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For instance: A small card is led; Third Hand playing the Ten, and Fourth Hand holding A Q J x. It is a common artifice to win with the Queen, and return the small card. When the original leader is underplayed in his own suit, he should invariably put up his best card. _=Finessing.=_ The expert may finesse much more freely than the beginner. Having led from such a suit as K J x x and partner having won with Ace and returned a small card, the Jack may be finessed with strong trumps. If the adversaries lead trumps, and the Ace wins the first round, a player holding the King second hand on the return, may finesse by holding it up, trusting his partner for the trick. In all cases that mark the best of the suit against a player, and on his left, he may finesse against the third best being there also. For instance: A player leads from K 10 x x x. Third Hand plays Queen and returns a small card.

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If a player retains the hand originally dealt him, he must not look at the others. If the dealer exchanges, he loses the turn-up card, but the trump suit remains the same. Each player deals for himself in turn, there being no deal for the dead hands. Whist laws govern the deal and its errors. _=METHOD OF PLAYING.=_ The dealer’s adversary has the first lead; the other must follow suit if he can, and the highest card of the suit led wins the trick. Trumps win all other suits. _=SCORING.=_ Each trick above six counts one point towards game. Of the four honours, A K Q J of trumps, if each player holds two, neither can count.

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In Nullos, the game is lost the moment the revoke is discovered. _=Seeing Tricks.=_ The tricks must be kept separate as they are taken in, and any player is allowed to look at the last trick turned and quitted. Any player looking at any other trick but the last may be penalized ten points. _=Playing Ouverts.=_ 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.

115). This game-rhyme has an interesting reference to Lammas, and it may also refer to the hiring of servants. Brockett (_North Country Words_, p. 221) says, At a fair or market where country servants are hired, those who offer themselves stand in the market-place with a piece of straw or green branch in their mouths to distinguish them. Lamploo A goal having been selected and bounds determined, the promoters used to prepare the others by calling at the top of their voices-- Lamp! Lamp! Laa-o! Those that don t run shan t play-o! Then one of the spryest lads is elected to commence, thus:--First touching the goal with his foot or leaning against it, and clasping his hands so as to produce the letter W in the dumb alphabet, he pursues the other players, who are not so handicapped, when, if he succeeds in touching one without unclasping his hands, they both make a rush for the goal. Should either of the other boys succeed in overtaking one of these before reaching that spot, he has the privilege of riding him home pick-a-back. Then these two boys (_i.e._, the original pursuer and the one caught), joining hands, carry on the game as before, incurring a similar penalty in case of being overtaken as already described. Each successive boy, as he is touched by the pursuers, has to make for the goal under similar risks, afterwards clasping hands with the rest, and forming a new recruit in the pursuing gang, in whose chain the outside players alone have the privilege of touching and thus adding to their numbers.

. O ] The pins are set up as above. Three balls (not exceeding 6 inches in size) are allowed in each inning. If the four back pins are bowled down and the head pin is left standing, the score is 2. If all the pins are bowled down, the score is 1. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alleys cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 20.

” That is, the dealer has nothing to declare on the first round of the bidding. [See note at foot of page 58.] _=RANK OF THE BIDS.=_ In order to over-call a previous bid, whether of the partner or the opponent, the bidder must undertake to win the same number of tricks in a suit of higher value, or a greater number of tricks having the same aggregate value as the preceding bid. Players should restrict themselves to the same form of expression throughout, and all bids, even passing, must be made orally and not by gesture. Let us suppose this to be the bidding: The dealer, Z, begins with “One spade,” second player, A, says, “I pass,” or simply, “No.” Third bidder, Y, says, “One club,” fourth player, B, “No trump.” The dealer, starting on the second round, says, “Two clubs,” supporting his partner’s declaration. Next player, A, who passed the first time, says, “Two royals.” Both Y and B pass, but the dealer, Z, says, “Three clubs.

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Having led from such a suit as K J x x and partner having won with Ace and returned a small card, the Jack may be finessed with strong trumps. If the adversaries lead trumps, and the Ace wins the first round, a player holding the King second hand on the return, may finesse by holding it up, trusting his partner for the trick. In all cases that mark the best of the suit against a player, and on his left, he may finesse against the third best being there also. For instance: A player leads from K 10 x x x. Third Hand plays Queen and returns a small card. The Ten should be finessed, regardless of trump strength, as the Ace must be on the left, and the finesse is against the Jack being there also. Many varieties of this finesse occur. _=Placing the Lead.=_ This is usually a feature of the end-game A player may have an established suit, his adversary being the only person with any small cards of it. If the lead can be placed in the hand of this adversary, he must eventually lead the losing cards.

84 (Hersham, Surrey). Northall prints a version in his _Folk Rhymes_, 362-3, identical with No. 17. The tune of the Platt version sent by Miss Burne, and the Ogbourne and Manton (H. S. May), are almost identical, except the termination. This seems to be the most general tune for the game. The Lancashire tune is the same as the London version. Miss Burne says of the Madeley version: I never knew Green Gravel and Wallflowers played together as in this way elsewhere (I had not got this variant when I wrote _Shropshire Folk-lore_), except at Much Wenlock, where they reverse the two verses, and only sing _one line_ (the last) of Green Gravel. But I feel sure they must have been _meant_ to go together (see my note in _Shropshire Folk-lore_, p.

If any one, prior to his partner playing, calls attention in any manner to the trick or to the score, the adversary last to play to the trick may require the offender’s partner to play his highest or lowest of the suit led or, if he has none, to trump or not to trump the trick. 36. If any player says “I can win the rest,” “The rest are ours,” “We have the game,” or words to that effect, his partner’s cards must be laid upon the table and are liable to be called. 37. When a trick has been turned and quitted, it must not again be seen until after the hand has been played. A violation of this law subjects the offender’s side to the same penalty as in case of a lead out of turn. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, it is still the custom to permit looking at the last trick, except in Misères. The penalty in a misère game is the same as for a lead out of turn. 38. If a player is lawfully called upon to play the highest or lowest of a suit, or to trump or not to trump a trick, or to lead a suit, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked.

The cards in hand that do not fit any combination of three or more are deadwood, and the object is to reduce this deadwood to less than fifteen. _=METHOD OF PLAYING.=_ Each player in turn to the left of the dealer draws a card from the stock or the discard pile and discards one in its place, face up. No player is allowed to lay down anything until he can show his whole hand, and then only when his deadwood is fifteen or less, and he is not obliged to lay down even then if he prefers to wait until he can reduce his deadwood still further. _=THE SHOW-DOWN.=_ As soon as any player can show down his hand, the game is at an end. He lays out his combinations and pushes them aside. Then he announces the pip value of his deadwood, after discarding a card in place of the one drawn. Suppose he draws the seven of hearts, and lays down the 6 7 8 9 of that suit; J Q K of clubs; discards the king of spades and leaves two deuces and a five for his deadwood. That is nine points.

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=_ It is better to propose on two or three sure tricks, with strong probabilities of several more, than on a certainty of four only. For instance: The two highest trumps and two suits containing Aces, with no other trick probable, is not such a good hand for a proposal as one containing four average trumps, with one plain suit of K Q J x x, and another of K Q x x. It is not improbable that the latter may be good for seven or eight tricks. Nothing but experience will teach a player what combinations of cards are “probably” good for tricks; but K x x, or Q J 10 x or K Q, may be counted on. There should be some intelligible system of proposing, so that the players may understand each other. The eldest hand should not propose except on strong trumps, and this should be a warning to other players not to accept him on trump strength alone. Four trumps with two or three honours may be called strong; or five trumps, even without an honour. Five trumps with two or more honours is great strength. Any player other than the eldest hand should propose on general strength and the player accepting him should do so on trump strength. Some such distinction should be clearly understood, in order that there may be no such contretemps as two players proposing and accepting on trumps alone and finding themselves without a trick in the plain suits after the trumps are drawn.

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To lose 12 tricks, after having discarded a card which is not to be shown; _=Little Misère=_. To win _=Seven Tricks=_. To win one trick, neither more nor less, after having discarded a card which is not to be shown, there being no trump suit; _=Piccolissimo=_. To win _=Eight Tricks=_. To lose every trick, no trump suit, _=Grand Misère=_. To win _=Nine Tricks=_. To lose 12 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 _=Ten Tricks=_. To lose every trick, no trump suit, the single player’s cards being exposed on the table, but not liable to be called; _=Grand Spread=_. To win _=Eleven Tricks=_.

Gomme). I. There stands a lady on the mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Choose one, choose two, choose the fairest one of the two. The fairest one that I can see, Is pretty ----, walk with me. --Barnes, Surrey (A. B. Gomme). II. There lives a lady on the mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man.

No Partner ever questioned the superiority of the human mind, though very few of the Partners were much impressed by that superiority. The Partners liked people. They were willing to fight with them. They were even willing to die for them. But when a Partner liked an individual the way, for example, that Captain Wow or the Lady May liked Underhill, the liking had nothing to do with intellect. It was a matter of temperament, of feel. Underhill knew perfectly well that Captain Wow regarded his, Underhill s, brains as silly. What Captain Wow liked was Underhill s friendly emotional structure, the cheerfulness and glint of wicked amusement that shot through Underhill s unconscious thought patterns, and the gaiety with which Underhill faced danger. The words, the history books, the ideas, the science--Underhill could sense all that in his own mind, reflected back from Captain Wow s mind, as so much rubbish. Miss West looked at Underhill.

It is 5 to 1 against making a straight out of a sequence of four which is open at both ends. [Illustration: 🂻 🃚 🂨 🂧 | 🂹 🃘 🂧 🃆 IN-BETWEEN STRAIGHT. OPEN-END STRAIGHT. ] It is 4½ to 1 against filling a four-card flush. It is 23 to 1 against filling a three-card flush. It is 95 to 1 against filling a two-card flush. It is 3 to 1 against improving a four-card straight flush which is open at both ends. The chances against getting the straight or the flush have been given; the odds against getting the straight flush are 24 to 1. The chance for getting a pair exists; but the pair would probably be worthless. It is 4 to 1 against improving a four-card straight flush open in the middle, or at one end only; the odds against getting the straight flush being 46 to 1.

Now watch it, Pheola, I said, as we squeezed into the crowd, opposite the dealers. Almost anything can happen. I want to know the instant you get a feeling. You understand? She nodded and wiped at her drippy nose with a clean handkerchief. I d gotten her a dozen. There was the same old racket. The burnt out voice of a chanteuse, coming over the PA system from the dining room, tried to remember the sultry insouciance with which it had sung Eadie was a Lady in its youth. Waiters in dude-ranch getups swivel-hipped from table to table like wraithes through the mob of gamblers, trays of free drinks in their hands. This time Pheola didn t have the same greedy grab for the _hors d oeuvres_. She d wrapped herself around a couple pounds of high-quality protein before we had come to the casino.

We ve come to see poor Jenny Jones. Poor Jenny Jones is ironing, you can t see her. We ve come to see poor Jenny Jones. Poor Jenny Jones is dead, you can t see her. What shall we follow, in red, blue, or black? Red s for the soldier, blue for the sailor, Black for the dead. --Enborne School, Berks (Miss M. Kimber). XIV. Come to see Miss Jenny Jones, Miss Jenny Jones, Miss Jenny Jones; Come to see Miss Jenny Jones, And how is she to-day? Miss Jenny Jones is washing, washing, washing, Miss Jenny Jones is washing, You can t see her to-day. Farewell, ladies, ladies, ladies, and gentlemen too.

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] [Illustration: Fig. 9--Battle of Hook s Farm. Complete Victory of the Blue Army.] Blue then pounds Red s right with his gun to the right of the farm and kills three men. He extends his other gun to the left of the farm, right out among the trees, so as to get an effective fire next time upon the tail of Red s gun. He also moves up sufficient men to take possession of Red s lost gun. On the right Blue s gun engages Red s and kills one man. All this the reader will see clearly in figure 9, and he will also note a second batch of Red prisoners--this time they are infantry, going rearward. Figure 9 is the last picture that is needed to tell the story of the battle. Red s position is altogether hopeless.

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Curly Locks. Currants and Raisins. Cushion Dance. Cutch a Cutchoo. Cutters and Trucklers. DAB. Dab-an-thricker. Dab-at-the-hole. Dalies. Davie-drap.

The cradle. 2. The soldier s bed. 3. Candles. 4. The cradle inversed, or manger. 5. Soldier s bed again, or diamonds. 6.

If he has neither of those cards he must pass, and the first player on his left who has a Five or a Nine must begin. The next player on the left must then continue the sequence in the same suit if he can, but he may play either up or down, laying the card on the right or left of the starter. If a Five is led, he may play a Four or a Six. Only one card is played at a time by each person in turn. Any person not being able to continue the sequence may start another if he has another Five, but he cannot start one with a Nine unless the first starter in the game was a Nine. He is also at liberty to start a new sequence with a Five or Nine instead of continuing the old, but he must play if he can, one or the other. If he is unable to play, he must pay one counter into the pool, which is won by the first player who gets rid of all his cards. The winner is also paid a counter for every card held by the other players. FAN TAN. This is the simplest form of Stops, and requires no layout.

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Don’t expect a “strike” every time you hit the head pin. Don’t blame the pin boys if you get a split. They will spot any pin you call their attention to. Don’t throw away a “spare” because you think you were entitled to a “strike.” Don’t use any unnecessary motions. Don’t exert yourself. Take it easy. A slow accurate ball is better than a swift wild one. Don’t put your whole thumb in the finger hole. One joint is enough.

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His charge had failed, and, after a brief breathing--space for my shot--torn infantry to come up, I led on the counter attack. It was brilliantly successful; a hard five minutes with bayonet and sabre, and his right gun was in our hands and his central one in jeopardy. And now Red was seized with that most fatal disease of generals, indecision. He would neither abandon his lost gun nor adequately attack it. He sent forward a feeble little infantry attack, that we cut up with the utmost ease, taking several prisoners, made a disastrous demonstration from the church, and then fell back altogether from the gentle hill on which Hook Farm is situated to a position beside and behind an exposed cottage on the level. I at once opened out into a long crescent, with a gun at either horn, whose crossfire completely destroyed his chances of retreat from this ill-chosen last stand, and there presently we disabled his second gun. I now turned my attention to his still largely unbroken right, from which a gun had maintained a galling fire on us throughout the fight. I might still have had some stiff work getting an attack home to the church, but Red had had enough of it, and now decided to relieve me of any further exertion by a precipitate retreat. My gun to the right of Hook s Farm killed three of his flying men, but my cavalry were too badly cut up for an effective pursuit, and he got away to the extreme left of his original positions with about 6 infantry-men, 4 cavalry, and 1 gun. He went none too soon.

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The player is offered five different forms of betting, all of which appear on the _=Layout=_, and which cover all the combinations possible with three dice. [Illustration: +-----------------------+ | Single Numbers. | HIGH. +---+---+---+---+---+---+ LOW. | 1 | 2 | 3 | 4 | 5 | 6 | +---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ | 18| 17| 16| 15| 14| 13| 12| 11| 10| 9| 8| 7| 6| 5| 4| 3| +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ |180| 60| 29| 18| 12| 8| 6| 6| 6| 6| 8| 12| 18| 29| 60|180| +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ +-----------------------+ | Raffles. | ODD. +---+---+---+---+---+---+ EVEN. | 1 | 2 | 3 | 4 | 5 | 6 | +---+---+---+---+---+---+ ] The Raffles are sometimes indicated by a representation of one face of a die. Bets on single numbers pay even money, if the number bet on comes up on the face of any of the three dice. If it comes up on two of them, such as two deuces, it pays double; but if all three dice are alike it is a _=raffle=_, and the house takes all bets not placed on raffles.

The player who makes the final declaration[9] must play the combined hands, his partner becoming dummy, unless the suit or no trump finally declared was bid by the partner before it was called by the final declarer, in which case the partner, no matter what bids have intervened, must play the combined hands. 47. When the player of the two hands (hereinafter termed “the declarer”) wins at least as many tricks as he declared, he scores the full value of the tricks won (see Law 3).[10] 47_a_. When the declarer fails to win as many tricks as he declares, neither he nor his adversaries score anything toward the game, but his adversaries score in their honour column 50 points for each under-trick (_i.e._, each trick short of the number declared). If the declaration be doubled, the adversaries score 100 points; if redoubled, 200 points for each under-trick. 48. The loss on the dealer’s original declaration of “one spade” is limited to 100 points, whether doubled or not, unless redoubled.

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In the Irish (Belfast) version the game is played in the same way; the funeral is arranged, when Jenny suddenly comes to life again (W. H. Patterson). In the Southampton version, after the carrying of Jenny by her head and feet to the grave, and the other children following and standing round, Jenny Jones rises up and pursues the children. She is called the Ghost. The children run away in affected terror, calling out, The Ghost! Whoever she catches becomes Jenny Jones in the next game. This incident is also played in the Barnes, Northants, Annaverna, co. Louth, Enborne and Liphook versions. (_c_) This game is played very generally throughout the country, and I have other versions collected from Earls Heaton (Mr. H.