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Only one declaration can be scored at a time, so that a trick must be won for every announcement made, or the combination cannot be scored. This rule does not prevent a player from making two or more announcements at the same time; but he can score only one of them. A player cannot make a lower declaration with cards which form part of a higher combination already shown in the same class. For instance:--Marriages and sequences belong to the same class. If a sequence has been declared, the player cannot take from it the King and Queen, and score for the marriage; neither can he add a new Queen to the King already used in the sequence, because the higher combination was scored first. The same rule applies to lower and higher béziques. But if the lower combination is first shown and scored--the marriage--the A 10 J may be added afterward, on winning another trick, and the sequence scored. This rule does not apply to cards belonging to combinations in different classes. A Queen used in class A may be used over again in both B and C classes. _=Re-forming Combinations.

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. The _dalies_ were properly sheep s trotters.--Halliwell s _Dictionary_. Evidently the same game as Fivestones and Hucklebones. Davie-drap Children amuse themselves on the braesides i the sun, playing at Hide and Seek with this little flower, accompanying always the hiding of it with this rhyme, marking out the circle in which it is hid with the forefinger:-- Athin the bounds o this I hap, My black and bonny davie-drap; Wha is here the cunning yin My davie-drap to me will fin. --Mactaggart s _Gallovidian Encyclopædia_. The davie-drap is a little black-topped field-flower.

Halliwell (_Nursery Rhymes_, cclxxxii.) gives a slight variant. It is also given by Mr. Addy in his _Sheffield Glossary_, the words being the same except the last two lines, which run-- But shows his face with a comely grace, And leaves his staff at the very next place. Buk-hid This seems to be an old name for some game, probably Blindman s Buff, Sw. Blind-bock, q. bock and hufwud head (having the head resembling a goat). The sense, however, would agree better with Bo-peep or Hide and Seek. --Jamieson. Bull in the Park One child places himself in the centre of a circle of others.

_=DEALING.=_ One pack of cards is shuffled and cut as at Whist. The dealer then gives four cards to each player, beginning on his left; then four more, and finally five, no trump being turned. In many places six cards are first dealt to each player, and then seven; but the 4-4-5 system is better, and is the rule in the very similar game of Boston. The general rules with regard to irregularities in the deal are the same as at Whist; except that a misdeal does not lose the deal. The misdealer must deal again, and with the same pack. _=CAYENNE.=_ After the cards are all dealt, the player to the left of the dealer cuts the still pack, which is shuffled and presented to him by the dealer’s partner, and the top card of the portion left on the table is turned up for Cayenne. This card is not a trump, but is simply to determine the rank of the suits. _=STAKES.

--Earls Heaton, Yorks. (Herbert Hardy). VIII. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, This cold frosty morning. Who will you have for your nuts in May, Nuts in May, nuts in May? Who will you have for your nuts in May, This cold frosty morning? We will have ---- for our nuts in May, Nuts in May, nuts in May, We will have ---- for our nuts in May, This cold frosty morning. Who will you have to pull her away, Pull her away, pull her away? Who will you have to pull her away, This cold frosty morning? We will have ---- to pull her away, Pull her away, pull her away, We will have ---- to pull her away, This cold frosty morning. --Settle, Yorks. (Rev. W. S.

They both walk round the circle while the others sing the same lines again. The girl who has been chosen makes choice of a young man in the ring, who in his turn chooses another girl, and so on till they have all paired off. (_c_) The first verse of the Shropshire version is also sung at Metheringham, near Lincoln (C. C. Bell), and Cowes, I. W. (Miss E. Smith). The Staffordshire version of the words is sung in Forest of Dean, Gloucestershire (Miss Matthews), West Cornwall (_Folk-lore Journal_, v. 58), Earls Heaton, Yorkshire (H.

e._, the original pursuer and the one caught), joining hands, carry on the game as before, incurring a similar penalty in case of being overtaken as already described. Each successive boy, as he is touched by the pursuers, has to make for the goal under similar risks, afterwards clasping hands with the rest, and forming a new recruit in the pursuing gang, in whose chain the outside players alone have the privilege of touching and thus adding to their numbers. Should the chain at any time be broken, or should the original pursuer unclasp his hands, either by design or accident, the penalty of carrying a capturer to the goal is incurred and always enforced. In West Somerset the pursuing boys after starting were in the habit of crying out the word Brewerre or Brewarre; noise appearing to be quite as essential to the game as speed.--_Somerset and Dorset Notes and Queries_, i. 186 (1888). Another correspondent to the same periodical (i. 204) says that an almost identical game was played at the King s School, Sherborne, some fifty years ago. It was called King-sealing, and the pursuing boy was obliged by the rules to retain his hold of the boy seized until he had uttered-- One, two, three, four, five, six, seven, eight, nine, ten.

3rd. To take no tricks, there being no trump suit, and the three other players being opposed. This is called _=Misère=_, or Nullo. 4th. To win 9 of the 13 tricks against the three other players combined; the single player to name the trump suit. This is called _=Abundance=_. 5th. To win 9 of the 13 tricks against the three other players combined, with the trump suit that is turned up. This is called _=Abundance in Trumps=_. 6th.

What did she give you? A piece of bread and cheese so big as a house, and a piece of plum cake so big as a mouse. Where s my share? Up in higher cupboard. It s not there. Up in lower cupboard. It s not there. Then the cat have eat it. Where s the cat? Up in heath. Where s the heath? The fire burnt it. [The rest is the same as in the last version, p. 393.

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_=Discarding.=_ It is best to throw away singletons, unless they are aces. If you have two cards of equal value, but of different colours, one of which must be discarded, it is usual to keep the one of the same colour as the turn-up when playing against the dealer. Discard suits that the adversaries are trumping. If your partner discards a suit in which you have a high card, keep that suit, and discard another. If you have both ace and King of a plain suit, discard the ace, to show partner that you can win a trick in the suit. It is very often important to discard correctly when playing against a lone hand, especially if the lone player leads trumps for the fourth trick. It is a common practice for modern players to signal in the discard if they have a certain trick in a suit. This is done by discarding two cards in another suit, the higher before the lower. For instance: You have two aces, spades and diamonds.

_=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. For this reason Baccara is a very slow game when there is not much money in the bank. After all the players have made what bets they wish, outsiders may place bets on the result if they choose to do so. Either the players or the gallery may bet on either side of the table, which is divided down the middle by a line dividing it into two parts, right and left; hence the name, Baccara a deux tableaux.

| -- | -- | -- | | 4.|For a lady s daughter.|For my lady s |For a lady s daughter.| | | |daughter. | | | 5.| -- | -- | -- | | 6.| -- |Put it in a chestnut | -- | | | |tree. | | | 7.| -- |Let it stay an hour. | -- | | 8.

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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 same principles apply to _=Leading out of Turn=_. If the player in error has no partner, or his partner is a dummy, and the lead is taken back, no harm is done except to the player himself, and there should be no penalty.

His adversary then has the right either to play his hand, or to exchange it for the one on his right; but the dealer must play the hand dealt to him. THIRTEEN AND THE ODD. This is Humbug Whist without the discard. The dealer gives thirteen cards to his adversary and to himself, one at a time, and turns up the next for the trump. The trump card belongs to neither player. The winner of the odd trick scores a point. Five points is game. MORT. WHIST À TROIS; OR FRENCH DUMMY. _=MORT=_ means simply the dead hand; and is the equivalent of the English word Dummy; the partner being known as _=Vivant=_, or the living hand.

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+---+-------+-------+-------+-----+ | | A | B | C | B | | | | | |wins.| +---+-------+-------+-------+-----+ | 1 | ♣10 | ♣A | _J♢_ | - | | 2 | 8♠ | _A♢_ | 7♢ | 11 | | 3 | ♡A | 9♠ | _10♠_ | - | | 4 | ♣7 | _10♢_ | 9♢ | 10 | | 5 | ♣8 | _♡J_ | Q♢ | 5 | | 6 | ♣9 | _J♠_ | ♡9 | 2 | | 7 | ♡7 | _K♢_ | ♡Q | 7 | | 8 | ♣Q | _♣J_ | ♡K | 9 | | 9 | ♣K | _A♠_ | 7♠ | 15 | |10 | ♡10 | Q♠ | _K♠_ | - | +---+-------+-------+-------+ + | ♢8 and ♡8 in the Scat. | - | +---------------------------+-----+ | B wins 59 | +---------------------------------+ _=Text Books.=_ Foster’s Skat Manual, 1906. Eichhorn’s American Skat, 1898. Lehrbuch des Skatspiels, by K. Buhle. 1891. Deutsche Skatordnung, by K. Buhle.

In _Arch. Journ._, xlix. 320, in a paper by Mr. J. T. Micklethwaite, this game is described, and diagrams of the game given which had been found by him cut in a stone bench in the church of Ardeley, Hertfordshire, and elsewhere. He has also seen the game played in London. It is evidently the same game as described by Nares and Moor above. See Bridgeboard, Nine Men s Morris.

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If a player should fail in repeating the rigmarole, there is a fine to pay. A pipe-lighter is stuck in her hair, and she must say one-horned lady instead of genteel lady. When a second horn is added, of course she says two-horned, and so forth. Some players wear half-a-dozen before the conclusion of the game. The game is called The Wonderful Tree. --Anderby, Lincolnshire (Miss M. Peacock). In some parts of Yorkshire it is customary to say no-horned lady instead of genteel lady at the beginning of the game. When we played this game we said always genteel after genteel lady, and varied the formula. For instance, the first player would say, I, a genteel lady, always genteel, come from a genteel lady, always genteel, to say she lives in a house with twelve windows, or words were used beginning with the letter A.

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Muggins is sometimes varied by playing from both ends of the first doublet set, as well as from the sides. It is not necessary to play on the ends of the first set until one cannot play on the line; but any of the four points may be played to at any time. The end of the first doublet does not count in making multiples of five, but the ends of any dominoes played to it must be counted. If only one end of the first doublet has been played to, there will be three ends to count to make multiples of five; and if both ends of the first doublet have been played to, there will be four ends. Every count must take in all the ends that are in play. The highest count possible is 35; all four lines open, with the 6-6, 4-4, 5-5, and 0-5 at the ends. _=ALL THREES.=_ Muggins is sometimes played by making the object to get multiples of three at the ends, instead of multiples of five. Otherwise the game is the same as All Fives. There are several _=card games=_ with dominoes, but they are little used, and hardly worth description in a work of this kind.

All present race for it. The winner bites as fast as he can, his compeers _lugging_ at his ears in the meantime, who bears it as well as he can, and then he throws down the apple, when the sport is resumed (Halliwell s _Dictionary_). Brogden s _Lincolnshire Provincial Words_ says Luggery-bite is a game boys play with fruit. One bites the fruit, and another pulls his hair until he throws the fruit away. The game is also played in Lancashire (_Reliquary_). See Bob-Cherry. Luggie A boys game. In this game the boys lead each other about by the lugs, _i.e._, ears; hence the name (Patterson s _Antrim and Down Glossary_).

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He must pay each adversary 115 white counters. TABLE No. 1. ----------------------+--------+-----------------+---------+ | | The trump being | | | No +-----+-----+-----+ Extra | | trump. | ♣♠ | ♡ | ♢ | tricks. | ----------------------+--------+-----+-----+-----+---------+ Boston, five tricks | | 10 | 20 | 30 | 5 | Six tricks | | 30 | 40 | 50 | 5 | Little misère | 75 | | | | | Seven tricks | | 50 | 60 | 70 | 5 | Piccolissimo | 100 | | | | | Eight tricks | | 70 | 80 | 90 | 5 | Grand misère | 150 | | | | | Nine tricks | | 90 | 100 | 110 | 5 | Little spread | 200 | | | | | Ten tricks | | 110 | 120 | 130 | 5 | Grand spread | 250 | | | | | Eleven tricks | | 130 | 140 | 150 | 5 | Twelve tricks | | 150 | 160 | 170 | 5 | Slam, thirteen tricks | | 400 | 450 | 500 | | Spread slam | | 600 | 700 | 800 | | TABLE No. 2. In America, the last two items are usually reduced, and are given as follows:-- | | ♣♠ | ♡ | ♢ | | Slam, thirteen tricks | | 250 | 300 | 350 | | Spread slam | | 350 | 400 | 450 | | ----------------------+--------+-----+-----+-----+---------+ Why a player should be paid more for spreads than for eleven or twelve tricks while the trick bid outranks the spreads, is difficult to understand; but we have no authority to change the tables. Misère Partout wins nothing but the pool. If partners play, it is usual for the losers to pay the adversaries on their right; or, if partners sit together, to pay the adversary sitting next.

52). II. Here we go round the rules of contrary, When I say Hold fast! let go, and when I say Let go! hold fast. --London (A. B. Gomme). (_b_) A ring is formed by each child holding one end of a handkerchief. One child stands in the centre and acts as leader. The ring moves round slowly. The leader says the words as above while the ring is moving round, and then suddenly calls out whichever he chooses of the two sayings.

If the cards have not been cut, or if a card is found faced in the pack, or if the dealer exposes a card in dealing, any active player who has not looked at his cards may demand a fresh deal by the same dealer. If the dealer gives too many or too few cards to any player, he must shuffle and deal again. If the error is not discovered until the hand is partly played out, the deal is void, and the misdealer deals again. A misdeal does not lose the deal under any circumstances, but it is usual to exact a penalty of ten points for a misdeal. _=OBJECTS OF THE GAME.=_ The object of each player is to obtain the privilege of attempting to accomplish a certain task, which is known as his “game,” and which he must be able to carry through successfully against the combined efforts of the two other players. The more difficult the task undertaken, the greater the number of points scored for it, and the player who will undertake the game which is of the greatest value of those offered must be allowed the privilege of trying it. In order to determine which player this is, they may all bid for the privilege by naming a certain number of points, usually well within the actual value of the game they intend to play. If a bidder meets with opposition, he gradually approaches the true value of his game, and the player whose game is worth the most will of course be able to bid the greatest number of points, and must be selected as the player, the two others being his adversaries. _=Games.

Duplicate whist is not a distinct game, but is simply the name given to that manner of playing whist in which a number of hands are played over again with the same cards, but by different persons. _=CARDS.=_ The cards have the same rank as at whist; they are dealt in the same manner, and the same rules apply to all irregularities in the deal, except that a misdealer must deal again. The objects of the game are the same, and so are all the suggestions for good play. The only differences that require attention are the positions of the players, the manner of counting the tricks, and the methods of keeping and comparing the scores. _=THEORY.=_ It may briefly be stated that duplicate proceeds upon the principle that if two partners have made a certain number of tricks with certain cards, under certain conditions with respect to the lead, distribution of the other cards in the adversaries’ hands, etc., the only way to decide whether or not two other players could have done better, or cannot do so well, is to let them try it, by giving them the same cards, under exactly similar conditions. This comparison may be carried out in various ways; but in every instance it depends entirely upon the number and arrangement of the players engaged. The most common forms are: club against club; team against team; pair against pair; or man against man.

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Spayth’s Checkers for Beginners. Game of Draughts, John Robertson. Janvier’s Anderson. Bowen’s Bristol. Bowen’s Cross. Bowen’s Fife. E.T. Baker’s Alma. Scattergood’s Game of Draughts.

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But 2 to 1 in his favour is a much better chance than the certainty, almost, that he will be loaded if a particular player is allowed the opportunity to lead a certain suit again. See B’s play in Illustrative Hand No 2, and Y’s in No 4. A player may have no desire to prevent any particular adversary from getting the lead; but may be anxious simply to carry out a certain line of play. In order to do this it may be essential that he should have some direction of the course of the hand. This is impossible if his play is confined to following suit helplessly, whatever is led. He must be able to assume the lead himself in order so to change the course of the play as to better suit his game. Let us suppose that he has a dangerous hand in plain suits, but is safe in hearts, and decides that his best chance is to lead hearts at every opportunity; or that he has a certain safe suit which it is manifestly to his advantage to have led as often as possible. The other players, being the ones who are to suffer from this line of play, will of course prevent it if possible; and in order to carry out the plan in spite of their opposition, it will be necessary for the individual player to gain the lead a certain number of times, and so force his game upon them. Again, a player may know that he can load a certain adversary if he can get in and lead a certain suit or card; or he may know that by giving one player the lead, that player can load another. In such cases commanding cards must be held or retained, in order to give the player a certain control of the lead.

526-27. (_c_) Halliwell gives, in his _Nursery Rhymes_, pp. 324-26, some curious verses, recorded for the first time by Dr. Kenrick in his Review of Dr. Johnson s Shakespeare, 1765, on rules for seemly behaviour, in which the forfeits imposed by barbers as penalties for handling razors, &c, are set forth. Although barbers forfeits are not of the same nature as the nursery forfeits, it is possible that this general custom among so important a class of the community in early times as barbers may have suggested the game. Both Forby in his _Vocabulary of East Anglia_ and Moor in his _Suffolk Words_ bear testimony to the general prevalence of barbers forfeits, and it must be borne in mind that barbers were also surgeons in early days. A curious custom is also recorded in another East Anglian word-list, which may throw light upon the origin of the game from popular custom. A forfeit is incurred by using the word water in a brew-house, where you must say liquor; or by using the word grease in a chandlery, where it is stuff or metal. The forfeit is to propitiate the offended _genius loci_ (Spurden s _East Anglian Vocabulary_).

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Coles, 7th ed. 1711.-- _Ascol._ The play called Fox to the hole.--_Empus._ Ludus Empusæ. Scotch hoppers, or Fox in the hole. A similar game to this is played at Earls Heaton, Yorkshire (Mr. Hardy), and called Goose and Gander. Two players, the Goose and the Gander, stand in a ring, each on one leg.

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The Mother was washing at a tub, also formed with two chairs. The eldest daughter was told she could not go to school to-day; she must stop at home and help hang up the clothes. The other children go to play. The Mother said, Here, Jane, take this (pretending to give her a garment out of the wash-tub) and put it in the copper, and push it down well with the stick. Jane goes to the copper and pretends to take off the lid. When she puts the washed garment in, and pokes down with the stick, the Ghost jumps up. She cries out as above, the Mother saying, Nonsense, child! it s only some of the boiling clothes. The child goes again, and the game proceeds as above. It is generally played now as Ghost. --A.