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If only two declare to play, a trump must be led for the first trick; if three play, trumps must be led twice; if four play, three times. If the leader has no trump, he must lead his smallest card, face downward, which calls for a trump from such of the other players as have one. All penalties are made by adding fresh crosses to the delinquent’s score. LOO, OR DIVISION LOO. This was at one time the most popular of all round games at cards; but its cousin Napoleon seems to have usurped its place in England, while Poker has eclipsed it in America. There are several varieties of the game, but the most common form is Three-card Limited Loo, which will be first described. _=CARDS.=_ Loo is played with a full pack of fifty-two cards, which rank, A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest. _=COUNTERS.=_ Loo being a pool game, counters are necessary.

He is put down as 32 plus. If he should lose 12 and 30, his score would not be touched, but each of the others would be put down 42 plus. There are no games or rubbers. At the end of four deals the players change partners by the pivot system. At the end of twelve deals, each has played four deals with each of the others. The scores are then added up and balanced by the method described in connection with the game of Skat. _=REVERSI BRIDGE.=_ This is playing bridge to lose, and the object of the declaration is to pick out the make which is likely to win the least tricks. At the end of the hand, each side scores what the other makes; so that if the dealer declares no-trumps, and loses two by cards, and finds thirty aces against him, he scores 24 and 30 to his own credit. The adversaries can double if they wish to, and all the rules of regular bridge apply, except that if a revoke is made the usual penalty is reversed, the player in error taking three tricks instead of losing them.

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To lead trumps, if he is strong enough. 2nd. To return the best card of his partner’s suit if he has it. This is imperative before opening any other suit but trumps. 3rd. To lead his own suit, if he can do anything with it. It is considered better play for the Third Hand to return the original leader’s suit than to open a long weak suit of his own such as one headed by a single honour. 4th. To return his partner’s suit even with a losing card, in preference to changing. When the original lead is a trump, it should be returned in every case, either immediately, or as soon as the player can obtain the lead.

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The true elements of success in whist lie in the happy combination of all the resources of long and short suits, of finesse and tenace, of candour and deception, continually adjusted to varying circumstances, so as to result in the adversaries’ losing tricks. _=HOW TO STUDY WHIST.=_ Any person, anxious to become an expert whist player, may attain to considerable proficiency in a short time, if he will content himself with mastering the following general principles one at a time; putting each into practice at the whist table before proceeding to the next. The science of modern whist may be divided into two parts: 1st. _=Tactics=_; or the purely conventional rules for leading, second and third hand play, returning partner’s suits, etc., all of which may be learnt from books, or gathered from more experienced players. 2nd. _=Strategy=_; or the advantageous use of the information given by the conventional plays. This is largely dependent on personal ability to judge the situation correctly, and to select the methods of play best adapted to it. _=CONVENTIONAL PLAYS.

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One deal is made at each table, ordinary Draw Poker is played, and when the pool is decided at the head table the bell is struck. This is the signal for the winner of the pool at each of the other tables to move up to the table next above. At the head table, the chips are counted, and the player with the smallest number in his possession goes down to the booby table, unless he was one of the players in the call. Should the player with the smallest number of chips be the winner of the pool, or one of those who called the winner, he retains his seat, and the player with the smallest number of counters who was not in the call goes to the booby table. This arrangement effectually prevents players at the head table from waiting for big hands. In case of ties, the players cut to decide which shall go down, the lowest cut remaining. The winner of each pool at the head table is given one of the special chips provided for that purpose, and which are usually yellow, the others being red, white, and blue. Any player losing all his counters at any table must get a fresh stake of fifty more from the banker, and must then exchange seats with the player at the booby table who has the most counters. Three or four prizes are usually provided for: One for the player who has won the greatest number of yellow chips at the head table, and one each for the lady and gentleman winning the greatest number of counters during the evening’s play. Those who have been provided with an extra stake must be charged with it when settling up.

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Ho-go. Hoilakes. Holy Bang. Honey Pots. Hood. Hoodle-cum-blind. Hoodman Blind. Hooper s Hide. Hop-crease. Hop-frog.

|Sweetheart is dead. |True love is dead. | -- | | | |(After No. 25.) | | |19.| -- | -- | -- | |20.| -- |Betsy kissing her | -- | | | |young man. | | |21.| -- | -- |Choose the fairest | | | | |daughter. | |22.

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See Lammas. Lady on the Mountain [Music] --Barnes, Surrey (A. B. Gomme). I. There stands a lady on the mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Choose one, choose two, choose the fairest one of the two. The fairest one that I can see, Is pretty ----, walk with me. --Barnes, Surrey (A. B.

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The marble is then thrown up again, and one of the four stones picked up, and the marble caught again after it has rebounded. This is done separately to the other three, bringing all four stones into the hand. The marble is again bounced, and all four stones thrown down and the marble caught. Two stones are then picked up together, then the other two, then one, then three together, then all four together, the marble being tossed and caught with each throw. An arch is then formed by placing the left hand on the ground, and the four stones are again thrown down, the marble tossed, and the four stones put separately into the arch, the marble being caught after it has rebounded each time; or the four stones are separately put between the fingers of the left hand in as straight a row as possible. Then the left hand is taken away, and the four stones caught up in one sweep of the hand. Then all four stones are thrown down, and one is picked up before the marble is caught. This is retained in the hand, and when the second stone is picked up the first one is laid down before the marble is caught; the third is picked up and the second laid down, the fourth picked up and the third laid down, then the fourth laid down, the marble being tossed and caught again each time. The stones have different names or marks (which follow in rotation), and in picking them up they must be taken in their proper order, or it is counted as a mistake. The game is played throughout by the right hand, the left hand only being used when arches is made.

A revoke must be claimed and proved before the pool is divided. Non-compliance with a performable penalty is the same as a revoke. _=SETTLING.=_ After the last card has been played, each player turns over his tricks, counts the number of hearts he has taken in, and announces it. Players should be careful not to gather or mix the cards until all thirteen hearts have been accounted for. Each player then pays into the pool for the number of hearts he has taken in, according to the system of settlement agreed upon before play began. The pool is then taken down by the player or players winning it, and the deal passes to the left. The game is at an end any time the players wish to stop, after a hand has been settled for; but it is usual to agree upon some definite hour. There are two ways of settling at the end of the hand, each of which has its good points. _=SWEEPSTAKE HEARTS.

It will be observed that these rules are quite different from the French rules, which have been given in connection with the ordinary game of Bézique. In France, it is always the custom to establish the _status quo_, if possible, and to assume that the error was quite unintentional. In England, all laws are based on the assumption that your adversary is a rogue, and the penalties are absurdly severe, but we have no authority to change them. _=Irregularities in Drawing.=_ If a player has forgotten to take his card from the talon, and has played to the next trick, the English laws compel him to play the remainder of the hand with eight cards; the French laws give his adversary the option of calling the deal void, or allowing the player in error to draw two cards from the stock next time. If a player draws two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself. If it was his adversary’s card, he must show his own card also. If he has not seen it, he may put it back without penalty. If he draws out of turn, he must restore the card improperly drawn, and if it belongs to his adversary, the player in error must show his own card. If both players draw the wrong cards, there is no remedy.

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Bridge Abridged, by W. Dalton, 1901. Elwell on Bridge, by J.B. Elwell, 1902. Foster’s Bridge Tactics, by R.F. Foster, 1903. Foster’s Self-playing Bridge Cards, 1903. The Bridge Book, by A.

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=_ No player is allowed to receive, nor any bystander to offer advice on the game; but should any person be appealed to by the marker or either player he has a right to offer an opinion; or if a spectator sees the game wrongly marked he may call out, but he must do so prior to another stroke. _=28.=_ The marker shall act as umpire, but any question may be referred by either player to the company, the opinion of the majority of whom shall be acted upon. PIN POOL. The game of Pin Pool is played with two white balls and one red, together with five small wooden pins, which are set up in the middle of the table, diamond fashion, each pin having a value to accord with the position it occupies. [Illustration: 4* 3* 5* 2* 1* ] The pin nearest the string line is No. 1; that to the right of it is No. 2; to the left, No. 3; the pin farthest from the string line is No. 4; and the central or black pin, No.

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=_ After the hand has been played, each player announces the number of hearts he has taken in, and pays into the pool one counter for each. All thirteen hearts having been paid for, any player having taken no hearts wins the entire pool; two having taken none, divide it. If all the players have taken hearts, or if one player has taken all thirteen, the pool remains, and forms a _=Jack=_. This can be won only by a single player in some subsequent deal taking no hearts, all the others having taken at least one. These jack pools are of course increased thirteen counters every deal until some player wins the whole amount. Some clubs make it a Jack after two players have divided a pool, using the odd counter as a starter. It will be found that natural Jacks occur quite frequently enough without resorting to this expedient. _=HOWELL’S SETTLING.=_ The great objection to the method of settling at Sweepstake Hearts is that it makes the game almost entirely one of chance. No matter how good a player one may be, good luck alone will bring success.

36). If one of the adverse party happens to stand or run among his opponents, they call out Hummie, keep on your own side. --Jamieson. Hundreds A game at marbles, which is carried on until one of the players scores 100 or some other high number agreed upon. Any number can play, but it is best described for two players, A. and B. First the players taw up to a hole; if both get in, they repeat the process until one is left out, say B.; then A. counts 10. Should both fail, the nearest goes first.

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If he holds Ace and only one small card, the Ace should be played on the Jack led. If Third Hand has four trumps and a card of re-entry, the Ace should be played on Jack led, regardless of number, in older to lead trumps at once, to defend the suit. _=When Partner Leads Low Cards=_, the Third Hand should do his best to secure the trick. If he has several cards of equal trick-taking value, such as A K Q, or K Q J, he should win the trick as cheaply as possible. The only _=finesse=_ permitted to the Third Hand in his partner’s suit, is the play of the Queen, when he holds A Q and others; the odds being against Fourth Hand having the King. _=Foster’s Eleven Rule.=_ By deducting from eleven the number of pips on any low card led, the Third Hand may ascertain how far his partner’s suit is from being established. For instance: if the card led is the Seven, Second Hand playing the Eight, and Third Hand holding A J 6 3, from which he plays Ace, Fourth Hand playing the Five; the only card against the leader must be the King or Queen; he cannot have both, or he would have led one. If the Second Hand has not the missing card, he has no more of the suit. The number of inferences which may be made in this manner by observant players is astonishing.

The ring of children dance round the way of the sun, first slowly and then more rapidly. First all the children in the ring bow to the one in the centre, and she bows back. Then they dance round singing the first and second verses, the second verse being addressed to the child in the centre. She then whispers a boy s name to one in the ring. This girl then sings the third verse. None in the ring are supposed to be able to answer, and the name of the chosen boy is then said aloud by the girl who asked the question. If the name is satisfactory the ring sing the fourth verse, and the two players then retire and walk round a little. If the name given is not satisfactory the ring sing the fifth verse, and another child must be chosen. When the two again stand in the centre the boys sing the sixth verse. The girls answer with the seventh.

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Rubbers are not played. It is usual to form a pool, each player depositing the stake agreed upon, and the winner taking all. In partnership games, each losing player pays the successful adversary who sits to his right. If three pairs were engaged, and A-A won, C and B would each pay the A sitting next him. Before play begins, it should be understood who pays for revokes; the side or the player. _=METHOD OF PLAYING.=_ The player on the dealer’s left begins by leading any card he chooses, and the others must all follow suit if they can. Failure to follow suit when able is a revoke, the penalty for which, if detected and claimed by the adversaries, is the immediate loss of the game. When there are more than two players or two sets of partners, the revoking player or side must pay the two or more adversaries as if each had won the game. In some places the individual is made to pay, not the side.

354) says that in Warwickshire and Staffordshire boys torture an unfortunate victim by throwing him on the ground and falling atop of him, yelling out the formula, Bags to [on] the mill. This summons calls up other lads, and they add their weight. Mother, may I go out to Play? I. Mother, may I go out to play? No, my child, it s such a wet day. Look how the sun shines, mother. Well, make three round curtseys and be off away. [Child goes, returns, knocks at door. Mother says, Come in. ] What have you been doing all this time? Brushing Jenny s hair and combing Jenny s hair. What did her mother give you for your trouble? A silver penny.

Each of these systems has its advantages, and almost every hand will offer opportunities for practice in all of them. The most important thing to impress on the beginner is that whist cannot be played by machinery. Some authorities would have us believe that certain theories alone are sound; that certain systems of play alone are good; and that if one will persevere in following certain precepts, in such matters as leading, management of trumps, etc., that the result will be more than average success at the whist table. Nothing can be further from the truth. As in all other matters largely controlled by chance, there is no system, as a system, which will win at whist. One cannot succeed by slavish adherence to either the long or the short-suit game; by the invariable giving of information, or the continual playing of false cards. The true elements of success in whist lie in the happy combination of all the resources of long and short suits, of finesse and tenace, of candour and deception, continually adjusted to varying circumstances, so as to result in the adversaries’ losing tricks. _=HOW TO STUDY WHIST.=_ Any person, anxious to become an expert whist player, may attain to considerable proficiency in a short time, if he will content himself with mastering the following general principles one at a time; putting each into practice at the whist table before proceeding to the next.

H. Kinahan (_Folk-lore Journal_, { vol. ii.) CORK-- Cork Mrs. B. B. Green, Miss Keane. DOWN-- Ballynascaw Miss C. N. Patterson.

Penny loaves will tumble down. Here s a prisoner I have got. What s the prisoner done to you? Stole my watch and broke my chain. What will you take to let him out? Ten hundred pounds will let him out. Ten hundred pounds we have not got. Then off to prison he must go. --Kent (Miss Dora Kimball). VII. London Bridge is falling down, Falling down, falling down, London Bridge is falling down, My fair lady. Build it up with mortar and bricks, Mortar and bricks, mortar and bricks, Build it up with mortar and bricks, My fair lady.

” There are some shots peculiar to winning hazards which should be understood by every pool player, and they are illustrated in the accompanying diagrams. [Illustration] _=No. 1=_ is the _=stirabout=_, and is a combination of the pinch and push shots. It is used when the cue and object balls are both very close to the pocket, but not in such a position as to allow the player to “cut” the ball in. The cue is held perpendicularly, and as low down on the ball as it will hold without slipping off. The ball is then slowly rolled over with the point of the cue until the cue begins to descend on the other side. The cue ball is then pushed against the object ball, still with the point of the cue. _=No. 2=_ will drive the spot white into the pocket if it is frozen to the red ball. No.

_, from highest to lowest, or _vice versa_, until such card is played. CARDS LIABLE TO BE CALLED. 56. All exposed cards are liable to be called, and must be left on the table; but a card is not an exposed card when dropped on the floor, or elsewhere below the table. The following are exposed cards:-- I. Two or more cards played at once. II. Any card dropped with its face upward, or in any way exposed on or above the table, even though snatched up so quickly that no one can name it. 57. If any one play to an imperfect trick the best card on the table, or lead one which is a winning card as against his adversaries, and then lead again, or play several such winning cards, one after the other, without waiting for his partner to play, the latter may be called on to win, if he can, the first or any other of those tricks, and the other cards thus improperly played are exposed cards.

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She stood there, apparently leaning against the wall behind her, silently, invisible but for the glow of her cigarette, and not moving her feet. Hello, I said at last. Wasn t sure you wanted to talk, she said out of the dark. It shook me up. She certainly couldn t _see_ me. How d you know I was here? I asked her. I don t know how. But I knew you would be. That wasn t what I had asked, exactly. She sniffled, and I could almost see the back of her hand swipe at the bead of moisture that kept forming at the tip of her skinny nose.

When piccolissimo is played, the moment the single player takes more than one trick the hands are thrown up, and the stakes paid. _=REVOKES.=_ The rules governing these and cards played in error, are the same as at Boston. In piccolissimo, the penalties are the same as in misère. _=PAYMENTS.=_ If the caller succeeds in winning the proposed number of tricks, he is paid by each of his adversaries according to the value of his bid, as shown in Table No. 1. Over-tricks if any, and honours, if played, are always paid at the uniform rate of five white counters each. If the caller fails, he must pay each adversary the amount he would have won if successful, with the addition of five white counters for every trick that he falls short of his proposal. For instance: He bids nine hearts, and wins six tricks only.

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The game continues till all the company take part in it, when Dun is extricated of course; and the merriment arises from the awkward and affected efforts of the rustics to lift the log, and sundry arch contrivances to let the ends of it fall on one another s toes. Drop Handkerchief This is a game similar to Cat and Mouse, but takes its name from the use of the handkerchief to start the pursuit. Various rhyming formulæ are used in some places. In Monton, Lancashire (Miss Dendy), no rhyme is used. The children stand in a ring. One runs round with a handkerchief and drops it; the child behind whom it is dropped chases the dropper, the one who gets home first takes the vacant place, the other drops the handkerchief again. In Shropshire the two players pursue one another in and out of the ring, running under the uplifted hands of the players who compose it: the pursuer carefully keeping on the track of the pursued (Burne s _Shropshire Folk-lore_, p. 512). The Dorsetshire variant is accompanied by a rhyme: I wrote a letter to my love; I carried water in my glove; And by the way I dropped it-- I dropped it, I dropped it, I dropped it, &c. This is repeated until the handkerchief is stealthily dropped immediately behind one of the players, who should be on the alert to follow as quickly as possible the one who has dropped it, who at once increases her speed and endeavours to take the place left vacant by her pursuer.

... But first let it be noted in passing that there were prehistoric Little Wars. This is no new thing, no crude novelty; but a thing tested by time, ancient and ripe in its essentials for all its perennial freshness--like spring. There was a Someone who fought Little Wars in the days of Queen Anne; a garden Napoleon. His game was inaccurately observed and insufficiently recorded by Laurence Sterne. It is clear that Uncle Toby and Corporal Trim were playing Little Wars on a scale and with an elaboration exceeding even the richness and beauty of the contemporary game. But the curtain is drawn back only to tantalise us. It is scarcely conceivable that anywhere now on earth the Shandean Rules remain on record.

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9- 5 10 6 27-32 19 23 5- 1 6 9 32-28 23 27 W wins _=Fourth Position.=_ Black to play 28-24 32 28 24-20 28 32 22-18 31 27 23-19 27 31 19-24 32 27 24-28 27 32 18-22 31 27 22-26 30 23 28-24 B wins ----- White to play 31 27 23-19 27 31 19-24 32 27 24-20 27 32 22-18 31 27 28-24 27 31 18-23 31 26 Drawn _=Traps.=_ The beginner should be on his guard against being caught, “two for one,” especially in such positions as those shown in Diagrams Nos. 6 and 7. [Illustration: No. 6. +---+---+---+---+---+---+---+---+ | | | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | ⛂ | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | | | | | ⛂ | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] [Illustration: No. 7. +---+---+---+---+---+---+---+---+ | | ⛀ | | | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛂ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | ⛂ | | | | +---+---+---+---+---+---+---+---+ ] In No. 6, White will play 19 16, forcing you to jump, and will then play 27 23, forcing you to jump again.