B and C have each two to go. B pitches a trump of which C has both High and Low; but if B makes Jack and Game he wins the pool, because he bid only two points, and made them. This is generally expressed by the rule: _=bidder goes out first=_. _=Setting Back.=_ If the player who pitches the trump fails to make the number of points bid, he is set back, and scores nothing for any points he may have made. A player who is set back, either for overbidding his hand, or for refusing to sell and failing to make the number of points offered him, must withdraw from the pool as many white counters as were bid, and add them to his own. For instance: It is A’s sell. A and B each have two to go. B bids three, which A refuses, pitching the trump himself. A makes only two points, B scoring one, and a third player D, another.

=_ Should a player announce four of a kind, having only three; as, for instance, laying down three Kings and a Jack, and declaring four Kings, his adversary can compel him not only to take down the score erroneously marked, but to lead or play one of the three Kings. A player may be called upon to lead or play cards from any other erroneous declarations in the same manner; but if the player has the right card or cards in his hand, he is permitted to amend his error, provided he has not drawn a card from the stock in the meantime. _=SCORING.=_ It is better to score all points as soon as they are made. The game is usually 1000 points. Some players do not count the brisques until the last trick has been played, but the practice is not to be recommended. Scores erroneously marked must be taken down, and the adversary may add the points to his own score. _=Suggestions for Good Play=_ will be found in Binocle. FOUR-HANDED BÉZIQUE. In this variation, four persons may play; each for himself or two against two, partners sitting opposite each other.

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=_ The combinations which may be announced and scored during the play of the hand are divided into three classes: Marriages and Sequences; Béziques; and Fours of a kind. Only one combination can be scored at a time, and it must be announced immediately after the player holding it has won a trick, and before he draws his card from the talon. If he draws without announcing, it is equivalent to saying he has no declaration to make. Having drawn his card, even if he has not looked at it, he cannot score any declaration until he wins another trick. The combinations and their values are as follows:-- CLASS A King and Queen of any plain suit, _=Marriage=_ 20 King and Queen of trumps, _=Royal Marriage=_ 40 Sequence of five highest trumps, _=Sequence=_ 250 CLASS B. Spade Queen and diamond Jack, _=Bézique=_ 40 Two spade Queens and diamond Jacks, _=Double Bézique=_ 500 CLASS C. Any _=four Aces=_ 100 Any _=four Kings=_ 80 Any _=four Queens=_ 60 Any _=four Jacks=_ 40 The four court cards in class C may be all of different suits, or any two of them may be of the same suit. A great many misunderstandings arise with respect to the manner and order of making declarations, most of which may be avoided by remembering the following rules: The player making the declaration must have won the previous trick, and must make his announcement before drawing his card from the stock. When the stock is exhausted, so that there is no card to be drawn, no announcement can be made. Only one declaration can be scored at a time, so that a trick must be won for every announcement made, or the combination cannot be scored.

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The Barnes version of Rise, Daughter is also played in this way. The daughter lays down, and at the end of the game joins the line, and another lays down. In the Hurstmonceux version, when the last verse is sung, the girl in the middle rises and picks a boy out of the ring; he goes in the middle with her, and they kiss. The version given by Halliwell is played in the same way as the Barnes version. (_c_) Halliwell (_Game Rhymes_, p. 219) gives a version of a Swedish ballad or ring dance-song, entitled Fair Gundela, he considers this may be a prototype of the English game, or that they may both be indebted to a more primitive original. The Swedish game rather gives the idea of a maiden who has sought supernatural assistance from a wise woman, or witch, to ask after the fate of those dear to her, and the English versions may also be dramatic renderings of a ballad of this character. Mr. Jacobs _More English Fairy Tales_, p. 221, considers this game to have originated from the Tale of the Golden Ball.

Buff then interrogates the holder of the wand by grunting three times, and is answered in like manner. Buff then guesses who is the holder of the wand. If he guesses rightly, the holder of the stick becomes Buff, and he joins the ring (_Winter Evening s Amusements_, p. 6). When I played at this game the ring of children walked in silence three times only round Buff, then stopped and knelt or stooped down on the ground, strict silence being observed. Buff asked three questions (anything he chose) of the child to whom he pointed the stick, who replied by imitating cries of animals or birds (A. B. Gomme). (_c_) This is a well-known game. It is also called Buffy Gruffy, or Indian Buff.

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The second system runs from your adversary’s side of the board, as shown in Diagram No. 9. FIRST SYSTEM. [Illustration: No. 8. +-.-+---+-.-+---+-.-+---+-.-+---+ | .

It is considered imperative for a player holding the Joker, or the right bower guarded, to play alone against the lone hand, taking his partner’s best; for as it is evident that the lone hand cannot succeed, there is a better chance to euchre it with all the strength in one hand than divided. If any player, in his proper turn, announces to play alone, and asks for his partner’s best, the partner cannot refuse; neither can he propose to play alone instead. _=Scoring.=_ With the exception of the four points for euchreing a lone hand, the scoring is exactly the same as in the ordinary four-handed game; but there are one or two variations which are sometimes agreed upon beforehand in order to make points still more rapidly. _=Laps.=_ If a player makes more points than are necessary to win the game, the additional points are counted on the next game, so that there is always an inducement to play lone hands, even with 4 points up. _=Slams.=_ If one side reaches five points before the other has scored, it is a slam, and counts _=two games=_. When laps and slams are played, it is sometimes agreed that if a person plays alone without taking his partner’s best card, or the dealer plays alone without taking up the trump or asking for his partners best, and such a player succeeds in winning all five tricks with a pat hand, it counts _=five=_ points. If he fails to win all five tricks, the adversaries count _=one=_.

Mr. Addy has collected a similar game called My lady s lost a gold ring, and Mr. Newell (_Games and Songs of American Children_, p. 150) has another, Hold fast my gold ring. Dibbs A game played with the small knuckle-bones taken from legs of mutton; these bones are themselves called dibs (Lowsley s _Glossary of Berkshire Words_). Holloway s _Dictionary_ says five of these bones are used by boys, with which they play a game called Dibs in West Sussex. See Check-stones, Fivestones, Hucklebones. Dinah [Music] No one in the house but Dinah, Dinah, No one in the house I know, I know; No one in the house but Dinah, Dinah, Playing on the old banjo. A ring is formed, and a girl stands blindfolded inside. As the verse is sung and finished, Dinah goes to any one in the ring, and, if successful in guessing her name, takes her place, the other taking the place of Dinah, the game going on as before.

There are no counters. At the end of the hand the ladies compare their cards, and the one having the fewer hearts goes to the next higher table. The gentlemen then compare their cards in the same way, so that one lady and one gentleman go up from each table at the end of every hand. They take the seats vacated by those leaving the table they go to. All ties are determined by cutting, those cutting the lower cards going up. In cutting, the ace is low. Each player is provided with a score card, to which the gold, red and green stars are attached as in Euchre. The gold stars are given to those at the head table who have the fewest hearts. Those moving from other tables receive red stars; and those taking in the most hearts at the booby table receive green stars. Prizes are given to the ladies and gentlemen having the greatest number of each variety of star; but the same player cannot win two prizes.

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Miss Peacock sends a version which obtains at Lincoln, Horncastle, Winterton, and Anderby, Lincolnshire, and in Nottinghamshire; it is identical with the Liphook version. Two versions from Sporle, Norfolk, which vary slightly from the Leicester, have been sent by Miss Matthews. The versions given from Lancashire, Yorks., Nottingham, and North Staffs. have been selected to show the process of decadence in the game. Hopper has first become upper, and then other. Of the North Staffs. Potteries version Miss Keary says, How it ends I have never been able to make out; no one about here seems to know either. With the exception of these few variants, it is singular how stereotyped the words of the rhyme have become in this game. (_d_) This game may owe its origin to the fact of the miller in olden times paying himself in kind from the corn brought to him to be ground.

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_=26.=_ If, after striking, the player or his opponent should by any means obstruct or hasten the speed of any ball, it is at the opponent or player’s option to have them replaced, or to break the balls. _=27.=_ 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.

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| -- | -- | -- | | 11.| -- | -- |She shall go to Derby.| | 12.|You shall have a duck.|You shall have a duck.|She shall have a duck,| | | |(after No. 19) |my dear. | | 13.| -- |I will give pots and | -- | | | |pans. | | | 14.

_=The Last Eight Tricks.=_ When the stock is exhausted, the players take back into their hands all the cards remaining of the combinations which have been laid on the table. The winner of the previous trick then leads any card he pleases, but his adversary must now not only follow suit, but must win the trick if he can, either with a superior card of the same suit, or with a trump. The same rule applies to all the remaining tricks. Brisques still count for the winner of the trick containing them, and should be scored as soon as made. The winner of the last trick of all scores ten points for it immediately, in addition to any brisques that it may contain. _=Irregularities in Play.=_ If a player leads out of turn, and his adversary plays to the lead, whether intentionally or otherwise, the trick stands good. If the adversary calls attention to the error, the card led out of turn may be taken back without penalty. If a player has too many cards after playing to the first trick, his adversary may either claim a fresh deal or may compel him to play without drawing from the talon, until the number of cards in his hand is reduced to eight; the player with too many cards not being allowed to make any announcements until he has his right number of cards.

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_=Irregularities in the Hands.=_ If, during the play of a hand, any person is found to have too many or too few cards, the others having their right number, it is evident that there has been no misdeal if the pack is perfect and there are two cards in the Skat. If the player in error has too few cards, probably from having dropped one on the floor, or having played two cards to the same trick, he loses in any case, but the adversary may demand to have the hand played out in order to try for schneider or schwarz, and the last trick, with the missing card, must be considered as having been won by the side not in fault. If the player in fault is opposed to the single player, his partner suffers with him. If the player discovers his loss, he is not allowed to pick the card from the floor and replace it in his hand if he has in the meantime played to a trick with a wrong number of cards. _=Playing Out of Turn.=_ The usual penalty in America for leading or playing out of turn is the loss of the game if the error is made by the adversaries of the single player. If by the player himself, the card played in error must be taken back, and if only one adversary has played to the false lead, he may also take back his card. If both have played, the trick stands good. The single player suffers no penalty, as it is only to his own disadvantage to expose his hand.

His adversary tries to keep his trumps in order to stop that suit; at the same time forcing the strong hand, by leading cards which he must trump, hoping that such a force may so weaken him that he will be unable to continue the trump lead. It is usually very difficult to convince the beginner that the weaker he is himself, the more reason he has for forcing the adversaries to trump his good cards. He is constantly falling into the error of changing from a good suit, which the adversaries cannot stop without trumping, to a weak suit, which allows them to get into the lead without any waste of trump strength. If an adversary refuses to trump a suit, it is imperative to keep on with it until he does; for it is always good play to force an adversary to do what he does not wish to do. Any person may convince himself of the soundness of this theory of forcing, by giving himself the six highest cards in any suit, three small cards in the others, and four trumps; giving another player the four best trumps, and nine of the highest cards in two suits. If the first player forces the second with his good suit, and continues every time he gets the lead, he must win six tricks; if he does not, the second player makes a slam. A deliberate force from a partner should always be accepted, if he is a good player. We may now turn our attention to the conventionalities used by players who are opposed to the establishment of suits in the hands of the leader and his partner. These are divided between the Second and the Fourth Hand, the former being the more important. Generally speaking, they are the tactics of defence.

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=_ As soon as any player can show down his hand, the game is at an end. He lays out his combinations and pushes them aside. Then he announces the pip value of his deadwood, after discarding a card in place of the one drawn. Suppose he draws the seven of hearts, and lays down the 6 7 8 9 of that suit; J Q K of clubs; discards the king of spades and leaves two deuces and a five for his deadwood. That is nine points. Each of the other players in turn to the left then lays down his hand and pushes aside all combinations held. If the pip value of his deadwood is more than that of the player calling for the show-down, he pays the difference. If any player has less than the caller, then he is the winner, and each one at the table pays him, the caller paying him double as a penalty. In case of ties for low, they divide the losses of the others. POKER GIN.

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Some players imagine that a player cannot increase his own build in this manner, even if he has both the cards for the first and last build; but there is no reason why a player should be denied a privilege which is freely granted to his adversary. If any player can legitimately make or increase a build, all may do so, provided they have the proper cards. _=Double Builds.=_ When two cards of the same denomination, or two builds of the same value are put together as one, they cannot be increased. For instance: A player holds 7 and 3, and there are upon the table a 5 2 and 4. He places his 3 on the 4, and gathers the 5 and 2 together, announcing the build as “Two Sevens.” This cannot be increased to 8, 9, or 10 under any circumstances, and nothing but a 7 will win it. Pairs may be doubled in the same manner. If a player has two Nines in his hand, and there is one on the table, he may build on the latter with one of his own, announcing, “Two Nines,” which will prevent any player from building either of them to 10, and will entitle the builder to take in both cards with his third Nine when it comes round to his turn. Should any other player at the table hold the fourth Nine, he could of course take in the build.

If both sides make points enough to win the game on the same deal, High goes out first, then Low, then Jack, and then Game. As already noticed, one card may be both High and Low; the Jack may be High, Low, Jack; and it is even possible, if there is no other trump or counting card in play, for the Jack to be High, Low, Jack, and the Game. In the variety known as _=All Fives=_, the score is kept on a cribbage board, and part of it is pegged as the hand progresses. A player winning a trick containing any of the following cards in the trump suit pegs them immediately:--For the trump ace, 4 points; for the King 3; for the Queen 2; for the Jack 1; for the Ten 10, and for the Five 5. After the hand is over, all these cards are counted over again in reckoning the point for Game, the Five of trumps counting 5. Sixty-one points is game. _=IRREGULARITIES IN PLAY.=_ The most serious error in Seven-up is the _=revoke=_. If a player does not follow suit when able, it is a revoke unless he trumps the trick. A player holding two small trumps and the Ten of a plain suit, may trump both the ace and King of that suit instead of giving up his Ten.

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II. If he deals a card incorrectly, and fails to correct the error before dealing another. III. If he counts the cards on the table or in the remainder of the pack. IV. If, having a perfect pack, he does not deal to each player the proper number of cards, and the error is discovered before all have played to the first trick. V. If he looks at the trump card before the deal is completed. VI. If he places the trump card face downward upon his own or any other player’s cards.

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This form of Euchre is particularly well suited to social gatherings. Its peculiarity consists in the arrangement and progression of a large number of players originally divided into sets of four, and playing, at separate tables, the ordinary four-handed game. _=Apparatus.=_ A sufficient number of tables to accommodate the assembled players are arranged in order, and numbered consecutively; No. 1 being called _=the head table=_, and the lowest of the series _=the booby table=_. Each player is provided with a blank card, to which the various coloured stars may be attached as they accrue in the course of play. These stars are usually of three colours; red, green, and gold. The head table is provided with a bell, and each table is supplied with one pack of cards only. It is usual to sort out the thirty-two cards used in play, and the four small cards for markers, before the arrival of the guests. _=Drawing for Positions.

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The Snow System of movement, where practicable, is preferable. Where the Howell pair system of movement is used, the scores do not require “equating”, as they are equalised on the replay. Under other systems, only the North and South scores need be kept, as the comparison can be made quite as readily as by direct comparison of these scores. DUMMY. There are three forms of Dummy: The English game, for three players; the French game, for three or four: and the game now generally known as Bridge, or Bridge Whist. Dummy is not recognized in any form by the American Whist League, and there are no American Laws governing it. We shall describe each variety of the game in its turn; beginning with the English. _=Cards.=_ _=ENGLISH DUMMY=_, is played with a full pack of fifty-two cards, ranking as at whist both for cutting and playing. Two packs are generally used.

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The one who blindfolds ascertains that the player cannot see by putting the first question. When the players are satisfied that the blindfolding is complete, the dialogue follows, and the blind man is turned round three times. The game is for him to catch one of the players, who is blindfolded in turn if the blind man succeeds in guessing who he is. Players are allowed to pull, pinch, and buffet the blind man. [Illustration] (_c_) This sport is found among the illuminations of an old missal formerly in the possession of John Ives, cited by Strutt in his _Manners and Customs_. The two illustrations are facsimiles from drawings in one of the Bodleian MSS., and they indicate the complete covering of the head, and also the fact that the game was played by adults. Gay says concerning it-- As once I play d at _blindman s-buff_, it hap t, _About my eyes the towel thick was wrapt._ _I miss d the swains, and seiz d on Blouzelind._ And another reference is quoted by Brand (ii.

3.] [Illustration: Fig. 4.] (_c_) Chambers _Popular Rhymes_, p. 36, gives a slightly different version of the verses, and says they were sung by children at their sports in Glasgow. Mactaggart alludes to this game as Bumpkin Brawly, an old dance, the dance which always ends balls; the same with the Cushion almost. Wha learned you to dance, You to dance, you to dance, Wha learned you to dance A country bumpkin brawly? My mither learned me when I was young, When I was young, when I was young, My mither learned me when I was young, The country bumpkin brawly. The tune of this song is always played to the dance, says Mactaggart, but he does not record the tune. _To bab_, in Lowland Scottish, is defined by Jamieson to mean to play backward and forward loosely; to dance. Hence he adds, Bab at the bowster, or Bab wi the bowster, a very old Scottish dance, now almost out of use; formerly the last dance at weddings and merry-makings.

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1st 2nd 1 1 1 0 0 1 0 0 That this is so may easily be demonstrated by putting down on a sheet of paper the total number of events that may happen if any agreed number of games are played, expressing wins by a stroke, and losses by a cipher. Take the case of two games only. There are four different events which may happen to Smith, as shown in the margin. He may win both games or lose both; or he may win one and lose the other, either first. Only one of these four equally probable events being favourable to his winning both games, and three being unfavourable, the odds are 3 to 1 that he does not win both; but these are the odds _=before he begins to play=_. Having won the first game, there are only two events possible, those which begin with a win, and he has an equal chance to win again. GAMES. 1st 2nd 3rd 1 1 1 1 1 0 1 0 1 1 0 0 0 0 0 0 0 1 0 1 0 0 1 1 If the agreement had been to play three games, there would have been eight possible events, one of which must happen but all of which were equally probable. These are shown in the margin. If Smith wins the first game, there are only four possible events remaining; those in which the first game was won.

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Bath Miss Large. STAFFORDSHIRE-- Hanbury Miss E. Hollis. Cheadle Miss Burne. Tean, North Staffordshire { Miss Keary, Miss Burne, Mrs. T. Potteries { Lawton. Wolstanton Miss Keary. { Moor s _Suffolk Words_, Forby s SUFFOLK { _Vocabulary_, Lady C. Gurdon s { _Suffolk County Folk-lore_.