3. On the same principle, there are often cases in which it is advisable to take a trick with one heart in it, in order to get rid of a dangerous card, which might bring you in several hearts later on. The general principles of leading and discarding are the same as in Sweepstake Hearts; but it is not necessary to take such desperate chances to escape entirely. _=THREE-HANDED HEARTS=_ is more difficult to play than any other form of the game, partly because there are so many rounds of each suit, and partly because the moment one player refuses, the exact cards of that suit in the two other players’ hands are known to each of them. There is usually a great deal of cross-fighting in the three-handed game, during which one player escapes by getting numerous discards. When all three have refused, each a different suit, the end game becomes a question of generalship, and the preservation of one or more commanding cards, with which to control and place the lead, is usually the key to the situation. A player who has no high cards for the end game, unless he is quite safe, is almost certain to be loaded in the last few tricks. _=TWO-HANDED HEARTS.=_ Before opening the hand, the player should carefully consider what suits are safe and what are dangerous. It is usually best to preserve the safe suits and to lead the dangerous ones, which you should clear your hand of, if possible.

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VI. Drawing a bucket of water For my lady s daughter; Put it in a chestnut tree, And let it stay an hour. One of you rush, two may rush, Please, old woman, creep under the bush; The bush is too high, the bush is too low, Please, old woman, creep under the bush. --Hampshire (Miss Mendham). VII. Draw a pail of water For a lady s daughter; Give a silver pin for a golden ring-- Oh pray, young lady, pop under. --Northants (Rev. W. D. Sweeting).

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If the end is a 3, a 4 must be played; a 2 must be played to a 5, and an ace to a 6. Four dominoes in the set are trumps, or Matadores. These are the double blank, and the three dominoes that have seven on their faces; 6-1, 5-2, and 4-3. Any of these trumps may be played at any time on either of the ends, in order to prevent a block; but the following player, if he does not play a trump also, must play the complement of seven to whichever end of the matadore is left exposed. Doublets are not placed crosswise, and count only for the suit to which they belong; a double three cannot be played to an ace, because it counts as three only. The trumps are usually placed at right angles to the line. The game is decided and settled for as in the ordinary Block Game. _=SEBASTOPOL.=_ In this variety of the Block Game, four persons play. Each takes seven bones, and the double six sets.

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Foolie withdraws, if not out of sight, at least out of range of hearing. The Namer then gives a name secretly to each player. When this is done, he calls on Foolie--Foolie, Foolie, come to your schoolie. Foolie pays no attention to this call. It is again repeated, but with the same results. This goes on for several times. At last the Namer calls out-- Foolie, Foolie, come to your schoolie; Your bannocks are burnin an ready for turnin . Foolie always obeys this call, comes and stations himself beside the Namer. A little chaffing generally goes on against Foolie. The Namer says, Come chise me oot, come chise me in, tae so and so, naming one by the assumed fancy name.

It may be swung round on its axis (the middle point of its wheel axle) to take aim, provided the Country about it permits; it may be elevated or depressed, and the soldiers about it may, at the discretion of the firer, be made to lie down in their places to facilitate its handling. Moreover, soldiers who have got in front of the fire of their own guns may lie down while the guns fire over them. At the end of the move the gun must be left without altering its elevation and pointing in the direction of the last shot. And after firing, two men must be placed exactly at the end of the trail of the gun, one on either side in a line directly behind the wheels. So much for firing. If the gun is moved and not fired, then at least four men who are with the gun must move up with it to its new position, and be placed within six inches of it in its new position. The gun itself must be placed trail forward and the muzzle pointing back in the direction from which it came, and so it must remain until it is swung round on its axis to fire. Obviously the distance which a gun can move will be determined by the men it is with; if there are at least four cavalry-men with it, they can take the gun two feet, but if there are fewer cavalry-men than four and the rest infantry, or no cavalry and all infantry, the gun will be movable only one foot. (V) Every man must be placed fairly clear of hills, buildings, trees, guns, etc. He must not be jammed into interstices, and either player may insist upon a clear distance between any man and any gun or other object of at least one-sixteenth of an inch.

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If he fails to reach 31, he is schneider; and if he fails to take a trick he is schwartz. These various results increase the value of the game, as will presently be seen. There are four varieties of games in which the successful bidder plays to win, the difference being in the manner of using the skat cards, and making the trump. These games are called _=Frage=_, _=Tourné=_, _=Solo=_, and _=Grand=_, and they outrank one another in the order given, Frage being the lowest. The first three: Frage, Tourné and Solo, are each again divided into four parts, according to the suit which is trumps; a Tourné in clubs being better than one in spades; a Solo in hearts being better than one in diamonds, and so on. This is in accordance with the rank of the suits already mentioned in the paragraph devoted to that subject. In a _=Frage=_, or Simple Game, the successful bidder takes both the skat cards into his hand, and then declares which suit shall be the trump; discarding two cards face downward for his schatz, or treasure, before play begins. The two cards thus laid aside count for the single player at the end of the hand, provided he takes a trick, and they cannot be won by the adversaries unless they make the single player schwarz. Frage is no longer played. In a _=Tourné=_, the successful bidder turns one of the skat cards face upward on the table before looking at the second card.

If any of the piles occupied by the descending sequences are exhausted, new cards may be placed there at any time the player thinks fit. Such new piles may be started from the pack, from the deadwood, or from any other pile. KLONDIKE. This game is sometimes mistakenly called “Canfield”, but that is a distinct game, described elsewhere, in which there are separate piles for stock and foundations. Shuffle the full pack of fifty-two cards, cut and turn up the top card. Lay six more cards in a row to the right of the first card, but all face down. Upon the second card of this row place another card face up, and then cards face down on the remaining five of the top row. On the third pile from the left, place another card face up, and then four more face down to the right. Continue this until you have seven cards face up, which will give you twenty-eight cards in your layout. Take out any aces showing, and place them in a row by themselves for “foundations.

[Music] --Hexham. [Music] --Derbyshire. [Music] --Earls Heaton, Yorks. [Music] --Enborne. I. The miller s mill-dog lay at the mill-door, And his name was Little Bingo. B with an I, I with an N, N with a G, G with an O, And his name was Little Bingo. The miller he bought a cask of ale, And he called it right good Stingo. S with a T, T with an I, I with an N, N with a G, G with an O, And he called it right good Stingo. The miller he went to town one day, And he bought a wedding Ring-o! R with an I, I with an N, N with a G, G with an O, And he bought a wedding Ring-o! --Monton, Lancashire (Miss Dendy).

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He must instantly stop at the cry of Time. Warning should be given by the timekeeper two minutes, one minute, and thirty seconds before time is up. There will be an interval before the next move, during which any disturbance of the Country can be rearranged and men accidentally overturned replaced in a proper attitude. This interval must not exceed five or four minutes, as may be agreed upon. (4) Guns must not be fired before the second move of the first player--not counting the putting down as a move. Thus the first player puts down, then the second player, the first player moves, then the second player, and the two forces are then supposed to come into effective range of each other and the first player may open fire if he wishes to do so. (5) In making his move a player must move or fire his guns if he wants to do so, before moving his men. To this rule of Guns First there is to be no exception. (6) Every soldier may be moved and every gun moved or fired at each move, subject to the following rules: MOBILITY OF THE VARIOUS ARMS (Each player must be provided with two pieces of string, one two feet in length and the other six inches.) (I) An infantry-man may be moved a foot or any less distance at each move.

Suppose the clothes should float away, daughter, daughter? Take a boat and bring them in, mother, mother. Suppose the boat would go too slow, daughter, daughter? Take a steamboat and bring them in, mother, mother. Suppose the steamboat would go too fast, daughter, daughter? Then take a rope and hang yourself, mother, mother. --South Shields (Miss Blair, aged 9). (_b_) One child stands apart and personates the Mother. The other children form a line, holding hands and facing the Mother. They advance and retire singing the first, third, and alternate verses, while the Mother, in response, sings the second and alternate verses. While the last verse is being sung the children all run off; the Mother runs after them, catches them, and beats them. Either the first or last caught becomes Mother in next game. In the Shropshire game the Mother should carry a stick.

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V. Here we all stand round the ring, And now we shut poor Mary in; Rise up, rise up, poor Mary Brown, And see your poor mother go through the town. [Then follow verses the same as in the Barnes version, No. 1, and then--] Rise up, rise up, poor Mary Brown, To see the poor beggars go through the town. I will not stand up upon my feet To see the poor beggars go through the street. [Two other verses are sometimes added, introducing gentleman and ladies. All versions, however, conclude with the girl saying--] Rise up, rise up, poor Mary Brown, And see your poor sweetheart go through the town. I will get up upon my feet, To see my sweetheart go through the street. --Halliwell s _Nursery Rhymes_, p. 218.

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--Northall s _English Folk Rhymes_, p. 357. This game is played in Wales under the name of Hunt the Fox. The Fox has a certain time given him for a start, the other players then go after him.--Beddgelert (Mrs. Williams). Harie Hutcheon A game among children, in which they hop round in a ring, sitting on their hams.--Jamieson. See Curcuddie, Cutch-a-cutchoo, Hirtschin Hairy. Hark the Robbers [Music] --Tong, Shropshire (Miss R.

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| -- | -- | -- | | 6.| -- |Put it in a chestnut | -- | | | |tree. | | | 7.| -- |Let it stay an hour. | -- | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|One and a hush, two |One of you rush, two | -- | | |and a rush.