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It may therefore be conjectured that the person who was hoodwinked assumed the appearance of a goat, stag, or cow by putting on the skin of one of those animals. He who is twice crowned or touched on the head by the taker or him who is hoodwinked, instead of once only, according to the law of the game, is said to be _brunt_ (burned), and regains his liberty.--Jamieson. Blind Man s Stan A boys game, played with the eggs of small birds. The eggs are placed on the ground, and the player who is blindfolded takes a certain number of steps in the direction of the eggs; he then slaps the ground with a stick thrice in the hope of breaking the eggs; then the next player, and so on.--Patterson s _Antrim and Down Glossary_. Blind Nerry-Mopsey The Whitby name for Blind Man s Buff. --Robinson s _Glossary_. Blind Palmie or Pawmie One of the names given to the game of Blindman s Buff. --Jamieson.

=_ As each deal is a complete game in itself it must be settled for in counters, to which some value is usually attached. One player is selected for the banker, and before play begins each of the others purchases from him a certain number of counters, usually fifty. When any player’s supply is exhausted, he can purchase more, either from the banker or from another player. In many places counters are not used, and the value of the game is designated by the coins that take their place. In “penny nap,” English coppers are used in settling; sixpences in “sixpenny nap,” and so on. In America, nickel and quarter nap are the usual forms. _=PLAYERS.=_ Any number from two to six can play; but four is the best game. If five or six play it is usual for the dealer to give himself no cards. _=CUTTING.

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Lend me your Key. Letting the Buck out. Level-coil. Libbety-lat. Limpy Coley. Little Dog, I call you. Lobber. Loggats. London. London Bridge.

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When can we see her? At three o clock. (Clock strikes three.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is ironing, ironing, ironing, Poor Jenny is ironing, you can t see her to-day. When can we see her? At four o clock. (Clock strikes four.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is poorly, poorly, poorly, Poor Jenny is poorly, you can t see her to-day. When can we see her? At five o clock. (Clock strikes five.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is dying, dying, dying, Poor Jenny is dying, you can t see her to-day. When shall we see her? (Come) at six o clock.

Elwell, 1912. Royal Auction Bridge, by R.F. Foster, 1912. Scientific Auction Bridge, by E.V. Shepard, 1913. Auction of To-day, by Milton Work, 1913. Royal Auction and Nullos, by R.F.

If the dealer has only one suit guarded, and one trump, he must take into account the risk of being forced, and having to lead away from his guarded suit. There are eight recognized hands on which the dealer should refuse. The full details of the calculations can be found in the ninth volume of the “_Westminster Papers_.” As in the case of the player, the weakest trumps have been taken for the examples, and the weakest holdings in plain suits. If the dealer has better plain suits, or stronger trumps, he has of course so much more in his favour if he refuses. The first column of figures gives the number of times in 65,780 that there will be no proposal, so that the dealer has no choice but to play. The other columns give the number of times the dealer or the player will win if the player proposes and the dealer refuses. The first suit given in each instance is the trump. NO DEALER PLAYER PROPOSAL. WINS.

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Jinkie A game among children, in which they run round a table trying to catch one whose business is by quick turns to elude them.--Jamieson. Jock and Jock s Man A juvenile sport in which the _bon camarada_ is to repeat all the pranks which the leader can perform.--Brockett s _North Country Words_. See Follow my Gable, Follow my Leader. Jockie Blind-man Scotch name for Blind Man s Buff. --Jamieson. See Blind Man s Buff. Joggle along I. Come all you young men In your youthful ways, And sow your wild oats In your youthful days.

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If sixteen players were engaged, it would be necessary to institute a similar comparison between each set of tables, and there would be sixteen score-cards to compare, two at a time, instead of four. _=TEAM AGAINST TEAM.=_ The methods just described for a match of club against club are identical with those which are used in a contest between two teams of four; the only difference being that of proportion. In the latter case there will be only one set, of two tables, and only four score-cards to compare. The change of partners should be exhaustive in team matches; which will require six sets. _=TEAMS AGAINST TEAMS.=_ When several quartette teams compete with one another, Howell’s system of arrangement will be found the best. There are two methods; for odd and for even numbers of teams. _=Odd Numbers of Teams.=_ This is the simplest form of contest.

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K. J.--in a room littered with the irrepressible debris of a small boy s pleasures. On a table near our own stood four or five soldiers and one of these guns. Mr J. K. J., his more urgent needs satisfied and the coffee imminent, drew a chair to this little table, sat down, examined the gun discreetly, loaded it warily, aimed, and hit his man. Thereupon he boasted of the deed, and issued challenges that were accepted with avidity..

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--London (G. L. Gomme). Leap-frog is known in Cornwall as Leap the Long-mare (_Folk-lore Journal_, v. 60), and in Antrim and Down as Leap the Bullock (Patterson s _Glossary_). See Accroshay, Loup the Bullocks, Spanish Fly. Leap the Bullock See Leap-frog, Loup the Bullocks. Leaves are Green The leaves are green, the nuts are brown, They hang so high they will not come down; Leave them alone till frosty weather, Then they will all come down together. --Berkshire (Miss Thoyts, _Antiquary_, xxvii. 254).

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This is a very general game among schoolboys, but in Hereford it was a town custom occurring once in seven years on 11th October (_Folk-lore Journal_, v. 75). Fool, Fool, come to School This game is played under the name of Foolie, Foolie at Duthil, Strathspey. The players are placed in a row, either standing or sitting. Two are chosen, the one as Namer and the other as Foolie. Foolie withdraws, if not out of sight, at least out of range of hearing. The Namer then gives a name secretly to each player. When this is done, he calls on Foolie--Foolie, Foolie, come to your schoolie. Foolie pays no attention to this call. It is again repeated, but with the same results.

When the original leader begins with a high card, the Third Hand should play his third-best if he holds four or more; and on the second round his second best, always retaining his fourth-best and any below it. The value of this echo is much disputed, and the adversaries can usually render it ineffective by holding up small cards; a practice very much in vogue with advanced players. _=Low’s Signal.=_ This is the latest system of indicating to the leader the number of cards in his suit held by the Third Hand. With four or more of the suit, the third-best is played to the lead of a high card, or when no attempt is made to win the trick. In retaining the suit, the second-best is led if three or more remain, and on the third round, or in a discard, the highest is played, always retaining the fourth-best and those below it. For instance: With the 8 7 5 2 of a suit which partner leads, the 5 is played to the first round. If the suit is returned, the 7 is played; and next time the 8. Holding only three originally, the lowest is played to the first round, and the higher of two returned, in the usual way. The chief value of this signal is that the return of the lowest of a suit shows absolutely no more, instead of leaving the original leader in doubt as to whether it is the only one, or the lowest of three remaining.

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If any player lifts his cards before the dealer has helped all the players, including himself, a misdeal cannot be claimed. _=Objects of the Game.=_ The object in Cassino is to secure certain cards and combinations of cards which count toward game. These are as follows:-- _Points._ The majority of _=Cards=_ taken in. 3 The majority of _=Spades=_ taken in. 1 The Ten of diamonds, _=Big Cassino=_. 2 The deuce of spades, _=Little Cassino=_. 1 The _=Ace=_ of any suit. 1 A _=Sweep=_ of all the cards on the table.

A player is not obliged to play the game he originally intended to, if he thinks he has anything better; but he must play a game worth as much as he bid, or the next higher, and having once announced his game, he must play it. Suppose Vorhand has a spade Solo with two, and on being offered 33 says, “Yes,” thinking the bidder will go on to 36, instead of which he passes. It is very probable that the bidder has a spade Solo without two, and will defeat a spade Solo announced by Vorhand. If Vorhand has almost as good a game in hearts, he should change, hoping to make schneider, or to find another Matadore in the Skat. If he loses the game, a heart Solo with two costs 30 points; but as Vorhand refused 33, and the next best game he could have made with a heart Solo is 40, that is the amount he loses, although he refused only 33. _=Method of Bidding.=_ The Vorhand always holds the play, and the Mittelhand always makes the first bid, or passes, the Hinterhand saying nothing until the propositions made by the Mittelhand have been finally refused or passed by the Vorhand. The usual formula is for the Vorhand to say, “How many?” or, “I am Vorhand,” thereupon the Mittelhand bids or passes. If Vorhand has as good a game as offered him he says, “Yes,” and Mittelhand must bid higher or pass. If Vorhand has not as good a game he may either pass, or bluff the bidder into going higher by saying, “Yes.

The Hurstmonceux version begins with taking lambs over London Bridge, and the Shropshire version with the players themselves going over; but these are doubtless foreign adjuncts, because they do not properly prefix the main incident of the bridge being broken. The Belfast version has a curious line, Grant said the little bee or dee, which the Cork version renders, Gran says the little D. To these there is now no meaning that can be traced, but they help to prove that the rhyme originated from a state of things not understood by modern players. In all the versions with the prisoner incident it comes quite suddenly, without any previous indication, except in the Kent version, which introduces the exclamation, Here s a prisoner I have got! As the analysis shows the prisoner incident to be a real and not accidental part of the game, and the unmeaning expressions to indicate an origin earlier than modern players can understand, we can turn to other facts to see if the origin can be in any way traced. ANALYSIS OF GAME-RHYMES. +---+----------------------+----------------------+----------------------+ |No.| Belfast. | Halliwell. | Liphook. | +---+----------------------+----------------------+----------------------+ | 1.

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_=2.=_ If the player making the trump plays _=alone=_, and makes five tricks, he counts as many points as there are players in the game: Two, if two play; three if three play; four if four play, etc. If he wins three or four tricks only, he counts one; if he fails to win three tricks, his adversaries count two. _=3.=_ _=The Rubber=_ is the best of three games. If the first two are won by the same players, the third game is not played. The winners gain a _=triple=_, or three points, if their adversaries have not scored; a _=double=_, or two points, if their adversaries are less than three scored; a _=single=_, or one point, if their adversaries have scored three or four. The winners of the rubber add two points to the value of their games, and deduct the points made by the losers, if any; the remainder being the value of the rubber. _=4.=_ _=FORMING THE TABLE.

10. The dealer must present the pack to his right hand adversary to be cut; the adversary must take a portion from the top of the pack and place it toward the dealer; at least four cards must be left in each packet; the dealer must reunite the packets by placing the one not removed in cutting upon the other. 11. If, in cutting or reuniting the separate packets, a card is exposed, the pack must be reshuffled by the dealer, and cut again; if there is any confusion of the cards, or doubt as to the place where the pack was separated, there must be a new cut. In _=Boston=_, the pack must be cut again; but not shuffled. 12. If the dealer reshuffles the pack after it has been properly cut, he loses his deal. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, the misdealer must deal again. DEALING. 13.

The trey counts as 2, and the five as 4. Each player has three throws with the three dice, and the highest total wins. VINGT-ET-UN. Any number of persons can play, making up a pool for the winner. A single die is used, and each player in turn throws as often as he pleases. The object is to get as near twenty-one as possible without passing it, and it is usually considered best to stand at 18, but to throw again at 17. If a player goes beyond 21, he is out of it. The one getting nearest 21 takes the pool; ties divide it. CENTENNIAL. Two persons or sides play with three dice.

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Should a player while upon his carroms pocket any ball, the hand is out, and he loses any points he may have made on that run. 11. Whenever, except on the final stroke, the cue ball is pocketed or forced off the table, the hand is out, the points scored on that run are lost, and the cue ball is in hand for the following player, who must play on a ball outside the string line, or else on some point of the cushion outside the line. 12. Should the spot on which any pocketed ball belongs be occupied, said ball shall be left off the table until the spot is free and the balls are at rest, with this exception--that should the 1 ball be pocketed, and its spot occupied, any player who is exactly 100, and whose turn it is to play, may demand that all the object balls be spotted and he shall play with ball in hand. 13. It is a foul if the player touch any ball with his person or clothing. It is a foul if he strike the cue ball twice or with anything but the point of the cue. It is a miss if he shoot without causing the cue ball to strike any object ball. It is a scratch if he cause the cue ball to enter a pocket except on the 101st point, or leave the table.

He could reach both these admirable positions before I could hope to get a man there. There was no effective cover whatever upon my right that would have permitted an advance up to the church, and so I decided to concentrate my whole force in a rush upon Hook s Farm, while I staved off his left with gun fire. I do not believe any strategist whatever could have bettered that scheme. My guns were at the points marked D C E, each with five horsemen, and I deployed my infantry in a line between D and E. The rest of my cavalry I ordered to advance on Hook s Farm from C. I have shown by arrows on the sketch the course I proposed for my guns. The gun E was to go straight for its assigned position, and get into action at once. C was not to risk capture or being put out of action; its exact position was to be determined by Red s rapidity in getting up to the farm, and it was to halt and get to work directly it saw any chance of effective fire. Red had now sighted us. Throughout the affair he showed a remarkably poor stomach for gun-fire, and this was his undoing.

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Drop Handkerchief This is a game similar to Cat and Mouse, but takes its name from the use of the handkerchief to start the pursuit. Various rhyming formulæ are used in some places. In Monton, Lancashire (Miss Dendy), no rhyme is used. The children stand in a ring. One runs round with a handkerchief and drops it; the child behind whom it is dropped chases the dropper, the one who gets home first takes the vacant place, the other drops the handkerchief again. In Shropshire the two players pursue one another in and out of the ring, running under the uplifted hands of the players who compose it: the pursuer carefully keeping on the track of the pursued (Burne s _Shropshire Folk-lore_, p. 512). The Dorsetshire variant is accompanied by a rhyme: I wrote a letter to my love; I carried water in my glove; And by the way I dropped it-- I dropped it, I dropped it, I dropped it, &c. This is repeated until the handkerchief is stealthily dropped immediately behind one of the players, who should be on the alert to follow as quickly as possible the one who has dropped it, who at once increases her speed and endeavours to take the place left vacant by her pursuer. Should she be caught before she can succeed in doing this she is compelled to take the handkerchief a second time.

A player has the right to prevent his partner from committing any irregularity, and for that purpose, may ask his partner whether or not he has a card of a suit to which he has renounced on a trick which has not been turned and quitted. SEC. 4. If either of the adversaries, whether with or without his partner’s consent, demands a penalty to which they are entitled, such decision is final; if the wrong adversary demands a penalty or a wrong penalty is demanded, or either adversary waives a penalty, none can be enforced except in case of a revoke. SEC. 5. If a player is lawfully called upon to play the highest or lowest of a suit, to trump or not to trump a trick, to lead a suit or to win a trick, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked. SEC. 6. If any one leads or plays a card, and then, before his partner has played to the trick, leads one or more other cards, or plays two or more cards together, all of which are better than any of his adversaries hold of the suit, his partner may be called upon by either adversary to win the first or any subsequent trick to which any of said cards are played, and the remaining cards so played are liable to be called.

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At the word Yonder the blindfolded girl points in any direction she pleases, and at line three names one of the girls. If the one pointed at and the one named be the same, she is the next to be blinded; but, curiously enough, if they be not the same, the one named is the one. Meanwhile, at line four, she is not picked up, but is shaken by the shoulders by the still blindfolded girl; and at line five she is given by the same bread and cheese, _i.e._, the buds or young leaves of what later is called May (_Cratægus oxyacantha_); and at line six she is taken up under the blinded girl s arm and swung round.--Warwickshire (_Notes and Queries_, 6th Ser., viii. 451). Gilty-galty (or gaulty) A boy s game. One boy is chosen, who says:-- Gilty-galty four-and-forty, Two tens make twenty.

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Where will the boys lie, daughter, daughter? Lie in the servants bed, mother, mother. Where will the servants lie, daughter, daughter? Lie in the pig-sty, mother, mother. Where will the pigs lie, daughter, daughter? Lie in the washing-tub, mother, mother. Where will we wash our clothes, daughter, daughter? Wash them at the sea-side, mother, mother. Suppose the clothes should float away, daughter, daughter? Take a boat and bring them in, mother, mother. Suppose the boat would go too slow, daughter, daughter? Take a steamboat and bring them in, mother, mother. Suppose the steamboat would go too fast, daughter, daughter? Then take a rope and hang yourself, mother, mother. --South Shields (Miss Blair, aged 9). (_b_) One child stands apart and personates the Mother. The other children form a line, holding hands and facing the Mother.