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Goodwife sings--What ll ye gie for Janet jo, Janet jo, Janet jo? What ll ye gie for Janet jo, Janet, my jo? Wooer--I ll gie ye a peck o siller, A peck o siller, peck o siller, I ll gie ye a peck o siller, For Janet, my jo. Goodwife says--Gae awa , ye auld carle! Then sings--Ye se never get Janet jo, Janet jo, Janet jo, Ye se never get Janet jo, Janet, my jo. The wooer hereupon retires, singing a verse expressive of mortification, but soon re-enters with a reassured air, singing-- I ll gie ye a peck o gowd, A peck o gowd, a peck o gowd, I ll gie ye a peck o gowd, For Janet, my jo. The matron gives him a rebuff as before, and he again retires discomfited, and again enters, singing an offer of twa pecks o gowd, which, however, is also refused. At his next entry he offers three pecks o gowd, at which the good wife brightens up and sings-- Come ben beside Janet jo, Janet jo, Janet jo, Ye re welcome to Janet jo, Janet, my jo. The suitor then advances gaily to his sweetheart, and the affair ends in a scramble for kisses.--_Popular Rhymes_, pp. 141, 142. On the other hand, it must not be overlooked that this game-drama and the game of Janet Jo have no connection beyond the name of the heroine and the wooing incident; so that the borrowing, if borrowing there be, might have been by Scotland, who improved the commonplace Jenny Jones into the pretty sweetness of her Scottish namesake. The Scottish version of the game leaves out the question of the colours for mourning, but, on the other hand, it contains the very important incident of the restoration of the dead.

You may lose if you like, but you cannot win; faro banks are not run that way. ROUGE ET NOIR, OR TRENTE-ET-QUARANTE. The banker and his assistant, called the croupier, sit opposite each other at the sides of a long table, on each end of which are two large diamonds, one red and the other black, separated by a square space and a triangle. Any number of persons can play against the bank, placing their bets on the colour they select, red or black. Six packs of fifty-two cards each are shuffled together and used as one, the dealer taking a convenient number in his hand for each deal. The players having made their bets, and cut the cards, the dealer turns one card face upward on the table in front of him, at the same time announcing the colour he deals for, which is always for _=black first=_. The dealer continues to turn up cards one by one, announcing their total pip value each time, until he reaches or passes 31. Court cards and Tens count 10 each, the ace and all others for their face value. Having reached or passed 31 for black, the _=red=_ is dealt for in the same manner, and whichever colour most closely approaches 31, wins. Suppose 35 was dealt for black, and 38 for red; black would win.

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_=METHOD OF PLAYING.=_ The trump settled, the eldest hand, or the player next him on the left, if the partner of the eldest hand is playing alone, begins by leading any card he pleases, and the others must follow suit if they can. Failure to follow suit when able is a _=revoke=_, if the error is not discovered and corrected before the trick in which it occurs is turned and quitted. If the player discovers his mistake in time, the card played in error must be left on the table, and is liable to be called. When a revoke is discovered and claimed by the adversaries, it is usual to abandon the hand, and the adversaries of the revoking player can either deduct two points from his score, or add two to their own score, for every revoke made during the hand. The penalty cannot be divided. If both sides revoke, the deal is void, and the same dealer must deal again. Any player having none of the suit led may either trump, or throw away a card of another suit. The highest card played, if of the suit led, wins the trick, trumps winning against all other suits, and a higher trump winning a lower. The winner of the trick may lead any card he pleases for the next trick, and so on, until all five tricks have been played.

Bone-yard, the stock at dominoes. Book, the first six tricks taken by either side at Whist which do not count toward game. Both Ends against the Middle, a system of trimming cards for dealing a brace game of Faro. Brace Game, a conspiracy between the dealer and the case-keeper at Faro, so that cards improperly taken from the dealing box shall be properly marked by the case-keeper. Break. In Billiards, a succession of counting shots made by one player, usually called a “run” in America. In Ten Pins, a break is a failure to make either a strike or a spare. Break Even, a system of playing Faro, betting each card to win or lose an even number of times. Brelan, F., three cards of the same denomination.

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_=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. The partners holding three, four or five honours between them, or four honours in one hand, or four in one hand and the fifth in the partner’s, or all five in one hand, are entitled to claim and score them, according to the following table. It will be seen that their value varies according to the trump suit; and it must be remembered that this value cannot be increased by doubling. TABLE OF HONOUR VALUES.

Here stands a lady on a mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Choose you east, and choose you west, Choose you the one as you love best. Now Sally s got married we wish her good joy, First a girl and then a boy; Twelve months a ter a son and da ter, Pray young couple, kiss together. --Berrington (_Shropshire Folk-lore_, pp. 509, 510). IV. 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 beau. Take her by the lily-white hand, Lead her across the water; Give her kisses, one, two, three, For she is her mother s daughter. --Shipley, Horsham (_Notes and Queries_, 8th series, i. 210, Miss Busk).

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] At trick 3, Z cinches, to make A play a high trump. It is evident to A that neither B nor Z holds either Jack or Seven of trumps; so both those cards must be with Y. As B has no more trumps the adversaries must have both Pedroes, and Y must have one, as he holds four trumps. If they are divided, A can catch both by cinching this trick with the King and leading the Ace; but if Y has both Pedroes, such a course would lose Jack, Game, and one Pedro. If A cinches this trick with the Ten, allowing Y to win with the Jack, A must catch both Pedroes, no matter how they lie, provided Y leads the trump Seven, for A will refuse to win it. Y sees his danger, and by leading a Pedro to A, forces him either to pass it, or to get into the lead and free the other Pedro. A-B score nothing: Y-Z score 7 for Jack, Game, Pedro; and 8 in addition, for points bid but not made by A-B; 15 altogether. _=No. 2.=_ At trick 2, Y sees that he cannot save Low, and the lead would be a great disadvantage, because either A has all the remaining trumps, or Y’s partner has an unguarded Pedro.

Change your grip and throw the strain somewhere else. Don’t bend your back when delivering the ball. With your feet far apart and knees bent you can start the ball with little or no sound. Don’t be superstitious--13 is a better start than 12. Don’t think it necessary to be a Sandow. Many lightweights bowl well. Don’t get discouraged, you can learn. Any able-bodied person, with ordinary nerve and a good eye, can become quite expert with little practice. Don’t let an alley owner use pins that are worn out. Don’t think you can sandpaper a ball without injuring it.

This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for. Should any card be found faced in the pack, it must be placed on the table among the discards. 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 card must not be taken by the player under any circumstances, but must be placed with the discards on the table. A player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped. [The object of this rule is to prevent a dealer from altering the run of the cards in the draw.] Should a player ask for an incorrect number of cards and they be given him, he must take them if the next player has been helped. If too many, he must discard before seeing them. If too few, he must play them. If he has taken them up and has too many, his hand is foul, and shuts him out of that pool. If the dealer gives himself more cards than he needs he is compelled to take them.

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=_ Many expert players will not lead away from a suit in which they hold tenace. Having two suits, one containing a tenace, and the other without it, they will select the latter, although it may be much weaker. It is noteworthy that players who disregard the value of holding a tenace in the opening lead, are well aware of its importance toward the end of the hand. When one player holds tenace over another, the end game often becomes a struggle to place the lead; and players frequently refuse to win tricks in order to avoid leading away from tenaces, or to compel another player to lead up to them. _=Underplay=_ is often resorted to by the Fourth Hand in suits in which the Third Hand has shown weakness. 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.

This does not call B, who has the privilege of raising the bet if he pleases. Suppose he raises, and D and A both meet it. On this second round, C having passed out, it is D’s turn to say whether or not he will raise. On the next round it will be A’s turn, and after that it will be B’s second turn, and so on. Should any player meet the bet but refuse to raise, although it is his turn, he still cannot call. If he does not avail himself of his privilege of raising, he must _=pass the word=_ to the player on his right; that is, transfer the privilege to him. If he declines, it is a call; if he raises, it goes on until every player has refused to avail himself of the privilege. If a player chooses to raise without waiting for his turn, of course he can do so. One of the fine points in the game is knowing when to raise the bet yourself, and when to pass the word. _=Rank of the Hands.

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As I went up Miss Betsey s stairs to buy a frying-pan, There sat Miss Betsey a-kissing her young man. She pulled off her glove and showed me her ring, And the very next morning the bells did ring. Dear Betsey, dear Betsey, your true love is dead, He s sent you a letter to turn back your head. --Summertown, Oxford (A. H. Franklin, _Midland Garner_, vol. ii. p. 32). XV.

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Beginning with the eldest hand, each player sorts her cards into pairs of the same denomination; such as two Fives, two Jacks, etc., and all pairs so formed are laid upon the table face down, without showing them to the other players. All the cards laid out in this manner are left in front of the player, in order to discover errors, if any. Three of a kind cannot be discarded, but four of a kind may be considered as two pairs. The discarding of pairs complete, the dealer begins by spreading her remaining cards like a fan, and presenting them, face downward, to her left-hand neighbour, who must draw one card at random. The card so drawn is examined, and if it completes a pair, the two cards are discarded. Whether it forms a pair or not, the player’s cards are spread and presented to the next player on the left, to be drawn from in the same manner. This process of drawing, forming pairs, and discarding is continued until it is found that one player remains with one card. This card is of course the odd Queen, and the unfortunate holder of it is the Old Maid; but only for that deal. LIFT SMOKE.

At the end of the game, after the twelfth hand has been settled for, it is usual to divide the pool or pools equally among the players. But sometimes a grand is played without trumps, making a thirteenth hand, and the pool is given to the player winning the last trick. _=METHODS OF CHEATING.=_ There being no shuffling at Boston, and each player having the right to cut the pack, the greek must be very skilful who can secure himself any advantage by having the last cut, unless he has the courage to use wedges. But Boston is usually played for such high stakes that it naturally attracts those possessing a high degree of skill, and the system adopted is usually that of counting down. The greek will watch for a hand in which there is little changing of suits, and will note the manner of taking up the cards. The next hand does not interest him, as he is busy studying the location of the cards in the still pack. When this comes into play on the next deal, he will follow every cut, and finally cut for himself so that the desired distribution of the suits shall come about. Even if he fails to secure an invincible hand for bidding on himself, he knows so nearly the contents of the other hands that he can bid them up, and afterwards play against them to great advantage. It is unnecessary to say that if a greek can mark the cards, the game becomes a walkover, even if he can recollect only the hand on his left.

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Handbuch des Schachspiels. Lehrbuch des Schachspiels, by J. Dufresne. Teoria e Practica del Giuoco degli Schacchi. British Chess Magazine. Chess Player’s Chronicle. Chess Monthly. _Westminster Papers_, 1868 to 1879. Of these works, “Minor Tactics” will be found most useful to the beginner, as it simplifies the openings by grouping them, and concentrates the attention on the essential points of chess strategy. CODE OF CHESS LAWS.

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Even if he has cards enough in his hand to increase the combination to four or more cards, he should not show them. The cards drawn from the stock must never be taken into the hand. Let us suppose the pone holds these cards:--♡ J 7 6 4; ♠ 5 3 2; ♢ K 7 5; and that the ♡ 5 is the first card he draws. He can use this card in three ways: By making a run of three with the ♡ 4 and ♡ 6; or a run with the ♡ 6 and ♡ 7; or a triplet with the two other 5’s. In this case he would probably lay out the 6 and 7, and make the run of three. If he should draw the ♡ Q later on, he could use it by continuing the sequence with his Jack; or if the ♡ 3 appeared, he could use it with his ♡ 4. _=Passing.=_ If he cannot use the card drawn, or does not wish to, he draws it from its position on the top of the stock and places it between himself and the dealer, still face up. The dealer then decides whether or not he wants it, and if he does not he “passes” it by turning it face down, and pushing it to his right. Cards once passed in this manner cannot again be seen by either player.

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If the player will not exchange, he must _=knock=_ on the table, to signify that he will stand by the cards he has. If he exchanges, he takes up the offered card, and then has the privilege of trading for ready money or for barter himself. The trading goes on in this way round and round, until some player knocks, when all trading is immediately stopped, and the hands are shown. The best hand wins the pool, the rank of the various combinations being as follows, beginning with the highest:-- _=Triplets.=_ Three aces being the highest, and three deuces the lowest. Pairs have no value. _=Sequence Flushes=_; the ace being allowed to rank as the top or the bottom; Q K A, or A 2 3. _=The Point=_; the greatest number of pips on two or three cards of the same suit in one hand, counting the ace for eleven, and the other court-cards for ten each. A single card of a suit does not count for the point. In case of ties, a point made with three cards will beat one made with two cards.

It is only after the smaller simpler war game here described has been played a number of times, and its little dodges mastered completely, that such more warlike devices become practicable. But obviously with a team of players and an extensive country, one could have a general controlling the whole campaign, divisional commanders, batteries of guns, specialised brigades, and a quite military movement of the whole affair. I have (as several illustrations show) tried Little Wars in the open air. The toy soldiers stand quite well on closely mown grass, but the long-range gun-fire becomes a little uncertain if there is any breeze. It gives a greater freedom of movement and allows the players to lie down more comfortably when firing, to increase, and even double, the moves of the indoor game. One can mark out high roads and streams with an ordinary lawn-tennis marker, mountains and rocks of stones, and woods and forests of twigs are easily arranged. But if the game is to be left out all night and continued next day (a thing I have as yet had no time to try), the houses must be of some more solid material than paper. I would suggest painted blocks of wood. On a large lawn, a wide country-side may be easily represented. The players may begin with a game exactly like the ordinary Kriegspiel, with scouts and boxed soldiers, which will develop into such battles as are here described, as the troops come into contact.

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, to cut the cards; also to ruff a suit. Couleur, F., a suit of cards, such as hearts or clubs. Coup, a master stroke or brilliant play; a single roll of the wheel at Roulette, or a deal at Rouge et Noir. Compass Whist, arranging players according to the points of the compass at Duplicate Whist, and always retaining them in their original positions. Conventional Play, any method of conveying information, such as the trump signal, which is not based on the principles of the game. Coppered Bets, bets that have a copper or checker placed upon them at Faro, to show that they play the card to lose. Court Cards, the K, Q and J; the ace is not a court card. Covering, playing a higher card second hand than the one led, but not necessarily the best of the suit. Créve, F.