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117) gives the rhyme the same as that given by Mr. Patterson. In _Notes and Queries_, 6th Series, vii. 235, a North Yorkshire version is given as-- Nievie, nievie, nack, Whether hand wilta tak, Under or aboon, For a singal half-crown? Nievie, nievie, nick, nack, Whilk han will thou tak? Tak the richt or tak the wrang, I ll beguile thee if I can. Jamieson (_Supp., sub voce_) adds: The first part of the word seems to be from neive, the fist being employed in the game. A writer in _Notes and Queries_, iii. 180, says: The neive, though employed in the game, is not the object addressed. It is held out to him who is to guess--the conjuror--_and it is he who is addressed_, and under a conjuring name. In short (to hazard a wide conjecture, it may be) he is invoked in the person of Nic Neville (Neivi Nic), a sorcerer in the days of James VI.

What do you want? Let me light my pipe at your fire? My fire s out. Yes! if you ll not dirty the hearth. No, certainly; I ll be careful. While the eldest sister pretends to look on the shelf for something, the Witch dirties the hearth, catches hold of Monday and runs off with her; and at this moment the pot boils over. The child who is the pot makes a hissing and fizzing noise. The daughter calls out-- Mother, mother, the pot boils over. Take the spoon and skim it. Can t find it. Look on the shelf. Can t reach it.

While they dance, a chair is taken away, and the player who cannot find a seat has to become the snap-tongs next time.--_Shropshire Folk-lore_, p. 525. Nacks A game in which pegs of wood play a similar part to the well-known object Aunt Sally. --Robinson s _Mid Yorkshire Glossary_. Namers and Guessers Any number of players can play this game. Two are chosen, the one to be Namer, and the other Guesser or Witch. The rest of the players range themselves in a row. The Guesser retires out of sight or to a distance. The Namer then gives each player a secret name.

Bittle-battle The Sussex game of Stoolball. There is a tradition that this game was originally played by the milkmaids with their milking-stools, which they used for bats; but this word makes it more probable that the stool was the wicket, and that it was defended with the bittle, which would be called the bittle-bat.--Parish s _Sussex Dialect_. See Stoolball. Bitty-base Bishop Kennet (in _MS. Lansd._ 1033) gives this name as a term for Prisoner s Base. --Halliwell s _Dictionary_. Black Man s Tig A long rope is tied to a gate or pole, and one of the players holds the end of the rope, and tries to catch another player. When he succeeds in doing so the one captured joins him (by holding hands) and helps to catch the other players.

I shan t come for that. I ve got a dish of bones. I ll come for that. The Dog then comes. The girls have been previously told not to laugh whilst the one who stands out is talking to the Dog. Then the girl says to the Dog-- All the birds in the air, All the fishes in the sea, Come and pick me out (for example) The girl with the golden ball. If the girl who desired the golden ball laughs, the Dog picks her out. If nobody laughs, he guesses who the girl is that has wished for the golden ball. If the Dog guesses correctly, she goes and stands behind him, and if he guesses incorrectly she goes and stands behind the one who has been asking the questions. They continue this until they get to the last girl or girl at the end of the row, who _must_ have desired to be-- A brewer or a baker, Or a candlestick maker, Or a penknife maker.

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All the Boys in our Town I. All the boys in our town Shall lead a happy life, Except tis ----, and he wants a wife. A wife he shall have, and a-courting he shall go, Along with ----, because he loves her so. He huddles her, he cuddles her, He sits her on his knee; He says, My dear, do you love me? I love you, and you love me, And we shall be as happy As a bird upon a tree. The wife makes the pudding, And she makes it nice and soft-- In comes the husband and cuts a slice off. Tas-el-um, Tos-el-um, don t say Nay, For next Monday morning shall be our wedding day; The wife in the carriage, The husband in the cart. --Hampshire (from friend of Miss Mendham). II. All the boys in our town Leads a happy life, Excepting [Charley Allen], And he wants a wife; And a-courting he shall go Along with [girl s name], Because he loves her so. He kisses her, he cuddles her, He sets her on his knee, And says, My dearest darling, Do you love me? I love you and you love me; We ll both be as happy As birds on the tree.

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Queen. A gay and deceptive widow. _=R.=_ She’s fooling thee. Jack. Disagreeable young man. _=R.=_ He will do you an injury or injustice of some kind. Ten. Prison.

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1 pin spot to the foul line shall be 60 feet. Back of the foul line there shall be a clear run of not less than 15 feet. The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed 12 inches apart from centre to centre. They shall be 2¼ inches in diameter. The pin spots numbered 7, 8, 9 and 10 shall be placed 3 inches from the pit edge of the alleys, measuring from the edge to the centre of such pin spots. The pins shall be spotted on the pin spots placed upon the alleys according to the following diagram, and the pins and spots shall be known by the numbers as follows: [Illustration: 7 8 9 10 4 5 6 2 3 1 ] The pins shall be of the following design and measurements: 15 inches in height, 2¼ inches in diameter at their base, 15 inches in circumference at a point 4½ inches from their base, 11⅝ inches in circumference at a point 7¼ inches from their base, 5¼ inches in circumference at the neck, a point 10 inches from the base; 8 inches in circumference at the head, a point 13½ inches from the base. The taper from point to point shall be gradual, so that all lines shall have a graceful curve. The balls shall not in any case exceed 27 inches in circumference nor exceed 16 pounds in weight. Any sized ball of less circumference or weight may be used. Two alleys immediately adjoining each other shall be used in all games.

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from his present position tries to get into the hole, and failing, lies still; but if he reaches the hole, he counts 10, and proceeds as A. had done. The one who first gets the 100 (or other number) now goes in for his pizings, which performance takes place thus:--The loser, so far, is lying about, and the winner goes back to drakes, and again tries to lodge in the hole; and if he succeeds, the game is up. If not, he lies still, and the loser tries for the hole; if he gets in he counts another 10, or if he should succeed in hitting the winner he scores his adversary s 100 to his own number, and then goes on for his pizings as the other had done. In failure of either securing the game thus, the process is repeated at drakes. When, however, the one who is on for his pizings manages to taw into the hole, the game is concluded.--Easther s _Almondbury and Huddersfield Glossary_. Hunt the Hare A game among children, played on the ice as well as in the fields (Brockett s _North Country Words_). Strutt (_Sports_, p. 381) says Hunt the Hare is the same game as Hunt the Fox.

--Settle, Yorks. (Rev. W. S. Sykes). VII. O what has this poor prisoner done, Poor prisoner done, poor prisoner done? O what has this poor prisoner done, So early in the morning? She stole my watch and lost my key, Lost my key, lost my key, She stole my watch and lost my key, So early in the morning. How many pounds to set her free, Set her free, set her free? How many pounds to set her free, So early in the morning? Five hundred pounds to set her free, Set her free, set her free, Five hundred pounds to set her free, So early in the morning. Five hundred pounds we have not got, Have not got, have not got, Five hundred pounds we have not got, So early in the morning. So off to prison she must go, She must go, she must go, So off to prison she must go, So early in the morning.

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The Lanarkshire version is quite a different one, and contains rather remarkable features. Mr. Black says that the game was played entirely by girls, never by boys, and generally in the months of May or June, about forty years ago. The children sang with rather mincing and refined voices, evidently making an effort in this direction. They walked, with their hands clasped behind their backs, up and down the road. Each child was crowned with rushes, and also had sashes or girdles of rushes. Mr. Ballantyne says in his boyhood it was played by a row of boys on one side and another of girls opposite. The boys selected a girl when singing the third verse. In the Roxton version, one child at the end of the line of children acts as mother.

=_ A pair is any two cards of the same denomination, such as two Fives or two Queens, and its counting value is always the same, 2 points. _=Triplets=_, usually called Pairs Royal, Proils, or Prials, are any three cards of the same denomination, such as three Nines. Their value is the number of separate pairs that can be formed with the three cards, which is three, and the combination is therefore always worth 6 points. The different pairs that can be formed with three Nines, for instance, would be as follows:-- [Illustration: 🂹 🃙 🂹 🂩 🃙 🂩 ] _=Fours=_, sometimes called Double Pairs Royal, or Deproils, are any four cards of the same denomination, such as four Fours, and their counting value is the number of separate pairs that can be formed with the four cards, which is six. The combination is therefore always worth 12 points. The different combinations of four cards, arranged in pairs, is as follows:-- [Illustration: 🂴 🃔 🂴 🂤 🂴 🃄 🃔 🂤 🃔 🃄 🂤 🃄 ] Whether the foregoing combinations are formed during the play of the hand, or found in the hand or crib after the play is over, their counting value is exactly the same. _=Sequences.=_ Any three or more cards, following one another in numerical order, will form a sequence. A sequence may also run into the court cards, such as 9 10 J, 10 J Q, or J Q K; but Q K A is not a sequence in Cribbage. The counting value of a sequence is one point for each card in it.

Winning a trick with the _=Jack=_ of trumps in it. 6th. Making the majority of the pips that count for what is called _=Game=_. _=Turning the Jack=_ is entirely a matter of chance, and should not occur more than once in thirteen deals. If a Jack is turned every few deals, you may be sure that unfair methods are being used. Nothing is more common among advantage players than turning up Jacks every few deals. _=Begging=_ is resorted to by a player who holds no trumps, or such indifferent ones that it is very unlikely they will be either High or Low. If he has anything better, such as very high or low cards in other suits, such a hand is called, “a good hand to run to,” and the player begs, hoping the new trump will better fit his hand. If he has nothing better in other suits than in the turn-up, it will still be slightly in his favour to beg, unless he has trumps enough to give him some hopes of making the point for Game. It is a fatal error to beg on good cards, and gamblers have a saying that he who begs a point to-day, will beg a stake to-morrow.

He must also double the pool, and add to it a revoke forfeit of four red counters. For instance: A bids eight tricks, and his adversaries detect and claim a revoke. As he is supposed to have lost his bid, and one trick more, he may be said to have bid eight, and taken only seven; losing 23 white counters to each of his adversaries, doubling the pool, and then paying a forfeit of four red counters. In some places the forfeit is omitted, and in others it takes the place of doubling the pool. It is not usual to play the hand out after a revoke is claimed and proved. If an adversary of the single player revokes, he and his partners must each pay the caller just as if he had been successful, and must also pay him for three over-tricks as forfeit, provided his bid was not more than nine tricks; for the bid and the over-tricks together must not exceed thirteen tricks. In addition to this, the individual player in fault must pay four red counters as forfeit to the pool. In some places he is made to double the pool; but this is manifestly unfair, as he could not win the amount in the pool in any case, and therefore should not lose it. In a Misère Partout, the revoking player pays five red counters to each adversary, and deposits a forfeit of four red counters in the pool. The hands are immediately thrown up if the revoke is claimed and proved.

In clubs, it pays for the cards, and for an occasional round of refreshments; in small poker parties it defrays the expense of the weekly supper. When the amount is excessive, or accumulates too rapidly, it is often used to give the players a “free ride” by paying all their antes in a “kitty jack pot.” The kitty is usually kept by the banker, who takes a white counter out of every pool in which triplets or better are shown to the board, and a red counter out of every jack pot. These counters must be kept apart from the other chips, and must be accounted for at the end of the game by paying the kitty so much in cash, just as if it was one of the players. Gambling houses and poker rooms are supposed to derive their entire revenue from this source, and those of the lowest class invent endless excuses for taking out for the kitty. In many houses there is a sliding scale for various hands; one counter being taken for two pairs; two counters for triplets; three for straights or flushes; and a red for fours, jack pots, and misdeals. It is not uncommon for the proprietors of such games to find thirty or forty dollars in the kitty after a night’s play with five-cent chips. _=TABLE STAKES.=_ This is one of several variations in arranging the stakes and the betting limit. In some localities it is the custom to allow each player to purchase as many counters as he pleases; in others it is the rule to compel each to buy an equal number at the start, usually two hundred times the amount of the blind.

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, to announce, claim, or show any counting combination of cards. Méler, F., to shuffle. Memory Duplicate, playing over the same hands at the same table; the players who held the N and S cards getting the E and W for the overplay. Menage, F., gathering and arranging the cards for the succeeding deal when two packs are used. Milking, taking a card from the bottom and the top of the pack at the same time with the forefinger and thumb. Mischen, G., to shuffle. Misdeal, any failure to distribute the cards properly.

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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.

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_=GENERAL RAMS.=_ If any player thinks he can win all five tricks, with the advantage of the first lead, he may announce a general rams, when it comes to his turn to pass or play. This announcement may be made either before or after taking the widow. When a general rams is announced, all at the table must play, and those who have passed and laid down their hands, must take them up again. If the widow has not been taken, any player who has not already refused it may take it. The player who announced general rams has the first lead. If he succeeds in getting all five tricks, he not only gets the pool but receives five counters in addition from each player. If he fails, he must double the amount then in the pool, and pay five counters to each of his adversaries. Any player taking a trick that spoils a general rams gets nothing from the pool, and it is usual to abandon the hands the moment the announcing player loses a trick. ROUNCE.

=_ If a player throws down his cards, he may still take them up again, unless he or his adversary have mixed their cards with the discards, or with the remainder of the talon. _=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner are good discarding, and taking advantage of tenace positions in the play, so as to secure the count for cards, which is often important. _=Elder Hand.=_ In discarding, the pone should consider what there may be against him. If it is unlikely that he will lose a pic or repic, he should try for the _=point=_, which very often carries with it the sequence. It must be remembered that there are only eight cards in each suit, and by comparing those that you hold with those that your adversary may hold it is comparatively easy, in the majority of hands, to estimate the possible scores against you. Next to the point, the most important thing is the score for _=cards=_. The point will save pic and repic, but the cards will make the greatest difference in the score in the long run. Sequences are always valuable, especially those that are Ace high in the elder hand, because they enable him to win a succession of tricks in play.

=_ In trying to win tricks as cheaply as possible, third hand may often be guided by the Eleven Rule, which can be applied to any lead of a small card. By deducting from eleven the number of pips on any low card led by his partner, the pone may ascertain to a certainty how many cards there are _=higher than the one led=_, which are not in the leader’s hand. This rule, which was invented by R.F. Foster in 1881, in connection with the game of whist, is now used by everyone with any pretensions to being a bridge player. The rule itself is this:-- When the eldest hand leads any card which is not an honour, deduct the spots on it from eleven. From the remainder thus found, deduct the number of cards, _=higher than the one led=_, which are not in your own hand nor in Dummy’s in that suit. This final remainder is the number of cards which are in the declarer’s hand which are higher than the card led. The principal thing to remember is, that it is only the cards higher than the one led that you need trouble about. To illustrate:-- Suppose you are third hand, and your partner leads the seven of clubs, Dummy lays down the Q 9 2, and you hold A J 3, thus:-- [Illustration: 🃗 Leader Dummy 🃝 🃙 🃒 Third hand.

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, the counters which represent money at any game. Jeu, F., derived from jocus, a game. The word is variously applied to the game itself; to the player’s expectation of success; to his plan of campaign; or to the cards in his hand. Jeux de Régle, hands which should be played in a certain way on account of their mathematical expectations, (Écarté). Keeping Tab, keeping a record of the cards that win and lose as they are dealt at Faro. King Card, the best card remaining unplayed of the suit. King Row, the four squares on the checker board which are farthest from the player’s own side. Kitty, the percentage taken out of a pool to pay for refreshments, or for the expenses of the table. Knight Player, one who can give the odds of a Knight to weak players, at Chess.