But if a shot strikes a man but does not knock him over, he is dead, provided the shot has not already killed a man. But a shot cannot kill more than one man without knocking him over, and if it touches several without oversetting them, only the first touched is dead and the others are not incapacitated. A shot that rebounds from or glances off any object and touches a man, kills him; it kills him even if it simply rolls to his feet, subject to what has been said in the previous sentence. HAND-TO-HAND FIGHTING AND CAPTURING (1) A man or a body of men which has less than half its own number of men on its own side within a move of it, is said to be isolated. But if there is at least half its number of men of its own side within a move of it, it is not isolated; it is supported. (2) Men may be moved up into virtual contact (one-eighth of an inch or closer) with men of the opposite side. They must then be left until the end of the move. (3) At the end of the move, if there are men of the side that has just moved in contact with any men of the other side, they constitute a melee. All the men in contact, and any other men within six inches of the men in contact, measuring from any point of their persons, weapons, or horses, are supposed to take part in the melee. At the end of the move the two players examine the melee and dispose of the men concerned according to the following rules:-- Either the numbers taking part in the melee on each side are equal or unequal.

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Hope); Lancashire (Mrs. Harley). VII. Green meadows, green meadows, your grass is so green, The fairest young damsel that ever was seen; O Mary, O Mary, your sweetheart is dead; We ve sent you a letter to turn back your head. _Or_, Green gravel, green gravel, the grass is so green, and following on as above. --Sporle, Norfolk (Miss Matthews). VIII. Green grover, green grover, your grass is so green, The prettiest young lady that ever was seen. O ----, O ----, your true love is dead; I send you this letter, so turn round your head. --Gainford, Durham (Miss Eddleston).

Abwerfen, G., to discard. À cheval, across the line; betting on both sides at once. Adversary, (G., Feind). In Mort or Bridge, those who play against the Dummy and his partner. Affranchir, F., to establish a suit. Age, the eldest hand; sometimes erroneously spelt Edge. Albany Lead, a lead in Whist, to show four trumps and three of each plain suit.

The following table will show the number of cards to be given to each player, and that left in the stock to form stops. 3 Players, 15 cards each 7 in the stock. 4 ” 12 ” 4 ” 5 ” 9 ” 7 ” 6 ” 8 ” 4 ” 7 ” 7 ” 3 ” 8 ” 6 ” 4 ” Before the deal, the dealer must dress the layout, by putting one counter upon the Ten, two upon the Jack, three upon the Queen, four upon the King, and five on the Pope, which is the Seven (or the Nine) of diamonds. The eldest hand begins by leading any card he pleases, and if he has those in sequence and suit with it and above it, he continues to play until he fails. He then says “No six,” or whatever the card may be that he stops on. The next player on his left then continues the sequence if he can, or if he cannot, he says, “No six,” also, and it passes to the next player. If no one can continue, the card must be in the stock, which remains on the table face down and unseen. When one sequence _is_ stopped in this manner, the last player has the right to begin another with any card he pleases. The object of the game is twofold; to get rid of all the cards before any other player does so, and to get rid of the cards which appear on the layout. If the duplicate of any of those cards can be played, the holder of the card at once takes all the money staked upon it; but if he fails to get rid of it before some player wins the game by getting rid of all his cards, the player who is found with one of the layout cards in his hand at the end must double the amount staked on that card, to which the next dealer will add the usual contribution.

If the number that fall when the stones are first thrown up won t allow of this, the player has to drop the required number (but no more) from his hand. In Magic the play is just the same as in One-ers, except that instead of only throwing up a single stone and catching it as the others are in turn picked up, the whole number, except those remaining to be picked up, are thrown and caught. In Four Squares, four of the stones are arranged in a square, each of them is then picked up, whilst the remaining stone is flung upwards and caught; the one picked up is then tossed up, and the one originally tossed up is put down in the place of the other, which is caught as it descends, and the process repeated all round the square. Trotting Donkeys is similarly played, except that the four stones are arranged in a line--not in a square--and I believe there is some other slight difference, but I forget what. Fly-catchers is played like One-ers, except that the stone thrown into the air while the others are being picked up, is not simply caught by being allowed to fall into the hand, but by an outward movement of the hand is _pounced on_, hawk-fashion, from above. Magic Fly-catchers is played in precisely the same way, except that as in simple Magic, not one stone, but all are thrown up and caught--that is, if there are four on the ground one only is thrown up for the first, two for the second, three for the third, and so on until they are all picked up. This is, of course, the most difficult part of all, and, in fact, only experts were expected to do it. Every failure means out, and then your opponent has his turn. The winner is the one who gets through first. Such is the game as I remember it, but I have an uneasy suspicion that I have missed something out.

W. Starnes. * Short Whist, by James Clay. * Theory of Whist, by Dr. W. Pole. * Whist, or Bumblepuppy, by “Pembridge.” Whist Developments, by “Cavendish.” * Whist of To-day, by Milton C. Work.

Twenty white and sixteen red is the usual allotment to each player when the game begins. Some one player should be the banker, to sell and redeem all counters. _=PLAYERS.=_ Solo Whist is played by four persons. If there are five candidates for play, they all sit at the same table, each taking his turn to sit out for one hand while the four others play. The dealer is usually selected to sit out. If there are only three players, one suit must be deleted from the pack, or the 2, 3, and 4 of each suit must be thrown out. _=CUTTING.=_ The table being formed, the players draw from an outspread for the deal, and choice of seats and cards. The player drawing the lowest card deals the first hand, and it is usual for him to dictate to the other players what seats they shall occupy with relation to himself.

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The action of the game confirms this view. The Norfolk action seems to be the most nearly perfect in its dramatic significance, and the Shropshire action comes next. The action of the other games seems to have been grafted on to the superior form of Oranges and Lemons. It is probable that this fact has preserved the words more completely than in the other cases, where the force of the robber action would become less and less as actual experience of robbers and robbery died out. Altogether, this game supplies a very good example of the change produced in games by changes in the actual life which gave rise to them. It is singular that the verses of this game also enter into the composition of London Bridge is broken down. It is probable, therefore, that it may be an altered form of the game of London Bridge. The refrain, My fair lady, occurs in both games. See London Bridge. Hats in Holes A boys game.

=_ The cards are cut to the left, and dealt to the right, and two cards are given to each player, one at a time, face down. _=Method of Playing.=_ Each player in turn, beginning on the dealer’s right, examines his hand, and if satisfied with it he says: “Enough.” If not satisfied, he may discard one or both of his cards, and receive others from the top of the pack. In either case he places two white counters in the pool for his ante. All having decided to stand or to draw, the remainder of the pack, exclusive of the discards, is reshuffled and cut; each player is then given two more cards, one at a time, and face down. Each in turn examines his four cards, and if satisfied he says: “I play;” if not, he says: “I pass.” If all pass, the dealer has the choice of two things: He may gather the cards and deal again, each player putting another counter into the pool, or he may put up two white counters himself, and compel the players to retain the cards dealt them, the dealer keeping his also. Any person announcing to play may put up as many counters as he pleases within the betting limit. If no person will stay with him, he takes back his raise, leaving the antes, and is paid two counters by the last player who refuses.

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If the pone has too many cards he may return the surplus to the top of the pack, without showing or naming them. If the dealer has too many, the pone may draw from his hand face downward, returning the surplus to the top of the pack; but the pone may not look at the cards so drawn unless the dealer has seen them. If there are too few cards, and the pone elects to have the deal stand, the deficiency must be supplied from the top of the pack. _=THE CRIB.=_ The cards dealt, each player takes up his six cards and examines them with a view to laying out two cards, face downward, for the crib; leaving himself four cards with which to play. The four cards which form the crib, two from each hand, always belong to the dealer, and it is usual for each player, in discarding for the crib, to slip his two cards under the end of the cribbage board opposite to that occupied by the remainder of the pack. Cards once laid out for the crib, and the hand removed from them, cannot be taken up again. A penalty of two points may be scored by the adversary for each card so taken up again, whether it is returned to the player’s hand or not. If either player confuses his cards in any manner with those of the crib, his adversary scores two points, and may also claim a fresh deal. If it is not discovered until he comes to lay out for the crib, that a player has too many cards, the same rules apply that are given for misdealing; but if he has too few cards there is no remedy, as he has lifted his hand.

This is popularly supposed to be the progenitor of the American game of pinochle, and is still very popular in Switzerland. _=CARDS.=_ Jass is played with the thirty-six card pack, the 5 4 3 2 of each suit being thrown out. The cards rank from the A K Q down to the 6, both in cutting and in play. The cards have a pip value in scoring, aces 11, tens 10, kings 4, queens 3 and jacks 2. In the trump suit, the jack is the highest card, and is worth 20 points instead of 2. The nine of trumps comes next, being worth 14 points, and is called “Nell.” The remaining trumps rank as in plain suits. The jack of trumps has the special privilege of being allowed to renege, even when the holder of the jack can follow suit. _=MARKERS.

If they are both on the right, one of them will be played on the small card led from Dummy, and then the dealer can win it with the Ace and force out the other high card with his Jack, which will have become one of the second and third-best of the suit. _=Re-entry Cards.=_ After a suit has been _=cleared=_, or established, it will be necessary to get into the lead with it. For this purpose the dealer must be careful to preserve a re-entry card in the hand which is longer in the suit. Suppose that Dummy’s long suit is clubs, but that the Ace is against him, and that his only winning card outside is the Ace of diamonds. If diamonds are led, and the dealer has the Queen, he must let the lead come up to his hand so as to keep Dummy’s Ace of diamonds for a re-entry to bring the clubs into play after the Ace has been forced out and the suit established. Many of the prettiest plays in bridge are in the management of re-entry cards. _=Underplay.=_ When the dealer is afraid of a suit which is opened against him, and has only one winning card in it, such as the Ace, he should hold up that card until the third hand has no more of the suit to lead to his partner. The original leader will then have to get in himself, because his partner cannot help him; but if the dealer gave up the Ace on the first trick, it would not matter which partner got into the lead, they would return to the suit first opened.

|Where I d be. | -- | -- | |12.| -- |How shall we build it | -- | | | |up again? | | |13.|Stones and lime will | -- |Build it up with | | |build it up. | |bricks and mortar. | |14.| -- | -- |Bricks and mortar will| | | | |not stay. | |15.| -- | -- |Build it up with penny| | | | |loaves. | |16.

When the last verse is begun the children form a ring and gallop around, all singing this last verse together. In the Cork version (Mrs. Green) the children form a circle by joining hands. They march round and round, singing the verses to a sing-song tune. When singing, If the cock should meet a hen, they all unclasp hands; two hold each other s hands and form an arch. The rest run under, saying the last verse. The arch lower their hands and try to catch the last child. (_c_) The analysis of the game-rhymes is on pp. 342-45. It appears from this analysis that the London version is alone in its faithful reflection of an actual building episode.

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If he holds both second and third best, playing one of them will force the best out of his way, leaving him with the commanding card. The cards which are recognised by whist players as high, are the A K Q J 10, and if we separate the various combinations from which a player should lead each of them, a study of the groups so formed will greatly facilitate our recollection of them. In the first group are those containing two or more of the best cards. In this and all following notation, the exact size of any card below a Ten is immaterial. [Illustration: 🂡 🂮 🂭 🂫 | 🂱 🂾 🂻 🂷 🃁 🃎 🃍 🃆 | 🃑 🃞 🃔 🃓 ] So far as trick-taking is concerned, it is of no importance which of the winning cards is first led; but for the past hundred years it has been the custom for good whist players to lead the _=King=_ from all these combinations, in order that the partner may be informed, by its winning, that the leader holds the Ace also. In the second group are those containing both the second and third best, but not the best. [Illustration: 🂮 🂭 🂫 🂪 | 🂾 🂽 🂺 🂸 🃎 🃍 🃋 🃄 | 🃞 🃝 🃗 🃖 ] The _=King=_ is the proper lead from these combinations. If it wins, the partner should have the Ace; if it loses, partner should know the leader holds at least the Queen. 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.

(A. B. Gomme). Strutt describes a handball game played during the Easter holidays for Tansy cakes (_Sports_, p. 94). Halliwell gives rhymes for ball divination (_Popular Rhymes_, p. 298) to determine the number of years before marriage will arrive. Miss Baker (_Northamptonshire Glossary_) says, The May garland is suspended by ropes from the school-house to an opposite tree, and the Mayers amuse themselves by throwing balls over it. A native of Fotheringay, Mr. C.

(3.) The small metal shank button, called a Shankie, without any inscription, valued at 3 points; if with inscription, at 4 points; the large sizes and corresponding description were valued relatively 4 and 5 points. (4.) The small Shankies, with a crest (livery waistcoat buttons), 6 points, and the large corresponding, 7 points. (5.) The small Shankies, with coat of arms, value 8 points, and the large corresponding, 9 points. (6.) Ornamental and various other buttons, such as regimental, official, mounted and engraved in flowers, and other designs according to arrangement, up to 20 points. See Banger, Cots and Twisses. Buzz and Bandy A local name for Hockey, which was formerly a very popular game among the young men of Shrewsbury and Much Wenlock.

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_=2nd Method.=_ Each gentleman should carefully note the number of the hand originally dealt at the table from which he starts. He progresses until he meets this hand again. The first to observe this should give notice to the company by a bell tap, as all the gentlemen must meet their original hands at the same time. Instead of stopping at the table at which this tray is encountered, all the gentlemen move on to the next, leaving the trays as they are. This skip enables each to finish the round without playing any of the hands twice. _=Scoring.=_ There must be four winners; the ladies with the best scores for the N & E hands respectively, and the gentlemen with the best S & W scores. If a choice is necessary, the lady and the gentleman taking the greatest number of tricks above the average should be selected as the winners. _=MARRIED COUPLES.

Bone-yard, the stock at dominoes. Book, the first six tricks taken by either side at Whist which do not count toward game. Both Ends against the Middle, a system of trimming cards for dealing a brace game of Faro. Brace Game, a conspiracy between the dealer and the case-keeper at Faro, so that cards improperly taken from the dealing box shall be properly marked by the case-keeper. Break. In Billiards, a succession of counting shots made by one player, usually called a “run” in America. In Ten Pins, a break is a failure to make either a strike or a spare. Break Even, a system of playing Faro, betting each card to win or lose an even number of times. Brelan, F., three cards of the same denomination.

CHECKERS, OR DRAUGHTS. _=The Board.=_ Checkers is played upon a board which is not more than sixteen, nor less than fourteen inches square, and is divided into sixty-four smaller squares of equal size. These squares are of different colours, alternately light and dark, and the board must be so placed that each player shall have a light square at his right on the side nearer him. _=The Men.=_ Each player is provided with twelve men, which are circular in form, one inch in diameter, and three eighths thick. The men on one side are red or black; those on the other white or yellow. The men must be placed on the _=black=_ squares. _=Diagrams.=_ For convenience in illustrating games and problems the men are always shown as placed on the white squares, type made in that manner being more easily read.

_e_., opens the game, must play out of baulk, though it is not necessary that he shall strike the red ball. _=4.=_ The game shall be adjudged in favour of whoever first scores the number of points agreed on, when the marker shall call “game”; or it shall be given against whoever, after having once commenced, shall neglect or refuse to continue when called upon by his opponent to play. _=5.=_ If the striker scores by his stroke he continues until he ceases to make any points, when his opponent follows on. _=6.=_ If when moving the cue backward and forward, and prior to a stroke, it touches and moves the ball, the ball must be replaced to the satisfaction of an adversary, otherwise it is a foul stroke; but if the player strikes, and grazes any part of the ball with any part of the cue, it must be considered a stroke, and the opponent follows on. _=7.=_ If a ball rebounds from the table, and is prevented in any way, or by any object except the cushion, from falling to the ground, or if it lodges on a cushion and remains there, it shall be considered off the table, unless it is the red, which must be spotted.

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He closed his eyes for the hard lift. Some do that. The coins came up off the mahogany an inch or so, and made a solid smack when the lift broke and he dropped them back. Not very impressive work for a Twenty-fifth degree. The coins spilled over. * * * * * I used the excuse of straightening up the stack to get a touch, myself. I could have done it visually, of course, or I could have straightened them up with TK, but touch helps my grip. I took a good look at the door to the main casino, a heavy job of varnished native cedar. Just to show him, I turned my back on the bar, leaning against it with one foot on the brass rail. The lift was as clean as I ve ever managed.

Strippers, cards trimmed so that certain ones may be pulled out of the pack at will. Strohman, G., the dummy at Whist or Bridge. Strong Suits, those in which a number of tricks can be made after the adverse trumps are out of the way. Sub Echo, a trump signal in a plain suit, made after partner has led trumps, and the player has not echoed on the trump lead. Sub-sneak, a two-card suit which is led for the sole purpose of getting a ruff on the third round. Sweating Out, winning a game without taking any risks, by waiting for the trifling points that fall to your share. Systems, any guide that keeps a player from guessing in the distribution of his bets; as distinguished from a martingale, which controls the amount of the wager itself. Table Games, Chess, Checkers, and Backgammon. Tables, the ancient name for Backgammon.

|Now we ve got our |Now we ll get our | -- | | |bonny lass. |bonny lass. | | | 46.|To help us with our |To help us with our | -- | | |dancing. |dancing. | | +----+----------------------+----------------------+----------------------+ +----+----------------------+ | No.| Sheffield. | +----+----------------------+ | 1.| -- | | 2.|Stepping up the green | | |grass.

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| | . | +---+-.-+---+-.-+---+-.-+---+-.-+ ] In order to ascertain if you have the move when it is your turn to play, add together all the men, both black and white, in one of the systems, taking no notice of those in the other system, and if the number is _=odd=_, you have the move. In Diagram No. 10, for instance, if you have the black men, and it is your turn to play, you will find three men on your own system, and therefore you have the move, and must win by playing 10-15. When White moves, there will again be an odd number of men on your system, and you will still have the move, and he must sacrifice both his men. [Illustration: No.