_=2.=_ A carrom consists in hitting both object-balls with the cue-ball in a fair and unobjectionable way; each carrom will count _one_ for the player. A penalty of _one_ shall also be counted against the player for every miss occurring during the game. _=3.=_ A ball forced off the table is put back on its proper spot. Should the player’s ball jump off the table after counting, the count is good, the ball is spotted, and the player plays from the spot. _=4.=_ If in playing a shot the cue is not withdrawn from the cue-ball before the cue-ball comes in contact with the object-ball, the shot is foul, the player loses his count, and his hand is out. _=5.=_ If the balls are disturbed accidentally through the medium of any agency other than the player himself, they must be replaced and the player allowed to proceed.

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See also Browne s _Britannia s Pastorals_, published in 1614, Book I., Song 3, p. 76. Randle Holme mentions this game as prevailing in his day in Lancashire. Harland and Wilkinson believe this game to have left its traces in Yorkshire and Lancashire. A couple link hands and sally forth from _home_, shouting something like Aggery, ag, ag, Ag s gi en warning, and trying to tick or touch with the free hand any of the boys running about separately. These latter try to slip behind the couple and throw their weight on the joined hands to separate them without being first touched or ticked; and if they sunder the couple, each of the severed ones has to carry one home on his back. Whoever is touched takes the place of the toucher in the linked couple (_Legends of Lancashire_, p. 138). The modern name of this game is Prison Bars (_Ibid.

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=_ When four play, the partners sit opposite each other. When three play, the one cutting the lowest card chooses his seat, and dictates the positions of the two other players. _=DEALING.=_ When four play, the pack is shuffled and cut as at Whist. The dealer then gives six cards to each player, one at a time, beginning on his left. These six cards are then spread face down on the table in front of the players to whom they have been dealt, but without being looked at. Six more are then dealt to each, one at a time, and these are turned face up, and sorted into suits. They are then laid face up on the top of the six cards which are lying on the table face down, so as to cover them. The last four cards are then dealt, one to each player. These last are retained in the hand, and must not be shown or named; they are usually called the “_=down cards=_.

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=_ If, during the course of the game, it be discovered that any error or illegality has been committed, the moves must be retraced and the necessary correction made, without penalty. If the moves cannot be correctly retraced, the game must be annulled. If a man be dropped from the board and moves made during its absence, such moves must be retraced and the man restored. If this cannot be done, to the satisfaction of the Umpire, the game must be annulled. _=Castling.=_ The King can be Castled only: When neither the King nor the Castling Rook has been moved, and When the King is not in check, and When all the squares between the King and Rook are unoccupied, and When no hostile man attacks the square on which the King is to be placed, or the square he crosses. In Castling, the King must be first moved. The penalty of moving the King prohibits Castling. _=En Passant.=_ Taking the Pawn “_en passant_,” when the only possible move, is compulsory.

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=_ The adversaries may stop a player dealing out of turn, or with the wrong pack, provided they do so before the trump card is turned, after which the deal stands good. _=14.=_ _=MISDEALING.=_ A misdeal loses the deal. It is a misdeal: If the cards have not been properly cut; if the dealer gives two cards to one player and three to another in the same round; if he gives too many or too few cards to any player; if he counts the cards on the table, or those remaining in the pack; or if he deals a card incorrectly, and fails to correct the error before dealing another. If the dealer is interrupted in any manner by an adversary, he does not lose his deal. _=15.=_ _=THE TRUMP CARD.=_ After the trump card is turned, each player in turn, beginning with the eldest hand, has the privilege of passing, assisting, or ordering up the trump. Should a player pass, and afterward correct himself by ordering up or assisting, both he and his partner may be prevented by the adversaries from exercising their privilege.

Newell (_Games_, p. 188) calls it Duck on a Rock. Duffan Ring Name for Cat and Mouse in Cornwall.--_Folk-lore Journal_, v. 57. Dumb Crambo An undescribed game mentioned in Moor s _Suffolk Words_, p. 238. Dumb Motions Two sides are chosen, which stand apart from each other inside the line of their den. One side chooses a trade, and goes to the opposite side imitating working at the trade and giving the initial letters of it. If the opposite side guesses the name of the trade, the players run to their own den, being chased by their opponents.

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If B leads trumps he will lose this advantage. These four methods of winning tricks suggest four systems of play, which are those in common use by experts at the present day: 1st. Playing high cards to the best advantage, so as to secure the best results from such combinations as may be held. This is the basis of all _=systems of leading=_. 2nd. Leading from the longest suit, in order that higher cards may be forced out of the way of smaller ones, leaving the smaller ones “established,” or good for tricks after the adverse trumps are exhausted. This is called the _=long-suit game=_. 3rd. Trumping good cards played by the adversaries. This is called _=ruffing=_.

Jeux de Cartes, (Fr.), by Jean Boussac. Règles de Tous les Jeux, (Fr.), M. Dreyfous, Edit. Académie des Jeux, (Fr.), by Van Tenac. Académie des Jeux, (Fr.), by Richard. Short Whist, by Major A.

In the one game he is “spoiled;” in the other he is “euchred.” In the old game of Triomphe, in Écarté, and in the black suits in Spoil Five, the order of the court cards in plain suits is the same, the ace ranking below the Jack. But in Euchre the Jack ranks above the ace when the suit is trumps, exactly as it does in Spoil Five. In the latter game the five is the best trump; but as there is no five in a piquet pack, that trump was probably disregarded, leaving the Jack the best. Taking up, or “robbing” the turn-up trump, is another trait common to both Spoil Five and Euchre. Spoil Five and Triomphe are mentioned in the earliest works on card games. Triomphe can be traced to 1520, when it was popular in Spain; and the origin of Maw, the parent of Spoil Five, is lost in the mists of Irish antiquity. It was the fashionable game during the reign of James I. The old Spanish game of Triomphe, now obsolete, seems to have undergone several changes after its introduction to France. At first it was played either by two persons, or by two pairs of partners.

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_=THIRD HAND PLAY.=_ In addition to the methods of _=echoing=_ on the partner’s leads of high cards in the suit first opened, third hand must be ready to adapt himself and his play to any change of suit and will require constant practice in putting himself in his partner’s place, asking himself what the object is in leading certain cards through Dummy’s hand. The inferences from the conventional leads should be sufficiently familiar to need no further explanation; but even good players occasionally overlook indications that partner holds certain cards. For instance: A leads a small card; Y, Dummy, holds Q x x, and plays Q. You play the King and win the trick. This marks not only the Ace, but the _=Jack=_ in partner’s hand; because the declarer would not play a twice guarded Queen from Dummy’s hand if he had the Jack guarded himself. False cards should be avoided by the third hand as much as possible. The declarer will give your partner enough to puzzle over without your adding to the confusion. There are some exceptions in trumps. For instance: You have K Q x; Dummy has A J x x, and your partner leads.

[Illustration] CHILDREN S GAMES. Accroshay A cap or small article is placed on the back of a stooping boy by other boys as each in turn jumps over him. The first as he jumps says Accroshay, the second Ashotay, the third Assheflay, and the last Lament, lament, Leleeman s (or Leleena s) war. The boy who in jumping knocks off either of the things has to take the place of the stooper.--Cornwall (_Folk-lore Journal_, v. 58). See Leap-frog. All-hid A meere children s pastime (_A Curtaine Lecture_, 1637, p. 206). This is no doubt the game of Hide and Seek, though Cotgrave apparently makes it synonymous with Hoodman Blind.

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If the loser of any trick draws and looks at two cards from the stock, his adversary may look at both cards of the following draw, and may select either for himself. If he chooses the second card, which his adversary has not seen, he need not show it. If, on account of some undetected irregularity, an even number of cards remain in the stock, the last card must not be drawn. The winner of the trick takes the last but one, and the loser takes the trump card. _=OBJECTS OF THE GAME.=_ The aim of each player is to reach 1000 points before his adversary, and the one first reaching that number, and announcing it, wins the game. Points are scored for _=dix=_, _=melds=_, the _=last trick=_, and for _=cards=_, which are the counting cards in tricks won. _=Melds.=_ The various combinations which are declared during the play of the hand are called melds, from the German word melden, to announce. These melds are divided into three classes: _a_, Marriages and Sequences; _b_, Binocles; and _c_, Fours.

Foster. x Foster’s Duplicate Whist, by R.F. Foster. Foster’s American Leads, by R.F. Foster. * Foster’s Whist at a Glance, by R.F. Foster.

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He is entitled to look at these cards, but must not show or name them to any other player. The game then proceeds in the usual way. Payments are made to the pool for all hearts taken in, and the pool is then won, divided, or remains to form a Jack, just as at Sweepstake Hearts. The chief difference in the game is that the other players do not know whether the winner of the first trick is loaded or not, and he is the only player who knows how many or what hearts are still to be played. _=DOMINO HEARTS.=_ In this variation, six cards only are dealt to each player, the remainder of the pack being left face down on the table. When a player is unable to follow suit, he must draw cards from the stock, one at a time, until he can. The last player with any cards left in his hand must take what is left of the stock, if any. The hearts taken in are then counted as usual. Thirty-one points is game, and the winner is the player who has the least hearts scored when some other player reaches thirty-one.

But as there was nevertheless much that seemed to us extremely pretty and picturesque about the game, we set to work--and here a certain Mr M. with his brother, Captain M., hot from the Great War in South Africa, came in most helpfully--to quicken it. Manifestly the guns had to be reduced to manageable terms. We cut down the number of shots per move to four, and we required that four men should be within six inches of a gun for it to be in action at all. Without four men it could neither fire nor move--it was out of action; and if it moved, the four men had to go with it. Moreover, to put an end to that little resistant body of men behind a house, we required that after a gun had been fired it should remain, without alteration of the elevation, pointing in the direction of its last shot, and have two men placed one on either side of the end of its trail. This secured a certain exposure on the part of concealed and sheltered gunners. It was no longer possible to go on shooting out of a perfect security for ever. All this favoured the attack and led to a livelier game.

The only exception to this rule is in Bridge, in which there are no misdeals, and Cribbage, which has a fixed penalty. _=Bidding.=_ In all games in which there is any bidding for the privilege of playing or of making the trump, or any betting on the value of the hands, the privilege must be extended to each player in turn, beginning on the dealer’s left. Any bid or any bet once made can neither be taken back nor amended. If any bid is made out of turn in any partnership game, it must be assumed that undue information is conveyed, and the player in error, or his partner, must lose his bid. In round games there is no penalty. _=Exposed Cards.=_ No player can exact a penalty for his own error, so that if an adversary of the dealer exposes one of his own cards he cannot claim a misdeal, but the dealer’s side may. There should be no penalty for a player’s having exposed a card unless he can derive some benefit from the exposure, such as from his partner’s having seen it. If there is no partner, there should be no penalty, because the player injures himself only.

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If he is Fourth Hand, he may be able to win the trick more cheaply. If the original leader has several cards, equally the best, such as A Q J remaining after having led the King, he should continue with the lowest card that will win the trick. This should be an indication to his partner that the card led is as good as the best, and that therefore the leader must have the intermediate cards. _=Following King=_, which has been led from these combinations:-- [Illustration: 🂡 🂮 🂭 🂫 | 🂱 🂾 🂻 🂷 🃁 🃎 🃍 🃆 | 🃑 🃞 🃔 🃓 ] Leading the Jack on the second round would show both Ace and Queen remaining. Leading Queen would show Ace, but not the Jack. Leading Ace would show that the leader had not the Queen. In combinations which do not contain the best card, the lead may be varied in some cases to show the number remaining in the leader’s hand, or to indicate cards not shown by the first lead. _=Following King=_, which has been led from these combinations:-- [Illustration: 🃎 🃍 🃋 🃊 | 🃞 🃝 🃛 🃖 ] Leading the Ten on the second round would show both Queen and Jack remaining. Leading the Jack would show the Queen; but not the ten. _=Following the Jack=_, led from this combination:-- [Illustration: 🂾 🂽 🂻 🂷 🂶 ] Leading King on the second round would show five cards in the suit originally.

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To lose 12 tricks, after having discarded a card which is not to be shown; _=Little Misère=_. To win _=Seven Tricks=_. To win one trick, neither more nor less, after having discarded a card which is not to be shown, there being no trump suit; _=Piccolissimo=_. To win _=Eight Tricks=_. To lose every trick, no trump suit, _=Grand Misère=_. To win _=Nine Tricks=_. To lose 12 tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called; _=Little Spread=_. To win _=Ten Tricks=_. To lose every trick, no trump suit, the single player’s cards being exposed on the table, but not liable to be called; _=Grand Spread=_. To win _=Eleven Tricks=_.

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If a player calls his partner’s attention to the fact that they are at the bridge, both lose their right to order up. _=ASSISTING.=_ The dealer’s partner usually assists on plain-suit cards, such as two aces, rather than on trumps. The score and the turn-up trump will often be a guide as to whether or not to assist. For instance: If the score is 1 all, or to 2 to 1, and a bower is turned, it is rarely right to assist, because it prevents the dealer from playing alone. If the partner has good suit cards, they may be useful to make a march; if he has strong trumps, especially if sure of three tricks, he should play alone, instead of assisting. If the score is 3 in the dealer’s favour, he does not need a lone hand to win the game, and with two reasonably certain tricks in his own hand the dealer’s partner should assist, as they may win the game by a march. If the dealer’s side is at the bridge, the score being 4 to 1 or 4 to 0 in their favour, and the eldest hand passes, the dealer’s partner must be on the alert to prevent the pone from placing a lone hand. He should assist unless a bower is turned, or he has it himself, or holds such cards that, combined with the turn-up, he is sure of a trick. For instance: The dealer’s partner has the King and two other trumps, and the ace is turned.

If the dealer has carte blanche, he must show and score it before playing to the first trick. Players are not obliged to follow suit, nor to trump; but may renounce or trump at pleasure until the stock is exhausted, after which the method of play undergoes a change. Until the first marriage is declared and scored there is no trump suit. If the second player in any trick follows suit, the higher card wins. Trumps win plain suits. If identical cards are played to the same trick, such as two club aces, the leader wins. The tricks are left face upward on the table until an ace or Ten is played, for tricks not containing either of these cards are of no value. When an ace or Ten is played, the winner of the trick gathers in all the cards that have accumulated, and turns them face down in front of him. These counting cards are called _=brisques=_, and if a player neglects to gather the brisques he wins, his adversary may do so when next he wins a trick, whether the trick he wins contains a brisque or not; the fact that there is a brisque on the table is sufficient. _=Declaring.

2. The dialogue then proceeds to the end. The two then lift their arms as high as they can, still joined, and the line of players passes through. All at once the two bring their arms down on one and make him (or her) prisoner. The prisoner is asked in a whisper, so as not to disclose the secret name, which of the two is to be chosen. The one so captured takes his (or her) stand behind the one chosen. The same process is gone through till all the players are taken captive, and have stationed themselves behind the one or the other of the two forming the gate. The last one of the line goes through three times. The first time the word breakfast is pronounced; the second time dinner; and the third time supper. The player then chooses a side.

The more devout of the Bros and Blaenaus joined in the service at the parish church on Christmas morning. At any rate, the match did not begin until about mid-day, when the service was finished. Then the whole of the Bros and Blaenaus, rich and poor, male and female, assembled on the turnpike road which divided the highlands from the lowlands. The ball having been redeemed from the Crydd, it was thrown high in the air by a strong man, and when it fell Bros and Blaenaus scrambled for its possession, and a quarter of an hour frequently elapsed before the ball was got out from among the struggling heap of human beings. Then if the Bros, by hook or by crook, could succeed in taking the ball up the mountain to their hamlet of Rhyddlan they won the day; while the Blaenaus were successful if they got the ball to their end of the parish at New Court. The whole parish was the field of operations, and sometimes it would be dark before either party scored a victory. In the meantime many kicks would be given and taken, so that on the following day some of the competitors would be unable to walk, and sometimes a kick on the shins would lead the two men concerned to abandon the game until they had decided which was the better pugilist. There do not appear to have been any rules for the regulation of the game; and the art of football playing in the olden time seems to have been to reach the goal. When once the goal was reached, the victory was celebrated by loud hurrahs and the firing of guns, and was not disturbed until the following Christmas Day. Victory on Christmas Day, added the old man, was so highly esteemed by the whole countryside, that a Bro or Blaenau would as soon lose a cow from his cow-house as the football from his portion of the parish.

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At the conclusion he uncovers his eyes, and if he sees any boys not yet hidden they have to stand still. He seeks the rest, but if he moves far away from his place, called the stooil (stool), one of the hidden boys may rush out and take it, provided he can get there first. Should he fail in this he also has to stand aside; but if any one succeeds, then all run out as before, and the same boy has to say the nominy again. On the other hand, if he finds all the boys without loosing his stooil, the boy first caught has to take his place and say the nominy. The game was thus played in 1810, and is so still, both here and at Lepton.--Easther s _Almondbury and Huddersfield Glossary_. Gipsy I charge my children, every one, To keep good house while I am gone. You, and you [points], but specially you [or sometimes, but specially Sue], Or else I ll beat you black and blue. One child is selected for Gipsy, one for Mother, and one for Daughter Sue. The Mother says the lines, and points to several children to emphasise her words.

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. One child advances as suitor, and says the three first verses. The mother replies with the next line. The suitor chooses a girl and says the next verse, and then all the children sing the last verse. This is the same action as in Halliwell s version. (_d_) The analysis of the game-rhymes is on pp.

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_=No. 2.=_ A has an even chance to escape, and it is better for him to be third or fourth player in hearts than to lead them. _=3rd Trick.=_ B sees from the fall of the clubs that Y has no more, and that A is safe in them and will lead them again; so he holds up ♢ K to keep A out of the lead. _=7th Trick.=_ As A’s hand can now be counted to contain either the 7 4 3 of clubs and four dangerous hearts, or the 4 3 of clubs and five hearts, B’s game is clearly to lead diamonds, in order to load Y and Z. His only dangerous card, the ♡ J, will go on the next round of spades, which must be led again in the next two or three tricks. _=No. 3.

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It is safer to make it next with a weak hand than to cross it on moderate strength, for the presumption is that neither the dealer nor his partner had a bower in the turn-down suit, and therefore have none in the next suit. Such being the case, it is very likely that one or both may be strong in the cross suits, and it is not considered good policy to cross the suit unless so strong in it as to be reasonably certain of three tricks. Some players invariably make it next, regardless of their hands, unless they can play alone in the cross suit. Such a habit exposes them to the common artifice of the dealer’s turning it down for a euchre. A dealer holding a bower and three cards of the next suit, will often turn it down, and trust to the eldest hand making it next, which will give the dealer four trumps instead of two. The eldest hand should be on his guard against this when the dealer’s side has 3 scored. The dealer’s partner, on the other hand, should cross the suit almost as invariably as the eldest hand should make it next; for if his partner cannot take up the trump, and the eldest hand cannot make it next, their hands must be weak, and if it is passed to the pone, he will probably turn out to have a lone hand. 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.

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Loving each other like sister and brother, Sister and brother, sister and brother, Loving each other like sister and brother, About the merry-ma-tansa. We pray this couple may kiss thegither, Kiss thegither, kiss thegither, We pray this couple may kiss thegither, About the merry-ma-tansa. [If any lad was left without a partner, the ring sing--] Here s a silly auld man left alone, Left alone, left alone, He wants a wife and can t get none, About the merry-ma-tansa. --Biggar (William Ballantyne). II. Here we go the jingo-ring, The jingo-ring, the jingo-ring, Here we go the jingo-ring, About the merry-ma-tansie. Twice about, and then we fa , Then we fa , then we fa , Twice about, and then we fa , About the merry-ma-tansie. Guess ye wha s the young goodman, The young goodman, the young goodman, Guess ye wha s the young goodman, About the merry-ma-tansie. Honey is sweet, and so is he, So is he, so is he, Honey is sweet, and so is he, About the merry-ma-tansie. [Or-- Apples are sour, and so is he, So is he, so is he, Apples are sour, and so is he, About the merry-ma-tansie.

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For this reason it is obvious that each player should leave as few blots as possible, in order to save his men from being hit; and at the same time he should strive to cover as many points as possible, in order to prevent his adversary from moving round the board freely. It is still more important to cover points in the home table, so that when an adverse man is hit he will have fewer points upon which to enter. It is, of course, unnecessary to say that one can always enter or play on points covered by his own men. [Illustration: +-+-+-+-+-+-++-+-+-+-+-+-+ | |⛀|⛀|⛀|⛀|⛀|| | | | | | | | |⛀|⛀|⛀|⛀|⛀|| | | | | | | | | | |⛀| |⛀|| | | | | | | | | | | | | || | | | | | | |⛂| | | | | || | | | | | | |⛂ || | |⛂| | | | | || | | | | | | |⛂| | | | | || | | | | | | |⛂| | |⛂|⛂| || | | | | | | |⛂|⛀|⛂|⛂|⛂| || | | | | | | |⛂|⛀|⛂|⛂|⛂| || | | | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ] _=Throwing Off.=_ When either player has succeeded in getting all his men home, he removes them from the board two or four at a time, according to the throws of the dice, provided he has men on the points in his home table corresponding to the numbers thrown. If not, he must move his men up toward the ace point. Doublets may take off four men if there are so many on the point. If there are no men on a number thrown, and the number is so high that the man farthest from the ace point cannot be moved up, that man may be taken off. In the diagram in the margin, for instance, Black has all his men home, and is ready to throw them off. If he threw six-deuce, having no men on either point he would have to move up the deuce; but the farthest man from the ace point cannot be moved up six, so he can throw that man off.