Eight tricks solo in any suit. _=Grand independence=_. Grand misère. _=Grand misère=_, or _=misère sans ecart=_. Misère with four aces. _=Misère des quatre as=_. Nine tricks in any suit. _=Neuf=_. Nine tricks in petite. _=Neuf en petite=_.

In any one of these cases the player loses the game, and the non-player takes the whole of the stakes. In playing the next game, the previous non-player becomes the player.--London (C. A. T. M.). The following was the value of the buttons:-- (1.) The plain metal 3 or 4-holed flat button, called a Sinkie, say, value 1 point. (2.

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Merrels the game was called by a mason.--Barnes _Additional Glossary; Folk-lore Journal_, vii. 233. Nine Men s Morris, in Gloucestershire called Ninepenny Morris, was, says a correspondent in the _Midland Garner_, largely practised by boys and even older people over thirty years ago, but is now, as far as I know, entirely disused. Two persons play. Each must have twelve pegs, or twelve pieces of anything which can be distinguished. The Morris was usually marked on a board or stone with chalk, and consists of twenty-four points. The pegs are put down one at a time alternately upon any point upon the Morris, and the first person who makes a consecutive row of three impounds one of his opponent s pegs. The pegs must only be moved on the lines. The game is continued until one or other of the players has only two pegs left, when the game is won (1st ser.

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To win _=Eight Tricks=_. To win _=Nine Tricks=_. To lose every trick; _=Grand Misère=_. To win _=Ten Tricks=_. To win _=Eleven Tricks=_. To lose twelve tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called; _=Little Spread=_. To win _=Twelve Tricks=_. To lose every trick; the single player’s cards exposed on the table, but not liable to be called; _=Grand Spread=_. To win Thirteen Tricks; _=Grand Slam=_. The object of the proposing player, if successful in his bid, is to win or lose the proposed number of tricks; while that of his three adversaries is to combine to prevent him from so doing.

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The last one at the end of the tail may, if she has no other chance of escape, try and place herself before the Deer or Hen. She is then no longer to be hunted; all the others must then follow her example until the deer becomes the last of the line. The game then terminates by exacting a forfeit for each lady whom the Wolf has suffered to escape his clutches (pp. 64, 65). See Gled Wylie, Hen and Chickens, Old Dame. Fox and Geese (2) A game known by this name is played with marbles or pegs on a board on which are thirty-three holes, or on the pavement, with holes scraped out of the stones. To play this game there are seventeen pieces called Geese, and another one either larger or distinguished from the Geese by its colour, which is called the Fox. The Fox occupies the centre hole, and the Geese occupy nine holes in front, and four on each side of him. The vacant holes behind are for the Geese and Fox to move in. The game is for the Geese to shut up the Fox so that he cannot move.

The German notation would be:--e 2-e 4; and S g 1-f 3. The move of the Knight, it will be observed, gives the initial of the piece and the square upon which it stands, and then the square to which it is moved. A capture is indicated by the letter “n” taking the place of the dash. If the white Knight took the black King’s Pawn in Diagram No. 12, for instance, the move would be recorded: S f 3 n e 5, that is, the Springer at f 3 “nimmt” whatever it found at e 5. A check is indicated by a plus sign, +, following the move. In Diagram No. 11, for instance, the last move of the white Queen would be: D e 8-c 6 +; and Black’s reply would be: D b 8-b 7. _=THE OPENINGS.=_ Time and experience have shown that it is best for each player to adopt certain conventional openings, in order to develop his pieces.

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Forced Leads, leads which are not desirable, but which are forced upon the player to avoid those which are still less advantageous. Fordern, G., to lead trumps. Fourchette, the two cards immediately above and below the one led, such as K J in the second hand on a Q led. Four Signal, a method of showing four trumps, without asking for them; usually made by playing three small cards, such as 4 6 2, in that order. Fourth-best, the fourth card of a suit, counting from the top. The modern substitute for the terms penultimate, and antepenultimate. Front Stall, one who makes acquaintances for gamblers to fleece. Frozen, balls touching at billiards. Frozen Out, a player who has lost his original stake, and cannot continue in the game.

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Foster’s Complete Bridge, by R.F. Foster, 1905. Foster’s Bridge Maxims, by R.F. Foster, 1905. The Bridge Blue Book, by P.F. Mottelay, 1906. Good Bridge, by C.

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