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1891. Deutsche Skatordnung, by K. Buhle. 1888. Scatspiel. (Anon.) Von Posert, Quedlinburg. 1879. Encyclopædia der Spiele, by Fr. Anton.

Redistribution is subject to the trademark license, especially commercial redistribution. START: FULL LICENSE THE FULL PROJECT GUTENBERG LICENSE PLEASE READ THIS BEFORE YOU DISTRIBUTE OR USE THIS WORK To protect the Project Gutenberg™ mission of promoting the free distribution of electronic works, by using or distributing this work (or any other work associated in any way with the phrase “Project Gutenberg”), you agree to comply with all the terms of the Full Project Gutenberg™ License available with this file or online at www.gutenberg.org/license. Section 1. General Terms of Use and Redistributing Project Gutenberg™ electronic works 1.A. By reading or using any part of this Project Gutenberg™ electronic work, you indicate that you have read, understand, agree to and accept all the terms of this license and intellectual property (trademark/copyright) agreement. If you do not agree to abide by all the terms of this agreement, you must cease using and return or destroy all copies of Project Gutenberg™ electronic works in your possession. If you paid a fee for obtaining a copy of or access to a Project Gutenberg™ electronic work and you do not agree to be bound by the terms of this agreement, you may obtain a refund from the person or entity to whom you paid the fee as set forth in paragraph 1.

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Minder: Who s there? Answer: Angel. Minder: What do you want? Angel: Ribbons. Minder: What colour? Angel: Red. Minder retorts, if no child is so named, Go and learn your A B C. If the guess is right the child is led away. The Devil then knocks, and the dialogue and action are repeated.--Deptford, Kent (Miss Chase). See Fool, fool, come to School. Auntieloomie The children join hands, and dance in a circle, with a front step, a back step, and a side step, round an invisible May-pole, singing-- Can you dance the Auntieloomie? Yes, I can; yes, I can. Then follows kissing.

The French terms are generally used to designate the number of cards in the sequence: Tierce, Quatrième, Quinte, Sixième, Septième, Huitième. Many English works on cards erroneously spell quinte without the “e,” and give “quart” for a sequence of four. If one is going to use the French language at all, it may as well be used correctly. Sequences outrank one another according to the best card, if they are of equal length; so that a quinte to a King would be better than a quinte to a Queen; but a longer sequence always outranks a shorter one, regardless of the high cards. The player holding the best sequence is entitled to score it, together with any inferior sequences he may hold in other suits. Should his adversary hold intermediate sequences, they are of no value. For instance: One player holds a quinte to the Jack in spades, a tierce to the Ten in hearts, and a tierce to the Nine in clubs; while the other holds a quatrième majeure (A K Q J) in hearts, diamonds, and clubs. None of the latter are of any value; but all those in the other hand are good. If the best sequence is a tie, no sequences can be scored by either player. The value of a sequence is ten more than the number of cards that go to form it, provided that number exceeds four.

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The winners of the rubber gain two points (commonly called the rubber points), in addition to the value of their games. 10. Should the rubber have consisted of three games, the value of the losers’ game is deducted from the gross number of points gained by their opponents. 11. If an erroneous score be proved, such mistake can be corrected prior to the conclusion of the game in which it occurred, and such game is not concluded until the trump card of the following deal has been turned up. 12. If an erroneous score, affecting the amount of the rubber, be proved, such mistake can be rectified at any time during the rubber. CUTTING. 13. The Ace is the lowest card.

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=_ Rubicon Bézique is played with four piquet packs of thirty-two cards each; all below the Sevens being deleted from an ordinary pack. The four packs, which should be of the same pattern and colour, are shuffled together and used as one. The cards rank: A 10 K Q J 9 8 7, the ace being the highest, both in cutting and in play. _=MARKERS.=_ The game may be kept on a bézique marker, a pull-up cribbage board, or with counters. Markers must be made to score at least 5000 points. When a cribbage board is used, it is usual to count the outside row of pegs as 10 each, the inner row as 100 each, and the game pegs in the centre as 1000 each. If counters are used, there must be for each player; four white, to mark 10’s; one red to mark 50; nine blue to mark 100’s; and four coppers to mark 1000 each. These counters are moved from left to right of the player as the points accrue. In whatever manner the count is kept, it should be distinctly visible to both persons, as playing to the score is very important.

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Mr. Newell (_Games_, pp. 56-58) gives some versions of this game. He considers the original to have been a European game (he had not found an English example) in which there were two mothers, a rich and a poor one; one mother begging away, one by one, all the daughters of the other. (_d_) This game no doubt originates from the country practice of hiring servants at fairs, or from a dramatic Hirings being acted at Harvest Homes. The Good-bye of mother and daughters belongs, no doubt, to the original game and early versions, and is consistent with the departure of a servant to her new home. The lover incident is an interpolation, but there may have been a request on the part of the mother to the lady not to allow the girl followers or sweethearts too soon. As to the old practice of hiring servants, Miss Burne has noted how distinctly it stamps itself upon local custom (_Shropshire Folklore_, pp. 461, 464). That the practice forms the groundwork of this game is well illustrated by the following descriptive passage.

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The game is usually 91 points, and the object of the solitaire player is to see if he can reach the game hole without going through the pack more than once. If he does not reach with six hands and cribs, each with a starter, and one hand of four cards without a starter, he has failed to get the solitaire. _=WHEN TWO OR MORE PLAY.=_ The object is now to see which player or partnership can get the greatest number of points in going through the pack once, each playing his own solitaire with his individual pack, but keeping level with his opponents in the matter of hands and deals. It is usual for each to cut the starter for the other and then to verify the count of the other’s hands and cribs. If one reaches 91 before the other gets round past 60, it is reckoned as a double game. If neither side reaches 91 before the pack runs out, the player that comes nearer to it wins. When two play against two as partners, each takes an adversary and plays against him individually, the scores being balanced at the end by adding those of the partners together. *** END OF THE PROJECT GUTENBERG EBOOK FOSTER S COMPLETE HOYLE: AN ENCYCLOPEDIA OF GAMES *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.

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It is known as French Tag in the Forest of Dean, Gloucestershire (Miss Matthews), and Tap-back at Bitterne, Hants (Mrs. Adam). French and English The children choose sides under a leader, and a boundary line is made in the middle of the ground dividing the French and English territory. A handkerchief is then placed in the back part of each territory to represent a flag. The object is to obtain as many flags from the opposite side as possible. If a person is captured before having seized a flag, he is taken prisoner, and must be rescued by one of his own side. Thus, for instance, an Englishman enters the French territory and tries to reach the flag. If he is seen by the French before he reaches the flag, he is taken prisoner and is placed near the flags, and the next Englishman rescues him instead of taking a flag. As soon as the flag is taken, one of the party must put another handkerchief in its place. A player cannot be taken prisoner after having obtained the handkerchief or flag.

If only one point is scored for each five, 20 or 21 may be game. Each player draws seven bones, and the highest double sets, each person afterward playing in turn. If double five is the first set it counts 10. The 5-0 played to this would count 10 for the second player, because one end of the line being 10 and the other 0, the total value of the two ends is still 10. Double blank played to this would count 10 more. If 5-6 is now played on one end, and 0-4 on the other, the count will be 10 again, as shown on the diagram. The figures show the order in which the dominoes were played. [Illustration] The highest possible score is 20 points, made with the 4-4 and 6-6, at different ends. If either player makes a multiple of five without noticing or claiming it, his adversary says, “_=muggins=_,” and scores it himself. If a player makes an erroneous score, it must be taken down, and his adversary marks it as penalty.

=_ _=PLAYING ALONE.=_ No one but the individual maker of the trump can play alone. _=34.=_ The dealer must announce his intention to play alone by passing his discard over to his partner. Any other player intending to play alone must use the expression “alone” in connection with his ordering up or making the trump; as, “I order it, alone;” or “I make it hearts, alone.” _=35.=_ The partner of a player who has announced to play alone must lay his cards on the table, face down. Should he expose any of his cards, the adversaries may prevent the lone hand, and compel him to play with his partner, the exposed card being left on the table and liable to be called. _=36.=_ The lone player is not liable to any penalty for exposed cards, nor for a lead out of turn.

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53. Doubling and redoubling doubles and quadruples the value of each trick over six, but it does not alter the value of a declaration; _e.g._, a declaration of “three clubs” is higher than “two royal spades” doubled or redoubled. 54. Any declaration may be doubled and redoubled once, but not more; a player may not double his partner’s declaration nor redouble his partner’s double, but he may redouble a declaration of his partner which has been doubled by an adversary. The penalty for redoubling more than once is 100 points in the adverse honour score or a new deal; for doubling a partner’s declaration, or redoubling a partner’s double it is 50 points in the adverse honour score. Either adversary may demand any penalty enforceable under this law. 55. Doubling or redoubling reopens the bidding.

=_ If the cue ball is struck above the centre, the rolling motion is set up at once, no matter how hard the ball is struck, and the effect of contact with the object ball is simply to check the motion for a moment, after which the cue ball rolls forward again, deflected only by the angle at which the object ball was struck. The great art in making follow shots is to let the cue follow the ball, the tip passing at least three inches beyond where the ball stood, as shown by the dotted lines in the diagram. When the balls are very close together the cue must be lifted, and the ball struck very much on one side, the cue being behind the centre, as shown in the third position in the diagram of pinch shots. [Illustration] _=The Draw Shot.=_ This is exactly the reverse of the follow shot, the ball being struck below the centre, and the cue passing at least three inches beyond where the ball stood, as shown in the diagram. This gives the cue ball a retrograde motion, similar to that imparted to a child’s hoop by spinning it backward while throwing it forward, so as to make it return. If the object ball is reached before this retrograde motion is exhausted, the effect will be to stop the forward motion of the cue ball, and to give what is left of the retrograde motion full play, making the cue ball return. The two great mistakes made by beginners in playing draw shots are that they pull the cue back, instead of driving it clear through the ball aimed at, and that they strike so hard that the forward motion of the cue ball is too strong for the retrograde motion to overcome it, or the object ball to stop it. It is never necessary to strike harder than sufficient to reach the object ball and get back to the carrom ball, unless one is playing for position. When the balls are so close together that to run the cue through the ball would make a foul shot, the draw may still be made by pointing the cue off to the side, and pushing it past the cue ball, instead of through it.

DRAW CASSINO. In this variation, no more cards are dealt after the first round, but each player keeps his hand filled to four cards by drawing one from the top of the stock as soon as he plays one from his hand. The stock is left on the table, face down, slightly spread, for convenience in slipping off the top card as it is drawn. CONQUIAN. The etymology of this word is Spanish; _con quién_, “with whom,” but of the game it stands for, little or nothing is known except that it is a great favorite in Mexico, and in all the American States bordering upon it, especially Texas. It is an excellent game for two players, quite different from any other in its principles, and requiring very close attention and a good memory to play it well. In its finer points, especially in the judgment of what the adversary holds or is playing for, it ranks with our best games, and will probably grow in popularity as it becomes better known. _=Cards.=_ Conquian is played with the Spanish pack, forty cards, the 8 9 10 of each suit being deleted. In America, it is much more common to play with a pack of forty cards from which the three court cards, K Q J, have been discarded, leaving each suit an unbroken sequence from the Ace to the Ten.

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Ballantyne says in his boyhood it was played by a row of boys on one side and another of girls opposite. The boys selected a girl when singing the third verse. In the Roxton version, one child at the end of the line of children acts as mother. One child advances as suitor, and says the three first verses. The mother replies with the next line. The suitor chooses a girl and says the next verse, and then all the children sing the last verse. This is the same action as in Halliwell s version. (_d_) The analysis of the game-rhymes is on pp. 164-67. This analysis presents us with a very good example of the changes caused by the game-rhymes being handed down by tradition among people who have forgotten the original meaning of the game.

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|7 tricks.|8 tricks.|9 tricks.|10 tricks. ---------------+---------+---------+---------+---------+---------- Spades | 40 | 80 | 120 | 160 | 200 Clubs | 60 | 120 | 180 | 240 | 300 Diamonds | 80 | 160 | 240 | 320 | 400 Hearts | 100 | 200 | 300 | 400 | 500 No-trumps | 120 | 240 | 360 | 480 | 600 ---------------+---------+---------+---------+---------+---------- The successful bidder always leads for the first trick, after he has taken the widow and discarded, and after the hand is played, he has the first count. If he has made as many as he bid, he scores it; but he cannot score more than he bid unless he succeeds in winning every trick. In that case he scores 250 if his bid was less than 250; but if his bid was more than 250, he gets nothing extra for winning every trick. Any player but the bidder winning a trick scores ten points for it, so it is necessary for each player to keep separate the tricks he individually wins. If the bidder fails, he loses, or is set back, as many points as he bid, and he scores nothing for the tricks he takes, but he may play the hand out to prevent the others from scoring, as his adversaries still get ten points for each trick they win. Five hundred points is game, and as the bidder has the first count he may go out first, even if an adversary has won tricks enough to reach 500 also.

The boy who is to be made a Knight of the Order of the Whistle, when led up between the two rows of players, has a cloak put round his shoulders and a cap with a feather in it on his head. The whistle is then fastened on to the cloak. This is described by the Rev. J. G. Wood (_Modern Playmate_, p. 189). Newell (_Games_, p. 122) gives this with a jesting formula of initiation into knighthood. He says it was not a game of children, but belonged to an older age.

She could fire the light-bombs with a discrimination which he might miss. He was connected with her mind, but he could not follow it. His consciousness absorbed the tearing wound inflicted by the alien enemy. It was like no wound on Earth--raw, crazy pain which started like a burn at his navel. He began to writhe in his chair. Actually he had not yet had time to move a muscle when the Lady May struck back at their enemy. Five evenly spaced photonuclear bombs blazed out across a hundred thousand miles. The pain in his mind and body vanished. [Illustration] He felt a moment of fierce, terrible, feral elation running through the mind of the Lady May as she finished her kill. It was always disappointing to the cats to find out that their enemies whom they sensed as gigantic space Rats disappeared at the moment of destruction.

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If any card is found faced in the pack, or is exposed in any manner; or if more than thirteen cards are dealt to any player, or if the last card does not come in its regular order to the dealer, or if the pack has not been cut, there must be a new deal. Attention must be called to a deal out of turn, or with the wrong cards, before the last card is dealt, or the deal stands. There are no misdeals in auction. That is to say, whatever happens the same dealer deals again. Minor irregularities will be found provided for in the laws. The cards being dealt, each player sorts his hand to see that he has the correct number, thirteen; and the player or players keeping the score should announce it at the beginning of each hand. _=STAKES.=_ In auction, the stake is a unit, so much a point. The number of points won or lost on the rubber may be only two or three, or they may run into the hundreds. The average value of a rubber at auction is about 400 points.