The last card is turned up to determine the trump, but it is not used in play. There is no proposal and acceptance, solo being the lowest call. If all three players pass, the trump card is turned down, and each player in turn has the option of calling a six-trick abundance, naming his own trump suit. In some places it is the custom to allow the players to over-call each other, after the trump is turned down, each increasing the number of tricks he proposes to take. A misère over-calls eight tricks. _=Kimberly Solo=_ is for four players, without any proposal and acceptance, solo being the lowest call. If all pass, a six-trick solo with a different trump is allowed. TEXT BOOKS. Solo Whist, by R.F.

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| | |37.| -- |If the dog should meet| -- | | | |a bone. | | |38.| -- | -- | -- | |39.| -- |Set a cock to crow | -- | | | |all night. | | |40.| -- |If the cock should | -- | | | |meet a hen. | | |41.| -- | -- |How many pounds will | | | | |set him free? | |42.| -- | -- |Three hundred pounds | | | | |will set him free.

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155-56. By referring to these games it will be seen that the whole group are mimic representatives of farmyard episodes, though the animal characters are giving way to more domestic affairs, as shown in the Pins and Needles version of Hen and Chickens. It is possible that the different animals which are victims to the Fox appearing in the different games may arise from local circumstances, and that in this case a real distinction exists between the various names by which this game is known. A game called Wolf and Deer, similar to Fox and Geese, is given in _Winter Evening Amusements_, by R. Revel. The last one at the end of the tail may, if she has no other chance of escape, try and place herself before the Deer or Hen. She is then no longer to be hunted; all the others must then follow her example until the deer becomes the last of the line. The game then terminates by exacting a forfeit for each lady whom the Wolf has suffered to escape his clutches (pp. 64, 65). See Gled Wylie, Hen and Chickens, Old Dame.

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Every time you get the cue ball between the two others you will find yourself in difficulties; but whenever both the balls are in front of the cue ball, there will be some chance to score. When there is a choice of several ways of making a shot, the balls being wide apart, it will usually be found that one of them will bring the balls into better position than the others, and for that reason it is called a _=gathering shot=_. The expert tries to get the balls on the rail by a series of these gathering shots, and if any of the three positions shown in the diagram can be arrived at, a large run may be made by the _=rail nurse=_. When the balls are not left in one of these positions they are said to _=break=_, but there are several positions in which they may be recovered by a kiss or a massé shot. In No. 4, the player must be careful to come back on the proper side of the carrom ball, so as to get back to position 2, if possible. [Illustration] [Illustration] [Illustration] When the player reaches the corner, there are three principal positions for accomplishing the turn. In the first shown, the spot white must be touched very lightly on the left side, the cue ball going to the cushion with a strong English on the right side. In the second position, the red ball is barely touched. The third position is a light force shot but would be a half follow if the spot white were further out.

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TABLE GAMES. The common form of folding chess-board provides a field for three of our best known games; Chess, Checkers, and Backgammon, which are generally spoken of as “table games,” although, strictly speaking, Backgammon is the only game of Tables. These three games were probably played long before history noticed them, and they have survived almost all ancient forms of amusement. _=Chess=_ is not only the most important of the three, but the most widely known, and possesses the most extensive literature. According to Chatto, it is probable that all games of cards owe their origin to chess, cards themselves having been derived from an old Indian variation of chess, known as the Four Kings. Chess is also the most fascinating of the table games, its charm being probably due to the fact that, like whist, it is a game that no man ever mastered. Whether or not this is in its favour is an open question. The amount of study and practice required to make a person proficient in chess brings a serious drain upon the time, and the fascinations of the game are such that once a person has become thoroughly interested in it, everything else is laid aside, and it is notorious that no man distinguished as a chess-player has ever been good for anything else. Mr. Blackburne, the English chess champion, regards the game as a dangerous intellectual vice which is spreading to rather an alarming extent.

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But if the declarer succeeds after being doubled, he not only scores double value for the tricks toward game, but he gets 50 points for fulfilling a doubled contract and 50 more for any tricks over his contract if he makes them. These figures are 100 in each case if he redoubles. Suppose the declaration is three no trumps, doubled, and the declarer makes five by cards. He scores 5 times 20 toward game, aces as held, and then 150 in penalties, 50 of which is for fulfilling his contract and twice 50 for the two tricks over his contract. _=KEEPING SCORE.=_ Two styles of score-pad are now in general use. In one the tricks and honours are entered in the same vertical column, one above the other, and are all added in one sum at the end. In the other style of pad the tricks are in one column and the honours and penalties in another, so that four additions are required to find the value of the rubber, which is always the difference between the total scores after giving the winners of two games 250 points. The following illustration will show both styles of pad: WE ||THEY || 36 || 30 18 || 100 16 || ====++==== 8 || || 40 ----++---- || 36 ----++---- || 250 ----++---- 42 || 492 || 42 |+---- || 450 WE || THEY 8 | 16 || | | 18 || | 100 | || 40 | 30 ----+----++----+----- | || 36 | 36 ----+----++----+----- 8 | 34 || 76 | 166 | 8 || | 76 +----+| | 250 | 42 || +----- | || | 492 | || | 42 | || +----- | || | 450 The scoring on which this rubber is won and lost was as follows: WE started with a contract to win one heart and made it, with simple honours, scoring 8 toward game and 16 above for honours. Then THEY set a contract for two tricks, getting 100 in penalties, against simple honours in royals, scored as 18 above for WE and 100 for THEY.

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Mr. Emslie describes the London version somewhat differently. After all the boys had jumped over the first boy s back, a cry of Foot it was raised, and the boy who had given the back placed one of his feet at a right angle to the other, and in this way measured a foot s length from the starting-place. All the boys then overed his back from the original line, the last one crying Foot it, and then the measuring ceremony was again gone through, and the game commenced again, and continued in the same manner until one of the boys failed to over the back, when he became Back. [Illustration] [Illustration: 1st position] [Illustration: 2nd position] [Illustration: 3rd position] Football The modern game of Football is too well known to need description here, and, like Cricket, it has become no longer a children s game. As to its origin, there are many ball games, such as Camping, which have been suggested as the original form of Football. Every school almost had some peculiarity in the method of playing, and Eton, Winchester, Uppingham, and Rugby are well-known examples. It is not a little interesting to note, now that Football has settled down into a national game organised by county committees, that one of the forms of play officially recognised is the old Rugby game, the other form, known as the Association, being arrived at by agreement of those interested in the game. To illustrate the ancient origin of the game, and its serious import as a local contest rather than a sport, some examples may be given. It is still (1877) keenly contested at Workington on Easter Tuesday on the banks of, and not unfrequently in, the river Derwent (Dickinson s _Cumberland Glossary_).

II. In games of this description each party is bound by the move dispatched; and in this connection the word move refers to what is intelligibly written, or delivered _viva voce_. In any game the announcement of a move which does not include the actual transfer of a man from one square to another, shall be considered as a move not intelligibly described within the meaning of this section. III. Each party must be bound by the move communicated in writing, or by word of mouth, to the adversary whether or not it be made on the adversary’s board. If the move so communicated should prove to be different from that actually made on the party’s own board, the latter must be altered to accord with the former. IV. If either party be detected in moving the men when it is not their turn to play, or in moving more than one man (except in castling) when it is their turn to play, they shall forfeit the game, unless they can show that the man was moved for the purpose of adjusting or replacing it. V. If either party has, accidentally or otherwise, removed a man from the board, which has not been captured in the course of the game, and made certain moves under the impression that such man was no longer in play, the moves must stand, but the man may be replaced whenever the error is discovered.

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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.

You have also two winning Spades, one smaller being still out. The game is seven-point whist. The importance of playing to the score will be evident if you consider your play in each of the following instances, your score being given first: Score 6 to 6; you have 5 tricks in front of you. Score 6 to 6; you have 4 tricks in front of you. Score 6 to 5; you have 4 tricks in front of you. Score 5 to 4; you have 5 tricks in front of you. _=INFERENCES.=_ The great strength of the expert lies in his ability to draw correct inferences from the fall of the cards, and to adapt his play to the circumstances. Inferences from the various systems of leads and returns are too obvious to require further notice; but attention may be called to some that are often overlooked, even by advanced players: If a suit led is won by Third Hand with King or Ace; and the original leader wins the second round with King or Ace, the adversaries must have the Queen. If the Third Hand plays Ace first round, he has neither King nor Queen.

All the winning players at the other tables receive red stars, and go to the table next in order above, those at table No. 2, going to No. 1. Those losing and remaining at the booby table each receive a green star. _=Changing Partners.=_ At all but the head table the partners that progress to the next table divide, the lady who has just lost at each table retains her seat, and takes for her partner the gentleman who has just arrived from the table below. At the head table the newly arrived pair remain as partners; but at the booby table the players who have just arrived from the head table divide. All being seated, they cut for the deal, and play is resumed until the next bell tap. _=Ties.=_ In case of ties in points at any table when the bell taps, those having won the most tricks on the next hand are declared the winners.

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The two children at one end of the line lift up their arms, so as to form an arch, and call Bid, bid, bid, the usual cry for calling ducks. Then the children at the other end pass in order through the arch. This process is repeated, and they go circling round the field.--Addy s _Sheffield Glossary_. See Duck Dance. Long Tag See Long Terrace. Long-Tawl A game at marbles where each takes aim at the other in turn, a marble being paid in forfeit to whichever of the players may make a hit.--Lowsley s _Berkshire Glossary_. Long Terrace Every player chooses a partner. The couples stand immediately in front of each other, forming a long line, one remaining outside of the line on the right-hand side, who is called the Clapper.