Angel and Devil One child is called the Angel, another child the Devil, and a third child the Minder. The children are given the names of colours by the Minder. Then the Angel comes over and knocks, when the following dialogue takes place. Minder: Who s there? Answer: Angel. Minder: What do you want? Angel: Ribbons. Minder: What colour? Angel: Red. Minder retorts, if no child is so named, Go and learn your A B C. If the guess is right the child is led away. The Devil then knocks, and the dialogue and action are repeated.--Deptford, Kent (Miss Chase).

192, says: Hurling is an ancient sport us d to this day in the countys of Cornwall and Devon, when once a year the hardy young fellows of each county meet; and a cork ball thinly plated with silver being thrown up between em, they run, bustle, and fight for it, to the witty dislocating of many a shrew d neck, or for the sport of telling how bravely their arms or legs came to be broke, when they got home. It is fully described by Carew in his _Survey of Cornwall_, 1602, p. 73. It is also a very ancient Irish game, and Mr. Kinahan says: Many places are called after it: such as, Killahurla, the hurlers church; Gortnahurla, the field of the hurlers; Greenanahurla, the sunny place of the hurlers; this, however, is now generally corrupted into hurling-green. The hurling-green where the famous match was played by the people of Wexford against those of Cather (now divided into the counties of Carlow and Wicklow), and where the former got the name of yellow bellies, from the colour of the scarfs they wore round their waist, is a sunny flat on the western side of North Wicklow Gap, on the road from Gorey to Trinnahely. There are also many other different names that record the game. --_Folk-lore Journal_, ii. 266. See Bandy, Camp, Football, Hockey, Hood, Shinty.

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[Illustration: +---+---+---+---+---+---++---+---+---+---+---+---+ | ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ | | ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ | | | | | | | ⛀ || | ⛀ | | | | ⛂ | | | | | | | ⛀ || | | | | | ⛂ | | | | | | | ⛀ || | | | | | ⛂ | | 1 2 3 4 5 6 || 7 8 9 10 11 12 | |24 23 22 21 20 19 ||18 17 16 15 14 13 | | | | | | | ⛂ || | | | | | ⛀ | | | | | | | ⛂ || | | | | | ⛀ | | | | | | | ⛂ || | ⛂ | | | | ⛀ | | ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ | | ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ | +---+---+---+---+---+---++---+---+---+---+---+---+ ] The men on each side are always moved in the direction of their notation numbers. In all the following illustrations the black men move round the board from right to left, like the hands of a clock, while the white men go in the opposite direction; so that the two opposing forces are continually meeting and passing, like the people in the street. The _=Object of the Game=_ is for each player to move his men from point to point in order to get them all into his home table. It does not matter what part of the home table they reach, so that they get across the bar. The men are moved according to the throws of the dice, each player in turn having a throw and a move. After the men on either side are all home, they are taken off the board according to the throws of the dice, and the player who is the first to get all his men off the board in this manner wins the game. If each player has taken off some of his men, the player getting all his off first wins a _=hit=_, which counts as a single game. If one player gets off all his men before his adversary has thrown off a single man, it is a _=gammon=_, and counts as a double game. If the loser has not only taken off none of his men, but has one or more men left on the side of the board farther from him when his adversary throws off his last man, it is a _=backgammon=_, and counts as a triple game. In America, gammons and backgammons are seldom played, every game being simply a hit.

| 2nd. | 3rd. | 4th. | 5th. | 6th. | | | | | | | Y | W | X | W | W | X | C D | C D | B D | B D | B C | B C | Z | X | Z | Y | Z | Y | If more than four players are engaged on each side, this arrangement must be repeated with every additional four; the tables being always in sets of two each, but in such cases, and in fact in anything but League matches, it is usual to play only the 1st, 3rd and 5th sets. _=CLUB AGAINST CLUB.=_ The smaller club should put into the field as many multiples of four as it can; the larger club presenting an equal number to play against them. The opposing sides are then so arranged that half the members of each club sit North and South, the other half East and West. If we distinguish the clubs by the marks O and X, and suppose 16 to be engaged on each side, they would be arranged at 8 tables, thus:-- O | O | O | O X 1 X | X 3 X | X 5 X | X 7 X O | O | O | O | | | 1st set | 2nd set | 3rd set | 4th set | | | X | X | X | X O 2 O | O 4 O | O 6 O | O 8 O X | X | X | X If apparatus is used, the players may sit still for four hands, putting the trays aside, and then exchanging them for the four trays played at the other table in their set.

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THE TRUMP CARD. 18. The dealer must leave the trump card face upward on the table until it is his turn to play to the first trick; if it is left on the table until after the second trick has been turned and quitted, it is liable to be called. After it has been lawfully taken up, it must not be named, and any player naming it is liable to have his highest or his lowest trump called by either adversary. A player may, however, ask what the trump suit is. This law does not apply to Boston, or Cayenne. In _=Boston=_ and in _=Cayenne=_, no trump is turned, but a card is cut from the still pack to determine the rank of the suits. See Law 13. In _=Cayenne=_, the trump suit must be named by the dealer or his partner after they have examined their cards. The dealer has the first say, and he may select any of the four suits, or he may announce “grand,” playing for the tricks without any trump suit.

gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. Title: Little Wars; a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys games and books. Author: H. G. Wells Release date: January 1, 2003 [eBook #3691] Most recently updated: January 8, 2021 Language: English Credits: Produced by Alan D. Murray, William Jenness, and Andrew Sly. HTML version by Al Haines. *** START OF THE PROJECT GUTENBERG EBOOK LITTLE WARS; A GAME FOR BOYS FROM TWELVE YEARS OF AGE TO ONE HUNDRED AND FIFTY AND FOR THAT MORE INTELLIGENT SORT OF GIRL WHO LIKES BOYS GAMES AND BOOKS.

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” If he feels equal to a misère, he calls: “_=Misère=_;” and so on, according to the strength of his hand. If he does not feel justified in making a call, he says “_=I pass=_;” and the next player on his left has the opportunity; and so on, until some player has proposed to do something, or all have passed. If any player has proposed for a partner, any of the others, in their proper turn, may accept him by simply saying “_=I accept=_.” By so doing, a player intimates that he has four probable tricks also, but in the plain suits, and that he is willing to try for eight tricks with the proposer for a partner. All the other calls are made by a single player with the intention of playing against the three others. Any player except the eldest hand having once said, “I pass,” cannot afterwards make or accept any proposal. The eldest hand, after passing once, can accept a proposal, but he cannot make one. It is the custom in some places, when no one will make a proposal of any sort, to turn down the trump, and play the hands without any trump suit, each man for himself, the winner of the last trick losing to each of the others the value of a solo. This is called a _=Grand=_. _=RANK OF THE PROPOSALS.

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The next lowest shall sit on his left, and so on. In cutting, the cards and suits rank as in play. The one drawing the lowest card shall deal the first hand, and the score shall be kept by the player on his right. 10. The game shall come to an end only at the conclusion of a round, and any player wishing to stop must give notice before the beginning of a round. CARDS. 11. There are thirty-two cards in the pack, the rank and value of which are as follows: Jack 2; ace 11; ten 10; king 4; queen 3; the nine, eight and seven having no counting value. 12. The suits shall always outrank one another in the same order; clubs, spades, hearts and diamonds.

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Woodley needed his retirement after ten years of service. They were young. They were good. But they had limitations. So much depended on the choice of Partners, so much on the sheer luck of who drew whom. THE SHUFFLE Father Moontree and the little girl named West entered the room. They were the other two pinlighters. The human complement of the Fighting Room was now complete. Father Moontree was a red-faced man of forty-five who had lived the peaceful life of a farmer until he reached his fortieth year. Only then, belatedly, did the authorities find he was telepathic and agree to let him late in life enter upon the career of pinlighter.

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In another instance there appears to be no contest, but the selected player crosses over to the opposite side. Two important incidents occur in the Bocking and Symondsbury versions. In the Bocking game the side which is victorious has the right to begin the next game first: this also occurs in the Barnes version. In Symondsbury, when one child is drawn over the boundary line by one from the opposite side she has to be crowned immediately. This is done by the conqueror putting her hand on the captured one s head. If this is not done at once the captured one is at liberty to return to her own side. In some versions (Shropshire and London) the player who is selected for Nuts is always captured by the one sent to fetch her. Some Barnes children also say that this is the proper way to play. When boys and girls play the boys are always sent to fetch away the girls. In Sheffield (a version collected by Mr.

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When seven play, the dealer takes no cards. All the preliminaries of seats, cards and deal are settled as at Hearts. _=Dealing.=_ The entire pack is distributed, the dealer giving each player in rotation two or three cards in each round. No trump is turned. All irregularities in the deal are governed by the same laws as at Hearts; but a misdeal does not lose the deal under any circumstances. The same dealer must deal again. _=Objects of the Game.=_ The object in Slobberhannes is to avoid taking either the first or the last trick, or any trick containing the Queen of clubs. The player who wins any of these loses one point, and if he wins all three of them, he loses an extra point, or four altogether.