“Whist,” he says, “seems never to have been played on principles until about fifty years ago; before that time [1735] it was confined chiefly to the servants’ hall, with All Fours and Put.” Another writer tells us that Ombre was the favourite game of the ladies, and Piquet of the gentlemen _par excellence_; clergymen and country squires preferring Whist, “while the lower orders shuffled away at All Fours, Put, Cribbage, and Lanterloo.” In 1754 a pamphlet was published containing: “Serious Reflections on the dangerous tendency of the common practice of Card-playing; especially the game of All Four.” For many years All Fours was looked upon as the American gambler’s game _par excellence_, and it is still the great standby of our coloured brother; who would sooner swallow a Jack than have it caught. ALL FOURS, SEVEN-UP, OR OLD SLEDGE. _=CARDS.=_ Seven-up is played with the full pack of fifty-two cards, which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest, both in cutting and in play. _=COUNTERS.=_ Each player or side should be provided with seven counters. As the points accrue, these counters are got rid of by placing them in a pool in the centre of the table.

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When three play, the one cutting the lowest card chooses his seat, and dictates the positions of the two other players. _=DEALING.=_ When four play, the pack is shuffled and cut as at Whist. The dealer then gives six cards to each player, one at a time, beginning on his left. These six cards are then spread face down on the table in front of the players to whom they have been dealt, but without being looked at. Six more are then dealt to each, one at a time, and these are turned face up, and sorted into suits. They are then laid face up on the top of the six cards which are lying on the table face down, so as to cover them. The last four cards are then dealt, one to each player. These last are retained in the hand, and must not be shown or named; they are usually called the “_=down cards=_.” _=MAKING THE TRUMP.

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This game is played in the west of Sussex, but not in the east. It is played thus by two or more boys. Each boy in his turn stands first on one leg and makes a hop, then strides or steps, and lastly, putting both feet together, jumps. The boy who covers the most ground is the victor.--Halliwell s _Dictionary_. Han -and-Hail A game common in Dumfries, thus described by Jamieson. Two goals called hails, or dules, are fixed on at about a distance of four hundred yards. The two parties then place themselves in the middle between the goals or dules, and one of the players, taking a soft elastic ball, about the size of a man s fist, tosses it into the air, and, as it falls, strikes it with his palm towards his antagonists. The object of the game is for either party to drive the ball beyond the goal which lies before them, while their opponents do all in their power to prevent this. As soon as the ball is gowf t, that is, struck away, the opposite party endeavour to intercept it in its fall.

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Miss Baker (_Northamptonshire Glossary_) says, The May garland is suspended by ropes from the school-house to an opposite tree, and the Mayers amuse themselves by throwing balls over it. A native of Fotheringay, Mr. C. W. Peach, says Miss Baker, has supplied me with the reminiscences of his own youth. He says the May garland was hung in the centre of the street, on a rope stretched from house to house. Then was made the trial of skill in tossing balls (small white leather ones) through the framework of the garland, to effect which was a triumph. See Cuck Ball, Keppy Ball, Monday. Ball and Bonnets [Illustration: Fig. 1.

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=_ The rules of the game require Ouverts to be exposed face upward on the table before a card is played. _=SCORING.=_ The score should always be kept by the player sitting on the right of the first dealer. This will mark the rounds. The score sheet should be ruled in vertical columns, one for each player at the table. Each player is charged individually with his losses and gains, the amounts being added to or deducted from his score, and a plus or a minus mark placed in front of the last figure, so that the exact state of each player’s score will be apparent at a glance. The score of the single player is the only one put down, and it is charged to him as a loss or a gain at the end of each deal. If there are four players, a line is drawn under every fourth amount entered in each person’s account. If three play, the line is drawn under every third amount. This system of scoring will show at once whose turn it is to deal, if the total number of amounts under which no line is drawn are counted up.

=_ Should a player lead out of turn, he may be called upon to lead or not to lead a heart when it is next his turn to lead. This penalty can be enforced only by the player on his right. If all have played to the false lead the error cannot be rectified; but if all have not played, their cards must be taken back, and are not liable to be called. If any person plays out of turn in any trick, the player on his left, not having played, may demand that the card be taken back, and after the proper player has played the player in error may be called upon to play his highest or lowest of the suit led, or not to discard a heart. If the person on the left of the player in error was the leader in the trick, either he or the player whose proper turn it was to play may demand the penalty. _=Revoking.=_ Any player failing to follow suit, when able to do so, may amend his error if he discovers his mistake before the trick in which it occurs has been turned and quitted. The card played in error then becomes an exposed card. Those who have played after him have the privilege of withdrawing their cards and substituting others, without penalty. Should the revoking player not discover his error in time, the hand must be played out, and if the revoke is detected and claimed the player in error must pay all the losses on that hand.

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The old German way of bidding, adopted at the Skat Congresses in Altenburg, Leipzig and Dresden, was to bid in suits; a bid of club Solo outranking one of spade Solo, no matter what it was worth. This has long been obsolete, the objection to it being that a player might get the play on a game of much inferior value. A player with a spade Solo, six Matadores, and schneider announced could offer only a spade Solo, without mentioning its value, and although his game was worth 99, he could be outbid by an offer of Nullo, which was then worth only 20. This is contrary to the spirit of the game, which requires that the person offering the game of the greatest value shall be the player. The rank of the bids in the old German game was as follows, beginning with the lowest:-- Frage, in the order of the suits. Tourné, in the order of the suits. Grand Tourné. Solo in diamonds, hearts and spades. Nullo, worth 20. Solo in clubs.

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The hearts taken in are then counted as usual. Thirty-one points is game, and the winner is the player who has the least hearts scored when some other player reaches thirty-one. SUGGESTIONS FOR GOOD PLAY. A good player, after sorting his hand, carefully estimates its possibilities. The hand may be such that it is evidently impossible to avoid taking some hearts. The player must then decide whether he will play to give each of the others hearts, or will take them all himself. If he succeeds in either object he has a chance to win back his money in the ensuing Jack. In deciding on his chances to get clear without taking a single heart, the player must first consider the advisability of beginning with a heart, or with a plain suit. If hearts, he should know the probability of the heart he leads not winning the trick; if a plain suit, he should know the probability of the suit going round one or more times without hearts being discarded on it, especially if he intends to lead high cards. These chances must then be balanced one against the other and the more favourable selected.

He may now lay his taw about the hole or fire at the other, on hitting which he counts another 10. He now goes for the hole again, and failing, lies where he happens to stop. If he misses, B. from his present position tries to get into the hole, and failing, lies still; but if he reaches the hole, he counts 10, and proceeds as A. had done. The one who first gets the 100 (or other number) now goes in for his pizings, which performance takes place thus:--The loser, so far, is lying about, and the winner goes back to drakes, and again tries to lodge in the hole; and if he succeeds, the game is up. If not, he lies still, and the loser tries for the hole; if he gets in he counts another 10, or if he should succeed in hitting the winner he scores his adversary s 100 to his own number, and then goes on for his pizings as the other had done. In failure of either securing the game thus, the process is repeated at drakes. When, however, the one who is on for his pizings manages to taw into the hole, the game is concluded.--Easther s _Almondbury and Huddersfield Glossary_.

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Draw a pail of water, Send a lady a daughter; One o my rush, two o my rush, Please, young lady, creep under the briar bush. --Liphook, Hants (Miss Fowler). III. Draw, draw water, For my lady s daughter; One in a rush, Two in a bush, Pretty my lady, pop under the bush. --Berrington and Ellesmere (_Shropshire Folk-lore_, p. 521). IV. Draw a bucket o water For a lady s daughter; One and a hush, two and a rush, Please, young lady, come under my bush. --Fochabers (Rev. W.

] The pins are set as shown in the diagram. Three balls (not exceeding 6 inches in size) are bowled in each inning. Should a left-handed bowler be bowling, the second quarter pin can be set up on the left quarter spot. Strikes and spares count five each. No penalties are attached. Dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 150. THE NEWPORT GAME.

Addy says the nuts were hardened for the purpose. When a nut was broken it was said to be cobbered or cobbled (_Sheffield Glossary_). Evans _Leicestershire Glossary_ also describes it. Darlington (_South Cheshire Words_) says this game only differs from Cobblety-cuts in the use of small nuts instead of chestnuts. George Eliot in _Adam Bede_ has, Gathering the large unripe nuts to play at Cob-nut with (p. 30). Britton s _Beauties of Wiltshire_ gives the Isle of Wight and Hants as other places where the game is known. See Conquerors. Cock One boy is chosen Cock. The players arrange themselves in a line along one side of the playground.

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| CORNER. | CORNER. | SOUTER. | | | | | | | | | | 11-15 | 11-15 | 11-15 | 11-16 | 11-15 | 11-15 | 11-15 | | 23 19 | 22 17 | 23 19 | 24 19 | 24 19 | 22 18 | 23 19 | | 8-11 | 8-11 | 8-11 | | | | 9-14 | | 22 17 | 17 13 | 22 17 | | | | 22 17 | | 9-13 | 15-18 | 4- 8 | | | | 6- 9 | +=========+=========+=========+=========+=========+=========+=========+ | | | WILL O’ | WHITE | | |SWITCHER.|WHILTER. |THE WISP.| DYKE. | IRREGULAR OPENINGS. | | | | | | | | | | 11-15 | 11-15 | 11-15 | 11-15 | 11-15 | 11-15 | 10-15 | | 21 17 | 23 19 | 23 19 | 22 17 | 22 17 | 23 19 | 22 18 | | | 9-14 | 9-13 | 8-11 | 8-11 | 8-11 | 15-22 | | | 22 17 | | 17 14 | 25 22 | 22 17 | 25 18 | | | 7-11 | | | | | | +---------+---------+---------+---------+---------+---------+---------+ _=The Middle Game.=_ The best way for the student to learn the manner in which the various openings are followed up, is to play over illustrative games, and in doing so he should be careful always to play with the winning side next him.

” In 1895, Milton C. Work’s “Whist of To-day,” and “Foster’s Whist Tactics,” giving the play in the first match by correspondence; and in 1896, Val Starnes’ “Short-suit Whist,” and Howell’s “Whist Openings.” In 1897, Mitchell’s “Duplicate Whist.” In 1898, Foster’s “Common Sense in Whist,” and in 1900, Fisher Ames’ “Standard Whist.” Since then whist literature has given place to bridge. In periodical literature we find whist taken up in the pages of the “Sporting Magazine” in 1793. The London “Field” has had a card column since December 6, 1862. Proctor’s work first appeared in “Knowledge.” The “Westminster Papers” devoted a great deal of space to whist games and “jottings” every month for eleven years, beginning in April, 1868. “Whist,” a monthly journal devoted exclusively to the game, began publication in Milwaukee in 1891; but gave it up when bridge supplanted whist in popular favor.

Hoatie, Hots When a number of boys agree to have a game at the Pearie or peg-top, a circle is drawn on the ground, within which all the tops must strike and spin. If any of them bounce out of the circle without spinning, it is called a Hoatie. The punishment to which the Hoatie is subjected consists in being placed in the ring, while all the boys whose tops ran fairly have the privilege of striking--or, as it is called, deggin --it till it is either split or struck out of the circle. If either of these take place, the boy to whom the Hoatie belonged has the privilege of playing again.--Upper Lanarkshire (Jamieson). See Gully, Hoges. Hob-in-the-Hall An old game mentioned by Wycherley (_Plain Dealer_, 1677). Hockerty Cokerty The same game as Cockerty-hooie. Hockey This game is played with a solid indiarubber ball from two to two and a half inches in diameter. The players each have a bent or hooked stick or hockey.

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.--Barnes (A. B. Gomme). (_b_) In Ross and Stead s _Holderness Glossary_ this game is described under the name of Shinnup. Robinson (_Mid Yorkshire Glossary_) gives it under Shinnops, a youth s game with a ball and stick, heavy at the striking end, the player man[oe]uvring to get as many strokes as possible and to drive the ball distances.

_=The Revoke.=_ For this dummy is not liable to any penalty, as his adversaries can see his cards. Even should the revoke be occasioned by dummy’s cards being disarranged, or one of them covered up, the adversaries should be as able to detect the error as the partner. Should dummy’s hand revoke, it cannot be remedied after the trick in which it occurs has been turned and quitted; and the game must proceed as if no revoke had occurred. All the penalties for a revoke may be enforced against dummy’s partner, should he renounce in error, and not correct it in time. There being no American laws for dummy, the English penalty of three tricks or three points may be enforced, and the revoking player cannot win the game that hand. _=Cards Played in Error.=_ Dummy’s partner is not liable to any penalty for cards dropped face upwards on the table, or two or more played at once, because it is obvious that Dummy cannot gain any advantage from such exposed cards. _=Leading out of Turn.=_ Should either dummy or his partner lead out of turn, the adversaries may call a suit from the one that should have led.

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He plays the 5 to the first round, because one of his two cards is an honour. The leader goes on with the Ace, and the Jack falls. Now the third hand must have the Queen or no more, and no matter which it is he can win the third round, with the Queen or with a trump. _=Against No-Trumpers.=_ When there is no trump, the third hand uses what is called the _=Foster echo=_. This consists in playing always the _=second-best=_ of the suit, when no attempt is made to win the trick. Suppose the leader begins with the King. Third hand holds 10 8 7 4, and plays the 8. This marks him with only one card higher than the 8, and is a great exposer of false cards played by the declarer. On the second round, the rule is, always to keep the lowest card of the suit until the last.

The highest card played to the trick, if of the suit led, wins the trick, and trumps win all other suits. At the end of the hand the declarer counts up the tricks he has won over the book and if he has made good on his contract he scores the value of those tricks toward game. As soon as either side reaches 30, it is a game, but the hands are played out, and all the tricks counted. _=RUBBERS.=_ Three games, 30 points or more each, make a rubber, but if the first two are won by the same partners the third game is not played. The side that first wins two games adds 250 rubber points to its score. _=SCORING.=_ Apart from the game score, which is made entirely by tricks won on successful declarations, there are several additional scores that have no influence in winning or losing the game, although they may materially affect the ultimate value of the rubber. These are all entered under the head of “honour scores,” or “above the line.” _=Honours=_ are the five highest cards in the trump suit, A K Q J 10; when there is no trump, they are the four Aces.

=_ _=SCORING.=_ A game consists of five points. If the players making the trump win all five tricks, they count _=two=_ points towards game; if they win three or four tricks, they count _=one=_ point; if they fail to win three tricks, their adversaries count _=two=_ points. _=2.=_ If the player making the trump plays _=alone=_, and makes five tricks, he counts as many points as there are players in the game: Two, if two play; three if three play; four if four play, etc. If he wins three or four tricks only, he counts one; if he fails to win three tricks, his adversaries count two. _=3.=_ _=The Rubber=_ is the best of three games. If the first two are won by the same players, the third game is not played. The winners gain a _=triple=_, or three points, if their adversaries have not scored; a _=double=_, or two points, if their adversaries are less than three scored; a _=single=_, or one point, if their adversaries have scored three or four.

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_ BLACK. +---+---+---+---+---+---+---+---+ | ♚ | ♛ | | | | | | | +---+---+---+---+---+---+---+---+ | ♟ | | | | | | | | +---+---+---+---+---+---+---+---+ | ♜ | ♟ | ♕ | | | | | | +---+---+---+---+---+---+---+---+ | | ♔ | | | | | | | ] The only way out of the check is to interpose the Queen, whereupon the white Queen will move diagonally to the edge of the board and check again, forcing the black Queen back where she came from, and drawing the game by perpetual check. If the black Queen moves away from the King, she will be captured, and White will give check-mate at the same time. _=NOTATION.=_ The various moves which take place in the course of a game are recorded by a system of chess notation, the number of the move being given first, and then the pieces moved and the direction of their movement. The names of the pieces themselves are used to distinguish the various files of squares running vertically from the piece itself to the opposite side of the board, and the seven squares in front of each piece are numbered from 2 to 8. No matter how much the pieces may be moved, the various vertical files still retain the name of the pieces which stood at the bottom of them when the men were first set up. In chess notation, only the initials of the pieces are used, K standing for King, and Kt for Knight. Although the files bear the same names, the numbers count from the side on which the men are placed, so that each square has a double name, depending on the colour of the man placed upon it. [Illustration: _No.