All the nuts knocked down are the property of the pitcher. Alluding to the first described form, he says it is probably a more modern game, and quotes Cotgrave _sub voce_ Chastelet as authority for the earlier form in the way he describes it (_Dictionary_). Addy says the nuts were hardened for the purpose. When a nut was broken it was said to be cobbered or cobbled (_Sheffield Glossary_). Evans _Leicestershire Glossary_ also describes it. Darlington (_South Cheshire Words_) says this game only differs from Cobblety-cuts in the use of small nuts instead of chestnuts. George Eliot in _Adam Bede_ has, Gathering the large unripe nuts to play at Cob-nut with (p. 30). Britton s _Beauties of Wiltshire_ gives the Isle of Wight and Hants as other places where the game is known. See Conquerors.

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Corsicrown A square figure is divided by four lines, which cross each other in the crown or centre. Two of these lines connect the opposite angles, and two the sides at the point of bisection. Two players play; each has three men or flitchers. Now there are seven points for these men to move about on, six on the edges of the square and one at the centre. The men belonging to each player are not set together as at draughts, but mingled with each other. The one who has the first move may always have the game, which is won by getting the three men on a line.--Mactaggart s _Gallovidian Encyclopædia_. See Kit Cat Cannio, Noughts and Crosses. Cots and Twisses A flat stone is obtained called a Hob, upon which those who are playing place equal shares of Cots and Twisses. Cots are brass buttons, and Twisses bits of brass--a Twiss of solid brass being worth many Cots.

These counters are placed on the left of the player at the beginning of the game, and are moved over to his right as the points accrue. The game is sometimes kept on a cribbage board, each player starting at 21, and going twice round to the game-hole, reckoning each peg as 10 points. _=STAKES.=_ Binocle is played for so much a game of 1000 points, and the moment either player either actually reaches or claims to have reached that number, the game is at an end. If his claim is correct, he wins; if it is not, his adversary takes the stakes, no matter what the score may be. _=PLAYERS.=_ Binocle is played by two persons, one of whom is known as the _=dealer=_, and the other as the _=pone=_. They cut for the choice of seats and deal, and the player cutting the higher card may deal or not, as he pleases. It is usual for the player having the choice to make his adversary deal. A player exposing more than one card must cut again.

Belle, F., the last game of the rubber. Bidding to the Board, means that the points bid for a certain privilege are not to be credited to any player, but are simply the announcement of the value of an undertaking. Biseautes (cartes) F., wedges or strippers. Blätter, G., playing cards. Blocking a Suit, keeping a high card of it, so that the player with a number of smaller cards cannot win tricks with them. Blue Peter, the ask for trumps. Blind, a bet made before seeing the cards.

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It is seldom right to make the trump unless you have one or two of the sequence cards with the marriage. _=The Lead=_ is a disadvantage unless you have something to declare, or there is a brisque in the trick, or you can get home the Ten of a plain suit. The Tens are of no value in plain suits except as brisques, for they enter into no combination with other cards except in Penchant, Cinq-cents, and Rubicon. If the trick is of no value, or you have nothing important to declare, get rid of your small cards, and lead them when you do not want to retain the lead. The lead is sometimes necessary to prevent your adversary from declaring, especially toward the end of the hand. If you have led a brisque and won the trick, it is better to lead another brisque in the same suit than to change. Aces are better leads than Kings or Queens, for the court cards can be married, and you may never get 100 Aces. Kings are better leads than Queens, especially if the Queens are spades. Jacks are better than either, but the Jack of diamonds should be kept as long as possible. If you have to decide between two combinations, one of which you must sacrifice, lead that which is of the smallest value, or the least likely to be restored.

There is no _raison d etre_ for either mouse or cobbler. Probably these words are a corruption of the older Ghost in the Copper. Muffin Man [Music] --Earls Heaton (H. Hardy). [Music] --Congleton Workhouse (Miss A. E. Twemlow). I. Have you seen the muffin man, the muffin man, the muffin man, Have you seen the muffin man that lives in Drury Lane O? Yes, I ve seen the muffin man, the muffin man, the muffin man; Yes, I ve seen the muffin man who lives in Drury Lane O. --Earls Heaton, Yorks.

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The fairy would sometimes come down, and, playing his antics, compel whomsoever observed him to follow him in a mimicking procession. Miss Hope writes of Holy Gabriel that the game is played at Mead Vale, a small village in Surrey, but is unknown at larger villages and towns a few miles off. Some of the women who played it in their youth say that it began in the Primitive Methodist school at Mead Vale. It is played at Outword, also a remote village, and was introduced there by a stonemason, who stated that he had learned it from a cousin who had been in America. Further inquiry by Miss Hope elicited the fact that the cousin had learned the game, when a boy, in his native place in Lancashire. He did not know whether it was a well-known game there. This information points perhaps to a modern origin, but in such cases it must be borne in mind that people are very fond of suggesting recent circumstances as the cause of the most ancient traditions or customs. The obvious analogy to the incident in the myth of the Pied Piper, and to the Welsh custom at St. Almedha Church, near Brecknock, recorded by Giraldus Cambrensis, where the imitation of a frenzied leader is carried out as a religious ceremony, rather suggests that in this game we may have a survival of a ceremonial so common among early or uncultured people, the chief incident of which is the frenzied dancing of a god-possessed devotee. [3] A variant of the second line is, Ranting, roaring, heely man.

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1. If, on the overplay, a player is found to have more than his correct number of cards or the trump card is not in the dealer’s hand, or any card except the trump card is so faced as to expose any of the printing on its face, and less than three tables are engaged, there must be a new deal. If more than two tables are in play, the hands must be rectified and then passed to the next table; the table at which the error was discovered must not overplay the deal but shall take the average score. SEC. 2. If after the first trick has been turned and quitted on the overplay of a deal, a player is found to have less than his correct number of cards, and the others have their correct number, such player shall be answerable for the missing card or cards and for any revoke or revokes which he has made by reason of its or their absence. LAW VI.--PLAYING, TURNING AND QUITTING THE CARDS. SEC. 1.

G. Wood s _Modern Playmate_, p. 12. [Illustration] Knocked at the Rapper The girl who spoke of this game, says Miss Peacock, could only remember its details imperfectly, but as far as she recollects it is played as follows:--The players dance round a centre child, leaving one of their number outside the circle. The dancers sing to the one in their midst-- Here comes ----, He knocked at the rapper, and he pulled at the string, Pray, Mrs. ----, is ---- within? At is ---- within, the child outside the circle is named. The centre child says-- O no, she has gone into the town: Pray take the arm-chair and sit yourself down. The ring of children then sing-- O no, not until my dearest I see, And then one chair will do for we. Then all sing-- My elbow, my elbow, My pitcher, and my can: Isn t ---- ---- a nice young girl? Mentioning the supposed sweetheart. Isn t ---- ---- as nice as she? Mentioning the outside child.

If no one has three of a kind, the highest pip value shown in one suit wins. Drawing is kept up until some player knocks, after which only one more draw is allowed, the knocker not being allowed to draw again. A player can knock without drawing at all if he wishes to prevent the others from beating his original hand. PROGRESSIVE POKER. There are several ways to play Progressive Poker, but the description of one will suffice. The simplest method of arranging the players is to take two packs of cards, one red and one blue, and to select two aces from each for the four positions at the head table; three deuces, treys, etc., for the six positions at each of the other tables until the last or booby table is reached, at which there must be only four players at starting. If there are not enough players to make exactly six at each of the intermediate tables, the numbers may be varied from four to seven, cards being selected to agree with the number required; but the head and booby tables must start with four only. The cards thus selected are then thoroughly shuffled, and presented face downward to the ladies to draw from. Each lady takes a red-backed card, the gentlemen drawing the blue cards only.

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After receiving fresh cards, the eldest hand again plays first, and so on for every round. Under certain conditions, each player in his proper turn may take up certain cards from the table, together with the one played from his hand, turning them face downward in front of him. He is entitled to count all the points contained in the cards taken in or won in this manner. These conditions are: that he can match or _=pair=_ a card or cards on the table; that he can _=combine=_ two or more cards on the table so as to make their total pip value equal to that of the card he plays; or that he can _=build=_ a card in his hand upon one on the table, so as to make their total pip value agree with that of a second card, still in his hand. _=Pairing.=_ If the person whose turn it is to play, holds in his hand any card of a similar denomination to any of those on the table, he may play the card from his hand, face upward, and then gather it in again, together with all similar cards, turning them face downward in front of him. For instance: He holds an Eight, and there are one or two Eights on the table. He plays the Eight from his hand, and then gathers in all of them. _=Combining.=_ If a player holds any card, not a K Q or J, the pip value of which is equal to that of two or more cards on the table, he may play the card from his hand, and then gather it in again, together with the two or three cards that collectively equal it in pip value.

Cat-Beds The name of a game played by young people in Perthshire. In this game, one, unobserved by all the rest, cuts with a knife the turf in very unequal angles. These are all covered, and each player puts his hand on what he supposes to be the smallest, as every one has to cut off the whole surface of his division. The rate of cutting is regulated by a throw of the knife, and the person who throws is obliged to cut as deep as the knife goes. He who is last in getting his bed cut up is bound to carry the whole of the clods, crawling on his hands and feet, to a certain distance measured by the one next to him, who throws the knife through his legs. If the bearer of the clods let any of them fall, the rest have a right to pelt him with them. They frequently lay them very loosely on, that they may have the pleasure of pelting.--Jamieson. Cat s Cradle One child holds a piece of string joined at the ends on his upheld palms, a single turn being taken over each, and by inserting the middle finger of each hand under the opposite turn, crosses the string from finger to finger in a peculiar form. Another child then takes off the string on his fingers in a rather different way, and it then assumes a second form.

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_=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. _=The Revoke.=_ If a player revokes, and he is one of the adversaries of the single player, the game is lost for the player in error; but he may count the points in his tricks up to the time the revoke occurred, in order to save schneider or schwarz. In Nullos, the game is lost the moment the revoke is discovered. _=Seeing Tricks.=_ The tricks must be kept separate as they are taken in, and any player is allowed to look at the last trick turned and quitted.

He couldn t keep _her_ from PC training. She _had_ it. Tell me, I asked her. Can you always tell what I m going to do next? I reckon, she said. If I think hard about it. But you can t _control_ what I m going to do next, can you? I grinned. I wonder, she said. Never tried, yet. Oh, no! I groaned. She showed me her buck teeth in a smile.

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