When the trees are uncovered, Isabellow, for me. Last night when we parted She was nigh broken-hearted, Isabellow, Isabellow, Isabellow, for me. Your hand, love, your hand, love, Then give me your hand, love, Take a sweet kiss from me. --Winterton, Nottinghamshire and Yorkshire (Miss Peacock). XI. Isabella, Isabella, Isabella, Farewell! Last night when we parted I left you broken-hearted, And down by the river you saw your young man. In the stream, love, in the stream, love, In the stream, love, Farewell! Go to church, love, go to church, love, Go to church, love, Farewell. In the ring, love, in the ring, love, In the ring, love, Farewell! --Long Eaton, Nottinghamshire (Miss Youngman). XII. Elizabella, Farewell! Last night as we parted She left me broken-hearted, And on a green mountain She looked like a dove.

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Exposed Cards, cards played in error, or dropped face upward on the table, or held so that the partner can see them. Face Cards, K, Q and J. Faire les Cartes, F., to shuffle; or to make the majority of cards or tricks in a game. Fall of the Cards, the order in which they are played. False Cards, cards played to deceive the adversary as to the true holding in the suit. Fattening, discarding counting cards on partner’s tricks. Feind, G., an adversary; Gegner is the more common word. Figure, F.

] Now for a while you listen to General H. G. W., of the Blue Army. You hear tales of victory. The photographs of the battlefields are by a woman war-correspondent, A. C. W., a daring ornament of her sex. I vanish.

This must now be put down on the score-sheet. A-B’s honours not counting, as Y-Z went out by cards, the game is a double; A-B not having reached 7 points. The score and markers now stand:-- A-B | 0 | | | | | | | Score: | | | | | | | | Y-Z | 2 | | | | | | | [Illustration: A-B’S, NOTHING. Y-Z’S, 1 GAME, 6 POINTS.] Let us suppose A-B to announce grand on their deal, and to make four by cards, which, multiplied by 8, gives them 32 points; that is, three games, and 2 points to their credit on the marker. The first of these games is a double, Y-Z having 6 points up. The two others are quadruples, put down on the score-sheet thus:-- A-B | 0 | 2 | 4 | 4 | | | | Score: | | | | | | | | Y-Z | 2 | 0 | 0 | 0 | | | | [Illustration: A-B’S, 3 GAMES, 2 POINTS. Y-Z’S, 1 GAME, 0 POINTS.] In the next hand let us suppose clubs to be cayenne. Y deals, and plays in colour, spades.

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With A J x, Dummy having Q x x, the small card should be led. With Q x, and an odd card, Dummy having K x x of the first suit; it is better to play the odd card; but if for any reason this should not be done, lead the Q, hoping to find A 10 with your partner. The state of the score must be a constant guide in all end games. For instance: You hold Q 10 x, Dummy having J 9 x. If you want only one trick, play the Queen; but if you want two, play the small card. _=SECOND HAND PLAY.=_ The easiest position to play as second hand, is, of course, with the Dummy on your left, because Dummy’s cards will show what is best to be done. If a small card is led, you having King, put it on if Dummy has not the Ace; unless you want partner to get the lead. If Dummy has only two cards of the suit, neither of them the Ace, always play your King. When the declarer leads a suit it is often important to count how many he and your partner can possibly hold.

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Dumb Motions Two sides are chosen, which stand apart from each other inside the line of their den. One side chooses a trade, and goes to the opposite side imitating working at the trade and giving the initial letters of it. If the opposite side guesses the name of the trade, the players run to their own den, being chased by their opponents. If any of the players are caught they must go to the opposite side. In turn the opposite side chooses a trade, and imitates the actions practised.--Cork, Ireland (Miss Keane). This is called An Old Woman from the Wood in Dorsetshire. The children form themselves into two ranks. The first rank says: Here comes an old oman from the wood. The second party answers: What cans t thee do? First Party: Do anythin .

Williams). Harie Hutcheon A game among children, in which they hop round in a ring, sitting on their hams.--Jamieson. See Curcuddie, Cutch-a-cutchoo, Hirtschin Hairy. Hark the Robbers [Music] --Tong, Shropshire (Miss R. Harley). I. Hark the robbers coming through, Coming through, Hark the robbers coming through, My fair lady. What have the robbers done to you, Done to you, What have the robbers done to you, My fair lady? You have stole my watch and chain, Watch and chain, You have stole my watch and chain, My fair lady. Half-a-crown you must pay, You must pay, Half-a-crown you must pay, My fair lady.

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60. A card detached from the rest of the hand so as to be named is liable to be called; but should the adversary name a wrong card, he is liable to have a suit called when he or his partner have the lead. 61. If a player who has rendered himself liable to have the highest or lowest of a suit called, fail to play as desired, or if when called on to lead one suit he lead another, having in his hand one or more cards of that suit demanded, he incurs the penalty of a revoke. 62. If any player lead out of turn, his adversaries may either call the card erroneously led, or may call a suit from him or his partner when it is next the turn of either of them to lead. 63. If any player lead out of turn, and the three others have followed him, the trick is complete, and the error cannot be rectified; but if only the second, or the second and third, have played to the false lead, their cards, on discovery of the mistake, are taken back; there is no penalty against any one, excepting the original offender, whose card may be called, or he, or his partner, when either of them has next the lead, may be compelled to play any suit demanded by the adversaries. 64. In no case can a player be compelled to play a card which would oblige him to revoke.

Turning the trump from the still pack was first tried by a Welsh baronet, and is mentioned by Southey in his “Letters of Espriella.” This custom was revived for a time by the Milwaukee Whist Club, and is still sometimes seen in Europe under the name of “Prussian Whist.” Altogether we can trace nineteen games which are clearly derived from whist. Duplicate, Drive, and Progressive whist are simply changes in the arrangement of the players and in the methods of scoring. Prussian whist introduces the cutting of the trump from the still pack. Dummy and Double-dummy are simply whist with a limited number of players, necessitating the exposure of one or more hands upon the table. The French game of Mort is dummy with a better system of scoring introduced. Favourite Whist simply changes the value of the tricks in scoring, according to the trump suit. Cayenne and Bridge introduce the first changes of importance. In Cayenne, the dealer and his partner have the privilege of changing the trump from the suit turned up; in Bridge they name the trump suit without any turn-up, and play the hands as at dummy.

=_ 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.

Jetons, F., the counters which represent money at any game. Jeu, F., derived from jocus, a game. The word is variously applied to the game itself; to the player’s expectation of success; to his plan of campaign; or to the cards in his hand. Jeux de Régle, hands which should be played in a certain way on account of their mathematical expectations, (Écarté). Keeping Tab, keeping a record of the cards that win and lose as they are dealt at Faro. King Card, the best card remaining unplayed of the suit. King Row, the four squares on the checker board which are farthest from the player’s own side. Kitty, the percentage taken out of a pool to pay for refreshments, or for the expenses of the table.

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The enemy was slightly stronger, both in cavalry and infantry, than myself [Footnote: A slight but pardonable error on the part of the gallant gentleman. The forces were exactly equal.]; he had the choice of position, and opened the ball. Nevertheless I routed him. I had with me a compact little force of 3 guns, 48 infantry, and 25 horse. My instructions were to clear up the country to the east of Firely Church. We came very speedily into touch. I discovered the enemy advancing upon Hook s Farm and Firely Church, evidently with the intention of holding those two positions and giving me a warm welcome. I have by me a photograph or so of the battlefield and also a little sketch I used upon the field. They will give the intelligent reader a far better idea of the encounter than any so-called fine writing can do.

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The head of the table is the end from which the players make their opening shots, and the foot is that on which the red ball is spotted. The baulk is the space at the head of the table behind a line drawn from the second diamonds or “sights” through the white spot. The “D” is the semicircle on the baulk line on English tables. American tables are made more difficult for championship games by drawing baulk lines 8 or 14 inches from the cushions, barring the rail nurse and the anchor shot. The English game is made difficult by making the cushions higher, the pockets narrower, and barring the spot stroke. The push shot is allowed in the English game, but in America it is permitted only in pool; never in the carrom game. The American carrom game cannot be played on an English table on account of the pockets. If the English game is played on an American pool table the red spot should be only nine inches from the bottom rail, and the “D” should be drawn with a radius of eleven inches from the white spot on the baulk line. The D is never marked on an American table, but the opening shot in the three-ball game must be made from within a semicircle of six inch radius from the white spot. In the four-ball game, and in all forms of American Pool, the player may place his ball anywhere within the baulk line.

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The maximum is 150. THE NEWPORT GAME. THE PINS ARE SET UP THE SAME AS FOR THE GAME OF AMERICAN TEN PINS. Three balls (not exceeding 6 inches in size) are allowed in each inning. Ten frames constitute a game. The object of the game is to bowl down an exact number of pins from 1 to 10, but not necessarily in routine order. The player who, in ten innings, scores the least number of winning innings is the loser. For instance: A bowls down 2, 5, 7, 8 and 10; B bowls down 1, 6, 8 and 9. Here B loses, as A has one more inning to his credit than B. Note.

Wise) is played by the children standing in line and advancing and retiring towards the lying or kneeling child. The Barnes version of Rise, Daughter is also played in this way. The daughter lays down, and at the end of the game joins the line, and another lays down. In the Hurstmonceux version, when the last verse is sung, the girl in the middle rises and picks a boy out of the ring; he goes in the middle with her, and they kiss. The version given by Halliwell is played in the same way as the Barnes version. (_c_) Halliwell (_Game Rhymes_, p. 219) gives a version of a Swedish ballad or ring dance-song, entitled Fair Gundela, he considers this may be a prototype of the English game, or that they may both be indebted to a more primitive original. The Swedish game rather gives the idea of a maiden who has sought supernatural assistance from a wise woman, or witch, to ask after the fate of those dear to her, and the English versions may also be dramatic renderings of a ballad of this character. Mr. Jacobs _More English Fairy Tales_, p.

When it is not a bridge, the pone should be guided by the same principles as those given for the eldest hand, because he may be sure that his partner will make it next if it is turned down, unless he has a certainty of three tricks by crossing. If a player calls his partner’s attention to the fact that they are at the bridge, both lose their right to order up. _=ASSISTING.=_ The dealer’s partner usually assists on plain-suit cards, such as two aces, rather than on trumps. The score and the turn-up trump will often be a guide as to whether or not to assist. For instance: If the score is 1 all, or to 2 to 1, and a bower is turned, it is rarely right to assist, because it prevents the dealer from playing alone. If the partner has good suit cards, they may be useful to make a march; if he has strong trumps, especially if sure of three tricks, he should play alone, instead of assisting. If the score is 3 in the dealer’s favour, he does not need a lone hand to win the game, and with two reasonably certain tricks in his own hand the dealer’s partner should assist, as they may win the game by a march. If the dealer’s side is at the bridge, the score being 4 to 1 or 4 to 0 in their favour, and the eldest hand passes, the dealer’s partner must be on the alert to prevent the pone from placing a lone hand. He should assist unless a bower is turned, or he has it himself, or holds such cards that, combined with the turn-up, he is sure of a trick.

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With us it is certainly different. Cope (_Hampshire Glossary_) says that Nine Men s Morrice is a game played with counters. He does not describe it further. Atkinson (_Glossary of Cleveland Dialect_) says under Merls, the game of Merelles, or Nine Men s Morris. Toone (_Etymological Dictionary_) describes it as a game played on the green sward, holes being cut thereon, into which stones were placed by the players. Stead s _Holderness Glossary_ calls it Merrils, and describes it as a game played on a square board with eighteen pegs, nine on each side, called in many parts Nine Men s Morrice. See also _Sussex Arch. Collections_, xxv. 234, and a paper by Mr. J.

Gregor. ELGIN-- Fochabers Rev. W. Gregor. KIRKCUDBRIGHT-- Auchencairn Prof. A. C. Haddon. LANARKSHIRE-- Biggar Mr. Wm.

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I knew I d find you here. And I came sich a fer piece, Billy Joe! Don t make me go off again, darlin Billy! While I prefer to gamble for cash, I had reason while on a job for sticking to a known amount of chips. She stood there while I got a thousand dollars worth of ten-buck markers, looking at me with some kind of plea in her eyes. This again was not in the pattern. Most hustlers can t keep their eyes off your chips. She puppy-dogged behind me to the crap table I had decided needed my attention. It was crowded, but there s always room for one more sucker. And still one more, for the sniffly girl with the hair-colored hair pressed in against my useless right arm when I elbowed my way in between the gamblers, directly across from the dealers. Billy Joe! she said, just loud enough to hear over the chanting of the dealers and the excited chatter of the dice players. Billy Joe! What a corn-ball routine! * * * * * I took stock before beginning to lose my stack of chips.

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But I did, she added. Talk English, I snapped. This chitterlin s and corn pone are just more window dressing, right? Her face was solemn behind the glasses. When you are a smart girl, and you know the future, too, they hate you and try to hurt you, she said. They don t seem to mind it so much if it comes from a piece of white trash that never could be no account. By the time I was twelve or so I had learned to act just a little stupid and corn-fed. * * * * * This, her longest speech, she delivered in quiet, Neutral American, the speech that covers the great prairie states and is as near accentless and pure as American English ever is. It branded her Ozark twang as a lie, and a great many other things about her. But it added something very solid to her claims of prophecy. All this, I said.

Gomme), Colchester (Miss G. M. Frances). NUTS AND MAY: On a bright and sunny morning (Mr. C. C. Bell); On a cold and frosty morning, Forest of Dean (Miss Matthews); Every night and morning, Gainford, Durham (Miss Edleston); We ve picked [Sally Gray] for nuts in May, All on a summer s morning, Sheffield (Mr. S. O. Addy).

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=_ Family rows. _=COMBINATIONS.=_ 4 aces, death; 3 aces, dissipation; 2 aces, enmity. 4 Kings, honours; 3 Kings, success in business; 2 Kings, good advice. 4 Queens, scandal; 3 Queens, dissipation; 2 Queens, friendship. 4 Jacks, contagious diseases; 3 Jacks, idleness; 2 Jacks, quarrels. 4 Tens, disagreeable events; 3 Tens, change of residence; 2 Tens, loss. 4 Nines, good actions; 3 Nines, imprudence; 2 Nines, money. 4 Eights, reverses in business or love; 3 Eights, marriage; 2 Eights, trouble. 4 Sevens, intrigues; 3 Sevens, pleasure; 2 Sevens, small affairs and gossip.

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In _=Boston=_, if the adversary of the bidder leads out of turn, and the bidder has not played to the trick, the latter may call a suit from the player whose proper turn it is to lead; or, if it is the bidder’s own lead, he may call a suit when next the adversaries obtain the lead; or he may claim the card played in error as an exposed card. If the bidder has played to the trick the error cannot be rectified. Should the bidder lead out of turn, and the player on his left follow the erroneous lead, the error cannot be corrected. In Misères, a lead out of turn by the bidder’s adversary immediately loses the game, but there is no penalty for leading out of turn in Misère Partout. PLAYING OUT OF TURN. 25. If the third hand plays before the second, the fourth hand also may play before the second. 26. If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led or, if he has none, to trump or not to trump the trick. In _=Boston=_, and in _=Solo Whist=_, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick.

Lobber. Loggats. London. London Bridge. Long-duck. Long Tag. Long Tawl. Long Terrace. Loup the Bullocks. Lubin.

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When two partners each trump a different suit, it is called a _=cross-ruff=_, or _=saw=_. 4th. Taking advantage of the _=tenace=_ possibilities of the hand by placing the lead with a certain player; or by avoiding the necessity of leading away from tenace suits. For example: A player holds A Q 10 of a suit, his right hand adversary holding K J 9. These are known as the _=major=_ and _=minor=_ tenaces. Whichever leads makes only one trick; but if the holder of the major tenace can get the suit led twice, he makes all. This is called the _=short-suit game=_, or _=finesse and tenace=_. Its resources may be added to by finessing against certain cards. For example: Holding A Q 3 of a suit led by the partner, to play Q is a finesse against fourth hand having the King. Each of these systems has its advantages, and almost every hand will offer opportunities for practice in all of them.