If the suit of the same colour as the turn-up is named for the new trump, it is usual to say: “_=I make it next=_.” If a suit of a different colour is named, it is called _=crossing the suit=_, and some players, if a red suit is turned, will say: “I _=cross=_ to clubs.” Any player naming a new suit may announce to play alone at the same time. The side that makes the new trump must make at least three tricks, or it will be euchred, and the adversaries will count two points. If a player names the suit that has just been turned down, he loses his right to make the trump; and if he corrects himself, and names another suit, he debars not only himself but his partner from making the trump. One player having named a new trump suit in his proper turn, his decision is binding on all the others; but should a player name a suit out of his proper turn, both he and his partner are debarred from making that suit the trump. If no one will name a new trump, the deal is void, and passes to the next player on the dealer’s left. _=ORDERING UP THE TRUMP.=_ Instead of passing the turn-up trump on the first round, any player who thinks it would be to his advantage to have the turn-up remain the trump, may order the dealer to take it up. In doing so he says: “_=I order it=_,” if he is an adversary; or: “_=I assist=_,” if he is the dealer’s partner.

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| -- | | 22.| -- | | 23.| -- | |[8.]| -- | | 24.|You shall have a nice | | |young man. | | 25.| -- | | 26.| -- | | 27.| -- | | 28.|Born for your sake.

[Illustration] When side is put upon a ball, it spins in that direction. If it is struck on the left, and then goes to a cushion directly in front of it, it will tend to fly off the cushion toward the left, making the angle wider. If a ball spinning to the left goes to a cushion on the left, it will tend to make the angle smaller, and the effect so produced is called _=reverse English=_, which tends to slow the cue ball. THE AMERICAN GAME. In the American game every carrom counts one point, and the number of points that will constitute a game must be agreed upon before play begins. The players string for the lead, the one bringing his ball nearer the head cushion having the choice of balls and of the first shot. The great art in the American game is to keep the balls in front of you, so as to leave yourself a comparatively easy shot. Every time you get the cue ball between the two others you will find yourself in difficulties; but whenever both the balls are in front of the cue ball, there will be some chance to score. When there is a choice of several ways of making a shot, the balls being wide apart, it will usually be found that one of them will bring the balls into better position than the others, and for that reason it is called a _=gathering shot=_. The expert tries to get the balls on the rail by a series of these gathering shots, and if any of the three positions shown in the diagram can be arrived at, a large run may be made by the _=rail nurse=_.

” This cannot be increased to 8, 9, or 10 under any circumstances, and nothing but a 7 will win it. Pairs may be doubled in the same manner. If a player has two Nines in his hand, and there is one on the table, he may build on the latter with one of his own, announcing, “Two Nines,” which will prevent any player from building either of them to 10, and will entitle the builder to take in both cards with his third Nine when it comes round to his turn. Should any other player at the table hold the fourth Nine, he could of course take in the build. It is necessary to distinguish between building and combining. In combining cards, those already on the table are gathered together; in building, or increasing a build, a card must be played from the hand. If one player has made a build of any description, it cannot be interfered with or increased except by other cards from a player’s hand, those from the table not being available. For instance: One player has built a 5 by combining two Aces on the table with a 3 from his hand. On the table are also a 2 and 4 and a following player holds a 9 and 7. He cannot use the deuce on the table to increase the build from 5 to 7, nor the 4 to increase it to 9; because that would not be building from his hand; but if he held the 4 and 9 in his hand, he could build on the 5.

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The best chance is to cross the suit, unless the player has three certain tricks in his own hand by making it next, such as five trumps to the ace, or four trumps and a plain-suit ace. With such cards he should play alone. The pone should never make the trump unless he has three certain tricks, and is willing to play a lone hand. If the dealer turns it down, and both the eldest hand and the dealer’s partner pass a second time, there must be a nigger in the woodpile somewhere. _=LEADING.=_ The general principle of leading is to make tricks while you can. It is useless to save up tenaces in plain suits, because there are only five tricks to play, two of which are certain to fall to the trumps, and it is very improbable that any player will lead up to you a small card of a plain suit that will go round twice. It is seldom right to lead small cards of a plain suit. There is a better chance to make a trick with the King by leading it than by keeping it guarded. In the trump suit, tenaces are very strong, and should be preserved, especially if the tenace is over the turn-up trump.

| -- | -- |Build it up with penny| | | | |loaves. | |16.| -- | -- |Penny loaves will melt| | | | |away. | |17.|Build it up with |Build it up with |Build it up with | | |silver and gold. |silver and gold. |silver and gold. | |18.|Silver and gold will |Silver and gold would |Silver and gold I have| | |be stolen away. |be stolen away.

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A double or redouble is a declaration, and a player who doubles or redoubles out of turn is subject to the penalty provided by Law 49. 58. After the final declaration has been accepted, the play begins; the player on the left of the declarer leads. DUMMY. 59. As soon as the player on the left of the declarer leads, the declarer’s partner places his cards face upward on the table, and the declarer plays the cards from that hand. 60. The partner of the declarer has all the rights of a player (including the right to call attention to a lead from the wrong hand), until his cards are placed face upward on the table.[13] He then becomes the dummy, and takes no part whatever in the play, except that he has the right: (_a_) To call the declarer’s attention to the fact that too many or too few cards have been played to a trick; (_b_) to correct an improper claim of either adversary; (_c_) to call attention to a trick erroneously taken by either side; (_d_) to participate in the discussion of any disputed question of fact after it has arisen between the declarer and either adversary; (_e_) to correct any erroneous score; (_f_) to consult with and advise the declarer as to which penalty to exact for a revoke; (_g_) to ask the declarer whether he have any of a suit he has renounced. The dummy, if he have not intentionally looked at any card in the hand of a player, has also the following additional rights: (_h_) To call the attention of the declarer to an established adverse revoke; (_i_) to call the attention of the declarer to a card exposed by an adversary or to an adverse lead out of turn.

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7--Battle of Hook s Farm. Red s Left Wing attempting to join the Main Body.] Figure 1 shows the country of the battlefield put out; on the right is the church, on the left (near the centre of the plate) is the farm. In the hollow between the two is a small outbuilding. Directly behind the farm in the line of vision is another outbuilding. This is more distinctly seen in other photographs. Behind, the chalk back line is clear. Red has won the toss, both for the choice of a side and, after making that choice, for first move, and his force is already put out upon the back line. For the sake of picturesqueness, the men are not put exactly on the line, but each will have his next move measured from that line. Red has broken his force into two, a fatal error, as we shall see, in view of the wide space of open ground between the farm and the church.

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_=Chances.=_ Some players profess to attach great importance to the chances of the dice, but such matters are of little practical value except in a general way. It may be interesting to know that the odds were thirty-five to one against a certain throw, but that knowledge does not prevent your adversary from winning the game. It should always be remembered that it is more difficult for your adversary to hit a man that is very close to him or very far from him, than one that is about half way. The odds against being hit by a given number, either on one or on both dice, are given in the margin. The throws given in the second column cannot be made without counting both dice, and a player is therefore safer when it takes “double dice” to hit him. +------------------+-------------------+ |_Single Die._ |_Double Dice._ | | 25 to 11 ag’st 1 | 30 to 6 ag’st 7 | | 24 to 12 ag’st 2 | 30 to 6 ag’st 8 | | 22 to 14 ag’st 3 | 31 to 5 ag’st 9 | | 21 to 15 ag’st 4 | 33 to 3 ag’st 10 | | 21 to 15 ag’st 5 | 34 to 2 ag’st 11 | | 19 to 17 ag’st 6 | 35 to 1 ag’st 12 | +------------------+-------------------+ LAWS. _=1.

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Hats in Holes. Hattie. Hawkey. Headicks and Pinticks. Heads and Tails. Hecklebirnie. Hen and Chicken. Here comes a Lusty Wooer. Here comes One Virgin. Here I sit on a Cold Green Bank.

They then sing the remaining four lines. The two who were first in the centre then go out, and the game begins again, with the other two players in the centre. (_c_) Miss Burne says this game is more often played as Three Jolly Fishermen. At Cheadle, North Staffs., a few miles distant from Tean, this game is played by grown-up men and women. Jolly Hooper I. Here comes a [or one] jolly hooper, Ring ding di do do, Ring ding di do do. And who are you looking for, In a ring ding di do do, In a ring ding di do do? I am looking for one of your daughters, In a ring ding di do do, In a ring ding di do do. What shall her name be, In a ring ding di do do, In a ring ding di do do? Her name shall be [Sarah], In a ring ding di do do, In a ring ding di do do. Sarah shall ramble, In a ring ding di do do, In a ring ding di do do, All around the chimney [jubilee] pot in 1881.

The _Whitby Glossary_ also gives this as Spell and Knor, and says it is known in the South as Dab and Stick. The author adds, May not tribbit, or trevit, be a corruption of three feet, the required length of the stick for pliable adaptation? Robinson (_Mid-Yorkshire Glossary_), under Spell and Nur, says: A game played with a wooden ball and a stick fitted at the striking end with a club-shaped piece of wood. The spell made to receive and spring the ball for the blow at a touch, is a simple contrivance of wood an inch or so in breadth and a few inches long. . . . The players, who usually go in and out by turns each time, after a preliminary series of tippings of the spell with the stick in one hand, and catches of the ball with the other, in the process of calculating the momentum necessary for reach of hand, are also allowed two trial rises in a striking attitude, and distance is reckoned by scores of yards. The long pliable stick, with a loose club end, used in the game, is called the tribit or trivit stick. . .

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Halliwell, in recording the _Nursery Rhymes_, Nos. cccxliii. and cccxliv., as quoted above, says, They are fragments of a game called The Lady of the Land, a complete version of which has not fallen in my way. Mr. Udal s versions from Dorsetshire are not only called The Lady of the Land, but are fuller than all the other versions, though probably these are not complete. Mr. Newell (_Games_, pp. 56-58) gives some versions of this game. He considers the original to have been a European game (he had not found an English example) in which there were two mothers, a rich and a poor one; one mother begging away, one by one, all the daughters of the other.

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In the event of supplies failing, horses may take the place of food, but not of course of forage; one horse to equal one packet. In the event of supplies failing, the following consequences ensue:-- Infantry without ammunition cannot fire (guns are supposed to have unlimited ammunition with them). Infantry, cavalry, R.A., and R.E. cannot move without supply--if supplies are not provided within six consecutive moves, they are out of action. A force surrounded must surrender four moves after eating its last horse. Now as to Destructions: To destroy a railway bridge R.E.

_=Time.=_ On account of the great number of combinations possible at Rubicon Bézique, it is very seldom that a player succeeds in scoring everything he holds. He is allowed to count the cards remaining in the talon, provided he does not disturb their order. This count is often important toward the end of the hand. For instance: You know from the cards you hold, and those played, that your adversary must have in his hand the cards that will make a double bézique on the table into a triple bézique, which would give him 1500 points. If, on counting the stock, you find only six cards remain, and you have three certain winning trumps to lead, you can shut out his 1500 by exhausting the stock before he can win a trick. _=Irregular Announcements.=_ If a player announces a combination which he does not show; such as fours, when he has only three, which he may easily do by mistaking a Jack for a King, _his_ adversary can compel him not only to take down the score erroneously marked, but to lead or play one of the three Kings. A player may be called upon to lead or play cards from other erroneous declarations in the same manner; but if he has the right card or cards in his hand, he is permitted to amend his error, provided he has not drawn a card from the stock in the meantime. _=The Last Nine Tricks.

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Addy). (_b_) In the Enborne, Newbury, version (Miss Kimber) a ring is formed by the children (boys and girls) joining hands. Another child stands in the centre. The ring of children walk round while singing the verses. The singing is confined to the ring. When the centre child is told to choose, she selects a boy from the ring, who goes into the centre and they stand together. At the next verse these two children walk out of the ring arm-in-arm. When the next verse is sung they return, and again stand in the centre. At the next verse the boy pretends to put a ring on the girl s finger. They walk out of the ring when told to go to church (two children in the ring unclasping hands to let them walk out, and again clasping hands after they return), and kiss each other and shake hands when the two next verses are sung.

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The game may go on in the same way till each player gets his buns. --Nairn (Rev. W. Gregor). See Hats in Holes. Ball in the Decker A row of boys caps is set by a wall. One boy throws a ball into one of the caps. The owner of the cap runs away, and is chased by all the others till caught. He then throws the ball.--Dublin (Mrs.

The game is continued until one or other of the players has only two pegs left, when the game is won (1st ser., i. 20). Another correspondent in the same journal (ii. 2) says, The game was very generally played in the midland counties under the name of Merrilpeg or Merelles. The twelve pieces I have never seen used, though I have often played with nine. We generally used marbles or draught pieces, and not pegs. The following are the accounts of this game given by the commentators on Shakespeare:-- In that part of Warwickshire where Shakespeare was educated, and the neighbouring parts of Northamptonshire, the shepherds and other boys dig up the turf with their knives to represent a sort of imperfect chess-board. It consists of a square, sometimes only a foot diameter, sometimes three or four yards. Within this is another square, every side of which is parallel to the external square; and these squares are joined by lines drawn from each corner of both squares, and the middle of each line.

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In the ceremony, as described by Henderson, although songs and games are part of the burial-ceremony, there is no specific mention of hand-clapping; but it is conceivable that the action at one time formed part of the ceremony, and hence the name Dish-a-loof. This would not account for the promise of a duck, drake, &c., as in incidents Nos. 12 and 20; nor for the promise of a young prince or young man; but these incidents might very well be variants of some earlier forms which are not now discoverable, especially as love-games were played at funerals, and as the tendency, in the less complete forms of the game as they have come down to us, is in the direction of transposing the game into a complete love-game. The use of rushes in the Lanarkshire game might indicate the funeral garland (Aubrey s _Remaines_, pp. 109, 139). For clapping of hands to indicate bell-tolling or bell-ringing at times of death see Napier s _Folklore_, p. 66. Henderson (p. 63) says the passing bell was supposed in former times to serve two purposes: it called on all good Christians within hearing to pray for the departing spirit, and it scared away the evil spirits who were watching to seize it, or at least to scare and terrify it.

Gomme). This is more usually called Animal, Vegetable, and Mineral. See Air, Fire, and Water. Minister s Cat The first player begins by saying, The minister s cat is an ambitious cat, the next player an artful cat, and so on, until they have all named an adjective beginning with A. The next time of going round the adjectives must begin with B, the next time C, and so on, until the whole of the alphabet has been gone through.--Forest of Dean, Gloucestershire (Miss Matthews); Anderby, Lincolnshire (Miss Peacock). This is apparently the same game as the well-known I love my love with an A because she is amiable. In this game every player has to repeat the same sentence, but using a different adjective, which adjective must begin with the letter A. Various sentences follow. At the next round the adjectives all begin with B; the next C, until a small story has been built up.

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--Lady Camilla Gurdon s _Suffolk County Folk-lore_, p. 63. IV. You must surrend me, you must surrend me To the Queen of Barbaloo. No, we ll not surrend you, no, we ll not surrend you To the Queen of Barbaloo. We ll complain, we ll complain, &c. [To the Queen of Barbaloo.] You can complain, you can complain, &c. [To the Queen of Barbaloo.] --Penzance (Mrs.

[Illustration: SPREADING THE PACK.] When _=two=_ or _=three=_ play, the lowest cut has the choice of seats, and takes the first deal. When _=four=_ play, they cut for partners; the two highest pairing against the two lowest. The lowest has the choice of seats, and deals the first hand. When _=five=_ or _=seven=_ play, they have the choice of seats in their order, the lowest first, and the lowest cut deals. When _=six=_ play, the three lowest are partners against the three highest, the lowest cut having the choice of seats, and the first deal. _=TIES.=_ Players cutting cards of equal value cut again; but the new cut decides nothing but the tie. _=PLAYER’S POSITIONS.=_ The _=eldest hand=_, or age, sits on the left of the dealer, and the _=pone=_ sits on the dealer’s right.

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| -- | -- | -- | |29.| -- | -- | -- | |30.| -- | -- | -- | |31.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Sporle, Norfolk. | Gainford, Durham. | Hants. | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- |Green gravels. | | 2.

The following games may be abandoned as _=drawn=_:-- King and Bishop against a King. King and Knight against a King. King and two Knights against a King. King and Queen against two Rooks. King and Queen against King and two Bishops. King and Rook against King, Rook and Pawn. King and Rook against King and Bishop. King and Rook against King and Knight. King and Rook against King, Rook and Bishop. The following games can be _=won=_:-- King and Queen, or King and Rook, against a King.

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N.G; the letter O has to be sung; if not, the one who says it goes in the ring, and repeats it all again until the game is given up. In the other Staffordshire version, when they stop, the one in the middle points to five of the others in turn, who have to say the letters forming Bingo, while the one to whom O comes has to sing it on the note on which the others left off. Any one who says the wrong letter, or fails to sing the O right, takes the place of the middle one. The Northants version follows the Lancashire version, but if the answers are all made correctly, the last line is sung by the circle, and the game begins again. In the Metheringham version the child in the centre is blindfolded. When the song is over the girls say, Point with your finger as we go round. The girl in the centre points accordingly, and whichever of the others happens to be opposite to her when she says Stop! is caught. If the blindfolded girl can identify her captive they exchange places, and the game goes on as before. The Forest of Dean and the Earls Heaton versions are played the same as the Lancashire.