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This was described by the player as while the tally is up to sweep the whole row or line off the ground into the arch of the finger and thumb before catching the tally. (_b_) These games are variants of one common original. It is the same game as that described by F. H. Low in the _Strand Magazine_, ii. 514, as played in the London streets. The marble there is called a buck. Pegsy was the name of the No. 5 stage of the Wakefield version, and this varies too, inasmuch as it was the same gob which is picked up and then laid down before catching the buck. Mr.

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If no person will stay with him, he takes back his raise, leaving the antes, and is paid two counters by the last player who refuses. If two or more declare to play they can either meet the amount offered by the first player, or raise him. If any player declines to meet a raise, he must abandon his hand. If no one will call the last raise, the player making it takes the pool, and then shows his hand, and demands payment from each of the other players for whatever combination he holds. If two or more players call, by making their bets equal, they again draw cards, having the privilege of discarding any number from one to four, or of standing pat. After the draw each in turn can pass or play. If all pass, the hands are abandoned, and the pool remains; each player adding one counter for the next deal. This is to force players to bet on their hands. If a bet is made, the calling and raising proceeds as in Draw Poker. When there are not enough cards to supply the players, the discards must be gathered, shuffled, and cut.

If they stand these without the hands unlocking below they are then sweet and saleable, fit for being office-bearers of other ploys.--Mactaggart s _Gallovidian Encyclopædia_. In Ross and Stead s _Holderness Glossary_ this is described as a girls game, in which two carry a third as a pot of honey to market. It is mentioned by Addy (_Sheffield Glossary_) and by Holland (_Cheshire Glossary_). Mr. Holland adds, If the hands give way before twenty is reached it is counted a bad honey pot; if not, it is a good one. In Dublin the seller sings out-- Honey pots, honey pots, all in a row, Twenty-five shillings wherever you go-- Who ll buy my honey pots? --Mrs. Lincoln. The game is mentioned by a writer in _Blackwood s Magazine_, August 1821, p. 36, as being played in Edinburgh when he was a boy.

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When the opposite side says Yes! the two take the first child in the row and dance round with her, singing the remaining verse. This is called the wedding. 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.

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_=6.=_ If when moving the cue backward and forward, and prior to a stroke, it touches and moves the ball, the ball must be replaced to the satisfaction of an adversary, otherwise it is a foul stroke; but if the player strikes, and grazes any part of the ball with any part of the cue, it must be considered a stroke, and the opponent follows on. _=7.=_ If a ball rebounds from the table, and is prevented in any way, or by any object except the cushion, from falling to the ground, or if it lodges on a cushion and remains there, it shall be considered off the table, unless it is the red, which must be spotted. _=8.=_ A ball on the brink of the pocket need not be “challenged”: if it ceases running and remains stationary, then falls in, it must be replaced, and the score thus made does not count. _=9.=_ Any ball or balls behind the baulk-line, or resting exactly upon the line, are not playable if the striker be in hand, and he must play out of baulk before hitting another ball. _=10.=_ Misses may be given with the point or butt of the cue, and shall count one for each against the player; or if the player strike his ball with the cue more than once a penalty shall be enforced, and the non-striker may oblige him to play again, or may call on the marker to place the ball at the point it reached or would have reached when struck first.

The players are provided with an equal number of counters, and before the cards are dealt, each places an agreed number in the pool. All the cards are dealt out. If some have more than others it does not matter. The eldest hand begins by playing any card he pleases, and the next player on his left must either play the card next above it, or put one counter in the pool. Only one card is played at a time, and after the sequence has arrived at the King it must be continued with the ace, and go on until the suit is exhausted. The person who plays the thirteenth card of any suit must start another sequence, in any suit and with any card he pleases. The player who first gets rid of all his cards takes the pool. The great trick in this game is to provide for the last suit to be played, and in order to have the selection of the second suit it is usual for the eldest hand to begin with the higher of two cards next in value to each other, which will make him the last player in that suit. Each suit is turned face down as it is exhausted. SOLITAIRE.

Harley, in another Lancashire version, gives the words sung to the tune printed as-- Pass on, pass on, passy on the slipper; The best fun we ever had was passing on the slipper. Holloway (_Dict. of Provincialisms_) says this game was well known in Somerset, Hants, Sussex, but now is almost out of fashion. He describes it as being played without words. The child who has to find the shoe stands in the centre of the circle. The chief amusement arises from the one in the circle who has the slipper striking the one who stands up (the searcher) while he or she is steadily looking for it in an opposite direction. Strutt (_Sports_, p. 387) also describes this game. Hunt the Staigie A boys game. One is chosen to be the Staigie (little stallion).

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Each player shall then receive four cards at a time for the second round, and finally three cards at a time for the last round. 19. If any card is found faced in the pack, or if the pack be proved incorrect or imperfect, there must be a new deal. An imperfect pack is one in which there are duplicate or missing cards, or cards so torn or marked that they can be identified by the backs. 20. Should a player deal out of his turn, the deal must stand if it is complete; otherwise there must be a new deal by the right dealer. When the deal stands, the next deal must be by the player who should have dealt, and subsequent deals must be so arranged that there shall be the right number to each round. A player dealing out of turn may be penalized 10 points. ERRORS IN DEALING. 21.

Courturiers have taught them all to be lean and hungry-looking. This chicken was underfed in a way that wasn t stylish. They call it malnutrition. Her strapless gown didn t fit her, nor anybody within twenty pounds of her weight. She was all shoulder blades and collarbones. I suppose that a decent walk would have given her _some_ charm--most of these hustlers have a regular Swiss Movement. But this thing had a gait that tied in with the slack way her skirt hung across her pelvic bones and hollered White Trash! at you. I wasn t much flattered that she had tried to pick me up. People have a pretty accurate way of measuring their social station. And she thought she was what I d go for.

| CORNER. | CORNER. | SOUTER. | | | | | | | | | | 11-15 | 11-15 | 11-15 | 11-16 | 11-15 | 11-15 | 11-15 | | 23 19 | 22 17 | 23 19 | 24 19 | 24 19 | 22 18 | 23 19 | | 8-11 | 8-11 | 8-11 | | | | 9-14 | | 22 17 | 17 13 | 22 17 | | | | 22 17 | | 9-13 | 15-18 | 4- 8 | | | | 6- 9 | +=========+=========+=========+=========+=========+=========+=========+ | | | WILL O’ | WHITE | | |SWITCHER.|WHILTER. |THE WISP.| DYKE. | IRREGULAR OPENINGS. | | | | | | | | | | 11-15 | 11-15 | 11-15 | 11-15 | 11-15 | 11-15 | 10-15 | | 21 17 | 23 19 | 23 19 | 22 17 | 22 17 | 23 19 | 22 18 | | | 9-14 | 9-13 | 8-11 | 8-11 | 8-11 | 15-22 | | | 22 17 | | 17 14 | 25 22 | 22 17 | 25 18 | | | 7-11 | | | | | | +---------+---------+---------+---------+---------+---------+---------+ _=The Middle Game.=_ The best way for the student to learn the manner in which the various openings are followed up, is to play over illustrative games, and in doing so he should be careful always to play with the winning side next him.

* * * * * _=FRENCH WHIST=_ is the name given to a variety of Scotch Whist in which the Ten of Diamonds counts ten to those winning it, whether it is a trump or not. BOSTON. _=CARDS.=_ Boston is played with two packs of fifty-two cards each, which rank as at Whist, both for cutting and playing. _=MARKERS=_ are not used in Boston, every hand being immediately settled for in counters. These are usually of three colours; white, red, and blue; representing cents, dimes, and dollars respectively. At the beginning of the game each player should be provided with an equal number, the general proportion being 20 white, 18 red, and 8 blue for each. Some one player should be selected to act as the banker, selling and redeeming all counters. _=STAKES.=_ The stakes in Boston depend upon the value of the counters.

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The requisition goes on to the dame to prepare for the feast, and her answer is-- London Bridge is fallen down, On Christ-mas day in the morning, &c. The inference always was, that until the bridge was rebuilt some stop would be put to the Dame s Christmas operations; but why the falling of London Bridge should form part of a Christmas Carol at Newcastle-upon-Tyne I am at a loss to know. Some fragments were also printed in the _Mirror_ for November 1823; and a version is also given by Ritson, _Gammer Gurton s Garland_. The _Heimskringla_ (Laing, ii. 260, 261) gives an animated description of the Battle of London Bridge, when Ethelred, after the death of Sweyn, was assisted by Olaf in retaking and entering London, and it is curious, that the first line of the game-rhyme appears-- London Bridge is broken down, Gold is won and bright renown; Shields resounding, War-horns sounding, Hild is shouting in the din; Arrows singing, Mail-coats ringing, Odin makes our Olaf win. If this is anything more than an accidental parallel, we come back to an historical episode wherein the breaking down and rebuilding of London Bridge occur, and it looks as if the two streams down which this tradition has travelled, namely, first, through the game, and second, through the song, both refer to the same event. Dr. Rimbault has, in his _Nursery Rhymes_, p. 34, reconstructed a copy of the original rhyme from the versions given by Halliwell and the _Mirror_, and gives the tune to which it was sung, which is reprinted here. The tune from Kent is the one generally used in London versions.

Which shall I buy? Taste em and try. The child would then go round, pretending to taste, saying, Don t like that one, till one was approved. That one was then swung round to the tune given, the words being-- An apple for the king and a pear for the queen, And a good jump over the bowling green. At the last bar they swung the child higher and higher, and at the last note they swung it as high as they could. I believe the last note in the music should be G, but it was raised to give effect. In Scotland the game is called Hinnie Pigs, and is played as follows. The boys sit down in rows, hands locked beneath their hams. Round comes one of them, the honey merchant, who feels those who are sweet and sour, by lifting them by the arm-pits and giving them three shakes. If they stand these without the hands unlocking below they are then sweet and saleable, fit for being office-bearers of other ploys.--Mactaggart s _Gallovidian Encyclopædia_.

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Each in turn examines his four cards, and if satisfied he says: “I play;” if not, he says: “I pass.” If all pass, the dealer has the choice of two things: He may gather the cards and deal again, each player putting another counter into the pool, or he may put up two white counters himself, and compel the players to retain the cards dealt them, the dealer keeping his also. Any person announcing to play may put up as many counters as he pleases within the betting limit. If no person will stay with him, he takes back his raise, leaving the antes, and is paid two counters by the last player who refuses. If two or more declare to play they can either meet the amount offered by the first player, or raise him. If any player declines to meet a raise, he must abandon his hand. If no one will call the last raise, the player making it takes the pool, and then shows his hand, and demands payment from each of the other players for whatever combination he holds. If two or more players call, by making their bets equal, they again draw cards, having the privilege of discarding any number from one to four, or of standing pat. After the draw each in turn can pass or play. If all pass, the hands are abandoned, and the pool remains; each player adding one counter for the next deal.

Imagine that these piles represent respectively the A 2 3 4 5 in the first row; the 6 7 8 9 10 in the second, and the J Q K in the third. Take the top card from the ace pile, turn it face upward, and place it, still face upward, under the pile to which it belongs. If it is a Jack, for instance, it will go face up under the first pile in the third row. Then take the top card from the second pile, and so on, keeping the left hand as a marker on the pile last drawn from. When you come to a pile which is complete, all the cards being face up, you can skip it, and go on to the next. If at the end you find that the last card to be turned up lies on its proper pile, and needs turning over only, you win; but if you have to remove it to another pile, you lose. _=TRY AGAIN.=_ Shuffle and cut the pack, and deal the cards face upward into four heaps. You are not obliged to deal to each pile in succession, but may place the cards on any of the four piles, according to your judgment or pleasure. In dealing out in this manner it is not good policy to cover one card with a higher, unless you are compelled to do so.

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” Allgaier Gambit:-- P-K4 P-KB4 Kt-KB3 P-KR4 1 ---- 2 ----- 3 ------ 4 ----- P-K4 PxP P-KKt4 P-Kt5 Boden-Kieseritzky Gambit:-- P-K4 B-B4 Kt-KB3 Kt-B3 1 ---- 2 ------ 3 ------ 4 ----- P-K4 Kt-KB3 KtxP KtxKt Berlin Defence:-- P-K4 B-B4 Q-K2 P-QB3 1 ---- 2 ------ 3 ------ 4 ----- P-K4 Kt-KB3 Kt-QB3 B-B4 Blackmar Gambit:-- P-Q4 P-K4 P-KB3 KtxP 1 ---- 2 ------ 3 ------ 4 ----- P-Q4 PxP PxP B-B4 Calabrese Counter Gambit:-- P-K4 B-B4 P-Q3 P-B4 1 ---- 2 ----- 3 ------ 4 ---- P-K4 P-KB4 Kt-KB3 P-Q4 Centre Gambit:-- P-K4 P-Q4 QxP Q-K3 1 ---- 2 ----- 3 ------ 4 -------- P-K4 PxP Kt-QB3 B-Kt5 ch Centre Counter Gambit:-- P-K4 PxP Kt-QB3 P-Q4 1 ---- 2 ----- 3 ------ 4 ------ P-Q4 QxP Q-Q sq Kt-KB3 Classical Defence, to K. B. opening:-- P-K4 B-B4 P-QB3 P-Q4 1 ---- 2 ---- 3 ------ 4 ---- P-K4 B-B4 Kt-KB3 PxP Cunningham Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ---- 2 ----- 3 ------ 4 ------- P-K4 PxP B-K2 B-R5 ch Cochrane Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ---- 2 ----- 3 ------ 4 ----- P-K4 PxP P-KKt4 P-Kt5 Danish Gambit:-- P-K4 P-Q4 P-QB3 B-QB4 1 ---- 2 ----- 3 ----- 4 ------ P-K4 PxP PxP Kt-KB3 English Opening:-- P-QB4 P-B4 P-Q3 Kt-QB3 1 ----- 2 ---- 3 ------ 4 ------ P-QB4 P-B4 Kt-KB3 P-Q3 Evans’ Gambit:-- P-K4 Kt-KB3 B-B4 P-QKt4 1 ---- 2 ----- 3 ---- 4 ------- P-K4 Kt-QB3 B-B4 BxKtP Evans’ Gambit Declined:-- P-K4 Kt-KB3 B-B4 P-QKt4 1 ---- 2 ------ 3 ---- 4 ------ P-K4 Kt-QB3 B-B4 B-Kt3 Fianchetto Opening:-- P-K3 P-QB4 Kt-QB3 PxP 1 ---- 2 ------ 3 ------ 4 ------ P-K4 Kt-KB3 P-Q4 KtxP Fianchetto Defence:-- P-K4 P-Q4 B-Q3 Kt-K2 1 ------ 2 ---- 3 ----- 4 ------ P-QKt3 P-K3 B-Kt2 Kt-KB3 Four Knights:-- P-K4 Kt-KB3 Kt-B3 B-Kt5 1 ---- 2 ------ 3 ----- 4 ------ P-K4 Kt-QB3 Kt-B3 B-Kt5 French Defence:-- P-K4 P-Q4 Kt-QB3 B-KKt5 1 ---- 2 ---- 3 ------ 4 ------ P-K3 P-Q4 Kt-KB3 B-K2 From Gambit:-- P-KB4 PxP PxP Kt-KB3 1 ----- 2 ----- 3 ----- 4 ------ P-K4 P-Q3 BxP Kt-KB3 Giuoco Piano:-- P-K4 Kt-KB3 B-B4 P-B3 1 ---- 2 ------ 3 ---- 4 ----- P-K4 Kt-QB3 B-B4 Kt-B3 Greco-Counter Gambit:-- P-K4 Kt-KB3 KtxP P-Q4 1 ---- 2 ------ 3 ------ 4 ------ P-K4 P-KB4 Q-B3 P-Q3 Hamppe-Allgaier Gambit:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ---- 2 ------ 3 ----- 4 ------ P-K4 Kt-QB3 PxP P-KKt4 Hungarian Defence:-- P-K4 Kt-KB3 B-B4 P-Q4 1 ---- 2 ------ 3 ---- 4 ------ P-K4 Kt-QB3 B-K2 P-Q3 Irregular Openings:-- P-K4 P-QB3 Kt-B3 KtxP 1 ---- 2 ----- 3 ----- 4 ------ P-K4 P-Q4 PxP B-Q3 P-K4 P-Q4 B-Q3 P-QB3 1 ------ 2 ------ 3 ------- 4 -------- P-Q3 Kt-KB3 Kt-QB3 P-K4 P-K4 P-Q4 PxP B-Q3 1 ------ 2 ------ 3 ------- 4 -------- P-QB3 P-Q4 PxP Kt-QB3 P-K4 P-Q4 PxP P-KB4 1 ------ 2 ------ 3 ------- 4 -------- Kt-QB3 P-K4 KtxP Kt-Kt3 Jerome Gambit:-- P-K4 Kt-KB3 B-B4 BxP ch 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 B-B4 KxB Kieseritzky Gambit:-- P-K4 P-KB4 Kt-KB3 P-KR4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 King’s Bishop’s Gambit:-- P-K4 P-KB4 B-B4 K-B sq 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP Q-R5 ch B-B4 King’s Bishop’s Pawn Game:-- P-KB4 Kt-KB3 P-K3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K3 Kt-KB3 B-K2 P-QKt3 King’s Knight Opening. Irregular Defences:-- P-K4 Kt-KB3 KtxP Kt-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-KB3 Q-K2 P-Q4 P-K4 Kt-KB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Q-B3 P-B3 PxP P-K4 Kt-KB3 B-B4 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-Q3 Kt-KB3 Kt-B3 P-K4 Kt-KB3 KtxP P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-B4 Q-K2 B-Kt3 King’s Gambit:-- P-K4 P-KB4 P-Q4 K-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP Q-R5 ch P-Q4 P-K4 P-KB4 P-KR4 PxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-Q4 QxP P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 B-Kt2 P-K4 P-KB4 P-KR4 Kt-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP B-K2 Kt-KB3 King’s Gambit Declined:-- P-K4 P-KB4 PxQP Kt-QB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q4 QxP Q-K3 Max Lange’s Attack:-- P-K4 Kt-KB3 B-B4 Castles 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 B-B4 Kt-B3 Muzio Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 Petroff’s Counter Attack:-- P-K4 Kt-KB3 KtxP K-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-KB3 P-Q3 KtxP Philidor’s Defence:-- P-K4 Kt-KB3 P-Q4 KtxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q3 PxP P-Q4 Pierce Gambit:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP P-KKt4 Queen’s Pawn Counter Gambit:-- P-K4 Kt-KB3 PxP P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q4 B-Q3 P-K5 Queen’s Gambit:-- P-Q4 P-QB4 P-K3 BxP 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K4 PxP P-Q4 P-QB4 P-K4 P-Q5 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K4 P-KB4 P-Q4 P-QB4 Kt-KB3 P-K3 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K3 Kt-KB3 Queen’s Pawn Game:-- P-Q4 P-K3 Kt-KB3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 P-K3 Kt-KB3 B-K2 Ruy Lopez:-- P-K4 Kt-KB3 B-Kt5 B-R4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 P-QR3 Kt-B3 Salvio Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 Scotch Game:-- P-K4 Kt-KB3 P-Q4 KtxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP B-B4 Sicilian Defence:-- P-K4 Kt-QB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-QB4 Kt-QB3 P-K3 PxP Staunton’s Opening:-- P-K4 Kt-KB3 P-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 P-B4 P-Q3 Steinitz Gambit:-- P-K4 Kt-QB3 P-KB4 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP Q-R5 ch Three Knights’ Game:-- P-K4 Kt-KB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-KB3 P-Q3 PxP Two Knights’ Defence:-- P-K4 Kt-KB3 B-B4 Kt-Kt5 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 Kt-B3 P-Q4 Vienna Opening:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-B4 P-Q3 Kt-KB3 Zukertort’s Opening:-- Kt-KB3 P-Q4 P-K3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K3 Kt-KB3 P-QKt3 B-Kt2 _=GAMES AT ODDS.=_ Between unequal players it is a common practice for the stronger to give the weaker some advantage. Very few are able to give a Queen, or even a Rook, but a _=Knight=_ is quite common, and one who can concede a Knight to the weakest players in a club is usually spoken of as, “a Knight player.” The most common odds between nearly equal players is _=Pawn and Move=_; and with a player not strong enough to give a Knight, _=Pawn and Two Moves=_. The Pawn removed in each instance is Black’s K B P, and the Knight is usually the Q Kt. Here are a few examples of the openings in games at odds:-- Pawn and Move:-- P-K4 P-Q4 Q-R5 ch Q-K5 1 ------ 2 ------ 3 ------- 4 ------- P-K3 P-Q4 P-KKt3 Kt-KB3 P-K4 P-Q4 Kt-QB3 P-Q5 1 ------ 2 ------ 3 ------- 4 ------- P-Q3 Kt-KB3 Kt-B3 Kt-K4 P-K4 P-Q4 P-K5 B-QKt5 1 ------ 2 ------ 3 ------- 4 ------- Kt-QB3 P-Q4 B-B4 Q-Q2 P-K4 P-Q4 PxP P-KB4 1 ------ 2 ------ 3 ------- 4 ------- Kt-QB3 P-Q4 KtxP Kt-B2 Pawn and Two Moves:-- P-K4 P-Q4 B-Q3 P-Q5 1 ------ 2 ------ 3 ------- 4 ------- P-K3 P-B4 P-Q3 P-K4 P-Q4 P-QB4 P-Q5 1 ------ 2 ------ 3 ------- 4 ------- P-K3 P-B4 P-Q3 P-K4 P-Q4 P-KB4 B-Q3 1 ------ 2 ------ 3 ------- 4 ------- P-Q3 P-K3 Kt-K2 P-K4 P-Q4 P-Q5 P-KB4 1 ------ 2 ------ 3 ------- 4 ------- Kt-QB3 Kt-K4 Kt-B2 Odds of Queen’s Knight:-- P-K4 Kt-B3 PxP Kt-K5 1 ------ 2 ------ 3 ------- 4 ------- P-K4 P-Q4 P-K5 QxP P-K4 P-KB4 PxQP Kt-B3 1 ------ 2 ------ 3 ------- 4 ------- P-K4 P-Q4 QxP P-K5 Odds of King’s Knight:-- P-K4 B-B4 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 ------- P-K4 P-QB3 Kt-B3 P-Q4 P-K4 B-B2 P-Q2 0-0 1 ------ 2 ------ 3 ------- 4 ------- P-K4 Kt-KB3 B-B4 0-0 In order to give the student an idea of the value and popularity of the various openings, the following table of the results of 1500 games may be useful. It is from the chess columns of the New York _Sun_:-- ---------------------+----------------+--------+---------+--------- | FIRST | TOTAL |PER CENT.

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Straight flushes do not count. WHISKEY POKER. The arrangements for the cards, seats, etc., are the same as in Draw Poker. Each player is provided with an equal number of white counters, which may have a value attached to them, or which may simply represent markers. If the counters represent money, each player should have at least twenty; if they are only markers, five is the usual number. If the game is played for money, each player puts one counter in the pool before the cards are dealt. There is no raising or betting of any kind. An extra hand, called _=the widow=_, is dealt face down at Whiskey Poker. The dealer gives each player and the widow five cards, one at a time, beginning on his left, and dealing to the widow just before he deals to himself.

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Mother says, Come in. ] What have you been doing all this time? Brushing Jenny s hair and combing Jenny s hair. What did her mother give you for your trouble? A silver penny. Where s my share of it? Cat ran away with it. Where s the cat? In the wood. Where s the wood? Fire burnt it. Where s the fire? Moo-cow drank it. Where s the moo-cow? Butcher killed it. Where s the butcher? Eating nuts behind the door, and you may have the nutshells. --London (Miss Dendy, from a maid-servant).

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12. Should the spot allotted to any pool ball be occupied when it becomes necessary to respot it, it shall be placed upon the _nearest unoccupied spot_, and, failing that, as near as possible to its proper spot in the direction of the centre spot. If the middle spot of the baulk line is occupied, the brown ball after being pocketed shall, if possible, be placed on the left-hand spot of the baulk line, and, failing that, the rule as above applies. 13. If the striker’s ball is touching another, such ball not being playable, and he disturb the ball touching his own, the stroke is foul. 14. Should the striker’s ball be so placed that he cannot play direct on the object ball, he is said to be “snookered.” FOUL STROKES AND PENALTIES. 15. Foul strokes are made or penalties incurred by (1) “Pushing” instead of striking the ball, or striking the ball more than once; (2) Playing out of turn; (3) Playing with both feet off the floor; (4) Playing before all the balls have become stationary, when off the table, or wrongly spotted; (5) Playing with the wrong ball; (6) Touching or moving any ball, except in the legitimate manner set forth in these rules; (7) Forcing any ball off the table; (8) Wilfully interfering with an opponent, or the run of the balls, and refusing to obey the referee’s decision; (9) Missing, running a coup, striking the wrong ball, or pocketing the white ball; (10) Playing at or pocketing any ball except in the proper rotation; (11) Striking two balls, other than two red balls, simultaneously; (12) Giving an intentional miss; (13) Pocketing more than one ball--other than red balls--by one stroke.

I have heard it credibly reported (and that _viva voce_) by men of great grauitie and reputation, that of fortie, threescore or a hundred maides going to the wood ouer night, there haue scaresly the third part of them returned home againe undefiled. Herrick s _Hesperides_ also describes the festival, and the custom of courting and marriage at the same time. The tune sung to this game appears to be the same in every version. END OF VOL. I. BALLANTYNE PRESS PRINTED BY BALLANTYNE, HANSON AND CO. EDINBURGH AND LONDON Transcriber s notes: General: This eBook is Volume I of a two-volume work. Volume II is available as ebook number 41728 via the website of Project Gutenberg (www.gutenberg.org/ebooks/41728).

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_ Mr. Emslie says he knows it under the name of Baste the Bear in London, and Patterson (_Antrim and Down Glossary_) mentions a game similarly named. It is played at Marlborough under the name of Tom Tuff. --H. S. May. See Doncaster Cherries. Bag o Malt A bag o malt, a bag o salt, Ten tens a hundred. --Northall s _English Folk Rhymes_, p. 394.

477. Cope (_Hampshire Glossary_) calls the game I spy I. Lowsley (_Berkshire Glossary_) says, In playing this game, the seeker has to call out I spy! to the one he finds before he may start for home. It is called Hy Spy in Patterson s _Antrim and Down Glossary_; Evans _Leicestershire Glossary_, Hide and Wink; Barnes _Dorset Glossary_, Hidy Buck. In Pegge s _Alphabet of Kenticisms_ the game is given as Hide and Fox. _Cf._ Hide Fox, and all after, _i.e._, let the fox hide and the others go to seek him; Hamlet, iv. 2, 32.

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_=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. _=DEALING.=_ Ten cards are given to each player, one at a time, and the next card is turned up and laid beside the stock to start the discard pile. _=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.

She s gone, then, he said huskily. Who done it? Fowler Smythe, I said bitterly. A snake within the Lodge. You might try to stop him. But your partner, Rose, is the real crook. Get the doc, then tie up Rose. She s gone, he insisted. Nerve poison kills right now. He s right, Billy Joe, Pheola said softly. I m going numb all over.

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The pinlighters threw the Partners--quite literally threw--by means of mind-to-firing relays direct at the Dragons. What seemed to be Dragons to the human mind appeared in the form of gigantic Rats in the minds of the Partners. Out in the pitiless nothingness of space, the Partners minds responded to an instinct as old as life. The Partners attacked, striking with a speed faster than Man s, going from attack to attack until the Rats or themselves were destroyed. Almost all the time, it was the Partners who won. With the safety of the inter-stellar skip, skip, skip of the ships, commerce increased immensely, the population of all the colonies went up, and the demand for trained Partners increased. Underhill and Woodley were a part of the third generation of pinlighters and yet, to them, it seemed as though their craft had endured forever. [Illustration] Gearing space into minds by means of the pin-set, adding the Partners to those minds, keying up the mind for the tension of a fight on which all depended--this was more than human synapses could stand for long. Underhill needed his two months rest after half an hour of fighting. Woodley needed his retirement after ten years of service.

To change formation = half a move. To mount = one move. To dismount = one move. Artillery. To unlimber guns = half a move. To limber up guns = half a move. Rivers are impassable to guns. NEITHER INFANTRY, CAVALRY, NOR ARTILLERY CAN FIRE AND MOVE IN ONE MOVE. Royal Engineers. No repairs can be commenced, no destructions can be begun, during a move in which R.

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A misère over-calls eight tricks. _=Kimberly Solo=_ is for four players, without any proposal and acceptance, solo being the lowest call. If all pass, a six-trick solo with a different trump is allowed. TEXT BOOKS. Solo Whist, by R.F. Green. How to Play Solo Whist, by Wilks & Pardon. For the Laws of Solo Whist, see Whist Family Laws. ILLUSTRATIVE SOLO WHIST HANDS.