Arabella! Arabella! Arabella! Farewell! Last night when we parted I left you broken-hearted Down by the mill-side. Who ll you have, love? Who ll you have, love? Who ll you have, love? Farewell! Go to church, love, Go to church, love, Go to church, love, Farewell! Come back, love, Come back, love, Come back, love, Farewell! Shake hands, love, Shake hands, love, Shake hands, love, Farewell! Take a kiss, love, Take a kiss, love, Take a kiss, love, Farewell! --Platt School, near Wrotham, Kent (Miss Burne). VI. Isabella, Isabella, Isabella, Farewell! Last night when we parted I left you broken-hearted, And on the green meadow You was standing alone. Choose a sweetheart, choose a sweetheart, Choose a sweetheart, fair maid. Take her hand, love, take her hand, love, Take her hand, love, fair maid. Kneel down, love, kneel down, love, Kneel down, love, fair maid. Take a kiss, love, take a kiss, love, Take a kiss, love, fair maid. Now you re married I wish you joy, First a girl and then a boy, Seven years after son and daughter; Pray, young couple, come kiss together. Kiss her once, kiss her twice, kiss her three times over.

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|Applause for bride. | +---+----------------------+ It appears by the analysis that all the incidents of the Hants version of this game occur in one or other of the versions, and these incidents therefore may probably be typical of the game. This view would exclude the important incidents of bride capture in the Earls Heaton version; the bride having a baby in the Belfast version, and the two minor incidents in the Deptford version (Nos. 13 and 15 in the analysis), which are obviously supplemental. Chambers, in his _Popular Rhymes of Scotland_, pp. 119, 137, gives two versions of a courtship dance which are not unlike the words of this game, though they do not contain the principal incidents. Northall, in his _English Folk Rhymes_, p. 363, has some verses of a similar import, but not those of the game. W. Allingham seems to have used this rhyme as the commencement of one of his ballads, Up the airy mountain.

But if he puts up the four, he may put up as many more as he pleases within the limit, which is two blues, or fifty whites. This is called _=raising the ante=_. If he does not care to pay twice the amount of the blind or straddle for the privilege of drawing cards to improve his hand, he must throw his cards face downward on the table in front of the player whose turn it will be to deal next. Reasonable time must be allowed for a player to make his decision; but having made it, he must abide by it; a hand once thrown down cannot be taken up again, and counters once placed in the pool, and the hand removed from them, cannot be taken out again, even though placed in the pool by mistake. The player who has the first say having made his decision, the player next him on the left must then decide. He must put into the pool an amount equal to that deposited by the first player, or abandon his hand. Suppose there has been no straddle, and that all conclude to _=stay=_, as it is called. They each in turn put up two white counters until it comes to the age. The one white counter he has already put up as a blind belongs to the pool, but by adding one to it he can make his ante good, and draw cards, always provided no player has raised the ante. If any player has put more counters into the pool than the amount of the ante, all the other players must put up a like amount, or throw down their hands.

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E.3. If an individual Project Gutenberg™ electronic work is posted with the permission of the copyright holder, your use and distribution must comply with both paragraphs 1.E.1 through 1.E.7 and any additional terms imposed by the copyright holder. Additional terms will be linked to the Project Gutenberg™ License for all works posted with the permission of the copyright holder found at the beginning of this work. 1.E.

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The probability of tricks in several suits is better than a certainty in one suit; but if one strong suit is accompanied by a card of re-entry, or by four trumps, it should prove very strong, particularly in partnership with the eldest hand. When the partners will sit next each other, proposals may be accepted on slightly weaker hands than would be considered safe otherwise. _=Playing Proposals and Acceptances.=_ If the eldest hand has proposed, and his partner sits next him on the left, the commanding trumps should be first led, in order to secure as many rounds as possible. If the eldest hand has no high-card combination in trumps, it is sometimes better to lead a small card from a weak suit, hoping to put the partner in. If successful, the partner will first show his suit, and then lead trumps through the adversaries. If the acceptor sits on the right of the proposing eldest hand, trumps should be led immediately, and the highest of them first, no matter what they are. The Q or J at the head of five trumps may be of great use to a partner with an honour. When the eldest hand has proposed, and his partner sits opposite him, trumps should be led at once, and all combinations played as at Whist. The foregoing principles equally apply when the eldest hand has accepted a proposal, if the player can be depended on to have proposed on general strength.

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As in other forms of Euchre, no one but the maker of the trump can play alone, or announce Jambone or Jamboree. Lone hands are very common in Railroad Euchre, and ordering up to prevent lone hands is commoner still. SEVEN-HANDED EUCHRE. _=Cards.=_ Seven-handed Euchre is played with a full pack of fifty-three cards, including the Joker. The cards in plain suits rank as at Whist; but the Joker is always the best trump, the right and left bowers being the second and third-best respectively. _=Counters.=_ One white and four red counters are necessary. The white counter is passed to the left from player to player in turn, to indicate the position of the next deal. The red counters are placed in front of the maker of the trump and his partners, to distinguish them from their opponents.

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Any packet showing a card better than the dealer’s wins from him. The dealer takes all ties. The deal then passes to the next player on the left. Sometimes only three packets are cut, one of which is pushed to the dealer. This game is a great favourite with card-sharpers, especially on ocean steamers. They use packs in which the cards are trimmed long and short, so that a confederate may cut them by the ends or by the sides for high or low cards, afterward pushing one of the high cuts toward the dealer. CHINESE FAN TAN. This is apparently the fairest of all banking games, there being absolutely no percentage in favour of the banker except that the players have to do the guessing. The one who is willing to put up the largest amount of money to be played for is usually selected as the banker. He is provided with a large bowlful of beans, counters, buttons, small coins, or some objects of which a large number of similar size and shape can be easily obtained.

How many miles to Bethlehem? Three score and ten. Shall we get there by candle-light? Yes, there and back again. So open the gates and let King George and his family go through. --Hayton, near York (H. Hardy). XVII. How far is it to Babylon? Three score miles and ten. Can I get there by candle-light? Yes, there and back again. --Sporle, Norfolk (Miss Matthews). XVIII.

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The players then cut for the first deal, choice of seats and cards, etc., exactly as in the ordinary game. The winner of the first game retains his seat; the loser pays into the pool another stake, equal to the first, and retires in favour of the third player, who is called the _=rentrant=_. The rentrant takes the loser’s seat and cards, and cuts with the successful player for the first deal. The loser of the second game adds another stake to the pool, and retires in favour of the waiting player. The pool is won by any player winning two games in succession. If the winner of the first game won the second also, he would take the pool, which would then contain five stakes; the three originally deposited, and the two added by the losers of the two games. A new pool would then be formed by each of the three depositing another stake, and all cutting to decide which should sit out for the first game. In some places only the two players actually engaged contribute to the pool, the loser retiring without paying anything further, and the rentrant contributing his stake when he takes the loser’s place. The outsider is not allowed to advise either player during the first game, nor to call attention to the score; but on the second game he is allowed to advise the player who has taken his seat and cards.

A adds B’s 400 to his own 900, making his score 1300, and to this total he adds 1300 for rubicon and brisques, making the value of his game 2600 points altogether. The loser is not rubiconed if he can bring his total score to 1000 by adding his brisques. Suppose A has 1740 and B 850. The brisques are counted, and it is found that B has eighteen, making his score 1030, and saving his rubicon. A adds his fourteen brisques, making his total 1880, which makes the value of his game 1800, minus B’s 1000, plus 500 for the game, or 1300 altogether. If B’s brisques did not prove sufficient to save the rubicon, A would count them all. Suppose that in the foregoing case B had taken in only eleven brisques, leaving his total 990. As this does not save the rubicon the game is reckoned as if the brisques had not been counted at all, and A wins 1800, plus B’s 800, plus 1300 for rubicon and brisques; 3900 altogether. If the player who is rubiconed has scored less than 100 points, the winner takes 100 for bonus, in addition to the 1300 for rubicon and brisques. When a series of games is played between the same individuals, it is usual to keep the net results on a sheet of paper, setting down the hundreds only, and to settle at the end of the sitting.

The others must follow suit if they can, but they are not obliged to head the trick. If a player cannot follow suit, he must trump, and if the third player cannot follow suit either, he must play a trump, but he is not obliged to over-trump unless he likes. The eleven tricks played, each side turns over the cards taken in and counts the points. For every point the single player gets over 60 he must be paid a counter by each of the others who held cards. But if he does not get 60, he must pay each of the others at the table, including those who held no cards, if any, a counter for every point his adversaries get over 60. _=Chico=_ outbids Frog. The player offering this game can name any suit for the trump except hearts, but he must not touch the widow, although the points in it will count for him at the end. Each point under or over 60 is worth two counters in Chico. _=Grand=_ outbids Chico, and is the highest bid possible. Hearts must be trumps, and the player offering this game must not touch the widow until the play is finished.

P. Emslie, Miss Dendy, Mr. London { J. T. Micklethwaite (_Archæological { Journal_, vol. xlix.), _Strand { Magazine_, vol. ii. NORFOLK { Forby s _Vocabulary_, Spurden s { _Vocabulary_, Mr. J.

Each performer sings the verse (Chambers; Mactaggart s _Gallovidian Encyclopædia_). Mr. Ballantyne says that each one apart tried to dance by throwing out their feet and jumping sideways. (_c_) The first syllable of this word is, says Jamieson, undoubtedly the verb _curr_, to sit on the houghs or hams. The second may be from Teut. _kudde_, a flock; _kudd-en_, coire, convenire, congregari, aggregari; _kudde wijs_, gregatim, catervatim, q. to curr together. The same game is called _Harry Hurcheon_ in the North of Scotland, either from the resemblance of one in this position to a _hurcheon_, or hedge-hog, squatting under a bush; or from the Belg. _hurk-en_ to squat, to _hurkle_.--Jamieson.

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See Half-Hammer, Hick, Step, and Jump. Hitchapagy An undescribed Suffolk game.--Halliwell s _Dictionary_. Hitchy Cock Ho An undescribed Suffolk game.--Moor s _Suffolk Words_. Hity Tity The Somerset name for See-Saw. Hoatie, Hots When a number of boys agree to have a game at the Pearie or peg-top, a circle is drawn on the ground, within which all the tops must strike and spin. If any of them bounce out of the circle without spinning, it is called a Hoatie. The punishment to which the Hoatie is subjected consists in being placed in the ring, while all the boys whose tops ran fairly have the privilege of striking--or, as it is called, deggin --it till it is either split or struck out of the circle. If either of these take place, the boy to whom the Hoatie belonged has the privilege of playing again.

If he misses, B. 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.

If a good player, he will select one of his longest suit, especially if he has three or more, and his object will be to get the line back to his suit as often as possible. If a player had to set with the hand of dominoes shown in the foregoing diagram, he would select the 5-0, because he has four of the 5 suit, and three of the 0 suit. This would compel his adversary to play some domino having upon it a 5 or a 0. Let us suppose this adversary to hold the following dominoes: 6-6, 6-3, 6-1, 6-0, 5-1, 5-0. He would of course play the 6-0, in order to bring the line round to his long suit of 6’s. As this would close the blank end of the line, the first player, whom we shall call A, would have to play on the 5 end, as he has no 6. In order to get the line back to his second longest suit, the blanks, he would play the 5-2, hoping to play 2-0 next time. His adversary, B, would play on this end if he could, but being unable to do so, he gets rid of his heaviest domino, playing the double six. A plays 2-0, and B should now bring in his suit of aces by playing 6-1, which would win the game; but for the sake of illustration we shall suppose that he foolishly plays 6-4. A plays his double four, and the dominoes on the table present the following appearance:-- [Illustration] B, having neither 4 nor 0 on any of his remaining dominoes, says: “_=Go=_,” which signifies that he is blocked, and cannot play.

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Earls Heaton, Haydon, { Mr. H. Hardy. Holmfirth { Settle Rev. W. S. Sykes. Sharleston Miss Fowler, Rev. G. T.

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=_ It is usual to give two prizes for each table in play; one for the highest number of points won during the evening, and one for the smallest number; the latter being usually called the “booby” prize. _=Suggestions for Good Play.=_ It is very risky to bid seven without the Joker, the odds being 11 to 1 against finding it in the widow. A bid of ten should not be made without both Joker and Right Bower, and all the other cards winners and trumps. To bid twenty, a player should have a practically invincible hand, with at least five winning leads of trumps. The first bidders are always at a disadvantage, because they know nothing of the contents of the other hands; but after one or two players have made a bid, those following them can judge pretty well how the cards lie. For instance: The seven players are _=A=_ _=B=_ _=C=_ _=D=_ _=E=_ _=F=_ _=G=_. _=A=_ deals, and _=B=_ bids 2 in hearts. _=C=_ and _=D=_ pass. _=E=_ bids 3 in clubs; and _=F=_ says 4 in hearts.

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. The tune of a country dance called London Bridge is given in Playford s _Dancing Master_, 1728 edition. [4] Another informant gives the refrain, Grand says the little Dee. [5] I have identified this with a version played at Westminster and another taught to my children by a Hanwell girl.--A. B. G. Long-duck A number of children take hold of each other s hands and form a half-circle.

The complications of the situation are so numerous, owing to the variations introduced by each succeeding bid as the players over-call one another, that it would be impossible to cover them in a work of this kind, and the student would do well to consult some such work as “Whitehead’s Conventions,” which covers every situation that could possibly arise in the bidding. A few general hints may be of assistance in showing the principles that govern the more common situations. _=The Dealer’s Bids=_ may be divided into four parts; a spade, a losing suit, a winning suit, and no trumps. The one-spade bid simply means, “I pass,” but it does not signify that he will not be willing to bid on the second round. It has nothing whatever to do with the spade suit. The dealer should never call any suit on the first round of bids unless he has two sure tricks in it. If it is a losing suit, he may have just those two tricks and nothing else, and the shorter the suit the better, but the tricks must be A K, or K Q J, or A Q J. If it is a winning suit he must have at least five cards of it and a trick or two in some other suit to back it up. If the dealer bids two spades, he shows two sure tricks in a short spade suit and a sure trick outside. If he bids three spades he shows five or more spades and strength enough outside for royals, but denies two sure tricks in the spade suit itself.

Any number of red balls may be taken in one stroke; but, if a pool ball is taken in conjunction with a red ball, the stroke is foul. After pocketing a red ball only the pool ball aimed at may be taken. 10. A red ball once off the table shall not be brought into play again under any circumstances; but all pool balls pocketed shall be respotted in their original positions (save that the pink ball shall be placed on the pyramid spot), until Rule 7, as to playing upon the pool balls in rotation, comes into force. When the pool balls are being played upon in rotation, they shall not be respotted after being pocketed in proper order and according to rule. 11. No ball shall, under any circumstances, be taken up. 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.

Let us assume this is a shell, and it is quite easy to make a rule that will give the effect of its explosion. Half, or, in the case of an odd number, one more than half, of the men within three inches of this shell are dead, and if there is a gun completely within the circle of three inches radius from the shell, it is destroyed. If it is not completely within the circle, it is disabled for two moves. A supply waggon is completely destroyed if it falls wholly or partially within the radius. But if there is a wall, house, or entrenchment between any men and the shell, they are uninjured--they do not count in the reckoning of the effect of the shell. I think one can get a practical imitation of the effect of rifle-fire by deciding that for every five infantry-men who are roughly in a line, and who do not move in any particular move, there may be one (ordinary) shot taken with a 4 7 gun. It may be fired from any convenient position behind the row of five men, so long as the shot passes roughly over the head of the middle man of the five. Of course, while in Little Wars there are only three or four players, in any proper Kriegspiel the game will go on over a larger area--in a drill-hall or some such place--and each arm and service will be entrusted to a particular player. This permits all sorts of complicated imitations of reality that are impossible to our parlour and playroom Little Wars. We can consider transport, supply, ammunition, and the moral effect of cavalry impact, and of uphill and downhill movements.

We saw her, he said. How about it, Fowler? I asked my Lodge Brother. Was a worker tipping the dice tonight? I never felt it, he said. But the table had dropped nearly forty grand during the shift, which was about over when you started to play. He s too good for me, Wally. But you felt _my_ lifts, I protested. You called TK on the table. Smythe shrugged and took off his glasses. I thought I felt you tipping when you first came to the layout, he said, waving them around. I nodded confirmation.

=_ During the deal, or at any time before he looks at any card in his hand, the player to the left of the age may straddle the blind by putting up double the amount put up by the age. Should he straddle, the player on his left may double the amount again, provided he has not seen any of his cards; and so on, until the limit of the straddling is reached. This limit must not exceed one-fourth of the betting limit. Should any player in his turn refuse to straddle, no other player on his left can straddle. _=18. The Ante.=_ After the cards are dealt, each player in turn, beginning with the one to the left of the age, or to the left of the last straddler, if any, must either abandon his hand or put into the pool twice the amount of the blind, or of the last straddle. When it comes to the turn of the age, and the straddlers, if any, they must either abandon their hands, or make the amount they have in the pool equal to twice the amount of the blind, or of the last straddle, if any. _=19. Raising the Ante.

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The value of Ramsch shall be 20 points, to be charged to the player losing the game. If one player takes no trick, the loser shall be charged 30 points. If two players take no trick, the loser shall be charged 50 points. The winner of the last trick takes the skat cards. If there is a tie between two for high score, the winner of the last trick shall be the loser. If the last trick is taken by the low score, and the others are tied, the two high scores lose 20 points each. If all three are tied at 40 points each, there is no score. 5. In all games which are played “open,” the hand of the single player must be laid face up on the table before either adversary plays a card; but the adversaries shall not be allowed to consult, neither can they dictate to the player what cards he shall play. FORMATION OF TABLE.