When the Hood is about to be thrown up, the Plough-bullocks or Boggins, as they are called, dressed in scarlet jackets, are placed amongst the crowd at certain distances. Their persons are sacred, and if amidst the general row the Hood falls into the hands of one of them, the sport begins again. The object of the person who seizes the Hood is to carry off the prize to some public-house in the town, where he is rewarded with such liquor as he chooses to call for. This pastime is said to have been instituted by the Mowbrays, and that the person who furnished the Hood did so as a tenure by which he held some land under the lord. How far this tradition may be founded on fact I do not know, but no person now acknowledges to hold any land by that tenure.--Stonehouse s _Isle of Axholme_, p. 291. W. J. Woolhouse (_Notes and Queries_, 2nd series, v.

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II. If any card, excepting the last, be faced in the pack. 38. If, whilst dealing, a card be exposed by the dealer or his partner, should neither of the adversaries have touched the cards, the latter can claim a new deal; a card exposed by either adversary gives that claim to the dealer, provided that his partner has not touched a card; if a new deal does not take place, the exposed card cannot be called. 39. If, during dealing, a player touch any of his cards, the adversaries may do the same, without losing their privilege of claiming a new deal, should chance give them such option. 40. If, in dealing, one of the last cards be exposed, and the dealer turn up the trump before there is reasonable time for his adversaries to decide as to a fresh deal, they do not thereby lose their privilege. 41. If a player, whilst dealing, look at the trump card, his adversaries have a right to see it, and may exact a new deal.

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These various results increase the value of the game, as will presently be seen. There are four varieties of games in which the successful bidder plays to win, the difference being in the manner of using the skat cards, and making the trump. These games are called _=Frage=_, _=Tourné=_, _=Solo=_, and _=Grand=_, and they outrank one another in the order given, Frage being the lowest. The first three: Frage, Tourné and Solo, are each again divided into four parts, according to the suit which is trumps; a Tourné in clubs being better than one in spades; a Solo in hearts being better than one in diamonds, and so on. This is in accordance with the rank of the suits already mentioned in the paragraph devoted to that subject. In a _=Frage=_, or Simple Game, the successful bidder takes both the skat cards into his hand, and then declares which suit shall be the trump; discarding two cards face downward for his schatz, or treasure, before play begins. The two cards thus laid aside count for the single player at the end of the hand, provided he takes a trick, and they cannot be won by the adversaries unless they make the single player schwarz. Frage is no longer played. In a _=Tourné=_, the successful bidder turns one of the skat cards face upward on the table before looking at the second card. He may turn over whichever card he pleases, but the one he turns fixes the trump suit for that hand.

If they have five, they count 6 by honours. At the end of the hand the points made by cards and by honours are multiplied by the value of the trump suit. This value varies according to the suit which is cayenne, which is always first preference. If cayenne is also the trump suit the points made by cards and honours are multiplied by 4. If the trump suit is the same colour as cayenne, the multiplier is 3. If it is a different colour the multiplier is 2 or 1, according to the suit. The rank of the suits as multipliers will be readily understood from the following table:-- If Cayenne is | ♡ | ♢ | ♣ | ♠ | If trumps, multiply by 4. Second color is | ♢ | ♡ | ♠ | ♣ | If trumps, multiply by 3. Third color is | ♣ | ♣ | ♡ | ♡ | If trumps, multiply by 2. Fourth color is | ♠ | ♠ | ♢ | ♢ | If trumps, multiply by 1.

If a partner is required, he is selected by the player asking for a certain ace, but the holder of the ace remains unknown until the ace falls, although from the first he must assist the player who has asked for it. If a player asks for an ace while holding it himself, he of course plays without a partner, unknown to the others however, until he plays the ace asked for. _=Bidding.=_ The players bid against one another for the privilege of naming the trump suit, eldest hand having the first say. When no one will bid any higher, the player who has made the best offer names the game he wishes to play, with or without a partner. _=Games.=_ The rank of the various games, the amounts bid on them, and the payments made for them, are as follows:-- Simple in suit, 2; in colour, 4. Forcée or Solo in suit, 4; in colour, 8. Tout in Suit, 16; in colour, 32. _=Simple Game=_ is to play for five tricks with a partner holding a designated ace.

The players aim at these from a distant stroke with balsers, winning such of the castles as they may in turn knock down (Lowsley s _Glossary of Berkshire Words_). In London, the marble alluded to as balser was called bonsor or bouncer (J. P. Emslie). See Cockly Jock, Cogs. Cat and Dog An ancient game played in Angus and Lothian. Three play, and they are provided with clubs. These clubs are called dogs. The players cut out two holes, each about a foot in diameter, and seven inches in depth. The distance between them is about twenty-six feet.

A full pack of fifty-two cards is used and each player has three markers. The dealer gives one card to each, face down. This card is examined and if it is not satisfactory it is passed to the player on the left, the object being to avoid holding the lowest card at the table. If the player on the left holds any card but a king, he is obliged to exchange. If the one who is forced to exchange gives an ace or a deuce, he announces it; but the player who demands the exchange is not allowed to say what he gives, as the card may be passed on. Each player in turn to the left may exchange, or he may pass, which means that he is satisfied with his card. When it comes round to the dealer, he cannot exchange; but he may cut the pack and take the top card. All the cards are then turned face up, and the lowest shown loses a counter. The deal passes to the left. When all the players but one have lost all their markers, the survivor takes the pool.

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The game is seven-point whist. The importance of playing to the score will be evident if you consider your play in each of the following instances, your score being given first: Score 6 to 6; you have 5 tricks in front of you. Score 6 to 6; you have 4 tricks in front of you. Score 6 to 5; you have 4 tricks in front of you. Score 5 to 4; you have 5 tricks in front of you. _=INFERENCES.=_ The great strength of the expert lies in his ability to draw correct inferences from the fall of the cards, and to adapt his play to the circumstances. Inferences from the various systems of leads and returns are too obvious to require further notice; but attention may be called to some that are often overlooked, even by advanced players: If a suit led is won by Third Hand with King or Ace; and the original leader wins the second round with King or Ace, the adversaries must have the Queen. If the Third Hand plays Ace first round, he has neither King nor Queen. If he plays Queen on a Ten led, he has no more.

Beds Jamieson gives this as the Scottish name for Hopscotch; also Brockett, _North Country Words_. Bell-horses I. Bell-horses, bell-horses, what time of day? One o clock, two o clock, three, and away! Bell-horses, bell-horses, what time of day? Two o clock, three o clock, four, and away! Five o clock, six o clock, now time to stay! --Stanton Lacey (Burne s _Shropshire Folk-lore_, p. 520). II. Bellasay, bellasay, what time of day? One o clock, two o clock, three, and away. --Halliwell s _Nursery Rhymes_, p. 283. (_b_) The children form long trains, standing one behind the other. They march and sing the first four lines, then the fifth line, when they stand and begin again as before.

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Strutt points out that anciently the English coins were stamped on one side with a cross. See also Harland s _Lancashire Legends_, p. 139. Cross-bars A boys game.--Halliwell s _Dictionary_. Cross-questions Nares (_Glossary_) mentions this game in a quotation from Wilson s _Inconstant Lady_, 1614. Cross Questions and Crooked Answers was a popular game at juvenile parties. The players sit in a circle, and each is asked in a whisper a question by the one on his left, and receives also in a whisper an answer to a question asked by himself of the person on his right. Each player must remember both the question he was asked and the answer he received, which have at the conclusion of the round to be stated aloud. Forfeits must be given if mistakes are made.

C takes two cards, and as it is his first bet he puts up the limit on his three aces. A drops out, but B raises C the limit in return. Now, if C is a good player he will lay down his three aces, even if he faintly suspects B is bluffing, because B’s play is sound in any case. He either could not, or pretended he could not open the jack; but he could afford to pay the limit to draw one card against openers, and he could afford to raise the limit against an opener’s evidently honest two-card draw. As a matter of fact the whole play was a bluff; for B not only had nothing, but had nothing to draw to originally. Another variety of the bluff, which is the author’s own invention, will often prove successful with strangers, but it can seldom be repeated in the same company. Suppose six play in a jack pot. A passes, and B opens it by quietly putting up his counters. C and D pass, and E, pretending not to know that B has opened it, announces that he will open it for the limit, although he has not a pair in his hand. He is of course immediately informed that it has been opened, upon which he unhesitatingly raises it for the limit.

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Suppose A bids two royals and Y doubles. B can take A out with three clubs, because, so far as the bidding goes, two royals are still worth only 18. Any over-call annuls the double, or redouble. Suppose A says two hearts, Y doubles, B redoubles, and Z says two royals. The doubling is all knocked out, and if A were to go three hearts and get the contract, hearts would be worth only 8 a trick in the scoring unless Y doubled all over again. A double reopens the bidding, just the same as any other declaration, allowing the player’s partner, or the player himself in his turn, to take himself out of the double by bidding something else. _=IRREGULARITIES IN DECLARING.=_ If any player declares out of turn, either in bidding a suit or in doubling, either opponent may demand a new deal, or may allow the declaration so made to stand, in which case the next player to the left must bid, just as if the declaration had been in turn. If a player pass out of turn there is no penalty, and the player whose turn it was must declare himself. The player who has passed out of his proper turn may re-enter the bidding if the declaration he passed has been over-called or doubled.

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