A and B each have two to go. B bids three, which A refuses, pitching the trump himself. A makes only two points, B scoring one, and a third player D, another. B and D score one each, but A scores nothing for the two points he made, and must take three white counters from the pool, which will make him five to go. Had the bid which A refused been two only, he would have won the game, as he made two points. In many clubs it is the custom for a player who is set back to add a red counter to the pool. _=Irregularities in Play.=_ If any adversary of the player who pitches the trump leads or plays out of turn, he may be called upon by the bidder to play his highest or lowest of the suit led; or to trump or not to trump the trick. If any player but the pitcher has followed the erroneous lead, the cards must be taken back; but if the pitcher has followed, the error cannot be rectified. In case of a _=revoke=_, the hand is played out as if the revoke had not occurred, and each player except the person in error counts whatever points he makes.

The penalty in a misère game is the same as for a lead out of turn. 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.

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The Norfolk and London versions are reduced to a simple Kiss in the Ring game, with the following verse:-- Round the cushion we dance with glee, Singing songs so merrily; Round the cushion we dance with glee, Singing songs so merrily; Yet the punishment you must bear If you touch the cushion there. --Sporle, Norfolk (Miss Matthews). (_c_) Selden, in his _Table Talk_, thus refers to this game:-- The Court of England is much altered. At a solemn dancing first you have the grave measures, then the Cervantoes and the Golliards, and this is kept up with ceremony. At length to Trenchmore and the _Cushion Dance_; and then all the company dance, lord and groom, lady and kitchen-maid, no distinction. But in King Charles s time there has been nothing but Trenchmore and the Cushion Dance, &c. The Whishin Dance (an old-fashioned dance, in which a cushion is used to kneel upon), mentioned by Dickinson (_Cumberland Glossary_), is probably the same game or dance, whishin meaning cushion. Brockett (_North Country Words_) mentions Peas Straw, the final dance at a rustic party; something similar to the ancient Cushion Dance at weddings. It is also recorded in Evans _Leicestershire Glossary_, and by Burton in the following passage from the _Anatomy of Melancholy_: A friend of his reprehended him for dancing beside his dignity, belike at some cushen dance. In the version from East Kirkby, Lincolnshire, the expression in our degree in the first line of the verse is apparently meaningless, and it is probably a corruption of highdigees, highdegrees, a dialect word for roystering, high spirits, merriment, dancing, romping.

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This night I knew it was the time. I never got a dress and all before. The chilly fingers touched me again. Still, what she was saying made some weird kind of sense. What about the healing? I tried, feeling a trap slowly descending over me. She smiled at that. I guess I put that punishment on myself for what I done, she said. Then you can still heal the sick? I asked. She shrugged. I want you to try, I added.

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A cross, x, placed after the piece moved shows that it captured something, and the letters following the cross do not give the square to which the piece is moved, but show the piece that is captured. K B x Q P, for instance, would mean that the adversary’s Queen’s Pawn was to be taken from the board, and the King’s Bishop was to occupy the square upon which the captured Queen’s Pawn had stood. Beginners usually have some difficulty in following the moves of the Knights, because it frequently happens that the same square can be reached by either of them. The Bishops cannot be confused in this way, because they never change the colour of the square they stand upon. In some sets of chessmen the Knights are distinguished by putting a small crown on the King’s Knight, but this is never done in the regulation Staunton model. The beginner will find it very convenient, when following out the play of published games, to screw off the bottom of one white and one black Knight, and to exchange the bases. The white King’s Knight will then have a black base, and the black King’s Knight will have a white base, and they can be easily identified at any period of the game. _=GERMAN NOTATION.=_ Many of our standard chess books, and some of the best edited chess columns, are in German, and the student should be familiar with the German notation, which is much simpler than the English. The white men are always considered as the side nearer the player; the vertical columns are designated from left to right by the letters a b c d e f g h; and the horizontal rows by the numbers 1 2 3 4 5 6 7 8, beginning at the bottom, or white side.

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=_ Three packs of fifty-two cards each are shuffled together and used as one. The players shuffle as much as they please, the banker last, and the banker then presents them to any player he pleases to have them cut. The banker may burn one or two cards if he pleases; that is, turn them face upward on the bottom of the pack. _=Object of the Game.=_ The court cards and Tens count nothing, but all others, including the Ace, are reckoned at their face value. The object is to secure cards whose total pip value will most closely approach the number 8 or 9. An 8 made with two cards is better than a 9 made with three. _=Stakes.=_ Each player in turn, beginning with the first one on the right of the banker, and after him the first one on the left, and so on, right and left alternately, can bet any amount he pleases until the total amount bet equals the capital then in the bank. When this amount is reached it is useless to place further bets, as they may not be paid.

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Ten hundred pounds we have not got. Then off to prison he must go. --Kent (Miss Dora Kimball). VII. London Bridge is falling down, Falling down, falling down, London Bridge is falling down, My fair lady. Build it up with mortar and bricks, Mortar and bricks, mortar and bricks, Build it up with mortar and bricks, My fair lady. [Then follow verses in the same style and with the same refrain, beginning with--] Bring some water, we ll wash it away. Build it up with silver and gold. Silver and gold will be stolen away. We ll set a man to watch at night.

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WHITE. +---+---+---+---+---+---+---+---+ | | ⛁ | | ⛁ | | ⛀ | | | +---+---+---+---+---+---+---+---+ | ⛃ | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛃ | | ⛃ | | ⛂ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ BLACK. ] The first position is one of the most common endings on the checker board, and should be very thoroughly understood. The letters in the margin refer to the variations. There are a great many minor variations, for which the student must be referred to Janvier’s Anderson, page 265. _=First Position.=_ 27-32 8 11 32-27 11 7 27-23 7 10 22-26 A 10 6 26-31 6 9 31-26 9 6 26-22 6 10 23-18 10 6 18-14 6 1 22-18 1 6 18-15 6 1 15-10 1 5 10- 6 5 1 14-13 1 5 6- 1 5 9 1- 5 9 13 10-14 13 9 14-18 9 6 18-15 30 25 15-18 6 10 5- 1 25 21 1- 5 10 6 18-15 21 17 5- 1 6 9 15-18 17 13 18-15 9 14 1- 5 14 17 15-10 17 22 10-14 22 25 5- 1 25 22 1- 6 22 25 6-10 25 22 10-15 22 25 15-18 25 21 B wins ------ Var A. 30 25 23-18 10 6 18-14 6 1 26-30 25 21 30-25 1 5 25-22 5 1 22-18 1 5 18-15 5 1 15-10 1 5 10- 6 5 1 14-10 1 5 6- 1 5 9 10-15 B 9 5 15-18 5 9 1- 5 9 6 18-15 21 17 5- 1 6 9 15-18 9 5 18-22 17 14 1- 6 5 1 6- 2 1 5 22-17 14 9 B wins ------ Var B. 9 14 1- 5 21 17 5- 1 17 13 1- 5 14 17 15-10 B wins _=Second Position.=_ 1- 5 8 11 5- 9 11 15 9-14 15 11 14-18 11 16 18-15 16 20 15-11 20 24 3- 7 24 19 7-10 19 23 10-15 23 27 15-19 27 32 19-24 32 28 24-27 28 32 27-31 32 28 31-27 28 32 27-23 32 28 23-18 28 24 18-14 24 19 6-10 19 23 10-15 23 27 15-19 27 32 19-24 32 28 24-27 28 24 27-32 24 28 32-27 28 32 27-24 32 28 24-19 28 32 19-15 32 28 15-10 28 24 10- 6 24 19 14-10 19 24 10-15 24 28 15-19 28 32 19-24 32 28 11-16 28 19 16-23 12 8 23-18 8 4 18-14 4 8 6- 1 8 11 14- 9 13 6 1-10 11 16 10-15 16 20 15-19 B wins _=Third Position.

=_ The counters have a money value, and each player deposits one in the pool. The dealer then distributes the cards one at a time, face down, until each has three. The players then examine their cards, and each in turn, beginning with the eldest hand, may exchange one card. If he trades _=for ready money=_, he gives his card and one white counter to the dealer, and receives another card, face down, from the top of the pack. The discard is left on the table, and the counter is the dealer’s perquisite. If he trades _=for barter=_, he passes his discard to the player on his left, who must give one of his own in exchange before looking at the one he is to receive. If the player will not exchange, he must _=knock=_ on the table, to signify that he will stand by the cards he has. If he exchanges, he takes up the offered card, and then has the privilege of trading for ready money or for barter himself. The trading goes on in this way round and round, until some player knocks, when all trading is immediately stopped, and the hands are shown. The best hand wins the pool, the rank of the various combinations being as follows, beginning with the highest:-- _=Triplets.

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] A number of children stoop down in a row, clasping their hands under their legs. One child stands in front of them, and acts as owner or seller; another acts as purchaser (fig. 1). The purchaser inquires-- Have you any honey pots for sale? Yes, plenty; will you walk round and taste them? The purchaser goes round, pretending to taste each one in turn, inquiring the price and weight; finds fault with several, one being too sweet and the other not fresh enough, and so on. When one honey pot is discovered to the purchaser s taste, she is lifted by the purchaser and owner, or by two children who act as weights or scales, and then swung by her arms backwards and forwards to estimate her weight and price (fig. 2). As long as the child can keep her hands clasped, so long is the swinging kept up; and as many times as they count, so many is the number of pounds she weighs. The seller sometimes said, when each one was bought-- Take her and bake her, And into pies make her, And bring her back When she is done. They were not brought back, and the owner had to catch and bring back each one. When sold, the honey pot is taken to the other side, or home of the purchaser.

W. D. Sweeting). VIII. Draw a bucket of water For my lady s daughter; One go rush, and the other go hush, Pretty young lady, bop under my bush. --Sporle, Norfolk (Miss Matthews). IX. Draw a bucket of water For the farmer s daughter; Give a gold ring and a silver watch, Pray, young lady, pop under. --Sporle, Norfolk (Miss Matthews). X.

--Liphook, Hants; Wakefield, Yorks (Miss Fowler). IV. There _was_ a farmer _had_ a dog, His name was Bobby Bingo. B-i-n-g-o, B-i-n-g-o, B-i-n-g-o, His name was Bobby Bingo. --Tean, Staffs.; and North Staffs. Potteries (Miss Keary). V. The farmer s dog lay on the hearth, And Bingo was his name oh! B-i-n-g-o, B-i-n-g-o, B-i-n-g-o, And Bingo was his name oh! --Nottinghamshire (Miss Winfield). VI.

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We abolished altogether that magical freedom of an unassisted gun to move two feet. And on such rules as these we fought a number of battles. They were interesting, but not entirely satisfactory. We took no prisoners--a feature at once barbaric and unconvincing. The battles lingered on a long time, because we shot with extreme care and deliberation, and they were hard to bring to a decisive finish. The guns were altogether too predominant. They prevented attacks getting home, and they made it possible for a timid player to put all his soldiers out of sight behind hills and houses, and bang away if his opponent showed as much as the tip of a bayonet. Monsieur Bloch seemed vindicated, and Little War had become impossible. And there was something a little absurd, too, in the spectacle of a solitary drummer-boy, for example, marching off with a gun. But as there was nevertheless much that seemed to us extremely pretty and picturesque about the game, we set to work--and here a certain Mr M.

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The pool is then taken down by the player or players winning it, and the deal passes to the left. The game is at an end any time the players wish to stop, after a hand has been settled for; but it is usual to agree upon some definite hour. There are two ways of settling at the end of the hand, each of which has its good points. _=SWEEPSTAKE HEARTS.=_ After the hand has been played, each player announces the number of hearts he has taken in, and pays into the pool one counter for each. All thirteen hearts having been paid for, any player having taken no hearts wins the entire pool; two having taken none, divide it. If all the players have taken hearts, or if one player has taken all thirteen, the pool remains, and forms a _=Jack=_. This can be won only by a single player in some subsequent deal taking no hearts, all the others having taken at least one. These jack pools are of course increased thirteen counters every deal until some player wins the whole amount. Some clubs make it a Jack after two players have divided a pool, using the odd counter as a starter.

” VINT. While this game is by some persons thought to be the forerunner of bridge, and might be classed as one of the whist family, it is at present so little known outside of Russia, where it is the national game, that the author has thought it best to group it with other games which are distinctly national in character. Vint has been variously described as bridge without a Dummy and as auction whist. It resembles bridge in the making of the trump, and whist in the manner of the play. _=Cards.=_ Vint is played with the full pack of fifty-two cards, which rank from the A K Q down to the deuce. Two packs are generally used. _=Players.=_ A table is complete with four players, and if there are more than four candidates for play the selection must be made by cutting. All the rules for formation of tables, cutting, ties, etc.

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_=OBJECTS OF THE GAME.=_ The object in Seven-up is to secure certain points which count towards game. As its name implies, the game is won when a player has put up seven of his counters, each of which represents a point. There are six different ways of making these points, and it is possible for one player to make five of them in one deal; but he cannot by any possibility make seven. The following count one point each: 1st. Turning up the _=Jack=_ of trumps. 2nd. Being _=given=_ a point by the dealer. 3rd. Holding the _=Highest=_ trump.

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10| 11| 12| 13 --------+---+---+---+---+---+---+---+---+---+---+---+---+---- Five | 10| 20| 30| 40| 50| | | | | | | | Six | 15| 25| 35| 45| 55| 65| | | | | | | Seven | 20| 30| 40| 50| 60| 70| 80| | | | | | Eight | 25| 35| 45| 55| 70| 85|100|115| | | | | Nine | 35| 45| 55| 65| 80| 95|110|125|140| | | | Ten | 45| 55| 70| 80| 95|110|125|140|155|170| | | Eleven | 70| 80| 95|110|125|140|155|170|185|200|220| | Twelve |120|130|145|160|180|200|220|240|260|280|300|320| Thirteen|180|200|220|240|260|280|300|320|340|360|390|420|450 --------+---+---+---+---+---+---+---+---+---+---+---+---+---- If a misère is bid, the caller wins from, or loses to each adversary according to the following table, there being no over-tricks:-- Little Misère, 20 white counters. Grand Misère, 40 white counters. Little Spread, 80 white counters. Grand Spread, 160 white counters. It may be observed that each of these is twice the amount of the next lower. When misère partout is played, the person winning the largest number of tricks is the only loser, and he must pay each of the other players the difference between the number of his tricks and theirs in red counters. The number of red counters lost will always be found to be three times the number of tricks taken, minus the number of tricks not taken. For instance: A wins 4 tricks, three times which is 12; from which he deducts 9, the number he did not take, and finds his loss to be 3 red counters. Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15. No matter in what proportion the other tricks may be divided between the three other players, this total payment will always be found correct.

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A great many examples and exercises in them are given in _=Foster’s Whist Manual=_. _=Third Hand having None of the Suit=_, should trump anything but an Ace or a King on the first round. On the second round, if there is only one card against the leader, his partner should pass with four trumps, and allow the suit to be established. For instance: If the leads have been Ace, then Jack, Third Hand holding only one of the suit; he should pass if the Second Hand does not play King. _=Third Hand on Strengthening Cards.=_ Unless Third Hand has both Ace and King of the suit, he should pass any forced or strengthening lead which is not covered by the Second Hand. This obliges the Fourth Hand to open another suit, or to continue at a disadvantage. Third Hand winning first round has the choice of four lines of play: 1st. To lead trumps, if he is strong enough. 2nd.