The melee about Red s lost gun works out, of course, at three dead on each side, and three more Red prisoners. Henceforth the battle moves swiftly to complete the disaster of Red. Shaken and demoralised, that unfortunate general is now only for retreat. His next move, of which I have no picture, is to retreat the infantry he has so wantonly exposed back to the shelter of the church, to withdraw the wreckage of his right into the cover of the cottage, and--one last gleam of enterprise--to throw forward his left gun into a position commanding Blue s right. [Illustration: Fig. 8--Battle of Hook s Farm. The Red Army suffers Heavy Loss.] [Illustration: Fig. 9--Battle of Hook s Farm. Complete Victory of the Blue Army.

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=_ Any number from two to six can play; but four is the best game. If five or six play it is usual for the dealer to give himself no cards. _=CUTTING.=_ The players draw from an outspread pack to form the table, and for choice of seats. A lower cut gives preference over all higher; the lowest cut has the first choice of seats, and deals the first hand. Ties cut again, but the new cut decides nothing but the tie. In some places the players take their seats at random, and a card is then dealt to each face upward; the lowest card or the first Jack taking the deal. _=DEALING.=_ Any player has a right to shuffle the cards, the dealer last. They are then presented to the pone to be cut, and at least four cards must be left in each packet.

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Lag. Lammas. Lamploo. Lang Larence. Leap Candle. Leap-frog. Leap the Bullock. Leaves are Green. Lend me your Key. Letting the Buck out.

_Byegones._ Folk-lore Society Publications. CARMARTHENSHIRE-- Beddgelert Mrs. Williams. LIST OF GAMES ACCROSHAY. All-hid. All a Row. All in the Well. All the Birds in the Air. All the Boys in our Town.

In Seven-up, for instance, the non-dealer counts game if it is a tie; an advantage which is offset by the dealer’s counting Jack if he turns it. In Auction Pitch the dealer has no such advantage, because no trump is turned, and therefore the non-dealer cannot count ties for game. It is a common error among Cassino players to hold that a player cannot build on his own build, but that his adversary may do so. A player holds two deuces, an Eight and a Ten, and builds a Six to an Eight. It is claimed that an adversary may increase this build to ten, but the original builder may not. This is manifestly unfair, because there is no compensating advantage to the player that is denied the privilege to justify its being allowed to his adversary. _=Benefiting by Errors.=_ No player should be allowed to win a game by committing a breach of the laws. If a person revokes, for instance, there is a certain penalty, but in addition to the penalty it is always stipulated that the revoking player cannot win the game that hand. _=Double Penalties.

This is a variety of poker rum in which the deadwood must not exceed ten points and each player is allowed not only to put aside his own combinations after the call for a show-down comes, but may add any of his odd cards to the combinations laid out by the one who calls for a show-down. Suppose that in the example given for poker rum, the caller showing 6 7 8 9 of hearts, J Q K of clubs, and nine in his deadwood, another player has in his ten cards the 7 8 9 of diamonds; 6 7 8 of spades, two fours and the tens of clubs and hearts. When the show-down is called for, he has twenty-eight points in his deadwood; but by adding his club ten to the caller’s sequence of J Q K, and the heart ten to the caller’s 6 7 8 9 in that suit, he reduces his deadwood to eight points, the pair of fours, and beats the caller out by a point. _=PENALTIES.=_ If any player turns out to have less in his deadwood than the caller, as in the example just given, the caller forfeits ten points to him, in addition to having to pay for the difference. Should a player call for a show-down when he has more than ten in his deadwood, he loses five points to each of the others at the table and takes up his cards again. DOUBLE-PACK RUM. _=CARDS.=_ This game is always played with two full packs of fifty-two cards each and two jokers, all shuffled together and used as one. The ace may be high or low in sequences.

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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. Then all the ring sing the next verses, imitating washing clothes, wringing, ironing, baking bread, washing hands, combing hair, &c.

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THE TRUMP CARD. 18. The dealer must leave the trump card face upward on the table until it is his turn to play to the first trick; if it is left on the table until after the second trick has been turned and quitted, it is liable to be called. After it has been lawfully taken up, it must not be named, and any player naming it is liable to have his highest or his lowest trump called by either adversary. A player may, however, ask what the trump suit is. This law does not apply to Boston, or Cayenne. In _=Boston=_ and in _=Cayenne=_, no trump is turned, but a card is cut from the still pack to determine the rank of the suits. See Law 13. In _=Cayenne=_, the trump suit must be named by the dealer or his partner after they have examined their cards. The dealer has the first say, and he may select any of the four suits, or he may announce “grand,” playing for the tricks without any trump suit.

He says there can be no doubt that the two forms of this amusement are branches of the same root; and we thus have an example of a game which, having preserved its essential characteristics for thousands of years, has fairly circumnavigated the globe, so that the two currents of tradition, westward and eastward, from Europe and Asia, have met in America. See Checkstones, Dibs, Hucklebones, Jackstones. Flowers Sides are chosen; each side must have a home at the top and bottom of the ground where the children are playing. One side chooses a flower and goes over to the other side, the members of which stand in a row facing the first side. The first side states the initial letters of the flower it has chosen, and when the second side guesses the right flower they run and try to catch as many of the opposite side as they can before they reach their home. The captives then become members of the side which captured them.--Bitterne, Hants (Mrs. Byford). Follow my Gable [Music] --Earls Heaton, Yorkshire. [Music] --Redhill, Surrey.

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=_ After the first card is dealt no bets can be made or changed. The cards must be so held that they shall be at all times in full view of the players. Any card found faced in the pack is thrown in the waste basket. Any card once separated from the pack must be taken. If neither of the players want it, the dealer must take it himself. If the cards are dealt irregularly the error may be rectified if they have not been looked at; but any player may amend or withdraw his bet before the cards are seen. If the error is not detected in time, the player who holds cards may play the coup or not as he pleases, and all bets on his side of the table are bound by his decision. If a player holds one card too many, he may refuse the coup, or retain whichever two of the three cards he pleases, throwing the third into the waste basket, not showing it. If the banker has too many cards, the players may amend their bets, and the banker’s cards are then exposed, and the one taken from him which will leave him with the smallest point, the drawn card being thrown in the waste basket. If the banker gives himself two cards while either player has been given one only, the player must be given another card, and the banker must also take another.

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Gregor). XIII. I had a little dog, it shan t bite you, Shan t bite you, shan t bite you, Nor you, nor you, nor you. I had a little cat, it shan t scratch you, Shan t scratch you, nor you, nor you. I wrote a letter to my love, and on the way I dropped it. And one of you have picked it up and put it in your pocket. It wasn t you, it wasn t you, nor you, nor you, but it was _you_. --London (A. B. Gomme).

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]| -- | -- | -- | | 24.|You shall have a nice | -- |You shall have a nice | | |young man. | |young man. | | 25.| -- |Pray tell me the name | -- | | | |of your young man. | | | 26.| -- | -- | -- | | 27.| -- | -- |A waiting for to come.| | 28.| -- | -- | -- | | 29.

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He s shooting me! she gasped. Shoot? With what? I had one terrified moment--what to lift? What was aimed at her? At the last possible moment I saw it. His crap-stick was a hollow tube, and he was raising it toward _me_, not toward Pheola. I d heard of things like that--a gas-powered dart gun. Silent, and shooting a tiny needle with a nerve poison in grooves cut in its tip. I lifted, but half in panic. Fowler Smythe squeezed his trigger and the tiny dart leaped unseen across the crap layout. My lift had been way off--it should have thrown the stick toward the ceiling, where no one would have been hurt. Instead it merely twitched the crap-stick, and the dart struck Pheola in the left hand. She screeched a little and grabbed at the needle-prick with her fingernails.

I suggest he should be considered invulnerable, but Colonel Sykes has proposed arrangements for his disablement. He would have it that if the General falls within the zone of destruction of a shell he must go out of the room for three moves (injured); and that if he is hit by rifle-fire or captured he shall quit the game, and be succeeded by his next subordinate. Now as to the Moves. It is suggested that: Infantry shall move one foot. Cavalry shall move three feet. The above moves are increased by one half for troops in twos or fours on a road. Royal Engineers shall move two feet. Royal Artillery shall move two feet. Transport and Supply shall move one foot on roads, half foot across country. The General shall move six feet (per motor), three feet across country.

Some will give you silver, Some will give you gold, Some will give you anything For a pretty lass. Don t you think [_boy s name_] Is a handsome young man? Don t you think Miss [_child who has been choosing_] Is as handsome as he? Then off with the glove And on with the ring; You shall be married When you can agree. Take hold of my little finger, Maycanameecan, Pray tell me the name Of your young man. --Hurstmonceux, Sussex (Miss Chase). XI. Here we come up the green grass, Green grass, green grass, Here we come up the green grass, Dusty, dusty, day. Fair maid, pretty maid, Give your hand to me, I ll show you a blackbird, A blackbird on the tree. We ll all go roving, Roving side by side, I ll take my fairest ----, I ll take her for my bride. Will you come? No! Naughty miss, she won t come out, Won t come out, won t come out, Naughty miss, she won t come out, To help us with our dancing. Will you come? Yes! Now we ve got our bonny lass, Bonny lass, bonny lass, Now we ve got our bonny lass, To help us with our dancing.

| | 25.| -- | -- | -- | | 26.|I ll take [   ] for my|Take [   ] for my | -- | | |bride. |bride. | | | 27.| -- | -- | -- | | 28.| -- | -- |Apprentice for your | | | | |sake. | | 29.| -- | -- | -- | | 30.| -- | -- |If this young man | | | | |should happen to die.

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Choose the prettiest that you loves best. Now you re married I wish you joy, First a girl and then a boy, Seven years after son and daughter, Pray you come to kiss together. --Longcot, Berkshire (Miss I. Barclay). (_b_) A ring is formed by the players joining hands, one child standing in the centre. The ring dance round singing the first four lines. At the fourth line the child in the centre chooses one from the ring, who goes into the centre with her. The marriage formula or chorus is then sung, the two kiss, and the one who was first in the centre joins the ring, the second one choosing another in her turn. Played by both boys and girls. See Sally Water, Silly Old Man.

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If the striker pocket the white ball after contact with another, he shall be penalized in the value of the ball struck, unless the object ball so struck be out of order, in which case the penalty shall be governed by the ball of the higher value. 28. Should the striker give an intentional miss, he shall be penalized in the value of the black ball, and be compelled to play the stroke again. No score can accrue from such stroke, but the striker shall be subject to any further penalty he may incur. 29. If the striker pocket more than one ball, other than red balls, in one stroke, he cannot score, and is penalized in the value of the highest ball pocketed. 30. In the absence of a referee the marker of the room shall decide all disputes that may arise; and, if he does not know of the matter in dispute, the majority of the onlookers shall decide. ENGLISH POOL. This game is known in England as Colom-Ball, or Following Pool.

P. Emslie). Two children cross their hands in the fashion known as a sedan chair. A third child sits on their hands. The two sing the first line. One of them sings, You re the lock, the other sings, and I m the key, and as they sang the words they unclasped their hands and dropped their companion on the ground. Mr. J. P. Emslie writes, My mother learned this from her mother, who was a native of St.

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_=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. A joker may be called anything the holder pleases. If it is used as the interior of a sequence, such as _6_ joker 8 of hearts, it must remain there, but if it is placed at the end of a sequence, any player has the right to remove it to the other end, placing it crossways, to show that it has been moved, provided he can put a card in its place, or add one to the sequence below the joker. A joker once moved cannot be moved again.

But if one player has only one honour, or none, the other counts 2 points for two honours, if he holds them; 3 points for three; and 4 points for four. The honours count towards game as in whist. The penalty for a revoke is three tricks, and it takes precedence of other scores; tricks count next, honours last. Five points is game. _=SUGGESTIONS FOR GOOD PLAY.=_ It is considered best for a player not finding four reasonably sure tricks in his hand to exchange; for there is a certain advantage to be gained by knowing thirteen cards which cannot be in the adversary’s hand. Before changing, the player should fix in his memory the exact cards of each suit in the hand which he is about to discard. By combining his knowledge of them with his own cards, he may often be able to direct his play to advantage. Beyond this there is little skill in the game. A variation is sometimes made by the dealer announcing a trump suit after he has examined his hand, instead of turning up the last card.

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=_ Although probabilities are of little practical value in Euchre, it may be well to remember that there are nine cards in the trump suit; but as only two-thirds of the pack is dealt out, the average number of trumps among four players will be six. Of these, the dealer always has the advantage of being sure of one more than his share, and it is safe to reckon upon the dealer to hold at least two trumps. He may also be counted for a missing suit, for he will discard any losing card of an odd suit when he takes up the trump. _=The Eldest Hand=_ should not order up the trump unless he has such cards that he is reasonably certain of three tricks without any assistance from his partner, and cannot be sure of two tricks if the trump is turned down. When he holds one or two bowers, especially if he has cards of the next suit; that is, the suit of the same colour as the turn-up, he should always pass; because if the dealer takes it up he will probably be euchred, and if he turns it down, the eldest hand will have the first say, and can make it next. It is seldom right to order up a bower, because the dealer will rarely turn down such a card. There are exceptional cases in which the eldest hand may order up with little or nothing. One of the most common is when the adversaries of the dealer are at the _=bridge=_; that is, when their score is 4, and the dealer’s side has only 1 or 2 marked. It is obvious that if the dealer or his partner plays alone, he will win the game; but if the trump is ordered up the most he can score is 2 points for a euchre, and the player who orders up will then have a chance to go out on his own deal. For this reason it has come to be regarded as imperative for the eldest hand to order up at the bridge, unless he holds the right bower, or the left bower guarded, or the ace twice guarded, any one of which combinations is certain to win a trick against a lone hand if the eldest hand does not lead trumps himself.

This is anything higher than a six, if they have protection in the suit, or want it led. A player with an established suit, and A 8 2 of another suit, for instance, would discard the 8, to encourage his partner to lead that suit and put him in. In case there is no card higher than the six, the _=reverse discard=_ is used. With A 4 2, the play would be the 4 and then the 2. Some use this reverse or encouraging card to induce the partner to continue the suit he is leading, but the practice is confusing. _=THE DECLARER’S PLAY.=_ The chief difference between the play of the Dummy and partner, and that of their adversaries, is that there is no occasion for the former to play on the probability of partner’s holding certain cards, because a glance will show whether he holds them or not. There is no hoping that he may have certain cards of re-entry, or strength in trumps, or that he will be able to stop an adverse suit, or anything of that sort, for the facts are exposed from the first. Instead of adapting his play to the slowly ascertained conditions of partner’s hand, the declarer should have it mapped out and determined upon before he plays a card. He may see two courses open to him; to draw the trumps and make a long suit, or to secure such discards as will give him a good cross-ruff.

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| | | 9.| -- | -- | |10.| -- | -- | |11.| -- |All fine ladies | | | |ashamed to be seen. | |12.| -- | -- | |13.| -- | -- | |14.|Washed in milk, |Wash em in milk, | | |dressed in silk. |dress in silk. | |15.

=_ There are seven combinations of value in Ambigu, which rank in the following order, beginning with the lowest:-- _=The Point.=_ The total number of pips on two or more cards of the same suit. A single card does not count for the point. Three cards of one suit are a better point than two cards, even if there are more pips on the two cards. If no higher combination than a point is shown, the player with the winning point receives _=one counter=_ from each of the other players at the table, besides winning the pool, and everything in it. In case of ties, the player having two cards in sequence wins. For instance: an 8 and a 7 will beat a 10 and a 5. If this does not decide it, the elder hand wins. _=The Prime.=_ Four cards of different suits, sometimes called a Dutch flush, is a better hand than the point.

It is mentioned in the Hindoo Puranas, at least 3000 years B. C. The game seems to have spread eastward long before it came West, going through Burmah to Thibet, Siam, China, Malacca, Java, and Borneo. Owing to the better preservation of historical records in China, many persons have been led to credit that country with the invention of chess, but recent investigations have shown that the Chinese got it from India. At some remote period of the world’s history the game was taken from China to Japan, and there are to-day many points in common between the games played in these two countries, especially in the arrangement of the pieces, although the Japanese board has eighty-one squares. Chess came westward through Constantinople, it having passed through Persia sometime during the sixth century. The Arabs seem to have learned the game, and taken it to Mecca and Medina, afterward passing it along to Syria and the Byzantines, sometime during the seventh century. Disbanded body-guards of the Byzantine emperors carried it to Scandinavia and the North, while it was gradually spreading over Europe by way of the Bosphoros and the Danube. _=Draughts=_, or _=Checkers=_, is sometimes claimed to be an older game than Chess: but it is much more probable that both are developments of some still older game, all trace of which is lost. In Egypt and Nubia there are illustrations of persons playing at draughts twenty centuries before the Christian era.

” (f) “Duplicate Whist” is that form of the game of whist in which each deal is played only once by each player, and in which each deal is so overplayed as to bring the play of teams, pairs of individuals into comparison. (g) A player “renounces” when he does not follow suit to the card led; he “renounces in error” when, although holding one or more cards of the suit led, he plays a card of a different suit; if such renounce in error is not lawfully corrected it constitutes a “revoke.” (h) A card is “played” whenever, in the course of play, it is placed or dropped face upwards on the table. (i) A trick is “turned and quitted” when all four players have turned and quitted their respective cards. LAW I.--SHUFFLING. SEC. 1. Before the cards are dealt they must be shuffled in the presence of an adversary or the umpire. SEC.

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As the four Wenzels are always the highest trumps, there will always be eleven cards in the trump suit, and seven in each of the plain suits; so that if clubs were trumps, the rank of the cards would be:-- [Illustration: 🃛 🂫 🂻 🃋 🃑 🃚 🃞 🃝 🃙 🃘 🃗 ] In any of the other suits the rank would be:-- [Illustration: 🂡 🂪 🂮 🂭 🂩 🂨 🂧 ] _=Matadores.=_ The club Jack is always the best trump, and every trump card in unbroken sequence with the club Jack is called a Matadore, provided the sequence is in the hand of the same player. This rule holds whether the sequence was in the hand originally dealt to him or part of it is found in the Skat, should he become possessed of the Skat cards. For instance: Clubs are trumps, and a player holds these cards:-- [Illustration: 🃛 🂻 🃋 🃑 🃚 🃘 🃗 ] He has only one Matadore; but as the Skat cards will belong to him if he has made the trump, he may find in them the spade Jack, which would complete his sequence, giving him six Matadores, instead of one. As one side or the other must have the club Jack in every deal, there must always be a certain number of Matadores, from one to eleven. If the player who makes the trump has them, he is said to play _=with=_ so many; if his adversaries hold them, he is said to play _=without=_ just as many as they hold. The difficult thing for the beginner at Skat to understand is that whether a player holds the Matadores or not, the number of them has exactly the same influence on the value of his game. If one player held these cards [Illustration: 🃛 🂫 🂱 🂺 🂷 ] and wished to make hearts trumps, he would be playing “with two.” If another player wished to make the same suit trumps with these cards:-- [Illustration: 🂻 🃋 🂾 🂽 🂹 🂸 ] he would be playing “without two,” and the value of each game would be exactly the same, no matter which player actually made the trump. Matadores must be held; they do not count if won from the adversaries in the course of play.