If _=Y=_ does not play the Ten, and _=B=_ has not the Jack, _=B=_ must make four cards and the King by passing. If _=B=_ has the Jack, he must catch the Ten, no matter how _=Y=_ and _=Z=_ play. * * * * * _=FRENCH WHIST=_ is the name given to a variety of Scotch Whist in which the Ten of Diamonds counts ten to those winning it, whether it is a trump or not. BOSTON. _=CARDS.=_ Boston is played with two packs of fifty-two cards each, which rank as at Whist, both for cutting and playing. _=MARKERS=_ are not used in Boston, every hand being immediately settled for in counters. These are usually of three colours; white, red, and blue; representing cents, dimes, and dollars respectively. At the beginning of the game each player should be provided with an equal number, the general proportion being 20 white, 18 red, and 8 blue for each. Some one player should be selected to act as the banker, selling and redeeming all counters.

| -- | -- | -- | |41.| -- |What will you have to |What will you take to | | | |set her free? |let him out? | |42.| -- |Fourteen pounds and a |Ten hundred pounds | | | |wedding gown. |will let him out. | |43.| -- | -- |Then a hundred pounds | | | | |we have not got. | |44.|Off to prison you must| -- |Then off to prison you| | |go. | |must go. | |45.

), M. Dreyfous, Edit. Académie des Jeux, (Fr.), by Van Tenac. Académie des Jeux, (Fr.), by Richard. Short Whist, by Major A. (Écarté Laws in appendix.) POOL ÉCARTÉ. Pool Écarté is played by three persons, each of whom contributes an agreed sum, which is called a _=stake=_, to form a pool.

And what am I to wash in? Wash in a thimble. A thimble wunna hold a cap. Wash in an egg-shell. An egg-shell wunna hold a shirt. Wash by the river-side. Suppose the clothes should float away? Get a boat and fetch them back. Suppose the boat should overthrow? Serve you right for going after them! --Berrington, Oswestry, Chirbury (Burne s _Shropshire Folk-lore_, p. 515). IV. Mother, will you buy me a milking-can, A milking-can, a milking-can? Mother, will you buy me a milking-can, To me, I, O, OM? Where s the money to buy it with, To buy it with, to buy it with, Where s the money to buy it with, To me, I, O, OM? [Then the following verses--] Sell my father s feather bed.

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The point is worth 5; the quinte 15, the quatrième 4, and the tierce 3; 27 altogether. His trios of Jacks and Tens are shut out by the superior combinations in the elder hand. Having claimed these 27 points, and their correctness having been admitted by the elder hand, the dealer proceeds to play a card. If either player has forgotten to declare anything before he plays, the count is lost. _=Sinking.=_ A player is not obliged to declare any combination unless he wishes to do so, and he may sink a card if he thinks it would be to his advantage to conceal his hand. Sinking is calling only part of a combination, as, for instance, calling 51 for his point when he really has 61; calling a quinte when he has a sixième, or a trio when he has a quatorze. Sinking is usually resorted to only when the player knows from his own hand and discards that what he declares is still better than anything his adversary can hold; but it must be remembered that the part of the declaration which is sunk in this manner is lost. _=Irregular Declarations.=_ If either player claims a combination which he does not hold, and does not remedy the error before he plays a card, he cannot count anything that deal, losing any other declarations he may have made which are correct.

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At the beginning of the game one player should act as banker, and be responsible for all counters at the table. It is usual for each player to purchase, at the beginning of the game, the equivalent of 100 white counters in white, red, and blue. _=PLAYERS.=_ Poker may be played by any number of persons from two to seven. When there are more than seven candidates for play, two tables should be formed, unless the majority vote against it. In some localities it is the custom for the dealer to take no cards when there are eight players, which is thought to make a better game than two tables of only four players each. When the sixty-card pack is used, eight players may take cards. _=CUTTING.=_ The players who shall form the table, and their positions at the beginning of the game, must be decided by throwing round a card to each candidate, face up, or by drawing cards from an outspread pack. If there are more than eight candidates, the four cutting the highest cards should play together at one table, and the others at another table.

Then followed the game-rhyme, repeated with each stanza-- Go choose you east, go choose you west, apparently the same as last four lines of Sheffield version. King William is then supposed to enter-- The first girl that I loved so dear, Can it be she s gone from me? If she s not here when the night comes on, Will none of you tell me where she s gone? He then recognises the disguised girl-- There s heart beneath the willow tree, There s no one here but my love and me. He had gone to the war, and promised to marry her when he came back. She wrapped a shawl about her head to see if he would recognise her. This was all the reciter could recollect; the lines of the ballad were sung by an old woman, the ring answering with the game-rhyme. This version seems to indicate clearly that in this game we have preserved one of the ceremonies of a now obsolete marriage-custom--namely, the disguising of the bride and placing her among her bridesmaids and other young girls, all having veils or other coverings alike over their heads and bodies. The bridegroom has to select from among these maidens the girl whom he wished to marry, or whom he had already married, for until this was done he was not allowed to depart with his bride. This custom was continued in sport as one of the ceremonies to be gone through after the marriage was over, long after the custom itself was discontinued. For an instance of this see a Rural Marriage in Lorraine, in _Folk-lore Record_, iii. 267-268.

Yeah, I said, hiding my snicker over the dress. Say, I wanted to thank you for handling my chips. I d have lost my shirt if I hadn t let you show me how. I wanted to slip you a cut, but you bugged out of there. I figured you should handle our money, Billy Joe, she said. Anyway, can t take money for my gift. She had me shaking with excitement. You have a gift? I said, trying to keep my voice calm. Just some nights. Since I broke my vow, I ve lost most of my prophecy.

Unblocking, getting out of your partner’s way when he has more cards of the suit than you have. Underplay, leading a card which is not the best of a suit, when the best would naturally be led; or holding up the best card to let another player win the trick. Vade, F., the pool to be played for. Vergeben, G., misdeal. Verleugnen, or Verläugnen, G., to revoke. Vivant, F., Dummy’s partner.

Magic Whistle All the players but three sit on chairs, or stand in two long rows facing each other. One player sits at one end of the two rows as president; another player is then introduced into the room by the third player, who leads him up between the two rows. He is then told to kneel before the one sitting at the end of the row of players. When he kneels any ridiculous words or formula can be said by the presiding boy, and then he and those players who are nearest to the kneeling boy rub his back with their hands for two or three minutes. While they are doing this the boy who led the victim up to the president fastens a string, to which is attached a small whistle, to the victim s coat or jacket. It must be fastened in such a way that the whistle hangs loosely, and will not knock against his back. The whistle is then blown by the player who attached it, and the kneeling boy is told to rise and search for the Magic Whistle. The players who are seated in the chairs must all hold their hands in such a way that the victim suspects it is in their possession, and proceeds to search. The whistle must be blown as often as possible, and in all directions, by those players only who can do so without the victim being able to either see or feel that he is carrying the whistle with him.--London (A.

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It consists in sitting on the ground, raising the knees and clasping them with the hand, and then using an undulatory motion, as if they were kneading dough. My granny is sick and now is dead, And we ll go mould some cocklety bread; Up with the heels and down with the head, And that is the way to make cocklety bread. --Hunter s MSS.; Addy s _Sheffield Glossary_. (_b_) The _Times_ of 1847 contains a curious notice of this game. A witness, whose conduct was impugned as light and unbecoming, is desired to inform the court, in which an action for breach of promise was tried, the meaning of mounting cockeldy-bread; and she explains it as a play among children, in which one lies down on the floor on her back, rolling backwards and forwards, and repeating the following lines:-- Cockeldy bread, mistley cake, When you do that for our sake. While one of the party so laid down, the rest sat around; and they laid down and rolled in this manner by turns. These lines are still retained in the modern nursery-rhyme books, but their connection with the game of Cockeldy-bread is by no means generally understood. There was formerly some kind of bread called cockle-bread, and _cocille-mele_ is mentioned in a very early MS. quoted in Halliwell s _Dictionary_.

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If driven off the field or into an unfordable river, the retreating body is destroyed. If infantry find hostile cavalry within charging distance at the end of the enemy s move, and this infantry retires and yet is still within charging distance, it will receive double losses if in extended order if charged; and if in two ranks or in fours, will lose at three feet two men for each charging sabre; at two feet, three men for each charging sabre. The cavalry in these circumstances will lose nothing. The infantry will have to continue to retire until their tormentors have exterminated them or been driven off by someone else. If cavalry charges artillery and is not dealt with by other forces, one gun is captured with a loss to the cavalry of four men per gun for a charge at three feet, three men at two feet, and one man at one foot. If artillery retires before cavalry when cavalry is within charging distance, it must continue to retire so long as the cavalry pursues. The introduction of toy railway trains, moving, let us say, eight feet per move, upon toy rails, needs rules as to entraining and detraining and so forth, that will be quite easily worked out upon the model of boat embarkation here given. An engine or truck within the circle of destruction of a shell will be of course destroyed. The toy soldiers used in this Kriegspiel should not be the large soldiers used in Little Wars. The British manufacturers who turn out these also make a smaller, cheaper type of man--the infantry about an inch high--which is better adapted to Kriegspiel purposes.

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The ace may be high or low in sequences. _=DEALING.=_ Ten cards are given to each player, one at a time, and the next card is turned up and laid beside the stock to start the discard pile. _=LAYING OUT.=_ Sequences in suit may run to any length, and any number of cards or combinations may be laid out at one time. Five, six or seven of a kind may be shown, and four of a kind may be of any suits. There is no obligation to lay out anything, but the player who lays out can do so only in his proper turn, after drawing a card. He may add as many cards as he pleases to any combinations already on the table, either of his own or other players. _=THE JOKERS.=_ These two cards have peculiar privileges.

On the contrary, when the Second or Fourth Hand holds command of the adverse suit, they may often risk a trump lead which would otherwise be injudicious. Having once started a suit, it should not be changed, except for one of the reasons already given for the guidance of the First Hand. _=When the Adversaries Lead Trumps=_, and the Second Hand has a chance either to establish a suit against them or to force his partner, he should stop the trump lead if he can. If his partner has led trumps, the Second Hand should generally play his winning cards on his right hand opponent’s plain-suit leads, to stop them; and continue the trumps. These are about all the conventionalities necessary for the beginner. After at least a year’s practice with them, he will either discover that he has no aptitude for the game, or will be ready to go into further details. A beginner who attempts to handle the weapons of the expert simply plays with edged tools, which will probably cut no one but himself and his partner. * * * * * _=THE SIGNAL GAME.=_ Having become thoroughly familiar with the elementary conventionalities of the game, so that they can be used without the slightest hesitation at the whist table, the player may proceed to acquaint himself with the details of what is commonly known as the Signal Game, which comprises all the various methods of signalling up hands between partners, according to certain arbitrary and pre-arranged systems of play. Many players object to these methods as unfair; but they are now too deeply rooted to yield to protest; and the best thing for a player to do is to familiarise himself with his adversaries’ weapons.

Any cases not covered by these rules shall be governed as far as possible by the accepted rules of pool and four-ball billiards. SNOOKER POOL. 1. The game of Snooker’s Pool is played by two or more players, either all against all or in partnership, with fifteen red balls, six pool balls, and one white ball as hereafter described. Any rest may be used. 2. To decide the order of play, as many pool balls as there are players or sides shall be put into a basket, shaken, and given out to the players by the marker. The players play in the order in which the colors appear on the pool marking board. A player pocketing a ball scores its value as against each of the other players, and when penalized, pays the penalty to each of them. In a game where sides are formed a player either scores for his own side, or is penalized to the opposing side or sides.

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See Cat and Dog, Cudgel, Munshets, Tip-Cat. Kit-Cat-Cannio A sedentary game, played by two, with slate and pencil, or pencil and paper. It is won by the party who can first get three marks ([o] s or [x] s) in a line; the marks being made alternately by the players [o] or [x] in one of the nine spots equidistant in three rows, when complete. He who begins has the advantage, as he can contrive to get his mark in the middle.--Moor s _Suffolk Words_. The same game as Nought and Crosses, which see. Kittlie-cout A game mentioned but not described by a writer in _Blackwood s Magazine_, August 1821, as played in Edinburgh. He mentions that the terms hot and cold are used in the game. The game of Hide and Seek. --Jamieson.

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Hardy). X. I have a pigeon in my pocket, It peeps out and in, And every time that I go round I give it a drop of gin. Drip it, drop it, drip it, drop it. --Settle, Yorkshire (Rev W. S. Sykes). XI. I sent a letter to my love, I thought I put it in my glove, But by the way I dropped it. I had a little dog said Bow, wow, wow! I had a little cat said Mew, mew, mew! It shan t bite you, It _shall_ bite _you_.

_=30.=_ _=REVOKING.=_ A revoke is a renounce in error, not corrected in time; or non-compliance with a performable penalty. If a revoke is claimed and proved, the hand in which it occurs is immediately abandoned. The adversaries of the revoking player then have the option of adding two points to their own score, or deducting two points from his score. If both sides revoke, the deal is void. If one person is playing alone, the penalty for a revoke is as many points as would have been scored if the lone hand had succeeded. _=31.=_ A revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted, unless the revoking player or his partner, whether in his right turn or otherwise, has led or played to the following trick. _=32.

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Smythe shrugged and took off his glasses. I thought I felt you tipping when you first came to the layout, he said, waving them around. I nodded confirmation. But it was smooth work, and I could hardly be sure. Most of these maverick TK s strong-arm the dice, and they skid across the layout with their spots up. You re way ahead of that--you don t touch them till the final few tumbles. And then, you were losing, and I couldn t see that the table was being hit. I thought it was the smart move. I explained. I was still controlling the dice, and if there d been a cross-roader working, I should have felt him skidding them.

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If this young man shall wealthy grow And give his wife a feather, The bells shall ring and birds shall sing And we ll all clap hands together. --Roxton, St. Neots (Miss Lumley). VI. Walking up the green grass, A dust, a dust, a dust! We want a pretty maiden To walk along with us. We ll take this pretty maiden, We ll take her by the hand, She shall go to Derby, And Derby is the land! She shall have a duck, my dear, She shall have a drake, She shall have a nice young man A-fighting for her sake! Suppose this young man was to die, And leave the poor girl a widow; The bells would ring and we should sing, And all clap hands together! --Berrington (_Shropshire Folk-lore_, p. 511). VII. Tripping up the green grass, Dusty, dusty, day, Come all ye pretty fair maids, Come and with me play. You shall have a duck, my dear, And you shall have a swan, And you shall have a nice young man A waiting for to come.

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When a deal is taken up for overplay, the dealer must show the trump slip to an adversary, and thereafter the trump slip and trump card shall be treated as in the case of an original deal. SEC. 4. After the trump card has been lawfully taken into the hand and the trump slip turned face down, the trump card must not be named nor the trump slip examined during the play of the deal; a player may, however, ask what the trump suit is. SEC. 5. If a player unlawfully looks at the trump slip, his highest or lowest trump may be called; if a player unlawfully names the trump card, or unlawfully shows the trump slip to his partner, his partner’s highest or lowest trump may be called. SEC. 6. These penalties can be inflicted by either adversary at any time during the play of the deal in which they are incurred before the player from whom the call can be made has played to the current trick; the call may be repeated at each or any trick until the card is played, but cannot be changed.

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Jinkie A game among children, in which they run round a table trying to catch one whose business is by quick turns to elude them.--Jamieson. Jock and Jock s Man A juvenile sport in which the _bon camarada_ is to repeat all the pranks which the leader can perform.--Brockett s _North Country Words_. See Follow my Gable, Follow my Leader. Jockie Blind-man Scotch name for Blind Man s Buff. --Jamieson. See Blind Man s Buff. Joggle along I. Come all you young men In your youthful ways, And sow your wild oats In your youthful days.

See Mulberry Bush, When I was a Young Girl. New Squat A ring is made by marking the ground, and a tin placed in the middle of it. One boy acts as keeper of the tin, the other players also stand outside the ring. One of these kicks the tin out of the ring, the others then all run to hide or squat out of sight. The keeper has to replace the tin before looking for the boys. If, after that, he can spy a boy, that boy must come out and stand by the ring. When another boy is spied, he endeavours to reach the ring before the keeper does so, and kick out the tin. If he is successful, any one of the boys who is standing by, having been previously spied, is released from the keeper, and again hides. The object of the keeper is to successfully spy all the boys. When this is accomplished the last boy becomes the keeper.

Babbity Bowster [Music] --Biggar (Wm. Ballantyne). Wha learned you to dance, You to dance, you to dance? Wha learned you to dance Babbity Bowster brawly? My minnie learned me to dance, Me to dance, me to dance; My minnie learned me to dance Babbity Bowster brawly. Wha ga e you the keys to keep, Keys to keep, keys to keep? Wha ga e you the keys to keep, Babbity Bowster brawly? My minnie ga e me the keys to keep, Keys to keep, keys to keep; My minnie ga e me the keys to keep, Babbity Bowster brawly. One, twa, three, B, ba, Babbity, Babbity Bowster neatly; Kneel down, kiss the ground, An kiss your bonnie lassie [or laddie]. --Biggar (W. H. Ballantyne). (_b_) Mr. Ballantyne describes the dance as taking place at the end of a country ball.

| -- | -- | -- | |18.| -- | -- | -- | |19.| -- | -- | -- | |20.| -- | -- | -- | |21.|Mend it up with pins | -- |Mend it up with pins | | |and needles. | |and needles. | |22.|Pins and needles they | -- |Pins and needles rust | | |will break. | |and bend. | |23.

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For example: Spade solo with 1, schneider announced. His game is 1 for game, 1 for schneider, without 1, 3 × 11 = 33, doubled for announcing schneider, 66. If lost, it costs 132. If he makes schwarz after announcing schneider, it adds one multiplier, 77. The smallest possible game is a diamond with or without 1, worth 18; 36 if lost. The largest game possible to lose is a grand with four, schwarz announced, costing 1,008. THE LAWS OF SKAT. THE GAMES. 1. The following are the unit values of the various games:-- Frage shall not be allowed.