--Moor s _Suffolk Words_. Probably the same as Musical Chairs. Malaga, Malaga Raisins A forfeit game. The players sat in a circle. One acquainted with the trick took a poker in his right hand, made some eccentric movements with it, passed it to his left, and gave it to his next neighbour on that side, saying, Malaga, Malaga raisins, very good raisins I vow, and told him to do the same. Should he fail to pass it from right to left, when he in his turn gave it to his neighbour, without being told where the mistake lay, he was made to pay a forfeit.--Cornwall (_Folk-lore Journal_, v. 50). Malaga raisins are very good raisins, but I like Valencias better, is the saying used in the London version of this game, and instead of using a poker a paper-knife is used, and it is played at the table. Other formulæ for games of this kind are, As round as the moon, has two eyes, a nose, and a mouth.

_=METHOD OF PLAYING.=_ The trump suit, grand, or nullo having been announced, the player on the dealer’s left begins by leading any card he pleases, and the others must all follow suit if they can. The penalty for a revoke is the loss of three tricks; or the value of three tricks in points; or the addition of a like amount to the adversaries’ score. The side making a revoke cannot win the game that hand, no matter what they score; but they may play the hand out, and count all they make to within one point of game, or 9. 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.

-+ | | . | | . | | ⛀ | | . | +---+-.-+---+-.-+---+-.-+---+-.-+ | ⛀ | . | | . | | .

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See Joggle Along. Jolly Rover [Music] --Derbyshire (Mrs. Harley). Here comes one jolly rover, jolly rover, jolly rover, Here comes one jolly rover, jolly rover, jolly rover, A roving all day. And what do you rove for, rove for, rove for? And what do you rove for? Lily white and shining. I rove for my pleasure, my pleasure, my pleasure, I rove for my pleasure, my pleasure, my pleasure, Lily white and shining. And what is your pleasure, your pleasure, your pleasure? What is your pleasure? Lily white and shining. My pleasure s for to marry you, to marry you, to marry you, My pleasure s for to marry you, Lily white and shining. So through the kitchen and through the hall, I choose the fairest of them all, The fairest one that I can see Is ----, so come to me. --Derbyshire (Mrs.

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Man and Partner could do together what Man could not do alone. Men had the intellect. Partners had the speed. The Partners rode their tiny craft, no larger than footballs, outside the spaceships. They planoformed with the ships. They rode beside them in their six-pound craft ready to attack. The tiny ships of the Partners were swift. Each carried a dozen pinlights, bombs no bigger than thimbles. The pinlighters threw the Partners--quite literally threw--by means of mind-to-firing relays direct at the Dragons. What seemed to be Dragons to the human mind appeared in the form of gigantic Rats in the minds of the Partners.

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For instance: Suppose he originally leads a 4; second hand playing the 9; third hand the Ace; and fourth hand the 10. The third hand is marked with whatever cards of the sequence K Q J are not in the caller’s hand. Many players fall into the error of leading the highest card of a losing sequence, such as a 6 from 6 5 4 3. This accomplishes nothing, and only discloses to the adversaries the fact that the caller is safe in that suit. The three is the better lead. _=Following Suit.=_ The caller should usually play a card as little inferior as he can to the highest already on the trick. When he has cards of equal value, such as the 5 and 2, the 3 and 4 being already on the table, he should play the lower card of the fourchette; for although it may be said that the fourth player must take the trick, there is no certainty that he will follow suit. When second hand, if there is a choice between two cards, such as the 6 and 2, an intermediate card having been led, it is often a nice point to decide whether or not to risk covering and keeping the deuce. If the deuce is played, it must be remembered that the adversaries will follow with their highest cards, leaving two cards out against the caller, both smaller than the 6.

The right dress helped, but more steaks would have helped even more. I ll bet I put five pounds on her that day. She was one hungry cropper. Hungry and sniffly. We idled away the afternoon and waited until nearly midnight to go back to the Sky Hi Club. Action is about at its peak then, and if the cross-roader had been tipping dice again, as they suspected, they would have had time to notice which table wasn t making its vigorish. Plain enough where they were having trouble. Fowler Smythe was scowling through his glasses behind a table with Barney, the dealer I d hit with the Blackout. Their faces were sweating in the dry desert air. The table was being taken.

=_ 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. In Mort it is very unusual for one person to take dummy continuously.

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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. 442) says, I have a tune called A round dance to dance the bride to bed. It dates from about 1630, or earlier, and resembles that of The Hunt is up. Dancing was considered so essential at weddings (according to Grose) that if in a family the youngest daughter should chance to be married before her elder sisters, they must dance at her wedding without shoes. May not the custom of throwing of old and worn-out shoes after the bride have arisen from the practice of dancing? The danced-out shoes may have been the ones used. It is curious that the cushion is used in the marriage ceremonies of the Brahmins. Mr.

The number discarded and drawn, if any, must be distinctly announced by each player, including the dealer; and the fresh cards must be given face down from the top of the pack, without any further shuffling or cutting. Each player must receive the entire number he asks for before the next player is helped. No player shall receive from the dealer more or fewer than he discards; so that if he is playing with a short hand, such as four cards only, he will still have four cards after the draw; and if his hand was originally foul, it will so remain. _=23. Exposed Cards.=_ In dealing for the draw, should any card be found faced in the pack, or 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 cards must be placed on the table with the discards. The player whose card has been exposed does not receive another in its place until all the other players, including the dealer, have been helped. _=24. Incorrect Draws.=_ Should any player ask for an incorrect number of cards, he must take them; unless he discovers the error before the next player has been helped.

We now compare B and C, and find that B wins the difference, which is 69 points; put down plus for B, minus for C. Then we add up to see that the scores balance. +-----+-----+-----+ | A | B | C | +-----+-----+-----+ | -7 | +88 | +19 | +-----+-----+-----+ | -95 | +95 | +26 | | -26 | +69 | -69 | +-----+-----+-----+ |-121 |+164 | -43 | +-----+-----+-----+ The same method may be used when four play; but some prefer to call the lowest score zero, and so make all the others plus. Suppose the final scores were as follows: ------+------+------+------------ A | B | C | D ------+------+------+------------ +186 | +42 | +344 | +116 ------+------+------+------------ +144 | 0 | +302 | +74 = 520 +4 | 4 | 4 | 4 ------+------+------+------------ +576 | 0 |+1208 | +296 -520 | -520 | -520 | -520 ------+------+------+------------ +56 | -520 | +688 | -224 ------+------+------+------------ If B is zero, his points are to be taken from those of each of the others, as B is plus. If the low score is a minus, the points must be added to each of the others. The three totals are added, and found, in this case, to be 520, which is the total of B’s loss. We now multiply the scores by the number of players engaged, in this case four, and from the product we deduct the 520 already found. Then the scores balance. When Skat is played for the League stake, which is one-fourth of a cent a point, the results may be found in a still shorter way by adding up all the scores and taking an average, this average being the sum divided by the number of players. Take the results just given for example:-- ------+------+------+--------------------- A | B | C | D ------+------+------+--------------------- 186 | 42 | 344 | 116 = 688 ÷ 4 = 172 172 | 172 | 172 | 172 ------+------+------+--------------------- +14 | -130 | +172 | -56 ------+------+------+--------------------- The average is simply deducted from each score, and the remainder is the amount won or lost, in cents.

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The players then cut it into several packets, none less than four cards, all of which remain on the table face down. Some player then pushes one of the packets toward the dealer, and bets are then made on the others. Any player, except the dealer, can bet what he pleases on any packet. After all the bets are made all the packets, including the dealer’s, are turned face up, exposing the bottom card of each. Any packet disclosing a card lower than the dealer’s loses all bets placed upon it. Any packet showing a card better than the dealer’s wins from him. The dealer takes all ties. The deal then passes to the next player on the left. Sometimes only three packets are cut, one of which is pushed to the dealer. This game is a great favourite with card-sharpers, especially on ocean steamers.

_=CARDS.=_ Mort is played with a full pack of fifty-two cards, ranking as at whist for cutting and playing. Two packs are generally used. _=MARKERS=_ are necessary to count the game points only. Four circular counters for each side, preferably of different colours, are employed, or the ordinary whist markers may be used. At the end of each game, the score of the points won or lost by each player must be transferred to a score-sheet, kept for that purpose. _=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.

BxQ K-K2 7 ------ 8 ---------- BxP ch K-Kt5 mate If the beginner will examine the position, he will find that there is no way of escape for the King, and Black wins. Openings are usually divided into five principal classes: Those in which the first piece developed is the _=King’s Knight=_; those in which the _=King’s Bishop=_ is the first piece brought into play; those in which a _=Gambit=_ is offered on the second move, usually a sacrificed Pawn; those which are called _=Close=_ openings, securing a good defensive game for the black pieces; and those which are _=Irregular=_. In the following outline of fifty of the openings, only the first four moves are given, and usually only one variation is selected, the object being more to give the student an idea of the development than to exhaust the subject. The arrangement is alphabetical, that being more convenient in a book of reference. For the continuations the student is recommended to study “Freeborough,” or the “Handbuch des Schachspiels.” Allgaier Gambit:-- P-K4 P-KB4 Kt-KB3 P-KR4 1 ---- 2 ----- 3 ------ 4 ----- P-K4 PxP P-KKt4 P-Kt5 Boden-Kieseritzky Gambit:-- P-K4 B-B4 Kt-KB3 Kt-B3 1 ---- 2 ------ 3 ------ 4 ----- P-K4 Kt-KB3 KtxP KtxKt Berlin Defence:-- P-K4 B-B4 Q-K2 P-QB3 1 ---- 2 ------ 3 ------ 4 ----- P-K4 Kt-KB3 Kt-QB3 B-B4 Blackmar Gambit:-- P-Q4 P-K4 P-KB3 KtxP 1 ---- 2 ------ 3 ------ 4 ----- P-Q4 PxP PxP B-B4 Calabrese Counter Gambit:-- P-K4 B-B4 P-Q3 P-B4 1 ---- 2 ----- 3 ------ 4 ---- P-K4 P-KB4 Kt-KB3 P-Q4 Centre Gambit:-- P-K4 P-Q4 QxP Q-K3 1 ---- 2 ----- 3 ------ 4 -------- P-K4 PxP Kt-QB3 B-Kt5 ch Centre Counter Gambit:-- P-K4 PxP Kt-QB3 P-Q4 1 ---- 2 ----- 3 ------ 4 ------ P-Q4 QxP Q-Q sq Kt-KB3 Classical Defence, to K. B. opening:-- P-K4 B-B4 P-QB3 P-Q4 1 ---- 2 ---- 3 ------ 4 ---- P-K4 B-B4 Kt-KB3 PxP Cunningham Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ---- 2 ----- 3 ------ 4 ------- P-K4 PxP B-K2 B-R5 ch Cochrane Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ---- 2 ----- 3 ------ 4 ----- P-K4 PxP P-KKt4 P-Kt5 Danish Gambit:-- P-K4 P-Q4 P-QB3 B-QB4 1 ---- 2 ----- 3 ----- 4 ------ P-K4 PxP PxP Kt-KB3 English Opening:-- P-QB4 P-B4 P-Q3 Kt-QB3 1 ----- 2 ---- 3 ------ 4 ------ P-QB4 P-B4 Kt-KB3 P-Q3 Evans’ Gambit:-- P-K4 Kt-KB3 B-B4 P-QKt4 1 ---- 2 ----- 3 ---- 4 ------- P-K4 Kt-QB3 B-B4 BxKtP Evans’ Gambit Declined:-- P-K4 Kt-KB3 B-B4 P-QKt4 1 ---- 2 ------ 3 ---- 4 ------ P-K4 Kt-QB3 B-B4 B-Kt3 Fianchetto Opening:-- P-K3 P-QB4 Kt-QB3 PxP 1 ---- 2 ------ 3 ------ 4 ------ P-K4 Kt-KB3 P-Q4 KtxP Fianchetto Defence:-- P-K4 P-Q4 B-Q3 Kt-K2 1 ------ 2 ---- 3 ----- 4 ------ P-QKt3 P-K3 B-Kt2 Kt-KB3 Four Knights:-- P-K4 Kt-KB3 Kt-B3 B-Kt5 1 ---- 2 ------ 3 ----- 4 ------ P-K4 Kt-QB3 Kt-B3 B-Kt5 French Defence:-- P-K4 P-Q4 Kt-QB3 B-KKt5 1 ---- 2 ---- 3 ------ 4 ------ P-K3 P-Q4 Kt-KB3 B-K2 From Gambit:-- P-KB4 PxP PxP Kt-KB3 1 ----- 2 ----- 3 ----- 4 ------ P-K4 P-Q3 BxP Kt-KB3 Giuoco Piano:-- P-K4 Kt-KB3 B-B4 P-B3 1 ---- 2 ------ 3 ---- 4 ----- P-K4 Kt-QB3 B-B4 Kt-B3 Greco-Counter Gambit:-- P-K4 Kt-KB3 KtxP P-Q4 1 ---- 2 ------ 3 ------ 4 ------ P-K4 P-KB4 Q-B3 P-Q3 Hamppe-Allgaier Gambit:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ---- 2 ------ 3 ----- 4 ------ P-K4 Kt-QB3 PxP P-KKt4 Hungarian Defence:-- P-K4 Kt-KB3 B-B4 P-Q4 1 ---- 2 ------ 3 ---- 4 ------ P-K4 Kt-QB3 B-K2 P-Q3 Irregular Openings:-- P-K4 P-QB3 Kt-B3 KtxP 1 ---- 2 ----- 3 ----- 4 ------ P-K4 P-Q4 PxP B-Q3 P-K4 P-Q4 B-Q3 P-QB3 1 ------ 2 ------ 3 ------- 4 -------- P-Q3 Kt-KB3 Kt-QB3 P-K4 P-K4 P-Q4 PxP B-Q3 1 ------ 2 ------ 3 ------- 4 -------- P-QB3 P-Q4 PxP Kt-QB3 P-K4 P-Q4 PxP P-KB4 1 ------ 2 ------ 3 ------- 4 -------- Kt-QB3 P-K4 KtxP Kt-Kt3 Jerome Gambit:-- P-K4 Kt-KB3 B-B4 BxP ch 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 B-B4 KxB Kieseritzky Gambit:-- P-K4 P-KB4 Kt-KB3 P-KR4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 King’s Bishop’s Gambit:-- P-K4 P-KB4 B-B4 K-B sq 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP Q-R5 ch B-B4 King’s Bishop’s Pawn Game:-- P-KB4 Kt-KB3 P-K3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K3 Kt-KB3 B-K2 P-QKt3 King’s Knight Opening. Irregular Defences:-- P-K4 Kt-KB3 KtxP Kt-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-KB3 Q-K2 P-Q4 P-K4 Kt-KB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Q-B3 P-B3 PxP P-K4 Kt-KB3 B-B4 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-Q3 Kt-KB3 Kt-B3 P-K4 Kt-KB3 KtxP P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-B4 Q-K2 B-Kt3 King’s Gambit:-- P-K4 P-KB4 P-Q4 K-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP Q-R5 ch P-Q4 P-K4 P-KB4 P-KR4 PxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-Q4 QxP P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 B-Kt2 P-K4 P-KB4 P-KR4 Kt-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP B-K2 Kt-KB3 King’s Gambit Declined:-- P-K4 P-KB4 PxQP Kt-QB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q4 QxP Q-K3 Max Lange’s Attack:-- P-K4 Kt-KB3 B-B4 Castles 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 B-B4 Kt-B3 Muzio Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 Petroff’s Counter Attack:-- P-K4 Kt-KB3 KtxP K-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-KB3 P-Q3 KtxP Philidor’s Defence:-- P-K4 Kt-KB3 P-Q4 KtxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q3 PxP P-Q4 Pierce Gambit:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP P-KKt4 Queen’s Pawn Counter Gambit:-- P-K4 Kt-KB3 PxP P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q4 B-Q3 P-K5 Queen’s Gambit:-- P-Q4 P-QB4 P-K3 BxP 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K4 PxP P-Q4 P-QB4 P-K4 P-Q5 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K4 P-KB4 P-Q4 P-QB4 Kt-KB3 P-K3 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K3 Kt-KB3 Queen’s Pawn Game:-- P-Q4 P-K3 Kt-KB3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 P-K3 Kt-KB3 B-K2 Ruy Lopez:-- P-K4 Kt-KB3 B-Kt5 B-R4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 P-QR3 Kt-B3 Salvio Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 Scotch Game:-- P-K4 Kt-KB3 P-Q4 KtxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP B-B4 Sicilian Defence:-- P-K4 Kt-QB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-QB4 Kt-QB3 P-K3 PxP Staunton’s Opening:-- P-K4 Kt-KB3 P-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 P-B4 P-Q3 Steinitz Gambit:-- P-K4 Kt-QB3 P-KB4 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP Q-R5 ch Three Knights’ Game:-- P-K4 Kt-KB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-KB3 P-Q3 PxP Two Knights’ Defence:-- P-K4 Kt-KB3 B-B4 Kt-Kt5 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 Kt-B3 P-Q4 Vienna Opening:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-B4 P-Q3 Kt-KB3 Zukertort’s Opening:-- Kt-KB3 P-Q4 P-K3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K3 Kt-KB3 P-QKt3 B-Kt2 _=GAMES AT ODDS.=_ Between unequal players it is a common practice for the stronger to give the weaker some advantage.

A game so called was forbidden by statute of Edward IV.--Halliwell s _Dictionary_. See Drop Handkerchief. Handy-Croopen A game in which one of the players turns his face to the wall, his hand resting upon his back. He must continue in position until he guesses who struck his hand, when the striker takes his place.--Orkney and Shetland (Jamieson s _Dictionary_). See Hot Cockles. Handy Dandy I. Handy dandy, Sugary candy-- Top or bottom? Handy spandy, Jack a dandy-- Which good hand will you have? --Halliwell s _Dictionary_: _Nursery Rhymes_, p. 216.

Woodley was twenty-six years old and due to retire in one more year. He already had a farm picked out. He had gotten through ten years of hard work pinlighting with the best of them. He had kept his sanity by not thinking very much about his job, meeting the strains of the task whenever he had to meet them and thinking nothing more about his duties until the next emergency arose. Woodley never made a point of getting popular among the Partners. None of the Partners liked him very much. Some of them even resented him. He was suspected of thinking ugly thoughts of the Partners on occasion, but since none of the Partners ever thought a complaint in articulate form, the other pinlighters and the Chiefs of the Instrumentality left him alone. Underhill was still full of the wonder of their job. Happily he babbled on, What does happen to us when we planoform? Do you think it s sort of like dying? Did you ever see anybody who had his soul pulled out? Pulling souls is just a way of talking about it, said Woodley.

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W. R. Carse). IV. Isabella, Isabella, Isabella, Farewell! Last night I met you downhearted and sad, And down by the river I met your young man. Choose a lover, choose a lover, Choose a lover, Farewell! Walk to church, love, walk to church, love, Walk to church, love, Farewell! Come to the ring, love, come to the ring, love, Come to the ring, love, Farewell! Give a kiss, love, give a kiss, love, Give a kiss, love, Farewell! --West Grinstead, Sussex (_Notes and Queries_, 8th Series, i. 249, Miss Busk). V. Arabella! Arabella! Arabella! Farewell! Last night when we parted I left you broken-hearted Down by the mill-side. Who ll you have, love? Who ll you have, love? Who ll you have, love? Farewell! Go to church, love, Go to church, love, Go to church, love, Farewell! Come back, love, Come back, love, Come back, love, Farewell! Shake hands, love, Shake hands, love, Shake hands, love, Farewell! Take a kiss, love, Take a kiss, love, Take a kiss, love, Farewell! --Platt School, near Wrotham, Kent (Miss Burne).

_=15.=_ Should any player receive more or less than his proper number of cards, and discover the error before he looks at any card in his hand, or lifts it from the table, he may demand a new deal if no bet has been made; or he may ask the dealer to give him another card from the pack if he has too few, or to draw a card if he has too many. Cards so drawn must not be exposed, but should be placed on the top of the pack. If a bet has been made, there must be a new deal. Should the player take up his hand, or look at any card in it, he has no remedy. _=16.=_ Should a player take up a hand containing more or less than five cards, or look at any card in it, such a hand is foul, and he must abandon it, forfeiting any interest he may have in that pool. If one player has six cards and his neighbour four, neither having lifted or looked at any card, the dealer may be called upon to draw a card from the six hand and give it to the four hand. _=17. Straddling.

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Two. Three. Four.] In the seven point game, the score is continued by placing one counter above, and to the right or left of the other three, to indicate five points; and above and between them to indicate six. [Illustration: Five. Or this. Six.] When counters are not used, one of the standard forms of whist-marker is employed, the most legible and convenient being the “Foster Whist Marker,” in which the counting keys are always level with the surface and can be seen equally well from any position at the table. [Illustration: The Foster Whist Marker.] The four large keys on one side are used to count single points, the single large key on the opposite side being reckoned as five.

When five play, each for himself, the lowest cut deals, and has the first choice of seats and cards. The next lowest has the next choice of seats, and so on. When six play, they cut for partners, the two lowest pairing together; the two highest together; and the two intermediates together. The player cutting the lowest card of the six has the choice of seats and cards, and deals the first hand. If the six play, three on a side, the three lowest play against the three highest; the lowest cut of the six taking the deal, and choice of seats and cards. When seven play, each for himself, the lowest deals, and has the choice of seats and cards; the others choosing their seats in the order of their cuts. When eight play, they may form two sets of four each, or four sets of two each. In either case the partnerships are decided by cutting, and the lowest cut of the eight has the deal, with choice of seats and cards. _=TIES=_ are decided in the manner already described in connection with Whist. _=POSITION OF THE PLAYERS.

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Each player takes seven bones, and the highest double or the heaviest domino sets. The object is not to follow suit to the ends, but to play a number which will make the end and the number played to it equal _=seven=_. If the end is a 3, a 4 must be played; a 2 must be played to a 5, and an ace to a 6. Four dominoes in the set are trumps, or Matadores. These are the double blank, and the three dominoes that have seven on their faces; 6-1, 5-2, and 4-3. Any of these trumps may be played at any time on either of the ends, in order to prevent a block; but the following player, if he does not play a trump also, must play the complement of seven to whichever end of the matadore is left exposed. Doublets are not placed crosswise, and count only for the suit to which they belong; a double three cannot be played to an ace, because it counts as three only. The trumps are usually placed at right angles to the line. The game is decided and settled for as in the ordinary Block Game. _=SEBASTOPOL.

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If he proposes to play without any trump suit, he announces, “Seven Grand,” or whatever the number may be. Such a bid over-calls one of the same number in diamonds. If the eldest hand has no proposal to make, he says, “I pass,” and the others in turn have an opportunity to bid. The bids outrank one another according to their order in the foregoing table, and the rank of the suits in which they are made. The players bid against one another, until all but one declare to pass, he then becomes the single player against the three others. 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.

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In determining which course to follow, the individual must be guided by his observation and judgment. Suppose five play, and A observes that B and C constantly draw to small pairs, while D and E never come in on less than tens. If A has the age, B, D, and E having anted, A may be sure that there are at least two good hands against him, and will guide himself accordingly. But if B and C are the only players in, A may safely draw to a small pair. It can be mathematically demonstrated that what is called an _=average go-in hand=_ should be at least a pair of tens; but a player who waits for tens in a liberal game, in which others are drawing to ace high, will ante himself away if there are many jack pots, and will get no calls when he gets a hand. _=BETTING.=_ Good players are guided by the general character of the game in which they take part. Some parties play a very liberal game, and the players bet high on medium hands, and give every one a good fight. It is best to have liberal or lucky players on your right; because if they sit behind you, they will continually raise you, and you will be forced either to overbid your hand on the same liberal scale that they adopt, or lose what you have already put up. If a liberal player sits on your right you will often be able to make large winnings on moderate hands.

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Yes, she said softly. And I m the one? Yes! Not that again! I growled, grabbing her thin shoulders and shaking her. Her glasses bobbled on her nose. I m _not_ your darlin Billy, and you well know it. Admit it! She closed her lips over her buck teeth and sniffled. I reckon not, she said, raising her head and looking at me without flinching. I lied to you. Why? Kind of made me feel more decent about bein divorced. I gave her a last shake for the lie. Let s have it, I went after her.

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Choose once, choose twice, Choose three times over. Now you re married I wish you joy, First a girl and then a boy; Seven years old a son and daughter, Play and cuddle and kiss together. Kiss her once, kiss her twice, Kiss her three times over. --Deptford (Miss Chase). VII. There stands a lady on the mountain, Who she is I do not know: Oh! she wants such gold and silver! Oh! she wants such a nice young man! Now you re married I wish you joy, First a girl and then a boy; Seven years after a son and a daughter, Kiss your bride and come out of the ring. --Berkshire (Miss Thoyts, _Antiquary_; xxvii. 254). (_b_) A ring is formed, one child in the centre. The ring sing the first verse, and then the centre child chooses one from the ring.

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Diagram No. 4 will show that when the Knight is away from the side of the board, he may go to any one of eight different squares; but when he is in a corner he can go to two only. For that reason Knights are much more powerful when placed near the centre of the board. [Illustration: _No. 4._ +---+---+---+---+---+---+---+---+ | | | | | 8 | | 1 | | +---+---+---+---+---+---+---+---+ | | | | 7 | | | | 2 | +---+---+---+---+---+---+---+---+ | | | | | | ♞ | | | +---+---+---+---+---+---+---+---+ | | | | 6 | | | | 3 | +---+---+---+---+---+---+---+---+ | | | | | 5 | | 4 | | +---+---+---+---+---+---+---+---+ | | 1 | | | | | | | +---+---+---+---+---+---+---+---+ | | | 2 | | | | | | +---+---+---+---+---+---+---+---+ | ♞ | | | | | | | | +---+---+---+---+---+---+---+---+ ] The peculiarity of the Knight’s move is that it is not retarded by other pieces, because the Knight can jump over them, a privilege which is not given to any other piece on the board. In Diagram No. 5, for instance, the Knights have been legitimately moved, but no other piece could be moved until the Pawns had made way for it. [Illustration: _No. 5.