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Each player should be provided with four white, four blue, and one red, together with some special marker, such as a copper cent or a button. The button stands for 500 points, each blue counter for 100, the red for 50, and the white ones for 10 each. At the beginning of the game the counters are placed on the left of the player, and are passed from left to right as the points accrue, exchanging smaller denominations for higher when necessary. Many persons find it more convenient to peg the game on a pull-up cribbage board, starting at 21, counting each peg as 10 points, and going twice round to the game hole. _=STAKES.=_ Bézique is played for so much a game, 1,000 points up; or for so much a point, the score of the loser being deducted from that of the winner. When a partie of five games is agreed upon, it is usual to have an extra stake upon the odd game, and when three games have been won by the same player, the partie is at an end. It is usual to count it a double game if the loser has not reached 500 points. _=PLAYERS.=_ Bézique is played by two persons, one of whom is known as the _=dealer=_, and the other as the _=pone=_.

If the hands are exactly a tie, the pool must be divided among those who are in at the call. For instance: Two players show aces up, and each finds his opponent’s second pair to be eights. The odd card must decide the pool; and if that card is also a tie the pool must be divided. If no bet is made after the draw, each player in turn throwing down his cards, the antes are won by the last player who holds his hand. This is usually the age, because he has the last say. If the age has not made good his ante, it will be the dealer, and so on to the right. There is no necessity for the fortunate player to show his hand; the mere fact that he is the only one holding any cards is prima facie evidence that his hand is the best. On the same principle, the player who has made a bet or raise which no other player will see, wins the pool without showing his hand, as he must be the only one with cards in his hand; for when a player refuses to see a bet he must abandon his hand, and with it all pretensions to the pool. If he wishes to call, but has not money enough, he must borrow it. He cannot demand a show of hands for what counters he has, except in table stakes.

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1.F. 1.F.1. Project Gutenberg volunteers and employees expend considerable effort to identify, do copyright research on, transcribe and proofread works not protected by U.S. copyright law in creating the Project Gutenberg™ collection. Despite these efforts, Project Gutenberg™ electronic works, and the medium on which they may be stored, may contain “Defects,” such as, but not limited to, incomplete, inaccurate or corrupt data, transcription errors, a copyright or other intellectual property infringement, a defective or damaged disk or other medium, a computer virus, or computer codes that damage or cannot be read by your equipment. 1.

He then cries, Hot cockles, hot! Another then strikes his open hand, and the sitting boy asks who strikes. If the boy guessed wrongly, he made a forfeit; but if rightly, he was released.--_Notes and Queries_, 4th series, ix. 262. The sport is noticed by Gay-- As at hot-cockles once I laid me down, I felt the weighty hand of many a clown; Buxoma gave a gentle tap, and I Quick rose and read soft mischief in her eye. Halliwell describes it rather differently. The blindfolded boy lies down on his face, and, being struck, must guess who it is that hit him. A good part of the fun consisted in the hardness of the slaps, which were generally given on the throne of honour. He quotes from a MS. play as follows-- It is edicted that every Grobian shall play at Bamberye hott cockles at the four festivals.

_=SLAMS.=_ The two great differences between French and English Dummy are that honours are not counted in Mort, and that a special value is attached to slams. A slam is made when one side takes the thirteen tricks. These must be actually won, and cannot be partly made up of tricks taken in penalty for revokes. Players cannot score a slam in a hand in which they have revoked. A slam counts 20 points to the side making it; but these 20 points have nothing to do with the game score. For instance: The score is 4 all. Vivant and Mort make a slam. This does not win the game; but the 20 points are debited and credited on the score-sheet; the deal passes to the left, and the game proceeds with the score still 4 all, as if nothing had happened. _=SCORING.

| -- | -- | -- | | 45.| -- | -- | -- | | 46.| -- | -- | -- | +----+----------------------+----------------------+----------------------+ +----+----------------------+----------------------+----------------------+ | No.| Lincolnshire, |Sussex, Hurstmonceux. | Middlesex. | | | Frodingham. | | | +----+----------------------+----------------------+----------------------+ | 1.| -- | -- | -- | | 2.|Stepping up the green |Up and down the green |Tripping up the green | | |grass. |grass.

The daughter lays down, and at the end of the game joins the line, and another lays down. In the Hurstmonceux version, when the last verse is sung, the girl in the middle rises and picks a boy out of the ring; he goes in the middle with her, and they kiss. The version given by Halliwell is played in the same way as the Barnes version. (_c_) Halliwell (_Game Rhymes_, p. 219) gives a version of a Swedish ballad or ring dance-song, entitled Fair Gundela, he considers this may be a prototype of the English game, or that they may both be indebted to a more primitive original. The Swedish game rather gives the idea of a maiden who has sought supernatural assistance from a wise woman, or witch, to ask after the fate of those dear to her, and the English versions may also be dramatic renderings of a ballad of this character. Mr. Jacobs _More English Fairy Tales_, p. 221, considers this game to have originated from the Tale of the Golden Ball. Mary mixed a Pudding up Mary mixed a pudding up, She mixed it very sweet, She daren t stick a knife in Till John came home at neet [ = night].

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This will make all the trays come in numerical order to table 1, and will act as a check. The play of the first round, three deals, finished, the E & W players all move one table, 2 going to 1, 3 to 2, etc. The umpire now brings into play the trays that were idle, giving trays 4, 5, 6, to tables 1 and 6; trays 10, 11, 12, to tables 2 and 7, and so on down the line, all the trays that were used in the first round lying idle. Again the players move, and now table 1 gets the 7, 8, 9, set of trays to overplay with table 6, and so on; so that all the sets move up a table after each intervening round, and table 1 will get all the trays from 1 to 30 in order. _=SCORING.=_ In both the foregoing systems, each pair should have its own score-card, and should mark the name of the team it plays against for each series of four hands. These score-cards are more for private reference than anything else in tournaments; because there is always a professional scorer, for whose use small slips are filled out and collected from the tables at the end of each round. The winner is the team that wins the most matches; not the one that gains the most tricks. In case of ties, the number of tricks won must decide. If the number of tricks taken by each side is a tie in any match, the score is marked zero, and each team counts half a match won.

After a time we find a variation introduced in which any number from two to six could play, each for himself, and the player first winning two tricks out of the five marked the point. Later still we find the ace ranking above the King, thus becoming the best trump. If the ace was turned up, the dealer had the privilege of robbing it, or the holder of the ace of trumps could rob the turn-up, discarding any card he pleased, just as in Spoil Five. But in Triomphe the dealer turned up another card, and if that was of the trump suit the holder of the ace could rob that also, and so on until he turned a card of a different suit. This did not alter the trump, but merely stopped the robbing process. Whether or not Triomphe borrowed this feature from Spoil Five or Maw, it is now impossible to say. Whatever its origin, Euchre has always been the most respectable member of the family, and the game of all others that has best served the card-playing interest in social life. Spoil Five probably comes next in point of respectability; but Écarté has often fallen into evil hands, and the very name is in some places regarded as synonymous for gambling. The same is true of Napoleon, but in less degree. Euchre, unlike the other members of the family, is not essentially a gambling game, but belongs rather to the intellectual group of card games; a position which we hope it may long maintain.

If five or six play it is usual for the dealer to give himself no cards. _=CUTTING.=_ The players draw from an outspread pack to form the table, and for choice of seats. A lower cut gives preference over all higher; the lowest cut has the first choice of seats, and deals the first hand. Ties cut again, but the new cut decides nothing but the tie. In some places the players take their seats at random, and a card is then dealt to each face upward; the lowest card or the first Jack taking the deal. _=DEALING.=_ Any player has a right to shuffle the cards, the dealer last. They are then presented to the pone to be cut, and at least four cards must be left in each packet. Beginning at his left, the dealer gives each _player_ in rotation two cards on the first round, and three on the next; or three on the first and two on the next.

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ODDS AGAINST. One pair 1¼ to 1 Two pairs 20 to 1 Three of a kind 46 to 1 Sequence or straight 254 to 1 Skip or Dutch straight 423 to 1 Flush 508 to 1 Tiger [Big or Little Dog] 636 to 1 Full hand 693 to 1 Round-the-corner straight 848 to 1 Blaze 3008 to 1 Four of a kind 4164 to 1 Straight flush 72192 to 1 Royal Flush [Ace high] 649739 to 1 When the true rank of these eccentric hands is not allowed, local custom must decide what they will beat. _=JOKER POKER=_, or _=MISTIGRIS=_. It is not uncommon to leave the joker, or blank card, in the pack. The player to whom this card is dealt may call it anything he pleases. If he has a pair of aces, and the joker, he may call them three aces. If he has four clubs, and the joker, he may call it a flush; or he may make the joker fill out a straight. If he has four of a kind, and the joker, he can beat a royal flush by calling his hand five of a kind. In case of ties, the hand with the mistigris wins; that is to say, an ace and the joker will beat two aces. A player holding the joker may even call it a duplicate of a card already in his hand.

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gold and silver.| | 16.| -- | -- |..... pearl. | | 17.| -- | -- |.

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To bid twenty, a player should have a practically invincible hand, with at least five winning leads of trumps. The first bidders are always at a disadvantage, because they know nothing of the contents of the other hands; but after one or two players have made a bid, those following them can judge pretty well how the cards lie. For instance: The seven players are _=A=_ _=B=_ _=C=_ _=D=_ _=E=_ _=F=_ _=G=_. _=A=_ deals, and _=B=_ bids 2 in hearts. _=C=_ and _=D=_ pass. _=E=_ bids 3 in clubs; and _=F=_ says 4 in hearts. It is evident that _=F=_ is bidding on _=B’s=_ offer in hearts, and intends to choose him for a partner. _=G=_ finds in his hand four good spades and the Joker, but neither Bower. He may safely bid 5 or 6, taking _=E=_ for a partner if successful, as _=E=_ very probably has one or both the black Bowers. If he bids 5 only, the dealer, _=A=_, would have an excellent chance to bid 6 in hearts, and to take _=B=_ and _=F=_ for two of his partners, and _=G=_ for the third, trusting to find him with the Joker, or at least protection in one or both black suits.

Pone, the player on the dealer’s right, who cuts the cards. Ponte, F., one who plays against the banker. Post Mortems, discussions as to what might have been at Whist, sometimes called, “If you hads.” Pot, strictly speaking, the amount to be played for when a pool has exceeded a certain limit, especially in Spoil Five and Boston. Premier en Cartes, F., the first to play. Private Conventions, any system of giving information by the play which could not be understood by a partner unless explained to him. Probabilities, the odds in favour of any event. Progression, a martingale which increases a bet a certain amount every time it is lost, and decreases it every time it is won.

Hiry-hag A boys game, in which several, joining hands, endeavour to catch another, who, when caught, is beaten with caps, the captors crying out-- Hiry-hiry-hag, Put him in a bag, &c. --Ross and Stead s _Holderness Glossary_. Hiss and Clap All the boys are requested to leave the room, when the girls take their seats, leaving a vacant place on the right side of each girl for the gentleman of her choice. Each boy in turn is then summoned by another who acts as doorkeeper, and asked to guess which lady he imagines has chosen him for her partner. Should he guess rightly he is allowed to take his seat by the lady who has chosen him, while the other girls loudly clap hands. Should he guess wrongly he is hissed, and sent out of the room by the doorkeeper.--Cork, Ireland (Miss Keane). At Long Eaton in Nottinghamshire Miss Youngman records a similar game to this, with a rhyme that is probably taken from a popular song or ballad. The successful candidate for the girl s choice claims a kiss, but if unsuccessful he is beaten out of the room with knotted handkerchiefs. Hitch Jamie; Hitch Jamie, Stride and Loup The boyish play of Hop, Step, and Jump.

_, the claimants two, their opponents nothing; the former add three to their score, and thereby win a treble game, even should the latter have made thirteen tricks, and held four honours. 73. A revoke is established if the trick in which it occur be turned and quitted, _i.e._, the hand removed from that trick after it has been turned face downward on the table, or if either the revoking player or his partner, whether in his right turn or otherwise, lead or play to the following trick. 74. A player may ask his partner whether he has not a card of the suit which he has renounced; should the question be asked before the trick is turned and quitted, subsequent turning and quitting does not establish the revoke, and the error may be corrected, unless the question be answered in the negative, or unless the revoking player or his partner have led or played to the following trick. 75. At the end of the hand, the claimants of a revoke may search all the tricks. 76.

Pray, mother, pray, May I go out to play? No, daughter, no, daughter, Not every fine day. Why, mother, why? I shan t be gone long. Make a fine curtsey And glad git you gone.-- Wait for your sister. --Hurstmonceux, Sussex (Miss Chase). IX. Please, mother, please, mother, may I go out to play? No, child, no, child, tis such a cold day. Why, mother, why, mother, I won t stay long. Make three pretty curtseys and off you run. --Northants (Rev.

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It was first played on a table with corner pockets, and afterward on a carrom table, two red balls being used, one spotted on the red and the other on the white spot. Two carroms could be made on one shot. The following are the most important _=LAWS=_ of the carrom game, and are copied by permission from the 1908 edition of the “Laws of Billiards,” published by the Brunswick-Balke-Collender Co. AMERICAN BILLIARD LAWS. _=1.=_ The game is begun by stringing for the lead; the player who brings his ball nearest to the cushion at the head of the table winning the choice of balls and the right to play first or to compel his opponent to play. Should the striker fail to count, his opponent makes the next play, aiming at will at either ball on the table. _=2.=_ A carrom consists in hitting both object-balls with the cue-ball in a fair and unobjectionable way; each carrom will count _one_ for the player. A penalty of _one_ shall also be counted against the player for every miss occurring during the game.

Beginning on his left, the dealer gives five cards to each player; two on the first round and three on the next, or three and then two. After all are helped, the next card is turned up on the remainder of the pack, and the suit to which it belongs is the trump for that deal. _=MISDEALING.=_ If there is any irregularity in the deal which is not the dealer’s fault, such as any card except the trump found faced in the pack, or the pack found imperfect, the same person deals again. But if the dealer neglects to have the pack cut, or deals too many or too few cards to any player, or exposes a card in dealing, or does not give the same number of cards to each player on the same round, or counts the cards on the table or those remaining in the pack, it is a misdeal, and the deal passes to the next player on the misdealer’s left. In some places the misdealer is allowed to deal again if he forfeits two counters to the pool. _=ROBBING THE TRUMP CARD.=_ If the trump card is an ace, the dealer may discard any card he pleases in exchange for it. He may take up the ace when he plays to the first trick, or may leave it on the pack until got rid of in the course of play. When an ace is turned, the eldest hand, before leading, should call upon the dealer to discard if he has not already done so.

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Beds. Bell-horses. Bellie-mantie. Belly-blind. Bend-leather. Betsy Bungay. Bicky. Biddy-base. Biggly. Billet.

This method of forcing a ball to go off at a right angle is called “screwing” in England. [Illustration] _=The Follow Shot.=_ 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.

_=The English Game.=_ When the players count double and triple games, it is not an uncommon thing to play for the gammon, especially against inferior adversaries, or when one gets a decided advantage at the start. The first thing is to secure your own or your adversary’s five point, or both, and if you succeed in that you should play a very forward game, and endeavour to gammon your opponent. After the five-points, secure your bar point, so as to prevent your opponent from “running” with double sixes. Some players think the bar point better than the five point, but it must be remembered that points in the home table are usually better than any outside. If you get the five and bar points made up, try for the four point, and after that you may take some risks to get your men home, and do not take up your opponent’s men if you are ahead of him, because they may give you trouble when they re-enter in your home table. _=The American Game.=_ When a gammon or backgammon counts you nothing more if you win it, and costs you nothing more if you lose it, the tactics of the game are entirely changed. It is folly to take any risks for the sake of a gammon, and any plays which leave unnecessary blots are very bad; for which reason the three throws shown in the foregoing diagram would be absurd in the American game. On the other hand, you may risk being gammoned, or even backgammoned, if it is the only way to save the game.

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The object is to strike the ball to the farther end to touch the fence of the opposing party s side, when the party so striking the ball scores one, and, supposing nine to be the game, the party obtaining that number first of course wins the game.--West Sussex (Holloway s _Dict. of Provincialisms_). See Bandy, Doddart, Hockey. Headicks and Pinticks This game was played only at Christmas. The number of players was two. The stakes were pins. One player laid in the hollow of the hand, or on one of the forefingers, a pin, and then placed the other forefinger over it so as to conceal it. He then held up his hand to his opponent and said, Headicks or pinticks? His opponent made a guess by pointing with his finger and saying Headicks, or Pinticks. If the guess was correct he gained the pin, but if it was incorrect he forfeited one.

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In the last three tricks A coaxes B to win the Ten of trumps; but if B does so he gives up the advantage of his tenace over the player, which is now the only chance to defeat him. B knows that if he wins the Ten of trumps, B and C can make only 59 points, because A will save his trump Ace. A, having failed to reach 61, loses a spade Solo without one; twice 11, or 22 points, which was the game he must have won to be as good as the offer of 18 which he refused. _=A GRAND.=_ B bids; both Vorhand and Hinterhand pass, and B announces a Grand, with the following cards:-- [Illustration: 🃛 🂫 🂻 🃑 🃁 🃊 🃎 🂡 🂭 🂩 ] The play is given in the margin. In a Grand the four Jacks are the only trumps. A has the first play, and as he leads through the player, he begins with his long suit, of which he knows that the Ace alone is out, and it may be in the skat. If the player has the Ace, C will probably trump it. If the player has not the Ace, it is just possible that he will not trump the Ten. C, leading up to the player, opens his short weak suit.