Strutt (_Sports_, p. 394) describes this game, and gives an illustration which is here reproduced from the original MSS. in the Bodleian. This game may have originated from a custom at funerals of practising spells for the safe and speedy passage of the departing spirit to its destination, or from divination mysteries to foretell who would be the next among the mourners to follow the dead body to the grave. The spirit of prophecy was believed to exist in a dying person. See Handy Croopen. How many Miles to Babylon I. King and Queen of Cantelon, How many miles to Babylon? Eight and eight and other eight. Will I get there by candle-light? If your horse be good and your spurs be bright. How mony men have ye? Mae nae ye daur come and see.

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In the version sent by Mr. H. S. May a ring is formed by the children joining hands. One child stands in the centre--she represents the Mother. The ring of children say the first, third, and every alternate verse. The child in the centre says the second, fourth, and alternate verses, and the game is played as above, except that when the Mother has said the last verse the children call out, Good job, too, and run off, the Mother chasing them as above. The game does not appear to be sung. (_c_) This game is somewhat of a cumulative story, having for its finish the making angry and tormenting of a mother. All the versions point to this.

Barnes (Mr.) Mr. Barnes is dead and gone, And left his widder, Three poor children in her arms; What will you give her? Where did you come from? --Played about 1850 at Hurstmonceux, Sussex (Miss Chase). This is probably a forfeit game, imperfectly remembered. See Old Soldier. Base-ball An undescribed Suffolk game.--Moor s _Suffolk Words_. See Rounders. Basket [Music] --London (A. B.

Of one thing every player may rest assured, and that is that Poker cannot be played by mathematical formulas. Beyond the most elementary calculations of the chances in favour of certain events the theory of probabilities is of no assistance. It is not necessary to call in a mathematician to prove that a player who habitually discards a pair of aces to draw to three cards of a suit will lose by the operation in the long run. Nor will any amount of calculation convince some players that they are wasting their money to stay in a jack pot in order to draw to a pair of tens, although such is the fact. The various positions occupied by the player at the poker table may be briefly examined, and some general suggestions offered for his guidance in each of them. In the first place he should look out for his counters. It is always best for each player to place the amount of his ante or his bet immediately in front of him, so that there need be no dispute as to who is up, or who is shy. Above all it should be insisted that any player who has once put counters in the pool, and taken his hand from them, should not again take them down. _=The Age=_ is the most valuable position at the table, but it is seldom fully taken advantage of. The age should never look at his hand until it is his turn to make good his blind.

_=Progressive Cinch=_ is played by dealing one round at each table; that is, four deals, each player having the deal once only. The ordinary game of Cinch is played, and the pair having the fewest points to go at the end of the four deals progress to the next higher table. Ties cut to decide, high going up. On arriving at the next table, the partners divide, and another game of four deals is played, the winning pair again progressing. The general arrangements for the original positions of the players, and the prizes to be given, are the same as in Progressive Euchre, and have been fully described in connection with that game. _=Blind Cinch.=_ Instead of giving each player thirteen cards at once, the hands are dealt in two parts. First of all, nine cards are dealt to each player, three at a time. Then four cards are dealt in front of each player, but not to be touched until the bidding is finished. The highest bidder takes up his four extra cards and then names the trump, after which he discards down to six cards for play.

=_ If any player in a double pool holds three trumps, whether dealt him or found in the widow, he must announce it as soon as all have declared whether or not they will play. The usual custom is to wait until the dealer declares, and then to ask him: “How many play?” The dealer replies: “Two in;” “Three in;” or: “Widow and one;” as the case may be. The player with the flush then shows it, and claims the pool without playing, each of those who are “in” being looed three red counters. If two players hold a flush in trumps, the elder hand wins, whether his trumps are better or not; but the younger hand, holding another flush, is not looed. _=Leading.=_ In all double pools, the eldest hand of those playing must lead a trump if he has one. If he has the ace of trumps he must lead that; or if he has the King and the ace is turned up. The old rule was that a player must lead the higher of two trumps, but this is obsolete. The winner of a trick must lead a trump if he has one. Each player in turn must head the trick if he can; if he has none of the suit led he must trump or over-trump if he can; but he need not under-trump a trick already trumped.

Do not play close cards which he may turn into sequences. Never play a card which will allow the adversary to make a double score, such as a pair and a fifteen, or a sequence and a fifteen at the same time. Such as the following are all bad plays: 9 on 3; 7 on A; 6 on 3, 4, or 5; 5 on 5; 4 on 7; 3 on 9; A on 7. All these expose you to the immediate rejoinder of a double count. Of course, if you have the card to make a pair royal in return, that is another matter, and is playing on, not playing off. Do not play a card which brings the pip count to 5 or 21 if you can help it; because any tenth card will enable your adversary to peg two holes. Be a little wary about pairing the first card played, unless you have a third of the same denomination. If you have a choice between a pair and a sequence, your decision will depend on whether you are playing off or on. If you are playing off, make the pair, and take no chances of long runs. _=Playing On.

The cards in one hand are:-- [Illustration: 🂻 🂱 🂺 🂡 🂮 ] and those in the other hand are;-- [Illustration: 🃋 🂾 🂽 🂹 🃑 ] If the player with the major tenace has to lead first, all he has to do is to force his adversary with the plain suit, spades. Whatever the adversary leads, the player with the major tenace simply wins it, and forces again. If the player with the four trumps has the first lead, it does not matter what card he plays; the player with the major tenace wins it, and forces with the plain suit. As long as the major tenace in trumps is not led away from, it must win three tricks in trumps. _=Leading Trumps.=_ With strong cards in plain suits, the eldest hand may often lead trumps to advantage if the dealer’s partner has assisted, especially if the turn-up trump is small. It is seldom right to lead trumps if the dealer has taken up the trump of his own accord; but an exception is usually made when the eldest hand holds three trumps, and two aces in plain suits. The best chance for a euchre is to exhaust the trumps, so as to make the aces good for tricks. If the pone has ordered up the trump, the eldest hand should lead trumps to him immediately; but the pone should not lead trumps to his partner if the eldest hand has ordered up at the bridge. If a bower is turned, the dealer’s partner should lead a small trump at the first opportunity.

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gutenberg.org. This website includes information about Project Gutenberg™, including how to make donations to the Project Gutenberg Literary Archive Foundation, how to help produce our new eBooks, and how to subscribe to our email newsletter to hear about new eBooks. .source: https://www.gutenberg.org/ebooks/search/?query=game&submit_search=Search .The Project Gutenberg eBook of The Traditional Games of England, Scotland, and Ireland (Vol 1 of 2) This ebook is for the use of anyone anywhere in the United States and most other parts of the world at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this ebook or online at www.gutenberg.

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Draw a Pail of Water. Drawing Dun out of the Mire. Drop Handkerchief. Dropping the Letter. Duck under the Water. Duck at the Table. Duck Dance. Duck Friar. Ducks and Drakes. Duckstone.

| | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|Fine pencil as ever | -- | -- | | |was seen. | | | |13.| -- | -- | -- | |14.| -- | -- |[Wash you in butter- | | | | |milk, dress in silk.] | | | | |(After No. 26.

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=_ A, Vorhand, has refused ten with the following cards, Hinterhand having passed without a bid:-- [Illustration: 🃛 🂻 🂺 🂾 🃑 🃞 🃁 🃇 🂪 🂩 ] A concludes to play a Tourné, and turns the heart ♡ Q, finding the ♢ King in the Skat. He lays out the ♠ 10 and ♠ 9 in the Skat, and expects to make 12 points; a heart Tourné, with one Matadore. The play is given in the margin. A is the player, and is also Vorhand, with the lead for the first trick. Hearts are trumps. A TOURNÉ +---+-------+-------+-------+-----+ | | A | B | C | A | | | | | |wins.| +---+-------+-------+-------+-----+ | 1 | _♣J_ | ♡7 | J♢ | 4 | | 2 | ♡Q | _♡A_ | ♡8 | - | | 3 | _K♢_ | 9♢ | Q♢ | 7 | | 4 | ♡J | _J♠_ | A♠ | - | | 5 | _♡10_ | ♡9 | 7♠ | 10 | | 6 | _A♢_ | ♣7 | 8♢ | 11 | | 7 | 7♢ | K♠ | _10♢_ | - | | 8 | ♣K | _♣10_ | ♣9 | - | | 9 | _♡K_ | Q♠ | 8♠ | 7 | |10 | _♣A_ | ♣Q | ♣8 | 14 | +---+-------+-------+-------+ + | ♠10 and ♠9 in the Scat. | 10 | +---------------------------+-----+ | A wins 63 | +---------------------------------+ The manner in which A exhausts the trumps, and makes both his Ace and King of diamonds, should be carefully studied. At trick 8, if he put on the ace of clubs, B might have the 8, and he would lose both his King and the Queen on the Ten, giving him only 60 points. It must be remembered that A knows every card out against him, because he has seen the skat cards.

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. The Cock takes his stand in front of the players. When everything is ready, a rush across the playground is made by the players. The Cock tries to catch and croon --_i.e.

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=_ There is only one difference from the usual methods in playing fourth hand, and that is in indicating sequences by winning with the best and returning the lowest to show the intermediate cards. For instance: Fourth player, holding K Q J x, wins with King and returns the Jack. Or with A K Q, wins with Ace and returns the Queen. The reason for this is that the declarer gains nothing by the information, for he knows from the first what cards are out against him; but the information may be valuable to your partner, the second hand. If it is not the intention to return the suit at once, the lowest of the sequence should be played. _=PLAYING TO THE SCORE.=_ This is a most important element, and there is no surer indication of a careless or weak player than his inattention to the score. One cannot be too early impressed with the importance of saving the game before trying to win it; although great risks may be taken to win a game that cannot be lost that hand. Never risk a sure contract in the hope of making more; unless the two will win the game, and the odd trick will not win it. Never risk a trick that will save the game in the hope of winning more, and always set a contract while you can.

When the result is a tie, it is called _=paying in cards=_. _=The Banker.=_ The banker for the next deal may be decided upon in various ways. The old rule was for one player to continue to act as banker and to deal the cards until one of his adversaries held a natural, the dealer having none to offset it. When this occurred, the player who held the natural took the bank and the deal until some one else held a natural. Another way was to agree upon a certain number of rounds for a banker, after which the privilege was drawn for again. Another was for one player to remain the banker until he had lost or won a certain amount, when the privilege was drawn for again. The modern practice is for each player to be the banker in turn, the deal passing in regular rotation to the left. When this is done there must be a penalty for dealing twice in succession, and it is usually fixed at having to pay ties, if the error is not discovered until one player has drawn cards. If before that, it is a misdeal.

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If the ember or lighted stick goes out whilst any one is twirling it round, and whilst the lines are being said, he has to lie on the floor, when stones, chairs, or other articles of furniture are piled upon him.--S. O. Addy. Mactaggart calls it Preest Cat, and says that it is an ingleside game. A piece of stick is made red in the fire; one hands it to another, saying-- About wi that, about wi that, Keep alive the preest cat. Then round is handed the stick, and whomsoever s hand it goes out in, that one is in a wad, and must kiss the crook, the cleps, and what not, ere he gets out of it. Lilly cuckoo, lilly cuckoo, Sticks and stanes lie at thy weary banes If thou fa , for a I blaw, Lilly cuckoo, lilly cuckoo. This rhyme is common in the Preest Cat sport toward the border. Anciently, when the priest s cat departed this life, wailing began in the country side, as it was thought it became some supernatural being--a witch, perhaps, of hideous form--so to keep it alive was a great matter.

The chief difference these leads make in the play of the Third Hand is that he should not trump any court card led, even if weak in trumps. The misunderstanding as to the meaning of the first lead, especially if it is a Queen, often occasions confusion and loss; but this is claimed to be offset by the value of the information given. Some lead 10 from Q J 10; 4th-best from K J 10. To the adversaries these leads are often of value, as they are frequently enabled to place the cards very accurately from the information given by the lead itself, regardless of the fall of the cards from the other hands. For instance: Second Hand holds A J of a suit in which King is led; Third Hand plays the Four; Fourth Hand plays the Nine. The leader remains with Q 3 2; Third Hand still has 8 7 6 5; and if he has also the 10, Fourth Hand has no more. Again: The leader shows a suit of six; Second Hand holding two only. If the suit is led a third time it is a doubtful trick, and with four trumps the Second Hand should pass. If the leader shows the exact number of the suit originally led, and then changes to a four-card suit, the adversaries know at least nine of his cards. So obvious is this that it is an almost invariable rule for a player, on quitting his suit, to conceal the length of the second suit led by leading the highest card of a short suit.

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On page 62, last line, _insert_ vol. xix. _after_ _Journ. Anthrop. Inst._ On page 66, line 4, _delete_ Move All. On page 224, fig. 3 of Hopscotch should be reversed. On page 332, diagram of London omitted. [Illustration] CHILDREN S GAMES.