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. In Boston, and Boston de Fontainebleau, in addition to making the trump suit instead of turning it up, further departures are introduced by naming the number of tricks to be played for, allowing the player to take all or none without any trump suit, and by ‘spreading’ certain hands, without allowing the adversaries to call the exposed cards. French and Russian Boston are simply varieties of Boston. Solo Whist is an attempt to simplify Boston by reducing the number of proposals and the complications of payments, and eliminating the feature of ‘spreads.’ Scotch Whist introduces a special object in addition to winning tricks--catching the ten of trumps; that card and the honours having particular values attached to them. This variety of whist may be played by any number of persons from two to eight; and its peculiarity is that when a small number play, each has several distinct hands, which must be played in regular order, as if held by different players. Humbug Whist is a variety of double-dummy, in which the players may exchange their hands for those dealt to the dummies, and the dealer may sometimes make the trump to suit himself. German Whist is played by two persons, and introduces the element of replenishing the hand after each trick by drawing cards from the remainder of the pack until the stock is exhausted. Chinese Whist is double-dummy for two, three, or four persons, only half of each player’s cards being exposed, the others being turned up as the exposed cards are got rid of in the course of play. All these varieties have been entirely supplanted and overshadowed by bridge.

=_ Six players cut for partners, two on a side. Each player has two adversaries between himself and his partner. The dealer gives each player eight cards, four at a time, and four are dealt to the table after the first round to the players. These four cards are the widow. The successful bidder can take the widow before he names the trump, and then all the players discard down to six cards. _=SUGGESTIONS FOR GOOD PLAY.=_ There is a great diversity of opinion on bidding. Some persons always bid six on an ace, if they hold neither of the Pedroes. This is based on the sound principle that the odds are five to four in favour of your partner having one of the Pedroes, which he will immediately give up if you lead the ace. The odds are five to two that your partner will hold one or more of any three named counting cards which you do not hold.

As to the many points of interest under this and other heads there is no occasion to dwell at length here, because the second volume will contain an appendix giving a complete analysis of the incidents mentioned in the games, and an attempt to tell the story of their origin and development, together with a comparison with the games of children of foreign countries. The intense pleasure which the collection of these games has given me has been considerably enhanced by the many expressions of the same kind of pleasure from correspondents who have helped me, it not being an infrequent case for me to be thanked for reviving some of the keenest pleasures experienced by the collector since childhood; and I cannot help thinking that, if these traditional games have the power of thus imparting pleasure after the lapse of many years, they must contain the power of giving an equal pleasure to those who may now learn them for the first time. ALICE BERTHA GOMME. BARNES COMMON, S.W., _Jan. 1894_. LIST OF AUTHORITIES ENGLAND. Halliwell s _Nursery Rhymes_. Halliwell s _Dictionary_, ed.

There are no second bids. The highest number any player can bid is four, which will require him to make High, Low, Jack, and the Game against the combined efforts of all the other players. The eldest hand must either accept the number bid, or pitch the trump himself, and make as many points as the highest bidder offered him. If the eldest hand accepts, he pushes into the pool as many counters as he is bid, and the successful bidder pitches the trump. If no bid is made, the eldest hand must pitch the trump himself. A bidder is not allowed to give the seller enough points to put him out, and should he do so by mistake, he forfeits his right to bid at all for that deal. If the seller has only two to go, and a player is able to bid three or four, he loses nothing by bidding one only, for no one can overbid him, and he is entitled to count all he makes. The only risk he runs is that the seller can afford to refuse one, and will go out on his own pitch. To remedy this it is the custom in some clubs to allow a player to bid the full value of his hand. If the seller accepts, he scores to within one of game; but if he refuses, he must make as many as bid, even if he does not actually want them.

=_ The present method of arranging even numbers of teams is also Gilman’s; but it requires considerable care in the movement of the trays, because half of them lie idle during each round, which is the same as skipping a table in other methods. Suppose we have ten tables, arranged in two rows thus, with a team of four players at each: 1 2 3 4 5 6 7 8 9 10 Taking 30 deals as the number to be played, we place trays No. 1, 2, 3, to be played and overplayed by tables 1 and 6, which are opposite each other in the rows. Trays 4, 5, 6, we lay aside. Trays 7, 8, 9, are to be played and overplayed by tables 2 and 7; while 10, 11, 12, are laid aside, and so on until we get to tables 5 and 10, which play and overplay trays 25, 26, 27. The easiest way to manage this is to give tray No. 2 to table 6, while tray 1 is at table 1, and then to let table 1 take tray 2, while table 6 plays tray 3. Then table 1 will get tray 3, while table 6 overplays tray 1. This will make all the trays come in numerical order to table 1, and will act as a check. The play of the first round, three deals, finished, the E & W players all move one table, 2 going to 1, 3 to 2, etc.

=_ Beginning on the dealer’s left, each player in turn bids for the privilege of naming the trump suit, stating the number of tricks he proposes to win, playing single-handed against the three other players, and leading a trump for the first trick. In bidding, the trump suit is not named, only the number of tricks. If a player proposes to win all five tricks he bids _=nap=_, which is the highest bid possible, and precludes any further bidding, except in some of the variations which will be described later on. If a player will not make a bid, he says “_=I pass=_,” A bid having been made, any following player must either increase it or pass. If all pass until it comes to the dealer, he is bound to bid at least one trick, and either play or pay. The hands are never abandoned except in case of a misdeal. In some places a _=misère=_ bid is allowed, which outranks a bid of three tricks, and is beaten by one of four. There is no trump suit in misère, but the bidder, if successful, must lead for the first trick. Any bid once made can neither be amended nor recalled, and there is no second bid. _=METHOD OF PLAYING.

|night. | |27.|Suppose the man should|If the man should fall| -- | | |fall asleep. |asleep. | | |28.| -- | -- | -- | |29.| -- | -- |What has this poor | | | | |prisoner done? | |30.| -- | -- |Stole my watch and | | | | |broke my chain. | |31.| -- | -- | -- | |32.

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If he is caught before he reaches it, he becomes Johnny Rover for the next game. The one first captured becomes Rover.--Keith (Rev. W. Gregor). Jolly Fishermen [Music] --Tean, North Staffs. (Miss Burne). I. They were two jolly fishermen, They were two jolly fishermen, They were two jolly fishermen, And just come from the sea, And just come from the sea. They cast their nets into the sea, And jolly fish caught we, And jolly fish caught we, And jolly fish caught we, They cast their nets into the sea, And jolly fish caught we.

Then he who is stationed farthest back in the bullock rank starts up and leaps over the other bullocks before him, by laying his hands on each of their backs; and when he gets over the last one leans down himself as before, whilst all the others, in rotation, follow his example; then he starts and leaps again. I have sometimes thought that we (the Scotch) have borrowed this recreation from our neighbours of the Green Isle, as at their wakes they have a play much of the same kind, which they call Riding Father Doud. One of the wakers takes a stool in his hand, another mounts that one s back, then Father Doud begins rearing and plunging, and if he unhorses his rider with a dash he does well. There is another play (at these wakes) called Kicking the Brogue, which is even ruder than Riding Father Doud, and a third one called Scuddieloof. --Mactaggart s _Gallovidian Encyclopædia_. Patterson (_Antrim and Down Glossary_) mentions a game called Leap the Bullock, which he says is the same as Leap-frog. Dickinson s _Cumberland Glossary Supplement_, under Lowp, says it means a leap or jump either running or standing. The various kinds include Catskip --one hitch, or hop, and one jump; Hitch steppin --hop, step, and lowp; a hitch, a step, and a leap; Otho --two hitches, two steps, and a leap; Lang spang --two hitches, two steps, a hitch, a step, and a leap. See Accroshay, Knights, Leap-frog. Lubin [Music] --Hexham (Miss J.

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A player moving into check may be required, by the opposing player, either to move the King elsewhere, or replace the King and make some other move--but such other move shall not be selected by the player imposing the penalty. For discovering check on his own King, the player must either legally move the man touched, or move the King at his adversary’s option. In case neither move can be made, there shall be no penalty. While in check, for touching or moving a man which does not cover the check, the player may be required to cover with another piece, or move the King, as the opposing player may elect. _=Touching the Squares.=_ While the hand remains upon a man, it may be moved to any square that it commands, except such squares as may have been touched by it during the deliberation on the move; but if all the squares which it commands have been so touched, then the man must be played to such of the squares as the adversary may elect. _=Counting Fifty Moves.=_ If, at any period during a game, either player persist in repeating a particular check, or series of checks, or persist in repeating any particular line of play which does not advance the game; or if “_a game-ending_” be of doubtful character as to its being a win or a draw, or if a win be possible, but the skill to force the game questionable, then either player may demand judgment of the Umpire as to its being a proper game to be determined as drawn at the end of fifty additional moves, on each side; or the question: “Is, or is not the game a draw?” may be, by mutual consent of the players, submitted to the Umpire at any time. The decision of the Umpire, in either case, to be final. And whenever fifty moves are demanded and accorded, the party demanding it may, when the fifty moves have been made, claim the right to go on with the game, and thereupon the other party may claim the fifty move rule, at the end of which, unless mate be effected, the game shall be decided a draw.

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97. While a bystander, by agreement among the players, may decide any question, he should not say anything unless appealed to; and if he make any remark which calls attention to an oversight affecting the score, or to the exaction of a penalty, he is liable to be called upon by the players to pay the stakes (not extras) lost. [1] Frequently called “simple honours.” [2] Law 84 prohibits a revoking side from scoring slam, and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a slam not otherwise obtained. [3] Law 84 prohibits a revoking side from scoring little slam, and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a little slam not otherwise obtained. If a declarer bid 7 and take twelve tricks he counts 20 for little slam, although his declaration fails. [4] He may consult his partner before making his decision. [5] See Law 14 as to value of cards in cutting. [6] This error, whenever discovered, renders a new deal necessary. [7] A correct pack contains exactly fifty-two cards, one of each denomination.