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We want to buy a wash-pan, wash-pan, wash-pan, We want to buy a wash-pan, early in the morning. Where will you get the money from, money from, money from? We ll sell my father s feather bed, feather bed, feather bed. Where will your father sleep? Father ll sleep in the boys bed. Where will the boys sleep? Boys will sleep in the girls bed. Where will the girls sleep? Girls will sleep in the pig-sty. Where will the pigs sleep? Pigs will sleep in the washing-pan. --Cowes, Isle of Wight (Miss E. Smith) XIV. Mother, may I buy some male-scales, mother, mother? Mother, may I buy some male-scales, gentle mother of mine? Where will the money come from, daughter, daughter? Sell my father s feather bed, mother, mother. Where will your father lie, daughter, daughter? Lie in the boys bed, mother, mother.

Usually the Partners didn t care much about the human minds with which they were paired for the journey. The Partners seemed to take the attitude that human minds were complex and fouled up beyond belief, anyhow. No Partner ever questioned the superiority of the human mind, though very few of the Partners were much impressed by that superiority. The Partners liked people. They were willing to fight with them. They were even willing to die for them. But when a Partner liked an individual the way, for example, that Captain Wow or the Lady May liked Underhill, the liking had nothing to do with intellect. It was a matter of temperament, of feel. Underhill knew perfectly well that Captain Wow regarded his, Underhill s, brains as silly. What Captain Wow liked was Underhill s friendly emotional structure, the cheerfulness and glint of wicked amusement that shot through Underhill s unconscious thought patterns, and the gaiety with which Underhill faced danger.

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The value of their honours is the only score that can be made by a revoking side. 85. A player may ask his partner if he have a card of the suit which he has renounced; should the question be asked before the trick be turned and quitted, subsequent turning and quitting does not establish a revoke, and the error may be corrected unless the question be answered in the negative, or unless the revoking player or his partner have led or played to the following trick. 86. If a player correct his mistake in time to save a revoke, any player or players who have followed him may withdraw his or their cards and substitute others, and the cards so withdrawn are not exposed. If the player in fault be one of the declarer’s adversaries, the card played in error is exposed, and the declarer may call it whenever he pleases, or he may require the offender to play his highest or lowest card of the suit to the trick, but this penalty cannot be exacted from the declarer. 87. At the end of the play the claimants of a revoke may search all the tricks. If the cards have been mixed, the claim may be urged and proved if possible; but no proof is necessary and the claim is established if, after it is made, the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries. 88.

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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. When they play whist at all, the English think there is nothing better than the original whist, counting honours, and playing to the score. The Americans think Duplicate superior to all other forms, especially when two tables are engaged, and four players are opposed by four others for a specified number of deals.

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| +-------+-------+-------+-------+-------+-------+-------+ _=LOSING GAME.=_ In this variety of Draughts, the object is to give away all your men before your adversary can give away his, or to block yourself so that you cannot move. The secret of success in Losing Game is to get your men on such squares that they cannot be made to jump to the king row. These squares will be the row next you on your own side of the board, and every second row from that, horizontally. Get your men on those squares as soon as possible, and do not be in too great a hurry to capture your adversary’s men. _=POLISH DRAUGHTS.=_ Although intended for a special board of 100 squares this game can be played on a common checker board. It differs from ordinary draughts in two particulars: Although the men can move only forward, they can take backward, and Kings can go any distance at one move. If in taking a piece, a man arrives at the king row, that does not end the move if he can capture another piece by jumping backward out of the king row again. As this brings him away from the king row before the move is complete, he will not be a king until he can get to the king row at the end of a move.

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A player will sometimes have the best card in two suits, and a small trump, and will know that the two best trumps and an unknown card are on his right. If the missing suit is led, and the player on the right trumps, his unknown card must be one of the two other suits, and the player with the command of them should keep both, and throw away his small trump. The discards on the next trick may enable him to determine the suit of the losing card on his right. _=The Last Trump.=_ If two players have an equal number of trumps, each of them having an established suit, it will be the object of both to remain with the last trump, which must bring in the suit. The tactics of each will be to win the third round of trumps; and then, if the best trump is against him, to force it out with the established suit, coming into the lead again with the last trump. So often is it important to win the third round of trumps that few good players will win the second round, unless they can win the third also. With an established suit, a card of re-entry, and four trumps King high, a player should lead trumps; but if his partner wins the first round and returns a small trump, the King should not be put on, no matter what Second Hand plays, unless the card next below the King is fourchette. Some of the most brilliant endings in whist are skirmishes for the possession of the last trump; the player who is at a disadvantage often persistently refuses the fatal force, hoping the leader will be compelled to change his suit, or will lose the lead. _=Drawing the Losing Trump.

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| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn|He sent letter to turn| | |your head. |your head. |your head. | |24.| -- | -- | -- | |25.| -- | -- | -- | |26.| -- | -- | -- | |27.| -- |True love not dead, he| -- | | | |sends letter to turn | | | | |your head. | | |28.

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| +---+-.-+---+-.-+---+-.-+---+-.-+ | ⛂ | . | | . | ⛀ | . | | . | +---+-.-+---+-.

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| -- | -- | -- | |23.| -- |Build it up with wood | -- | | | |and clay. | | |24.| -- |Wood and clay will | -- | | | |wash away. | | |25.| -- |Build it up with stone| -- | | | |so strong. | | |26.|Get a man to watch all| -- | -- | | |night. | | | |27.|Perhaps that man might| -- | -- | | |fall asleep.

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WINS. WINS. 22 [Illustration: 🃗 🃘 🃙 🃇 🂧] 6,034 36,974 22,772 23 [Illustration: 🂷 🂸 🂡 🂨 🂧] 9,826 38,469 17,485 24 [Illustration: 🂧 🂨 🂾 🂷 🃗] 8,736 41,699 15,345 25 [Illustration: 🃇 🃈 🃝 🃗 🂷] 9,256 40,524 16,000 26 [Illustration: 🃗 🃘 🃇 🃈 🂭] 10,336 37,484 17,960 27 [Illustration: 🂷 🂸 🃘 🃙 🃋] 9,776 37,439 18,565 28 [Illustration: 🂧 🂨 🂹 🂺 🃚] 9,776 36,909 19,095 29 [Illustration: 🃇 🃈 🃗 🃁 🃈] 9,776 36,733 19,271 In giving cards, some judgment of human nature is necessary. Some players habitually propose on strong hands, and it is best to give to such pretty freely. _=DISCARDING.=_ The general principle of discarding is to keep trumps and Kings, and let everything else go. If you hold the trump King you may discard freely in order to strengthen your hand for a possible vole. If you have proposed once, and hold the King, and feel pretty sure of the point, you may propose again on the chance of getting strength enough to make the vole. When only two cards can be discarded, it is a safe rule to stand on the hand; either to play without proposing, or to refuse cards; unless you hold the King. There are no authoritative laws for Écarté, and the various French and English codes do not agree.

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The closed fists are then turned rapidly round one another while the rhyme is being said, and they are then placed one on top of the other. A guess is then made by any one of the players as to which hand the object is in. If correct, the guesser obtains the object; if incorrect, the player who performs Handy dandy keeps it. (_c_) This game is mentioned in _Piers Plowman_, p. 69 of Wright s edition. Douce quotes an ancient MS. which curiously mentions the game as men play with little children at handye-dandye, which hand will you have (ii. 167). Johnson says: Handy dandy, a play in which children change hands and places: See how yon justice rails upon yon simple thief! Hark, in thine ear: change places, and, handy dandy, which is the justice, which is the thief? (_King Lear_, iv. 6).