The toy soldiers used in this Kriegspiel should not be the large soldiers used in Little Wars. The British manufacturers who turn out these also make a smaller, cheaper type of man--the infantry about an inch high--which is better adapted to Kriegspiel purposes. We hope, if these suggestions catch on, to induce them to manufacture a type of soldier more exactly suited to the needs of the game, including tray carriers for troops in formation and (what is at present not attainable) dismountable cavalry that will stand. We place this rough sketch of a Kriegspiel entirely at the disposal of any military men whose needs and opportunities enable them to work it out and make it into an exacter and more realistic game. In doing so, we think they will find it advisable to do their utmost to make the game work itself, and to keep the need for umpire s decisions at a minimum. Whenever possible, death should be by actual gun- and rifle-fire and not by computation. Things should happen, and not be decided. We would also like to insist upon the absolute need of an official upon either side, simply to watch and measure the moves taken, and to collect and check the amounts of supply and ammunition given up. This is a game like real war, played against time, and played under circumstances of considerable excitement, and it is remarkable how elastic the measurements of quite honest and honourable men can become. We believe that the nearer that Kriegspiel approaches to an actual small model of war, not only in its appearance but in its emotional and intellectual tests, the better it will serve its purpose of trial and education.

Then the cushion is laid down before the first man, the woman singing, This dance, &c., as before, only instead of come to, they sing go fro, and instead of Welcome, John Sanderson, &c., they sing Farewell, John Sanderson, farewell, &c., 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.

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Nottingham Miss Winfield, Miss Peacock. Ordsall Miss Matthews. OXFORDSHIRE Aubrey s _Remains_, ed. 1880. Oxford Miss Fowler. Summertown _Midland Garner_, vol. ii. SHROPSHIRE Burne s _Shropshire Folk-lore_. Madeley, Middleton Miss Burne. Tong Miss R.

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D. Sweeting). [Music] --Belfast (W. H. Patterson). I. I m come to court Janet jo, Janet jo, Janet jo, I m come to court Janet jo, How s she the day? She s up the stair washin , Washin , washin , She s up the stair washin , Ye canna see her the day. [Then follow verses, the words of which are not given by Chambers, representing Jenny as bleaching, drying, and ironing clothes. At last they say--] Janet jo s dead and gane, Dead and gane, dead and gane; Janet jo s dead and gane, She ll never come hame! --Chambers _Popular Rhymes_, pp. 140-41.

The starter is cut by the player on the dealer’s left, and the game proceeds as at six-card Cribbage, the eldest hand having the first show, the dealer the last. FOUR-HANDED CRIBBAGE. When four play, they cut for partners, choice of seats, and deal; the two lowest pairing against the two highest, and the lowest taking the first deal and crib. The game is usually 121 points up, or twice round the board, and only one player on each side keeps the score. Five cards are dealt to each player, one at a time, and one of these is discarded from each hand to form the crib, leaving four cards with which to play. The right-hand adversary of the dealer cuts for deal; the left-hand adversary for the starter. The eldest hand plays first, and all pairs, sequences, and fifteens are scored by the side making them. If a player says “go,” his left-hand neighbour must play, or pass the go to the next player on his left. In this way it may pass entirely round the table to the last player, who will then peg for it. At this game there is a great deal more in the play than in either hand or crib.

When a general rams is announced, all at the table must play, and those who have passed and laid down their hands, must take them up again. If the widow has not been taken, any player who has not already refused it may take it. The player who announced general rams has the first lead. If he succeeds in getting all five tricks, he not only gets the pool but receives five counters in addition from each player. If he fails, he must double the amount then in the pool, and pay five counters to each of his adversaries. Any player taking a trick that spoils a general rams gets nothing from the pool, and it is usual to abandon the hands the moment the announcing player loses a trick. ROUNCE. This is an American corruption of Rams. It is played with the full pack of fifty-two cards, which rank as at Whist, and any number of players from three to nine. Six cards are dealt to the widow, one of which must be discarded by the player taking it.

Balls bounding from the cushions go for naught. DUCK PIN GAME. THE PINS ARE SPOTTED THE SAME AS THE AMERICAN GAME OF TEN PINS. A regulation Duck Pin shall be 9 inches high, 1½ inches in diameter at the top, 3½ inches in diameter at the body of the pin, and 1⅜ inches in diameter at the base; shall taper gradually from the bottom to the largest part of the body, and shall be as near uniform in weight as possible. No ball exceeding 4½ inches in diameter can be used in games. Each player to roll three balls to each frame, and each player to roll two frames at a time. A line shall be drawn ten feet beyond the regular foul line, and any ball delivered beyond the first named line shall be declared foul. All other rules of the American Bowling Congress govern. KINSLEY CANDLE PIN. The Count--Two balls shall be allowed for frame.

[3] It counts 20 points in the honour score. 9. The value of honours, slam, or little slam, is not affected by doubling or redoubling. 10. At the conclusion of a rubber the trick and honour scores of each side are added and 250 additional points added to the score of the winners of the rubber. The size of the rubber is the difference between the completed scores. If the score of the losers of the rubber exceed that of the winners, the losers win the amount of the excess. 11. When a rubber is started with the agreement that the play shall terminate (_i.e.

Journ._, xlix. 327-28). I am told that in the iron districts of Staffordshire, the round bits of iron punched out in making rivet holes in boiler plates are the modern representatives of hucklebones.--_Ibid._ In Westminster four stones are held in the right hand, a marble is thrown up, and all four stones thrown down, and the marble allowed to bounce on the hearthstone or pavement, and then caught in the same hand after it has rebounded. The marble is then thrown up again, and one of the four stones picked up, and the marble caught again after it has rebounded. This is done separately to the other three, bringing all four stones into the hand. The marble is again bounced, and all four stones thrown down and the marble caught. Two stones are then picked up together, then the other two, then one, then three together, then all four together, the marble being tossed and caught with each throw.

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=_ That the number will be even. 11. _=Manque.=_ That the number will be from 1 to 18. 12. _=Passe.=_ That the number will be from 19 to 36. 13. _=Rouge=_ or _=Noir=_. Red or Black.

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After the pool has been won, and a fresh one formed, the penalty is removed. _=SUGGESTIONS FOR GOOD PLAY.=_ Observation, quickness, and good judgment of character are the essentials for success at Spoil Five, the last being probably the most important. The peculiar order of the cards; the privilege of renouncing when holding a card of the suit led; and the right of passing inferior trump leads, are very confusing to the beginner; but with practice the routine and strategy of the game soon become familiar. The player should first make up his mind whether he is going to try to win the pool or to spoil it. Particular attention should be paid to the player who robs, because he must have at least the ace and the turn-up in trumps, and is more likely to need spoiling than any other player. When a player wins a trick, some judgment will be necessary to decide whether he is trying for the pool himself, or simply spoiling it for some one else. When he wins two tricks, every other player at the table must combine against him. With only one small or medium trump, it is better to use it at the first opportunity. Unless the player has some hopes of winning the pool himself, he should trump all doubtful cards; that is, cards that may win the trick if not trumped.