all laughed. She d been a sight, all right. Simonetti came back alive with that one. His husky voice cut in on the laughter. Where does that bag fit? he demanded. No idea, I said truthfully. A random factor. I don t think she fits.

15. If, after the first trick is played to, any two players are found to have more or less than their correct number of cards, the pack being perfect, the one having less shall draw from the hand of the one having more, and each shall pay a forfeit of five counters into the pool. 16. If a player omits to play to any trick, and plays to the following one, he shall not be allowed to correct the error; but shall be compelled to take in the last trick, with whatever hearts it may contain. 17. Should a player be found during or at the end of a hand to be a card short, all the others having the right number, and all having played to the first trick, he shall be compelled to take in the last trick. 18. If a player leads or plays two cards to a trick, he must indicate the one intended, and leave the other face up on the table. Any card exposed, except in the proper course of play, or any card named by the player holding it, must be left face up on the table. 19.

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_=CUTTING.=_ A card is dealt round to each player, face up, and the first Jack takes the first deal. _=THE POOL.=_ Each successive dealer places three red counters in the pool. The pool is added to from time to time by penalties for infractions of the rules, and by forfeitures from players who have failed in their undertakings. Such payments are always made in red counters, the number being always three or six. When the pool is divided, it sometimes happens that a player is not allowed to withdraw his share. In such cases the red counters representing it should be changed for their value in white ones, so that the forfeited share may be divided in three parts. The difference between _=Limited Loo=_, and _=Unlimited Loo=_, is in the amounts paid into the pool. In Limited Loo the penalty is always three or six red counters.

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In following suit, the most annoying hand that one can hold is one containing at least three cards of each suit, none of them below a 6. There is no hope of a discard, unless two players make a fight in some one suit, which they lead four or five times in order to load each other, regardless of the escape of the other players. This very seldom occurs, and never among good players. With such a hand escape is almost impossible, and it is usually best to make the losses as small as possible. Many good players, with such a hand, will deliberately take in hearts on the plain suits, hoping to escape with only one or two in each trick, instead of having to carry the whole load by getting into the lead at the end. It should never be forgotten that when you must inevitably take some hearts it is cheaper to take them in on plain suits than to win heart tricks. _=CONTROL OF THE LEAD.=_ One of the strongest points in good heart play is the proper control of the lead at certain times. A player whose hand contains no commanding cards, and who is unable to do anything but follow suit on the first two or three rounds, will often find himself compelled to win one of the later rounds with a small card, taking in one or two hearts with it; and this misfortune usually overtakes him because a certain player gets into the lead at a critical period of the hand. If he sees the impending danger, and has K, Q or J of a suit led, he will not give up his high card, even if the ace is played to the trick; but will retain it in order to prevent the possibility of the dangerous player getting into the lead on the second round of the suit.

--Marlborough, Wilts (H. S. May). See Cock. Click, Clock, Cluck A man called Click came west from Ireland, A man called Click came west from Ireland, A man called Click came west from Ireland, Courting my Aunt Judy. A man called Clock came west from Ireland, A man called Clock came west from Ireland, A man called Clock came west from Ireland, Courting my Aunt Judy. A man called Cluck came west from Ireland, A man called Cluck came west from Ireland, A man called Cluck came west from Ireland, Courting my Aunt Judy. --Isle of Man (A. W. Moore).

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One peculiar feature of the game is that a player cannot block his adversary and at the same time win the game, because so long as he holds up the card that his adversary wants he cannot get eleven down himself. His only chance is that he may be able to use the card that his adversary needs. For instance: He holds two 8’s, one of which will make his adversary eleven down by completing a sequence. If there is another 8 to come, the player with the pair may use both his 8’s, and win; but if there is no other 8 to come, it is impossible for the player with the two 8’s to win without first putting his adversary out. There are no _=Text Books=_ on Conquian, and this is the first complete description of it ever published. CALABRASELLA. This is a very popular game with the middle classes and the unoccupied clergy in Italy, and it is one of the very few good games of cards for three players. If the game were better known, the author is sure it would become a great favourite, especially with those who are fond of the whist family, because Calabrasella is an excellent training school for the use of cards of re-entry, long suits, and tenace positions in the end game. In the combination of two players against the third its tactics very closely resemble Skat, and many interesting and difficult positions occur in every game. _=Cards.

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It is for this reason that every good player first considers the advisability of making it “no-trump,” and if he thinks that injudicious, hearts or diamonds, leaving the black suits as a last resort. It is the custom invariably to make it no-trump with three Aces, unless the hand is strong enough for a heart make, or holds great honour value in red. In estimating the probabilities of trick-taking, it is usual to count the partner for three tricks on the average. Conservative players do not depend on him for more than two. Generally speaking, the maker of the trump should have four pretty certain tricks in his own hand. The dealer should seldom announce a black trump unless he has a certainty of the game in his own hand, without any assistance from his partner, or unless he has such a poor hand that he must make it a “defensive spade.” If he cannot safely make it no-trump or red, he should pass, and allow his partner the chance. With such a hand as seven clubs, including four honours, and absolutely worthless cards otherwise, the dealer should make it clubs, except when the adversaries have won the first game, and are about 20 points in the second. This makes it not unlikely that they will win the rubber on the next hand with their deal. Under such circumstances the dealer must invariably leave it to his partner, in the hope that he can save the rubber by making it no-trump.

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The players each have a bent or hooked stick or hockey. They take opposite sides. The object of the game is for each side to drive the ball through their opponents goal. The goals are each marked by two poles standing about eight to ten feet apart, and boundaries are marked at the sides. The ball is placed in the middle of the ground. It is started by two players who stand opposite each other, the ball lying between their two sticks. They first touch the ground with their hockey-sticks, then they touch or strike their opponents stick. This is repeated three times. At the third stroke they both try to hit the ball away. The ball may only be played by a hockey-stick, and a goal is gained when the ball is played between the posts by the opposing party.

=_ The score for tricks and for honours must be kept separate, usually above and below the line, as at bridge. All trick points, which are the only ones that count toward game, are placed below the line; the honour points above. For winning a game, 1,000 points are added in the honour column. The side that first wins two games of 500 points each adds 2,000 rubber points in the honour column. _=Slams.=_ If a little slam, 12 tricks, is made, but has not been bid, it is worth 1,000 points in honours. If a little slam, “six tricks,” has been bid and is made, it is worth 5,000 more for bidding it, or 6,000 altogether. If a grand slam, 13 tricks, is made but not bid, it is worth 2,000 honour points. If a little slam is bid and a grand slam made, it is worth 7,000 altogether. If a grand slam is bid and made, it is worth 12,000 altogether.

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=_ Should a player think he can take all seven tricks without any partners, he may bid _=ten=_, which would outrank a bid of seven; but such a bid must be made before seeing the widow. If a player thinks he can win all seven tricks without either widow or partners, he may bid _=twenty=_, which is the highest bid possible. When twenty is bid the cards in the widow must remain untouched. _=Playing.=_ The successful bidder has the lead for the first trick. The general rules for following suit, etc., are the same as in ordinary Euchre. The bidder takes in all the tricks won by himself and his partners, and one of the adversaries should gather for that side. If a player on either side _=revokes=_, the adversaries score the number bid, and the hand is abandoned. _=Scoring.