Any number of persons can play, and the rotation of the players is decided as in ordinary pool. Player No. 1 must play with the white ball from any point within the string at the head of the table, at either the 1 or 2 ball at his option. The player who leads must play at and strike one of the object-balls before he can score a carrom on the pool-bottle. If a player carrom on the bottle from either of the object-balls, in such a way as to seat the bottle on its base, he wins the game, without further play. Should the 1 or 2 ball in any way, during the stroke, touch the bottle and the bottle is in the same play knocked over or stood on its base by the cue-ball, the stroke does not count. If the player forces the bottle off the table or into a pocket, the bottle must be spotted on its proper spot in the centre of the table, the player loses his shot and forfeits one point, and the next player plays. A player who makes more than 31 points is burst, and must start his string anew; all that he makes in excess of 31 points count on his new string, and the next player plays. BILLIARD TEXT BOOKS. _=American Game=_:-- Modern Billiards, Brunswick-Balke-Collender Co.

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Barnes, in his _Dorsetshire Glossary_, says he has seen it played with one catcher on hands and knees in the small ring (Hell), and the others dancing round the ring crying Burn the wold witch, you barley breech. Holland (_Cheshire Glossary_) also mentions it as an old Cheshire game. See Boggle about the Stacks, Scots and English. Barnes (Mr.) Mr. Barnes is dead and gone, And left his widder, Three poor children in her arms; What will you give her? Where did you come from? --Played about 1850 at Hurstmonceux, Sussex (Miss Chase). This is probably a forfeit game, imperfectly remembered. See Old Soldier. Base-ball An undescribed Suffolk game.--Moor s _Suffolk Words_.

E. Twemlow. CORNWALL { _Folk-lore Journal_, v., Courtney s { _Glossary_. Penzance Miss Courtney, Mrs. Mabbott. CUMBERLAND Dickinson s _Glossary_. DERBYSHIRE { _Folk-lore Journal_, vol. i., Mrs.

If four play, the dealer takes no cards, but shares the fortunes of those who are opposed to the single player, just as in Skat. The players on the right and left of the dealer are known as the pone and the eldest hand respectively. _=Cutting.=_ The players cut for seats and deal, the lowest card having the first choice and dealing the first hand. A player exposing more than one card must cut again. _=Stakes.=_ The game is played for so much a point. The largest winning or loss for the single player is 140, but such an amount is almost impossible, and the average payments are 10 or 20. _=Dealing.=_ The cards are presented to the pone to be cut, and at least four must be left in each packet.

_=Five or six players=_, each for himself, may play what is called _=Auction Cinch=_, or _=Razzle-dazzle=_. Only six cards are dealt to each player, three on the first round and three on the second. Then the privilege of naming the trump suit is bid for as usual. After the trump is named, superfluous cards are thrown out, and others drawn in their place, restoring the hands to six cards each. The successful bidder then calls upon the holder of any given card to be his partner. The person holding the card named cannot refuse, and says: “I play with you.” The partnership thus formed plays against the combined forces of the other players, but without changing seats. The maker of the trump leads first, any card he pleases. For instance: A B C D E are playing. C bids 8 and names clubs.

When a player whose declaration has been doubled wins the declared number of tricks, he scores a bonus of 50 points in his honour score, and a further 50 points for each additional trick. When he or his partner has redoubled, he scores 100 points for making the contract and an additional 100 for each extra trick. 57. A double or redouble is a declaration, and a player who doubles or redoubles out of turn is subject to the penalty provided by Law 49. 58. After the final declaration has been accepted, the play begins; the player on the left of the declarer leads. DUMMY. 59. As soon as the player on the left of the declarer leads, the declarer’s partner places his cards face upward on the table, and the declarer plays the cards from that hand. 60.

If caught and held, or in imminent danger of being caught, he _throws_ the ball--but must in no case give it--to a less beleaguered friend, who, if it be not arrested in its course, or be jostled away by the eager and watchful adversaries, catches it; and he hastens homeward, in like manner pursued, annoyed, and aided, winning the notch (or snotch) if he contrive to _carry_, not _throw_, it between his goals. But this in a well-matched game is no easy achievement, and often requires much time, many doublings, detours, and exertions. I should have noticed, that if the holder of the ball be caught with the ball in his possession, he loses a _snotch_; if, therefore, he be hard pressed, he _throws_ it to a convenient friend, more free and in breath than himself. At the loss (or gain) of a _snotch_, a recommence takes place, arranging which gives the parties time to take breath. Seven or nine notches are the game--and these it will sometimes take two or three hours to win. Sometimes a large football was used--and the game was then called Kicking Camp --and if played with the shoes on, Savage Camp. --Moor s _Suffolk Words_. (_b_) The sport and name are very old. The Camping pightel occurs in a deed of the 30 Henry VI.--about 1486; Cullum s _Hawstead_, p.

_=Counters.=_ Each player should be supplied with at least ten counters, which may be used in settling at the end of each deal. _=Players.=_ Conquian is played by two persons, one of whom is known as the dealer, and the other as the pone. If there are three at the table, the dealer takes no cards, and has no part in the game for that hand. _=Cutting.=_ Seats and deal are cut for, the lowest cut having the choice, and dealing the first hand. The Ace is low, the King high. _=Stakes.=_ Each deal is a game in itself, and the loser pays one counter for it.

The players may select their own partners, or they may be determined by lot, according to the decision of the hostess. Straight whist is played; the cards being shuffled and cut afresh for every hand. Each deal is a game in itself. _=Drawing for Partners.=_ If there is an equal number of ladies and gentlemen, and the number is less than fifty-two, a sufficient number of red and black cards should be sorted out, and the ladies asked to draw from the red, the men from the black; those getting the same denominations being partners. For instance: 16 couples present themselves for play. The thirteen Hearts and the A 2 3 of Diamonds should be put into one hat for the ladies; the thirteen Clubs, and A 2 3 of Spades being put into another for the men. Those drawing the same denomination of Hearts and Clubs, or of Spades and Diamonds are partners. Before play begins, the number of hands which it is proposed to play should be announced, or a time set for adjournment. _=Driving.

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Addy, in the Sheffield version, says, The young men stand in the outer ring, and the young women in the inner. A man stands within the inner circle, quite near to it. The men try and grasp the arm of the girl in front of them, and the man in the centre also tries to grasp one; the man he displaces taking his place as Miller. Then the three last lines are sung. [Illustration: Fig. 1.] [Illustration: Fig. 2.] (_c_) Versions of this game, almost identical with the Leicester version given here (with the exception that the word wealth ends the second line instead of pelf ), have been sent me from East Kirkby, Lincolnshire (Miss K. Maughan); Epworth, Doncaster (Mr.

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F. Green. How to Play Solo Whist, by Wilks & Pardon. For the Laws of Solo Whist, see Whist Family Laws. ILLUSTRATIVE SOLO WHIST HANDS. The dealer, Z, turns up the heart 3 in both hands, and A leads. The underlined card wins the trick, and the card under it is the next one led. | T| _=A Solo.=_ | R| _=A Misère.=_ | I| --------------------------------+ C+------------------------------- A Y B Z | K| A Y B Z +-------+-------+-------+-------+--+-------+-------+-------+------+ | 10♢ | 8♢ | Q♢ | _K♢_ | 1| _K♠_ | 7♠ | J♠ | 10♠ | | 3♢ | 9♢ | _A♢_ | 2♢ | 2| _Q♠_ | 5♠ | 9♠ | 8♠ | | ♡6 | ♡2 | _♡A_ | ♡3 | 3| Q♢ | 5♢ | _A♢_ | J♢ | | ♣8 | ♡4 | ♡Q | _♡K_ | 4| 9♢ | 4♢ | _K♢_ | 10♢ | | ♣9 | _♣A_ | ♣4 | ♣7 | 5| ♡6 | 3♠ | _6♠_ | 8♢ | | _A♠_ | 9♠ | K♠ | 4♠ | 6| ♡7 | 2♠ | _4♠_ | ♣A | | _♣K_ | ♣2 | ♣6 | ♣5 | 7| ♣10 | ♣8 | ♣7 | _♣K_ | | 7♠ | 2♠ | _Q♠_ | 6♠ | 8| ♣9 | ♣6 | 7♢ | _♣Q_ | | 5♢ | ♣3 | ♣Q | _♡8_ | 9| ♣5 | ♣4 | 6♢ | _♣J_ | | 6♢ | 3♠ | _♡5_ | J♢ |10| ♡8 | ♣2 | ♡K | _♣3_ | | 7♢ | ♡10 | ♡9 | _♡J_ |11| _♡A_ | ♡2 | ♡Q | ♡3 | | 8♠ | 5♠ | _♡7_ | 4♢ |12| 2♢ | _3♢_ | ♡9 | ♡4 | | J♠ | ♣J | ♣10 | 10♠ |13| ♡J | _A♠_ | ♡10 | ♡5 | +-------+-------+-------+-------+ +-------+-------+-------+------+ _Solo player wins.

-+---+-.-+---+-.-+---+ | . | | . | | . | | . | | +-.-+---+-.-+---+-.-+---+-.

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See French Jackie. Loup the Bullocks Young men go out to a green meadow, and there on all-fours plant themselves in a row about two yards distant from each other. Then he who is stationed farthest back in the bullock rank starts up and leaps over the other bullocks before him, by laying his hands on each of their backs; and when he gets over the last one leans down himself as before, whilst all the others, in rotation, follow his example; then he starts and leaps again. I have sometimes thought that we (the Scotch) have borrowed this recreation from our neighbours of the Green Isle, as at their wakes they have a play much of the same kind, which they call Riding Father Doud. One of the wakers takes a stool in his hand, another mounts that one s back, then Father Doud begins rearing and plunging, and if he unhorses his rider with a dash he does well. There is another play (at these wakes) called Kicking the Brogue, which is even ruder than Riding Father Doud, and a third one called Scuddieloof. --Mactaggart s _Gallovidian Encyclopædia_. Patterson (_Antrim and Down Glossary_) mentions a game called Leap the Bullock, which he says is the same as Leap-frog. Dickinson s _Cumberland Glossary Supplement_, under Lowp, says it means a leap or jump either running or standing. The various kinds include Catskip --one hitch, or hop, and one jump; Hitch steppin --hop, step, and lowp; a hitch, a step, and a leap; Otho --two hitches, two steps, and a leap; Lang spang --two hitches, two steps, a hitch, a step, and a leap.

To win _=Twelve Tricks=_. To lose every trick; the single player’s cards exposed on the table, but not liable to be called; _=Grand Spread=_. To win Thirteen Tricks; _=Grand Slam=_. The object of the proposing player, if successful in his bid, is to win or lose the proposed number of tricks; while that of his three adversaries is to combine to prevent him from so doing. There are no honours, and the only factor in the count is the number of tricks taken. The highest card played of the suit led wins the trick; and trumps, if any, win against all other suits. _=METHOD OF BIDDING.=_ The eldest hand has the first say, and after examining his cards, and estimating the number of tricks he can probably take, making the trump to suit his hand, he bids accordingly. It is not necessary for him to state which suit he wishes to make the trump; but only the number of tricks he proposes to win. If he has no proposal to make, he says distinctly; “_=I pass=_,” and the other players in turn have an opportunity to bid.

Jenny Jones in some cases walks with the girls in her line until the funeral, when she is carried to the grave, and in others she stands alone behind the line. The way of performing the funeral also differs. Generally two of the players carry Jenny to the grave, the rest following two by two; but in one Hampshire version six or eight children carry Jenny, stretched out and flat, to the grave, and cover her over; in Holywood, co. Down, she is carried sitting on the crossed hands of two players; while in some versions no funeral is apparently performed, the words only being sung. Another significant incident is the Ghost. An additional incident occurs in the Liphook version, which represents her being swung to life again by two of the players. These differences may perhaps be immaterial to the meaning and origin of the game, but they are sufficiently indicative of early custom to suggest the divergence of the game in modern times towards modern custom. Thus the players divided line-by-line follow the general form for children playing singing games, and it would therefore suggest itself as the earlier form for this game. The change of the game from the line-by-line action to the mother-and-line action would indicate a corresponding change in the prevailing custom which influenced the game. This custom was the wooing by a band of suitors of girls surrounded by their fellow-villagers, which became obsolete in favour of ordinary marriage custom.

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| -- | -- | -- | | 3.| -- | -- | -- | | 4.|For my lady s |For the farmer s |For my lady s | | |daughter. |daughter. |daughter. | | 5.| -- | -- | -- | | 6.| -- | -- | -- | | 7.| -- | -- | -- | | 8.| -- | -- | -- | | 9.

Well, I guess it s a cinch I m no PC. THE END *** END OF THE PROJECT GUTENBERG EBOOK VIGORISH *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy. You may use this eBook for nearly any purpose such as creation of derivative works, reports, performances and research. Project Gutenberg eBooks may be modified and printed and given away—you may do practically ANYTHING in the United States with eBooks not protected by U.

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The amount bid for the bank is placed on the table, and none of it can be withdrawn, all winnings being added to it. If no bid is made, the banker may place on the table any amount he thinks proper, and that amount, or what remains of it after each coup, is the betting limit. When the banker loses all he has, the bank is sold to the next highest bidder, or offered to the next player on the list. If the banker wishes at any time to retire, the person taking his place should begin with an amount equal to that then in the bank. _=Counters.=_ Each of the players should be provided with a certain number of counters, all of which must be sold and redeemed by the banker or his assistant. _=Cards.=_ Three packs of fifty-two cards each are shuffled together and used as one. The players shuffle as much as they please, the banker last, and the banker then presents them to any player he pleases to have them cut. The banker may burn one or two cards if he pleases; that is, turn them face upward on the bottom of the pack.