In the memory of the one skirmish I have given I do but taste blood. I would like to go on, to a large, thick book. It would be an agreeable task. Since I am the chief inventor and practiser (so far) of Little Wars, there has fallen to me a disproportionate share of victories. But let me not boast. For the present, I have done all that I meant to do in this matter. It is for you, dear reader, now to get a floor, a friend, some soldiers and some guns, and show by a grovelling devotion your appreciation of this noble and beautiful gift of a limitless game that I have given you. And if I might for a moment trumpet! How much better is this amiable miniature than the Real Thing! Here is a homeopathic remedy for the imaginative strategist. Here is the premeditation, the thrill, the strain of accumulating victory or disaster--and no smashed nor sanguinary bodies, no shattered fine buildings nor devastated country sides, no petty cruelties, none of that awful universal boredom and embitterment, that tiresome delay or stoppage or embarrassment of every gracious, bold, sweet, and charming thing, that we who are old enough to remember a real modern war know to be the reality of belligerence. This world is for ample living; we want security and freedom; all of us in every country, except a few dull-witted, energetic bores, want to see the manhood of the world at something better than apeing the little lead toys our children buy in boxes.

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When this is done, he calls on Foolie--Foolie, Foolie, come to your schoolie. Foolie pays no attention to this call. It is again repeated, but with the same results. This goes on for several times. At last the Namer calls out-- Foolie, Foolie, come to your schoolie; Your bannocks are burnin an ready for turnin . Foolie always obeys this call, comes and stations himself beside the Namer. A little chaffing generally goes on against Foolie. The Namer says, Come chise me oot, come chise me in, tae so and so, naming one by the assumed fancy name. Foolie makes choice of one. If the choice falls right, the one so chosen steps from the line and stands beside Foolie.

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The sequences are defined by the number of cards and the highest; “sixième to the King,” for instance. The fours and trios are defined in the same way; “four Kings,” or “three Jacks.” To each of these declarations, as they are made in regular order, the dealer must reply: “_=Good=_,” “_=Equal=_,” or, “_=Not good=_.” If the point is admitted to be good, the holder scores it; not by putting it down on the score sheet, but simply by beginning his count with the number of points it is worth. If the point is equal, neither player scores it, and secondary points have no value under any circumstances. If the point declared by the elder hand is not good, it is not necessary for the dealer to say how much better his point is; that will come later. To each of the other declarations replies are made in the same manner, except that fours and trios cannot be “equal.” As each combination is admitted to be good, the elder hand adds it to his count. For instance: His point is 51, good; his sequence is five to the Ace, good; and his triplet of Aces is good. These are worth 5, 15, and 3 respectively, and his total count is 23, if he has no minor sequences or trios.

_=3.=_ Each player draws a domino, face down, and the one getting the lower double sets first. If neither draws a double the lighter domino sets. 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.

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THE PLAY Underhill was always a little exasperated the way that Lady May experienced things before he did. He was braced for the quick vinegar thrill of planoforming, but he caught her report of it before his own nerves could register what happened. Earth had fallen so far away that he groped for several milliseconds before he found the Sun in the upper rear right-hand corner of his telepathic mind. That was a good jump, he thought. This way we ll get there in four or five skips. A few hundred miles outside the ship, the Lady May thought back at him, O warm, O generous, O gigantic man! O brave, O friendly, O tender and huge Partner! O wonderful with you, with you so good, good, good, warm, warm, now to fight, now to go, good with you.... He knew that she was not thinking words, that his mind took the clear amiable babble of her cat intellect and translated it into images which his own thinking could record and understand.

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Under the name of Pharaon, it was in great favour during the reign of Louis XIV., and came to America by way of New Orleans. As originally played, the dealer held the cards in his left hand, and any bets once put down could not again be taken up until they were decided. In addition to splits, the dealer took hockelty. As now played, Faro requires extensive and costly apparatus, the engraved counters used being often worth more than their playing value. A full pack of fifty-two cards is shuffled and cut by the dealer, and then placed face upward in a dealing box, the top of which is open. The cards are drawn from this box in couples, by pushing them one at a time through a slit in the side. As the cards are withdrawn in this manner a spring pushes the remainder of the pack upward. The first card in sight at the beginning of each deal is called _=soda=_, and the last card left in the box is _=in hoc=_. The first card withdrawn is placed about six inches from the box, and the second is laid close to the box itself.

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If a player revokes, and his adversary wins ten tricks, the revoke penalty adds three tricks to the ten already won; but these thirteen tricks will not entitle the player to score any points for a slam, because that would be exacting a double penalty; the tricks for the revoke, and the points for the slam. _=Intentional Error.=_ In all games it must be assumed that the player’s intentions are honest, and that any errors that arise are committed through inadvertence. Some of our law-makers have attempted so to adjust their codes as to provide against the manœuvres of the blackleg. This is simply impossible. Laws are made for gentlemen, and when it is obvious that a player does not belong to that class the remedy is not to appeal to the laws of the game for protection, but to decline to play with him. _=Etiquette.=_ It should be quite unnecessary to legislate against acts which annoy or do injustice to individuals, but there should be some provision in the laws of every game which will secure to each individual equal rights with others in the enjoyment of the game. Some games are especially selfish; Boston, for instance, in which the four players originally forming the table may monopolise the game for the entire evening, without offering newcomers any chance to cut in. All such games should be limited to a certain number of tournées, at the conclusion of which fresh candidates should be allowed to cut into the table.

which curiously mentions the game as men play with little children at handye-dandye, which hand will you have (ii. 167). Johnson says: Handy dandy, a play in which children change hands and places: See how yon justice rails upon yon simple thief! Hark, in thine ear: change places, and, handy dandy, which is the justice, which is the thief? (_King Lear_, iv. 6). Malone says, Handy dandy is, I believe, a play among children, in which something is shaken between two hands, and then a guess is made in which hand it is retained. See Florio s _Italian Dictionary_, 1598: Bazzicchiare, to shake between the hands; to play Handy dandy. Pope, in his _Memoirs of Cornelius Scriblerus_, in forbidding certain sports to his son Martin till he is better informed of their antiquity, says: Neither cross and pile, nor ducks and drakes, are quite so ancient as Handy dandy, though Macrobius and St. Augustine take notice of the first, and Minutius Foelix describes the latter; but Handy dandy is mentioned by Aristotle, Plato, and Aristophanes. Browne, in _Britannia s Pastorals_ (i. 5), also alludes to the game.

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Each player snaps in turn for an agreed number; the first to score this number wins the game.--Deptford, Kent, and generally in London streets (Miss Chase). [Illustration: Fig. 1.] [Illustration: Fig. 2.] This game is known in America as Spans. --Newell, p. 188. Bar To play at Bar, a species of game anciently used in Scotland.

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Who will you send to fetch her away? We ll send ---- to fetch her away. --Bocking, Essex (_Folk-lore Record_, iii. 169). V. Here we go gathering nuts away, Nuts away, nuts away, Here we go gathering nuts away, On a cold and frosty morning. [Then follow verses beginning--] Whose nuts shall we gather away? We ll gather [Minnie Brown s] nuts away. Whom shall we send to fetch them away? [And the final verse is--] We ll send [Johnny Cope] to fetch them away, Fetch them away, fetch them away, We ll send [Johnny Cope] to fetch them away, On a cold and frosty morning. --Newbury, Berks (Mrs. S. Batson).

If he deals for himself, he presents the pack to the pone to be cut, and proceeds as in whist. When two packs are used, the French laws require that if the deal is for Mort, the Right shall gather and shuffle the still pack; and that if Vivant deals for himself, the pone shall gather and shuffle. I have found this to be awkward, because the player who is gathering and shuffling the cards of one pack is called upon to cut the other. For this reason I recommend that whichever adversary is the pone for the deal in hands should allow his partner to gather and shuffle the still pack. When either adversary deals, his partner will, of course, gather and shuffle the still pack. The general rules with regard to irregularities in the deal are the same as at whist, with the following exceptions:-- A misdeal does not lose the deal unless the opponents so elect; they may prefer a new deal by the same dealer. The reason for this is that the deal is a disadvantage, especially for Mort. If Vivant or Mort offers the pack to one adversary to cut, and then deals as if the other had cut, it is a misdeal; and it is not admissible to shift the packets in order to remedy matters. It might be imagined that a card exposed in dealing, if dealt to Mort, would make no difference, as all his cards will presently be exposed. But the laws give the opponents of the dealer the option of either allowing the deal to stand, or having a new deal, or calling it a misdeal.

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The dealer cannot go out on his own deal. He must stop at six, and win out by his own play. There are two ways to settle: Each may pay a certain amount to the pool, and the first man out take it all; or, after one is out, the two remaining finish the game, and the loser pays both or settles for the refreshments, as the case may be. If the first man goes out when it will be his turn to deal, he must deal the next hand. FOUR-HANDED SIXTY-SIX This game is sometimes called _=Kreutz-mariage=_, owing to the German fashion of dealing the cards in the form of a cross; but as the cards are not dealt that way, and marriages are not scored in America, the name is not appropriate in this country. The pack is increased to thirty-two cards by the addition of the Sevens and Eights. After the cards are cut by the pone, the dealer gives three to each player on the first round, then two, and then three again, turning up the last card for the trump. In Germany the dealer first gives two cards to his partner, then two to his left hand adversary, then two to his right hand adversary, and finally two to himself. This is continued for four rounds, so that each player receives eight cards, and the last is turned up for the trump. The turned-up trump belongs to the dealer, and cannot be exchanged.

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Build it up with iron bars, Iron bars, iron bars, Build it up with iron bars, My fair lady. [Then follow verses with the same refrain, beginning with--] Build it up with pins and needles. Pins and needles rust and bend. Build it up with penny loaves. Penny loaves will tumble down. Here s a prisoner I have got. What s the prisoner done to you? Stole my watch and broke my chain. What will you take to let him out? Ten hundred pounds will let him out. Ten hundred pounds we have not got. Then off to prison he must go.

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On the overplay, the cards may be gathered into tricks instead of playing them as required by law (Law VIII, Sec. 1). In case of the discovery of an irregularity in the hands, there must always be a new deal. MNEMONIC DUPLICATE FOR MORE THAN ONE TABLE. Except a contest played in comparison with a progressive match, the replaying of the cards by the same players--“up and back,” as it is sometimes called--is the only possible method of approximating to Duplicate Whist for one table; but where eight or more players participate, this form of the game is extremely undesirable, from the element of memory entering into the replay and destroying the integrity of the game and its value as a test of Whist skill. It has been well described as “a mongrel game--partly Whist and partly Dummy, but lacking in the best features of each.” In the early days of Duplicate Whist, Mnemonic Duplicate was, to some extent, played even when several tables of players were participating. It still survives in a few circles, chiefly where Duplicate Whist has never been tried. It can be played under any of the Duplicate Whist schedules by playing them through twice--the second time with the North and South hands given to the East and West players, and vice versa. As each deal is played twice by each pair, double the time is required to play the same number of deals, as at Duplicate Whist.

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There is only one combination from which the _=Queen=_ is led, [Illustration: 🃝 🃛 🃗 🃖 ] when it is accompanied by the Jack, and there is no higher card of the suit in the hand. Whether the ten follows the Jack or not, does not matter. With any two high cards in sequence, the lead is a high card when playing against a declared trump. The _=Jack=_ is never led except as a supporting card. It is always the top of the suit, and the suit is usually short. The object of making such an opening is to avoid leading suits headed by two honours which are not in sequence. These are good Jack leads: [Illustration: 🂻 🂺 🂹 🂴 🂫 🂧 ] The _=Ten=_ is led from one combination only:-- [Illustration: 🃎 🃋 🃊 🃆 ] The _=Ace=_ should not be led if it can be avoided; but it is better to lead it from suits of more than four cards, so as to make it at once. If the Ace is accompanied by the King, the King is the card to lead, not the Ace. If the Ace is accompanied by other honours, such as the Queen or Jack, it is better to avoid opening the suit, unless you have five or more cards of it. But if you do lead a suit headed by the Ace, _=without the King=_, be sure that you lead the Ace, when playing against a trump declaration, or you may never make it.

, are the same as in whist, and the counters are used in the same manner. _=RUBBERS.=_ If the first two games are won by the same player and his dummy, the third is not played. Tournées are not played, and the completion of the rubber breaks up the table. _=CUTTING IN.=_ The table being complete with two, at the end of a rubber a new table must be formed. _=SUGGESTIONS FOR GOOD PLAY.=_ The player should first carefully examine the exposed hands, and by comparing them with his own, suit by suit, should fix in his mind the cards held by his living adversary. This takes time, and in many places it is the custom to expose the four hands upon the table. Players who have better memories than their opponents object to this, for the same reason that they prefer sitting on the right of the living player.

=_ In this variation, nine cards are dealt to each player, three at a time. After the bidding, the players discard and fill up again to six cards. Players are allowed several bids, each raising in turn if he is raised. The highest bid possible is sixty-three, and these may be made as follows: High, low, Jack, and ten of trumps count 1 each; pedros, 5 each; King of trumps, 25; trey of trumps, 15; nine of trumps, 9. Game is 150 points. _=Widow Cinch.=_ Six players cut for partners, two on a side. Each player has two adversaries between himself and his partner. The dealer gives each player eight cards, four at a time, and four are dealt to the table after the first round to the players. These four cards are the widow.

” To each of these declarations, as they are made in regular order, the dealer must reply: “_=Good=_,” “_=Equal=_,” or, “_=Not good=_.” If the point is admitted to be good, the holder scores it; not by putting it down on the score sheet, but simply by beginning his count with the number of points it is worth. If the point is equal, neither player scores it, and secondary points have no value under any circumstances. If the point declared by the elder hand is not good, it is not necessary for the dealer to say how much better his point is; that will come later. To each of the other declarations replies are made in the same manner, except that fours and trios cannot be “equal.” As each combination is admitted to be good, the elder hand adds it to his count. For instance: His point is 51, good; his sequence is five to the Ace, good; and his triplet of Aces is good. These are worth 5, 15, and 3 respectively, and his total count is 23, if he has no minor sequences or trios. This is not put down, but simply announced. The strict rules of the game require the player whose combination is acknowledged to be good, to show it; but among good players this is quite unnecessary, for each usually knows by his own cards what his adversary should and probably does hold.

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When a player knocks, he signifies that no matter what the players following him may do, when it comes to his turn again the hands must be shown. A player cannot draw and knock at the same time; but a player can refuse to draw or exchange after another player has knocked, not before. In some localities it is the rule to turn the widow face up at once if any player knocks before it is taken; allowing all those after the knock an opportunity to draw or exchange; but this is not the usual custom. Suppose five play. E deals, and A passes; B takes the widow; C and D draw from B’s abandoned hand, and E knocks; without drawing, of course. A, who passed the first time, now has an opportunity to draw or exchange. So have each of the others in turn, up to D; but after D draws or exchanges, the hands must be shown, because the next player, E, has knocked. When the hands are shown, there are two ways to settle: If the counters have a money value, the best poker hand wins the pool, and the deal passes to the left. If the counters have no money value, there is no pool; but the player who has the worst hand shown puts one of his counters in the middle of the table. This continues until some player has lost all five of his counters, and he is then called upon to pay for the whiskey, or whatever refreshments may be at stake upon the game.

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This is called a _=Bold Stand=_. _=In Double Pools=_, an extra hand is dealt for the widow, and a trump is turned. No player is allowed to look at his cards until it comes to his turn to declare. The dealer, beginning on his left, asks each in turn to announce his intentions. The player may _=stand=_ with the cards dealt him; or may _=take the widow=_ in exchange; or may _=pass=_. If he passes or takes the widow, he gives his original hand to the dealer, who places it on the bottom of the pack. If he takes the widow or stands, he must win at least one trick, or he is looed, and will forfeit three red counters to the next pool. If all pass but the player who has taken the widow, he wins the pool without playing, and the next deal must be a simple. If only one player stands, and he has not taken the widow, the dealer, if he will not play for himself, must take the widow and play to defend the pool. If he fails to take a trick, he is not looed; but the payment for any tricks he wins must be left in the pool, and the red counters for them should be changed for white ones, so that the amount may be easily divided at the end of the next pool.

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35. The fifty-two cards must be dealt face downward. The deal is completed when the last card is dealt. 36. In the event of a misdeal, the same pack must be dealt again by the same player. A NEW DEAL. 37. There _must_ be a new deal: (_a_) If the cards be not dealt, beginning at the dealer’s left into four packets one at a time and in regular rotation. (_b_) If, during a deal, or during the play the pack be proved incorrect. (_c_) If, during a deal, any card be faced in the pack or exposed, on, above, or below the table.

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It has many points in common with three-stake Brag, and is evidently descended from the same stock. By many persons Bouillotte is considered superior to Poker, because it offers the player many opportunities to speculate on winning by the aid of cards that are not in his own hand. _=Cards.=_ Bouillotte is played with a piquet pack, reduced to twenty cards, only the A K Q 9 8 of each suit being retained. The ace is the highest card in play and in cutting. If five persons play, the Jack of each suit is added; if only three play, the Queens are discarded, reducing the pack to sixteen cards. Two packs are generally used alternately. _=Counters=_ or chips are used, as in Poker, instead of money. Any player may be the banker. _=Players.

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See Jolly Hooper, Jolly Rover. Here comes One Virgin Here comes one Virgin on her knee, On her knee, on her knee, Here comes one Virgin on her knee, Pray what will you give her? When did you come? I came by night and I came by day, I came to steal poor Edie away. She is too old, she is too young, She hasn t learnt her virgin tongue. Let her be old or let her be young, For her beauty she must come. In her pocket a thousand pounds, On her finger a gay gold ring. Good-bye, good-bye, my dear. --Hurstmonceux, Sussex (Miss Chase). One child stands by herself, and the rest of the players range themselves in line. The child sings the first verse and the line replies, the four succeeding verses being alternately sung. After the last line the girl tries to pull one whom she has chosen from the line toward her.

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A ball must be hit by the cue-ball before the pin can be scored; playing at the pin direct is not allowed. The pin must be set up where it falls; but in case it goes off the table or lodges on the top of the cushion it must be placed upon the centre spot. The pin leaning against the cushion must be scored as down, and when the pin lodges in the corner of the table, so that it cannot be hit with the ball, it is to be set up on the centre spot. One hundred points generally constitute a game, but any number of points may be agreed upon. THE SPANISH GAME OF BILLIARDS. This game is played in the South, California, and in Mexico and Cuba, and is played with two white and one red ball, and five pins placed similar to those in Pin Pool. The red ball is placed on the red-ball spot, and the first player strikes at it from within the baulk semicircle. The game is scored by winning and losing hazards, carroms, and by knocking over the pins. It is usually played thirty points up. The player who knocks down a pin after striking a ball gains _two_ points, if he knocks down two pins he gains _four_ points, and so on, scoring two points for each pin knocked down.