A pool is then made up by each player contributing one counter. This is the farm, and it is sold to the highest bidder, who must put into it the price he pays for it. He then becomes the farmer, and deals one card to each player, but takes none himself. The object of the players is to get as near 16 as possible, and each in turn, beginning on the dealer’s left must take at least one card. After looking at it he may ask for another, and so on until he is créve or stands. Should a player overdraw himself, he says nothing about it until all are helped, when the hands are exposed. Any player having exactly 16 takes the farm and all its contents. If there is more than one 16, that which is made with the assistance of the ♡6 wins, otherwise the one which is made with the fewest cards. If this is a tie the eldest hand wins. If no one has exactly 16, the farm stays with its original owner deal after deal, until exactly 16 is held by some player.

188) calls it Duck on a Rock. Duffan Ring Name for Cat and Mouse in Cornwall.--_Folk-lore Journal_, v. 57. Dumb Crambo An undescribed game mentioned in Moor s _Suffolk Words_, p. 238. Dumb Motions Two sides are chosen, which stand apart from each other inside the line of their den. One side chooses a trade, and goes to the opposite side imitating working at the trade and giving the initial letters of it. If the opposite side guesses the name of the trade, the players run to their own den, being chased by their opponents. If any of the players are caught they must go to the opposite side.

... gold and silver.| | 16.|.....

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38. If a player is lawfully called upon to play the highest or lowest of a suit, or to trump or not to trump a trick, or to lead a suit, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked. 39. In all cases where a penalty has been incurred, the offender must await the decision of the adversaries. If either of them, 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, none can be enforced. * * * * * The following rules belong to the established code of Whist Etiquette. They are formulated with a view to discourage and repress certain improprieties of conduct, therein pointed out, which are not reached by the laws. The courtesy which marks the intercourse of gentlemen will regulate other more obvious cases. 1.

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This limit must not exceed one-fourth of the betting limit. Should any player in his turn refuse to straddle, no other player on his left can straddle. _=18. The Ante.=_ After the cards are dealt, each player in turn, beginning with the one to the left of the age, or to the left of the last straddler, if any, must either abandon his hand or put into the pool twice the amount of the blind, or of the last straddle. When it comes to the turn of the age, and the straddlers, if any, they must either abandon their hands, or make the amount they have in the pool equal to twice the amount of the blind, or of the last straddle, if any. _=19. Raising the Ante.=_ Each player, when it is his turn to come in, may add to the amount of the ante any sum within the betting limit. This will compel any player coming in after him to equal the total of the ante and the raise, or to abandon his hand; and it will also give such following player the privilege of raising again by any further amount within the betting limit.

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He puts out his force over the field on his own side, anywhere up to the distance of one move off the middle line--that is to say, he must not put any man within one move of the middle line, but he may do so anywhere on his own side of that limit--and then the loser of the toss becomes first player, and sets out his men a move from his back line. The defender may open fire forthwith; he need not wait until after the second move of the first player, as the second player has to do. COMPOSITION OF FORCES Except in the above cases, or when otherwise agreed upon, the forces engaged shall be equal in number and similar in composition. The methods of handicapping are obvious. A slight inequality (chances of war) may be arranged between equal players by leaving out 12 men on each side and tossing with a pair of dice to see how many each player shall take of these. The best arrangement and proportion of the forces is in small bodies of about 20 to 25 infantry-men and 12 to 15 cavalry to a gun. Such a force can maneuver comfortably on a front of 4 or 5 feet. Most of our games have been played with about 80 infantry, 50 cavalry, 3 or 4 naval guns, and a field gun on either side, or with smaller proportional forces. We have played excellent games on an eighteen-foot battlefield with over two hundred men and six guns a side. A player may, of course, rearrange his forces to suit his own convenience; brigade all or most of his cavalry into a powerful striking force, or what not.

One child stands by herself, and the rest of the players range themselves in line. The child sings the first verse and the line replies, the four succeeding verses being alternately sung. After the last line the girl tries to pull one whom she has chosen from the line toward her. If not successful, she must try again. If she is, they both stand in the middle, and commence singing the words again with-- Here come _two_ virgins on their knees, &c. Probably a degraded version of Three Lords from Spain. Here I sit on a Cold Green Bank Here I sit on a cold green bank On a cold and frosty morning. We ll send a young man [_or_ woman] to take you away, To take you away, We ll send a young man to take you away, On a cold and frosty morning. Pray tell me what his name shall be? [_or_] Pray, whom will you send to take me away? We ll send Mr. ---- to take you away.

In some places the misdealer is allowed to deal again if he forfeits two counters to the pool. _=ROBBING THE TRUMP CARD.=_ If the trump card is an ace, the dealer may discard any card he pleases in exchange for it. He may take up the ace when he plays to the first trick, or may leave it on the pack until got rid of in the course of play. When an ace is turned, the eldest hand, before leading, should call upon the dealer to discard if he has not already done so. If the dealer does not want the trump, he answers: “I play these.” If the trump card is not an ace, any player at the table holding the ace of trumps is bound to announce the fact when it comes to his turn to play to the first trick. The usual plan is for him to pass a card to the dealer face downward, and in return the dealer will give him the turn-up trump. If the holder of the ace does not want the turn-up, he must tell the dealer to turn the trump down, which shows that he could rob, but does not wish to. If the holder of the ace of trumps plays without announcing it, he not only loses his right to rob, but his ace of trumps becomes of less value than any other trump for that deal, and even if it is the ace of hearts he loses the privileges attached to that card.

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When two packs are used, the player next but one on the dealer’s left must collect and shuffle the cards for the next deal, placing them on his right. The dealer has the privilege of shuffling last. 5. The dealer must present the pack to his right-hand adversary to be cut. Not less than four cards shall constitute a cut. 6. In case of any confusion or exposure of the cards in cutting, or in reuniting them after cutting, the pack must be shuffled and cut again. 7. If the dealer reshuffles the cards after they have been properly cut, or looks at the bottom card, he loses his deal. 8.

.. It was a game crying aloud for improvement. Improvement came almost simultaneously in several directions. First there was the development of the Country. The soldiers did not stand well on an ordinary carpet, the Encyclopedia made clumsy cliff-like cover , and more particularly the room in which the game had its beginnings was subject to the invasion of callers, alien souls, trampling skirt-swishers, chatterers, creatures unfavourably impressed by the spectacle of two middle-aged men playing with toy soldiers on the floor, and very heated and excited about it. Overhead was the day nursery, with a wide extent of smooth cork carpet (the natural terrain of toy soldiers), a large box of bricks--such as I have described in Floor Games--and certain large inch-thick boards. It was an easy task for the head of the household to evict his offspring, annex these advantages, and set about planning a more realistic country. (I forget what became of the children.) The thick boards were piled up one upon another to form hills; holes were bored in them, into which twigs of various shrubs were stuck to represent trees; houses and sheds (solid and compact piles of from three to six or seven inches high, and broad in proportion) and walls were made with the bricks; ponds and swamps and rivers, with fords and so forth indicated, were chalked out on the floor, garden stones were brought in to represent great rocks, and the Country at least of our perfected war game was in existence.

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_PART I._ TRADITIONAL GAMES _BY THE SAME EDITOR._ Small 4to. In Specially Designed Cover. =ENGLISH SINGING GAMES.= A Collection of the best Traditional Children s Singing Games, with their Traditional Music harmonised, and Directions for Playing. Each Game, Text and Music, is written out and set within a Decorative Border by WINIFRED SMITH, who has also designed Full-page Illustrations to each Game, and Initials and Decorative Border to the playing directions. [_All rights reserved._] THE TRADITIONAL GAMES Of England, Scotland, and Ireland WITH TUNES, SINGING-RHYMES, AND METHODS OF PLAYING ACCORDING TO THE VARIANTS EXTANT AND RECORDED IN DIFFERENT PARTS OF THE KINGDOM COLLECTED AND ANNOTATED BY ALICE BERTHA GOMME VOL. I.

36). This was a general school game in West London in 1860-1866 (G. L. Gomme). Dab-an-thricker A game in which the _dab_ (a wooden ball) is caused to spring upwards by a blow on the _thricker_ (trigger), and is struck by a flat, bottle-shaped mallet fixed to the end of a flexible wand, the distance it goes counting so many for the striker.--Ross and Stead s _Holderness Glossary_. This is the same as Knur and Spell. Dab-at-the-hole A game at marbles (undescribed).--Patterson s _Antrim and Down Glossary_. Dalies A child s game, played with small bones or pieces of hard wood.

In guckis, whether grand or nullo, the player loses double if he loses his game. 4. The value of Ramsch shall be 20 points, to be charged to the player losing the game. If one player takes no trick, the loser shall be charged 30 points. If two players take no trick, the loser shall be charged 50 points. The winner of the last trick takes the skat cards. If there is a tie between two for high score, the winner of the last trick shall be the loser. If the last trick is taken by the low score, and the others are tied, the two high scores lose 20 points each. If all three are tied at 40 points each, there is no score. 5.

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After the pack has been properly cut, it should not be reshuffled or recut except as provided in Law 32. 34. Should the dealer shuffle after the cut, his adversaries may also shuffle and the pack must be cut again. 35. The fifty-two cards must be dealt face downward. The deal is completed when the last card is dealt. 36. In the event of a misdeal, the same pack must be dealt again by the same player. A NEW DEAL. 37.