394. (_b_) It is spelt balloo in Ben Jonson, iii. 216, and baloome in Randolph s _Poems_, 1643, p. 105. It is also mentioned in Middleton s _Works_, iv. 342, and by Donne. Tis ten a clock and past; all whom the mues, _Baloun_, tennis, diet, or the stews Had all the morning held. --Donne s _Poems_, p. 133. Toone (_Etymological Dict.

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--London Nursemaid, 1876 (A. B. Gomme). II. Mary s gone a-milking, a-milking, a-milking, Mary s gone a-milking, mother, dear mother of mine. Where did she get her money from, daughter, daughter? Where did she get her money from, daughter, dear daughter of mine? [Then follow verses sung in the same manner, beginning with the following lines--] Sold her father s feather bed, feather bed. What will your father lie on, lie on? Lay him in the pig-sty, pig-sty. Where will the pigs lie, daughter? Lay them in the wash-tub, mother. What shall I wash in, wash in? Wash in a thimble, mother. A thimble won t hold my night-cap.

Atkinson (_Glossary of Cleveland Dialect_) says under Merls, the game of Merelles, or Nine Men s Morris. Toone (_Etymological Dictionary_) describes it as a game played on the green sward, holes being cut thereon, into which stones were placed by the players. Stead s _Holderness Glossary_ calls it Merrils, and describes it as a game played on a square board with eighteen pegs, nine on each side, called in many parts Nine Men s Morrice. See also _Sussex Arch. Collections_, xxv. 234, and a paper by Mr. J. T. Micklethwaite (_Arch. Journ.

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The players all shout, Tack me, tack me, repeatedly. The Witch points to one. If the guess is correct the player goes to the Witch s side, but if it is incorrect he goes to the Namer s side. This goes on till all the players are ranged on the one side or the other. The two parties then come to a tug, with the Namer and Guesser as leaders. The gaining party then ranges itself in two lines with a space between the lines, each boy holding in his hand his cap or his handkerchief tightly plaited. The boys of the conquered side have then to run between the two lines, and are pelted by the victors. This is called, Throuw the Muir o Hecklepin. --Keith (Rev. W.

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As only one combination can be scored for each trick won, and as the player must lay down at least one fresh card for each successive meld, it is evident that if he begins with the 80 Kings, and then marries each of them in turn, when he comes to the fourth Queen he will have to sacrifice the 20 for a marriage in order to score the 60 for the four Queens. He cannot score both, or he will not be complying with the rule about the fresh card from the hand for every meld. That is why four Kings and four Queens are never worth 240, but only 220. A player cannot meld cards which have already been used to form higher combinations in the same class; but he may use cards melded in lower combinations to form more valuable ones in the same class, provided he adds at least one fresh card from his hand. The principle is that cards may be _=added=_ to melds already shown, but they cannot be _=taken away=_ to form other combinations in the same class. For example: Royal marriage has been melded and scored. The player may _=add=_ to this the Ace, Ten, and Jack of trumps to make the sequence, which is a more valuable combination in the same class. But if the first meld is the sequence, he cannot _=take away=_ from the sequence the card or cards to form a marriage. A new Queen added to the King already in the sequence will not make a marriage; because it is not the Queen that is added to the sequence, but the King that is taken away. The same rule applies to the binocles.

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The same thing is gone through till all the players are discovered.--Keith (Rev. W. Gregor). Jamieson says, Hy Spy, a game resembling Hide and Seek, but played in a different manner. The station, which in England is called Home, is here the Den, and those who keep it are the Seekers, and are called the Ins. Those who hide themselves, instead of crying Hoop, as in England, cry Hy spy; and they are denominated the Outs. The business of the Ins is, after the signal is given, to lay hold of the Outs before they can reach the den. The captive then becomes one of the Ins; for the honour of the game consists in the privilege of hiding oneself. Jamieson adds, Hy is still used in calling after a person, to excite attention, or when it is wished to warn him to get out of the way.

_=The Dice.=_ Although it is usual for each player to be provided with two dice, some players insist on the same pair being used by each player alternately; the claim being that luck will then run more evenly. At the beginning of the game each player makes a cast, either with one die or with two, as may be agreed, and the higher throw has the first play. In some clubs the player making the higher throw is allowed the option of playing the first cast, or of throwing again; but the general practice is to insist that the first cast is simply for the privilege of playing first, and that the dice must be cast again for the first move. After each throw the dice must fall within the borders of the table on the caster’s right, and each die must rest fairly and squarely on one of its faces. If it is _=cocked=_ against a man, the edge of the board, or the other die, or if it jumps over the edge of the table in which it is thrown, both dice must be taken up and cast again. The caster must announce his throw as soon as made. _=The Moves.=_ As the men on each side are moved round the board in opposite directions to reach their respective homes, they are of course obliged to meet and pass a number of the adversary’s men, and they must pick their way among them by going to points which are unoccupied by the enemy; for if there are two or more of the enemy in possession of any point, that point is said to be _=covered=_, and must be jumped over. If only one adverse man occupies a point, it is called a _=blot=_, and the man may be captured, as will presently be explained.

We came very speedily into touch. I discovered the enemy advancing upon Hook s Farm and Firely Church, evidently with the intention of holding those two positions and giving me a warm welcome. I have by me a photograph or so of the battlefield and also a little sketch I used upon the field. They will give the intelligent reader a far better idea of the encounter than any so-called fine writing can do. The original advance of the enemy was through the open country behind Firely Church and Hook s Farm; I sighted him between the points marked A A and B B, and his force was divided into two columns, with very little cover or possibility of communication between them if once the intervening ground was under fire. I reckoned about 22 to his left and 50 or 60 to his right. [Footnote: Here again the gallant gentleman errs; this time he magnifies.] Evidently he meant to seize both Firely Church and Hook s Farm, get his guns into action, and pound my little force to pieces while it was still practically in the open. He could reach both these admirable positions before I could hope to get a man there. There was no effective cover whatever upon my right that would have permitted an advance up to the church, and so I decided to concentrate my whole force in a rush upon Hook s Farm, while I staved off his left with gun fire.

Everything, that is, but the gambling and the women. The casino was taking its cut. And the women--or should I be so sure? You paid for your drinks if you stood up to the long mahogany bar. I turned my back to the rattle of cocktail shakers and chink of glasses, one heel hooked over the replica brass rail, and took a long careful look at the crap tables. There was a job for me at one of them. I began to shut out the distractions of sight and sound. I wanted nothing to dull my PSI powers. A blond bombshell slithered down the bar and ground herself against my leg. Wanna buy me a drink, honey? she gasped. I smuggled a lift and slipped all four of her garters off the tops of her hose.

| 2nd. | 3rd. | 4th. | 5th. | 6th. | | | | | | | Y | W | X | W | W | X | C D | C D | B D | B D | B C | B C | Z | X | Z | Y | Z | Y | If more than four players are engaged on each side, this arrangement must be repeated with every additional four; the tables being always in sets of two each, but in such cases, and in fact in anything but League matches, it is usual to play only the 1st, 3rd and 5th sets. _=CLUB AGAINST CLUB.=_ The smaller club should put into the field as many multiples of four as it can; the larger club presenting an equal number to play against them. The opposing sides are then so arranged that half the members of each club sit North and South, the other half East and West. If we distinguish the clubs by the marks O and X, and suppose 16 to be engaged on each side, they would be arranged at 8 tables, thus:-- O | O | O | O X 1 X | X 3 X | X 5 X | X 7 X O | O | O | O | | | 1st set | 2nd set | 3rd set | 4th set | | | X | X | X | X O 2 O | O 4 O | O 6 O | O 8 O X | X | X | X If apparatus is used, the players may sit still for four hands, putting the trays aside, and then exchanging them for the four trays played at the other table in their set.

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At the eleventh trick, unless the dealer can make two tricks in spades by the finesse, he cannot win the game. The second example shows the importance of preserving a re-entry card in the hand which is longer in the suit the dealer intends playing for. If the dealer lets the heart come up to him, it is true that he will make win the first trick with the Jack; but he will never win a trick with the Queen, and therefore he can never get in to make his clubs, even if he establishes them. By putting up the Ace of hearts, and keeping both Q and J in his own hand, he is certain of a re-entry in hearts. On the second round of clubs, the adversary still holding up or underplaying, the dealer must be careful to overtake Dummy’s ten with his own Jack, so as to continue the suit without losing the lead. VARIETIES OF BRIDGE. _=THREE HAND AUCTION.=_ This is a game for three active players only, but four may form a table. Each player is for himself, there being no partnerships except the temporary combination against the declarer for each deal. The player who cuts the lowest card chooses his seat and cards and the player with the next lower cut sits on his left, the other on his right.

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♝ _=The Bishop=_ can be moved any number of squares at a time, forward or backward, but only in diagonal lines, never horizontally or vertically. For this reason the Bishop never leaves the squares of the same colour as that on which it originally stood. A Bishop is often spoken of as a white Bishop or a black Bishop, which does not mean that it is one of White’s Bishops, or one of Black’s; but that it stands upon a white or black square. Like the Rook, the Bishop cannot jump over other pieces, and cannot be moved at all until one or other of the two Pawns diagonally in front of it have opened the way. ♛ _=The Queen=_ combines the movements of the Rook and Bishop, and can be moved horizontally, vertically, or diagonally, any number of squares at a time, provided that the path is clear. Like the Rook and Bishop, she cannot move at all until some of the adjoining pieces have made a way for her. ♚ _=The King=_ has the same movement as the Queen, but is limited to one square at a time. The King is not allowed to move to a square which would expose him to capture by adverse pieces, for reasons which will presently be explained. ♞ _=The Knight=_ has a very peculiar movement, which is L shaped, and necessitates his changing the colour of the square he stands on, every time he moves. The simplest way for the beginner to learn the Knight’s move is to observe that he must go two squares, neither more nor less, in a vertical or a horizontal direction, and must then change the colour of the square he stands on by going one square either to the right or left, which will complete the L shaped movement.

The deal then passes to the next player on the left. Sometimes only three packets are cut, one of which is pushed to the dealer. This game is a great favourite with card-sharpers, especially on ocean steamers. They use packs in which the cards are trimmed long and short, so that a confederate may cut them by the ends or by the sides for high or low cards, afterward pushing one of the high cuts toward the dealer. CHINESE FAN TAN. This is apparently the fairest of all banking games, there being absolutely no percentage in favour of the banker except that the players have to do the guessing. The one who is willing to put up the largest amount of money to be played for is usually selected as the banker. He is provided with a large bowlful of beans, counters, buttons, small coins, or some objects of which a large number of similar size and shape can be easily obtained. An oblong card is placed in the centre of the table, and the players stake their money upon its corners or upon its edges. These corners are supposed to be numbered in rotation from 1 to 4, the figure 1 being on the right of the banker.

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--Hersham, Surrey (_Folk-lore Record_, v. 84). A version familiar to me is the same as above, but ending with For tumbling over cherry stones. The mother then chased and beat those children she caught. The idea was, I believe, that the children were imitating or mocking their mother (A. B. G.). In Warwickshire the four lines of the Surrey game are concluded by the additional lines-- We don t care whether we work or no, We ll follow our mother on tipty-toe. When the mother runs after them and buffets them.

(_b_) In Biggar, all the players were seated round the hearthstone, lads on one side, lassies the other; one lad rising up said the first verse, then one acting as maister said the next verse. The young man then said the next two lines, to which the other replied in the two following, and naming at the close any girl he thought would be acceptable. If the lad was pleased he sang the next verse. If he was not pleased with the girl offered him he replied in either of the three following verses. The first of the three was generally said if the girl was thought to be too old; if bad-tempered, the second. If the lad found no fault, but wished to politely refuse, he sang the last verse. The girl then was asked in her turn, and the same formula gone through, she saying either of the three last verses given. Forfeits were demanded for every refusal, and were cried at the end of the game. (_c_) Mr. Ballantyne writes: This game was a great favourite in my father s house.

It is not enough to show openers before the draw, the whole hand must be shown. _=43. Drawing Cards.=_ Each player in turn who has come in, beginning on the left of the dealer, may discard and draw, to improve his hand. The opener is allowed to split his openers, provided it is the rule of the game that the opener shall _always_ put his discard under the chips in the pool, whether he is going to split or not. The opener’s discard must never be gathered in with other discards when the pack runs short for the draw. _=44. False Hands.=_ If a false opener does not discover his mistake until after he has drawn cards, his hand is foul, and must be abandoned. As a penalty he must put up an ante for each of the other players at the table for another Jack.

If the declarer before playing refuse to accept the lead, the leader may be penalized as provided in Law 76. 79. If a player called on to lead a suit have none of it, the penalty is paid. CARDS PLAYED IN ERROR. 80. Should the fourth hand, not being dummy or declarer, play before the second, the latter may be required to play his highest or lowest card of the suit led, or to win or lose the trick. In such case, if the second hand be void of the suit led, the declarer in lieu of any other penalty may call upon the second hand to play the highest card of any designated suit. If he name a suit of which the second hand is void, the penalty is paid.[17] 81. If any one, except dummy, omit playing to a trick, and such error be not corrected until he has played to the next, the adversaries or either of them may claim a new deal; should either decide that the deal stand, the surplus card (at the end of the hand) is considered played to the imperfect trick, but does not constitute a revoke therein.

Open sequences, or Dutch straights, as they are sometimes called, in which the cards are all odd or all even, such as 2 4 6 8 10, are quite as safe as ordinary sequences, provided the deuce is among the cards. The player calling a spread must remember that it will be impossible for him to get any discards after the first trick without the consent of the adversaries; for they will not lead a suit of which they see he is void. In order to reduce the caller’s chances of a discard on the opening lead, before his cards are exposed, the adversaries should select their shortest suits, unless they have a bottom sequence to the deuce. _=THE SLAM.=_ This feature of Solo Whist is even rarer than the _grand coup_ at Whist. It is not very marvellous for an abundance player to make twelve or thirteen tricks; but to announce thirteen tricks before a card is played is something phenomenal. All the adversaries can do against such a call is to show each other, by their discards, in which of the suits they have a possible trick. It is very annoying to have a player succeed in making a slam just because two of his adversaries keep the same suit. SOLO WHIST FOR THREE PLAYERS. The best arrangement is to play with a pack of forty cards, deleting the 2, 3, and 4 of each suit.

II. Any three honours, they score two points. III. Only two honours, they do not score. 4. Those players who, at the commencement of a deal, are at the score of four, cannot score honours. 5. The penalty for a revoke (_see_ Law 72) takes precedence of all other scores. Tricks score next. Honours last.

As soon as three men on each side have struck or been caught out by throwing five or six, the side is out, and all men left on bases count for nothing. As long as three men are not out, the side continues to send its men to the bat in regular order. GOING TO BOSTON. This game is known in the colonies as Yankee Grab, or Newmarket. Each player has three throws with three dice, and the highest die in each throw is laid aside. If two are equally high, only one is retained. The others are returned to the box and thrown again. The higher of these two is retained, and the third die is thrown again. The final total of the three dice is the player’s score, and the highest wins. In the colonies the ace counts as seven.

When long sittings occur without change of partners or adversaries, it is a common practice to count the tricks continuously, and on the conclusion of the play, to deduct the lower score from the higher, the winners being credited with the difference. _=CUTTING OUT.=_ If rubbers are played, there is no change of partners, or of rotation in the deal, until one side has won two games, which ends the rubber. If the first two games are won by the same partners, the third is not played. If more than four players belong to the table, those who have just played cut to decide which shall give place to those waiting; those cutting the highest cards going out. If six belong to the table, there will be no further cutting out; as those who are out for one rubber re-enter for the next, taking the places of those who have played two consecutive rubbers. If five belong to the table, the three who remained in for the second rubber must cut to allow the fifth player to re-enter. At the end of the third rubber, the two cut that have not yet been out; and at the end of the fourth rubber, the one who has played every rubber goes out without cutting. After this, it is usual to spread the cards, and to form the table anew. In all the foregoing instances, partners and deal must be cut for, after the cut has decided which are to play.

In the Barnes version the centre child calls one to her from the ring by singing the second verse and naming the child she chooses. (_c_) A version from Lady C. Gurdon s _Suffolk County Folk-lore_ (p. 62) is the same as previous versions, except that it ends-- Now you re married you must be good Make your husband chop the wood; Chop it fine and bring it in, Give three kisses in the ring. Other versions are much the same as the examples given. (_d_) This game has probably had its origin in a ballad. Miss Burne draws attention to its resemblance to the Disdainful Lady (_Shropshire Folk-lore_, p. 561), and Halliwell mentions a nursery rhyme (No. cccclxxix.) which is very similar.

_=Finessing.=_ The expert may finesse much more freely than the beginner. Having led from such a suit as K J x x and partner having won with Ace and returned a small card, the Jack may be finessed with strong trumps. If the adversaries lead trumps, and the Ace wins the first round, a player holding the King second hand on the return, may finesse by holding it up, trusting his partner for the trick. In all cases that mark the best of the suit against a player, and on his left, he may finesse against the third best being there also. For instance: A player leads from K 10 x x x. Third Hand plays Queen and returns a small card. The Ten should be finessed, regardless of trump strength, as the Ace must be on the left, and the finesse is against the Jack being there also. Many varieties of this finesse occur. _=Placing the Lead.

Mend it up with pins and needles. Pins and needles they will break. Mend it up with bricks and mortar, Bricks and mortar, that will do. [After these verses have been sung--] What has this great prisoner done, Prisoner done, prisoner done, What has this great prisoner done? My fair lady. Stole a watch and lost the key, Lost the key, lost the key, Stole a watch and lost the key, My fair lady. Off to prison you must go, You must go, you must go, Off to prison you must go, My fair lady. --Hurstmonceux, Sussex (Miss Chase). V. Over London Bridge we go, Over London Bridge we go, Over London Bridge we go, Gay ladies, gay! London Bridge is broken down, London Bridge is broken down, London Bridge is broken down, Gay ladies, gay! Build it up with lime and sand, Build it up with lime and sand, Build it up with lime and sand, Gay ladies, gay! [Then follow verses sung in the same manner and with the same refrain, beginning with--] Lime and sand will wash away. Build it up with penny loaves.

See Close Cards. Widow, any extra hand dealt in any game. Wimmeln, G., to bunch the points together; to fatten a trick for the partner. Wimmelfinte, G., leading a card which is calculated to induce the second hand to fatten the trick for his partner. Winning Hazards, pocketing the object ball. Winning Out, a card that wins four times in the same deal at Faro. Yarborough, a hand at Whist containing no card higher than a Nine; the odds against it are 1827 to 1. Younger Hand, the one not the leader in two-handed games.

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Have you seen the muffin girl, The muffin girl, the muffin girl? O have you seen the muffin girl Down in yonder lane? --Congleton Workhouse School (Miss A. E. Twemlow). IV. Don t you know the muffin man? Don t you know his name? Don t you know the muffin man That lives in our lane? All around the Butter Cross, Up by St. Giles s, Up and down the Gullet Street, And call at Molly Miles s! --Burne s _Shropshire Folk-lore_, p. 571. V. Have you seen the nutting girl, The nutting girl, the nutting girl? Have you seen the nutting girl, Down in yonder lane O? --Holmfirth (H. Hardy).

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Here stands a young man who wants a sweetheart, With all his merry maids round him; He may choose from east, he may choose from west, He may choose the prettiest girl that he loves best. Now this young couple is married together, We propose they kiss each other. --Glapthorn (_Northants Notes and Queries_, i. 214, A. Palmer). II. Here stands a young lady [lass] who wants a sweetheart, Wants a sweetheart, wants a sweetheart, And don t know where to find one, find one, find one. Choose the prettiest that you loves best. Now you re married I wish you joy, First a girl and then a boy, Seven years after son and daughter, Pray you come to kiss together. --Longcot, Berkshire (Miss I.

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SPADE CASSINO. In this interesting variation every spade counts one point toward game. The spade Jack counts one in addition to its being a spade, and the extra point so made takes the place of the count for “spades” in the ordinary game, so that 24 points are made in every hand, exclusive of sweeps: Cards 3; Big Cassino 2; Little Cassino 1; the four Aces 4; the spade Jack 1, and 13 spades. It must be remembered that the spade Jack and deuce count 2 points each, the extra point being for the spade. The game is scored on a cribbage board, every point being pegged immediately; that is, every spade, every Ace, the Cassinos and the sweeps. There is nothing to count at the end of the hand but the cards. Sixty-one points is game, once round the board and into the game hole. 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.

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With her he remembered her kittenhood. He remembered every mating experience she had ever had. He saw in a half-recognizable gallery all the other pinlighters with whom she had been paired for the fight. And he saw himself radiant, cheerful and desirable. He even thought he caught the edge of a longing-- A very flattering and yearning thought: _What a pity he is not a cat._ Woodley picked up the last stone. He drew what he deserved--a sullen, scared old tomcat with none of the verve of Captain Wow. Woodley s Partner was the most animal of all the cats on the ship, a low, brutish type with a dull mind. Even telepathy had not refined his character. His ears were half chewed off from the first fights in which he had engaged.

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