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=_ Cassino is played with a full pack of fifty-two cards, which have no rank in play, their pip or face value being the only element of importance. In cutting for positions at the table, or for partners in the four-handed game, the Ace is the lowest card, the others ranking upward to the King in the order of their sequence. _=Markers.=_ When a certain number of points is agreed on as a game, the score may be kept with counters, on a sheet of paper, or on a cribbage board. If each hand is a game in itself, it is settled for immediately, either in counters or in money. _=Players.=_ Any number from two to four may play, each for himself, or four may play two against two, partners sitting opposite each other. The players on the dealer’s right and left are known as the pone, and the eldest hand respectively. _=Cutting.=_ The players draw from an outspread pack for positions at the table, the lowest card having the choice and dealing the first hand.

_=10.=_ Either player is entitled, on giving intimation, to arrange his own or his opponent’s pieces properly on the squares. After the first move has been made, however, if either player touch or arrange any piece without giving intimation to his opponent, he shall be cautioned for the first offence, and shall forfeit the game for any subsequent act of the kind. _=11.=_ After the pieces have been arranged, if the person whose turn it is to play _=touch=_ one, he must either play it or forfeit the game. When the piece is not playable, he forfeits according to the preceding law. _=12.=_ If _=any part=_ of a playable piece is moved over an angle of the square on which it is stationed, the move must be completed in _=that=_ direction. _=13.=_ A capturing play, as well as an ordinary one, is completed whenever the hand has been withdrawn from the piece played, although one or more pieces should have been taken.

The penalty for the violation of this law is 25 points in the adverse honour score. 91. Any player during the play of a trick or after the four cards are played, and before the trick is turned and quitted, may demand that the cards be placed before their respective players. 92. When an adversary of the declarer, before his partner plays, calls attention to the trick, either by saying it is his, or, without being requested to do so, by naming his card or drawing it toward him, the declarer may require such partner to play his highest or lowest card of the suit led, or to win or lose the trick. 93. An adversary of the declarer may call his partner’s attention to the fact that he is about to play or lead out of turn; but if, during the play, he make any unauthorized reference to any incident of the play, the declarer may call a suit from the adversary whose next turn it is to lead. 94. In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries. NEW CARDS.

(H. Hardy). I. I sent a letter to my love, And on the way I dropped it; And one of you have picked it up And put it in your pocket. --Dorsetshire (_Folk-lore Journal_, vii. 213); Penzance (Mrs. Mabbott). II. I wrote a letter to my love, and on the way I lost it. Some one has picked it up.

=_ As touching any ball _in any way_ is a stroke, a second touch is a foul. _=9.=_ It is a foul against the striker if any ball be disturbed, hastened, or hindered by an opponent or any one but himself, whether the ball or balls are at rest while he is aiming or striking, in motion after he has struck, or at rest again after he has struck, and pending his again taking aim. _=10.=_ Should a ball that has once come to a standstill move without apparent cause, while the player is preparing to strike, it shall be replaced. Should it move before he can check his stroke, it, and all other balls set in motion by that stroke, shall be replaced, and the player shall repeat his shot, inasmuch as but for the moving of the ball, he might have counted where he missed, or missed where he counted. _=11.=_ It is a foul if the striker plays directly at any ball with which his own is in fixed contact, and the striker must in this instance play from balls spotted, as in the opening stroke of the game. _=12.=_ It is a foul to place marks of any kind upon the cloth or cushions as a guide to play; also foul to practise the banking shot for the lead-off upon the plea of testing the balls.

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2. Those first in the room have the preference. If, by reason of two or more arriving at the same time, more than four assemble, the preference among the last comers is determined by cutting, a lower cut giving the preference over all cutting higher. A complete table consists of six; the four having the preference play. Partners are determined by cutting; the highest two play against the lowest two; the lowest deals and has the choice of seats and cards. In _=Boston=_ and in _=Solo Whist=_, a table is complete with four players. In cutting for positions at the table, the lowest has the choice of seats and cards, and the two highest sit opposite each other. 3. If two players cut intermediate cards of equal value, they cut again; the lower of the new cut plays with the original lowest. 4.

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The land left by Lady Mowbray was forty acres, which are known by the name of Hoodlands, and the Boggons dresses and the Hood are made from its proceeds. In the contiguous parish of Epworth a similar game is played under the same name, but with some variations. The Hood is not here carried away from the field, but to certain goals, against which it is struck three times and then declared free. This is called wyking the Hood, which is afterwards thrown up again for a fresh game.--_Notes and Queries_, 6th series, vii. 148. See Football, Hockey. Hoodle-cum-blind Name for Blind Man s Buff. --Baker s _Northamptonshire Glossary_. Hoodman Blind Name for Blind Man s Buff.

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| +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. |Green gravel. | -- | | 2.| -- | -- |Round the green | | | | |gravel. | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.| -- | -- | -- | | 7.

Stands a lady on the mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young beau. Take her by the lily-white hand, Lead her across the water; Give her kisses, one, two, three, For she is her mother s daughter. --Shipley, Horsham (_Notes and Queries_, 8th series, i. 210, Miss Busk). V. There stands a lady on a mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Now she s married I wish her joy, First a girl and then a boy; Seven years after son and daughter, Pray young couple kiss together. Kiss her once, kiss her twice, Kiss her three times three. --Wrotham, Kent (Miss D. Kimball).

She blows, she blows, she blows so sweet. In came F---- S---- and gave her a kiss. E---- made a pudding, she made it nice and sweet, F---- took a knife and fork and cut a little piece. Taste of it, taste of it, don t say nay, For next Sunday morning is our wedding day. First we ll buy a money box, Then we ll buy a cradle; Rock, rock the bottom out, Then we ll buy another. Bread and cheese all the week, cork on Sunday, Half a crown on Saturday night, and a jolly good dance on Monday. --Cowes, Isle of Wight (Miss E. Smith). II. Down in the meadows where the green grass grows, To see ---- blow like a rose.

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Both these groups, which contain all the King leads, may be easily remembered by observing that the King is always led if accompanied by the Ace or Queen, or both. Beginners should follow this rule for leading the King, regardless of the number of small cards in the suit, unless they hold the sequence of K Q J, and at least two other cards. [Illustration: 🂮 🂭 🂫 🂪 🂤 | 🃎 🃍 🃋 🃄 🃃 ] From this combination the _=Jack=_ is the usual lead, in order to invite partner to put on the Ace, if he has it, and get out of the way, thus establishing the suit in the leader’s hand. This is the only high-card combination from which the Jack is led. There is only one combination from which the _=Queen=_ is led, regardless of the number of the small cards. [Illustration: 🂭 🂫 🂪 🂦 🂥 ] This may be remembered by observing that there is no higher card in the suit than the one led, and that it contains a sequence of three cards, Q J 10. This lead is an indication to the partner that the leader holds neither Ace nor King. There is only one combination from which the _=Ten=_ is led, regardless of the number of small cards. [Illustration: 🂾 🂻 🂺 🂵 ] The Ten led is an indication to partner that both Ace and Queen are against the leader. Combinations from which the _=Ace=_ is led contain at least five cards in suit, or both Queen and Jack.

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A player is not allowed to go back over his tricks to refresh his memory, and if he looks at any trick but the last one turned and quitted, he loses the privilege of “closing.” All _=irregularities=_ in playing and drawing are governed by the same rules as in Binocle. _=The Last Six Tricks.=_ After the stock is exhausted, marriages may still be led or shown, and scored; but the second player in each trick must follow suit if he can, although he is not obliged to win the trick unless he chooses to do so. If all the cards are played, the winner of the last or twelfth trick, counts 10 for it toward his 66. _=Announcing Sixty-six.=_ If neither of the players has claimed to have reached 66 until after the last trick is played, both turn over their cards and count their points. If only one has reached 66, he counts one or two points, according to his adversary’s count. If neither has reached 66, which is possible if no marriages have been declared; or if both have 66 or more, and neither has claimed it, neither side scores, but the winner on the next deal adds one to whatever he may make. For instance: A and B are adversaries, and the last trick is played without either announcing that he is sixty-six.

=_ The chief points for the beginner are good discarding, and taking advantage of tenace positions in the play, so as to secure the count for cards, which is often important. _=Elder Hand.=_ In discarding, the pone should consider what there may be against him. If it is unlikely that he will lose a pic or repic, he should try for the _=point=_, which very often carries with it the sequence. It must be remembered that there are only eight cards in each suit, and by comparing those that you hold with those that your adversary may hold it is comparatively easy, in the majority of hands, to estimate the possible scores against you. Next to the point, the most important thing is the score for _=cards=_. The point will save pic and repic, but the cards will make the greatest difference in the score in the long run. Sequences are always valuable, especially those that are Ace high in the elder hand, because they enable him to win a succession of tricks in play. The elder hand should risk a good deal if he has a fair chance to make a pic or repic, which will often settle the game. If there is any choice as to what to keep of two nearly equal chances, always preserve the combination that will be most likely to secure the count for cards.

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+------+-----+-----+----+ +------+-----+-----+-----+ | A | Y | B | Z | | A | Y | B | Z | +------+-----+-----+----+ +------+-----+-----+-----+ | _Q♠_| 2♠ | 9♠ |♣2 | 1 | _A♢_| Q♢ | J♢ | 9♢ | | _A♠_| 6♠ | 8♠ |♡3 | 2 | _K♢_| 6♢ | 8♢ | 5♢ | | _K♠_| 10♠ | 4♠ |♡7 | 3 | _10♢_| 4♢ | ♡A | 3♢ | | 5♠ | _J♠_| 3♠ |♡J | 4 | J♠ | 3♠ | 9♠ | _A♠_| | 2♢ | _Q♢_| 4♢ | 5♢ | 5 | 5♠ | Q♠ | _K♠_| 6♠ | | 10♢ | 9♢ | 7♢ |_J♢_| 6 | ♣Q | ♣6 | ♣J |_♣K_ | | ♡ 4 | 3♢ | 8♢ |_A♢_| 7 | 7♢ |_♡J_ | ♡5 |♡10 | | 7♠ | ♡5 |♡ 9 |_K♢_| 8 | 10♠ | ♡7 |_♡Q_ |♡ 9 | | ♡ 8 | ♣3 |♡ 2 |_6♢_| 9 |_♣ 5_ | ♣4 | ♣2 |♣ 3 | | ♣ 4 |_♣Q_ |♣10 |♣9 | 10 | _7♠_| 2♠ | 4♠ |♡ K | | ♣ 5 |_♣A_ |♡ 6 |♣7 | 11 | ♣10 | ♡4 |_♣A_ |♡ 8 | | ♣ 8 |_♣K_ |♡10 |♡Q | 12 | ♣ 8 | ♡3 |_♣9_ |♡ 6 | |_♣ J_ | ♣6 |♡ A |♡K | 13 | ♣ 7 | 2♢ | 8♠ |♡ 2 | +------+-----+-----+----+ +------+-----+-----+-----+ In the first example the dealer, Z, bids a heart. A says one royal and Y two clubs. This bid of Y’s denies any support for his partner’s hearts, but shows a supporting minor suit, in case Z is strong enough to go on with the hearts. B bids two royals as he can stop the hearts twice and ruff the clubs. Z cannot pursue the hearts, but shows his supporting minor suit, bidding three diamonds. This says to Y, “Go no trumps if you can stop the spades.” When A passes, having bid his hand on the first round, Y goes two no trumps and makes game. B leads the top of his partner’s declared suit, and A leads a fourth round, hoping to get in with the club jack. At tricks 8 and 9, B signals control in hearts. A keeps the protection in clubs to the end and saves a trick by it.

King and Queen against King and Pawn. King and two Rooks against King and Rook. King and two Bishops against a King. King Bishop and Knight against a King. In order to master all these endings, the student should take up Staunton’s Handbook, or the Lehrbuch des Schachspiels, in which they are given very fully. For the beginner only one or two of the most common and important are necessary. K and Q, or K and R, against K. All that is necessary is to drive the King to the edge of the board, which may be done by holding him below a certain parallel with the Q or R, and then getting your own King in front of him; a check will then drive him one line further back, and when he arrives at the edge of the board, and can no longer go back, he is mated. K and Q against K and R. Freeborough has devoted an entire volume to this ending, which may be very much prolonged by a skilful player.

_=Bidding.=_ In all games in which there is any bidding for the privilege of playing or of making the trump, or any betting on the value of the hands, the privilege must be extended to each player in turn, beginning on the dealer’s left. Any bid or any bet once made can neither be taken back nor amended. If any bid is made out of turn in any partnership game, it must be assumed that undue information is conveyed, and the player in error, or his partner, must lose his bid. In round games there is no penalty. _=Exposed Cards.=_ No player can exact a penalty for his own error, so that if an adversary of the dealer exposes one of his own cards he cannot claim a misdeal, but the dealer’s side may. There should be no penalty for a player’s having exposed a card unless he can derive some benefit from the exposure, such as from his partner’s having seen it. If there is no partner, there should be no penalty, because the player injures himself only. All exposed cards must be left on the table, and may be called upon by the adversaries to be led or played.

The piquet player soon learns the importance of tenace and fourchette, and can sometimes see how things must be managed for five or six tricks ahead, so as to secure the odd trick. Tenace is the best and third-best of any suit, such as A Q, while a fourchette is any two cards within one of each other, such as K J, or Q 10, and the lead from such combinations should always be avoided. If you have the odd trick in hand, make it at once, before you risk anything else, because the only difference between the odd trick and eleven tricks is the count for each card led in the tricks. _=The Dealer.=_ The first thing to guard against is a long run of winning leads from the elder hand, which might make the odd trick, or even capot. As there are no trumps it is very important for the dealer to keep guarded Kings and twice-guarded Queens. The principal thing for the dealer to remember is that if he cannot stop a long suit in the elder hand, he will have to provide in advance for a certain number of discards, and these must be so planned that guards will be preserved in the other suits. He should also get his hand into such condition that when he does get into the lead, he will not have to lead away from tenaces or guarded Kings. Careful attention to his adversary’s declarations, and a comparison of his own hand with his discards will usually guide the dealer to a correct conclusion as to what to keep and what to throw away in playing to tricks. Mathematicians have exhausted their resources on Piquet, but their conclusions are of little use to the average player.

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Bad. Baddin. Badger the Bear. Bag o Malt. Ball. Ball and Bonnets. Ball in the Decker. Ball of Primrose. Baloon. Bandy-ball.

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After playing upon that ball, however, should any other be pocketed by the same stroke, irrespective of its number, it shall be placed to the player’s credit so pocketing it. If the line of aim at the ball required to be hit is covered by another ball, the player may resort to a bank play or massé, etc., but should he fail to hit the required ball he forfeits three, receiving a scratch. COW-BOY POOL. 1. The game is played by two or more contestants, on a pool table, with one cue ball and three colored balls numbered respectively 1, 3 and 5. 2. At the commencement of the game the ball numbered 1 shall be placed on the spot at the head of the table, the ball numbered 5 shall be placed on the centre spot, and the ball numbered 3 shall be placed on the lower spot, and whenever any object ball is pocketed or forced off the table it shall be replaced on the original spot, except as provided for in Rule No. 12. 3.

Here we go the jingo-ring, The jingo-ring, the jingo-ring, Here we go the jingo-ring, About the merry-ma-tansie. Twice about, and then we fa , Then we fa , then we fa , Twice about, and then we fa , About the merry-ma-tansie. Guess ye wha s the young goodman, The young goodman, the young goodman, Guess ye wha s the young goodman, About the merry-ma-tansie. Honey is sweet, and so is he, So is he, so is he, Honey is sweet, and so is he, About the merry-ma-tansie. [Or-- Apples are sour, and so is he, So is he, so is he, Apples are sour, and so is he, About the merry-ma-tansie.] He s married wi a gay gold ring, A gay gold ring, a gay gold ring, He s married wi a gay gold ring, About the merry-ma-tansie. A gay gold ring s a cankerous thing, A cankerous thing, a cankerous thing, A gay gold ring s a cankerous thing, About the merry-ma-tansie. Now they re married, I wish them joy, I wish them joy, I wish them joy, Now they re married, I wish them joy, About the merry-ma-tansie. Father and mother they must obey, Must obey, must obey, Father and mother they must obey, About the merry-ma-tansie. Loving each other like sister and brother, Sister and brother, sister and brother, Loving each other like sister and brother, About the merry-ma-tansie.

At the end of the third rubber, the losses and gains are ascertained for each individual, and settled for. _=Laws.=_ The laws that govern the game are almost identical with those for Bridge. PREFERENCE. This is a simplified form of Vint, for three players, with a thirty-two-card pack. The cards rank: A K Q J 10 9 8 7, and the suits rank: Hearts, diamonds, clubs, and spades. Hearts are always _=preference=_. There are no hands played without a trump suit. If four persons play, the dealer takes no cards. The three active players make up a pool, each putting in an equal amount at first, and the bidder putting into it as many as he bids for the privilege of naming the trump suit.

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If the latter succeeded in breaking away before the couplet was finished, the capture was incomplete. The second game described is almost identical with King Cæsar, played at Barnes. About twenty years ago the game was common in some parts of Bedfordshire and Hertfordshire, where it was sometimes called Chevy Chase. --_Folk-lore Journal_, vii. 233. See Chickidy Hand, Hunt the Staigie, King Cæsar, Whiddy. Lang Larence That is, Long Lawrence, an instrument marked with signs, a sort of teetotum. A Long Lawrence is about three inches long, something like a short ruler with eight sides; occasionally they have but four. On one side are ten x s, or crosses, forming a kind of lattice-work; on the next, to the left, three double cuts, or strokes, passing straight across in the direction of the breadth; on the third, a zig-zag of three strokes one way, and two or three the other, forming a W, with an additional stroke or a triple V; on the fourth, three single bars, one at each end and one in the middle, as in No. 2, where they are doubled; then the four devices are repeated in the same order.

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In the _Sanctuarie of Salvation_, &c., translated from the Latin of Levinus Lemnius by Henry Kinder (8vo, London, printed by H. Singleton), p. 144, we read, These bones are called huckle-bones or coytes. For further information relating to this game, as played by the ancients, the reader may consult _Joannis Meursii Ludibunda, sive de Ludis Græcorum, Liber singularis_ (8vo, Lugd. Bat. 1625), p. 7, and _Dan. Souterii Palamedes_, p. 81; but more particularly, _I Tali ed altri Strumenti lusori degli antichi Romani, discritti da Francesco de Ficoroni_, 4to, Rom.