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He does not pay the winning brelan, but receives one counter from its holder, and also from each of the other players. If the brelan favori wins the pool, it is paid two counters by each player. If two simple brelans are shown, the higher wins the pool; but both must be paid by each of the other two players, who did not hold brelans. _=The Point.=_ If no brelan is shown, the hands of all the players are shown, including those who passed out during the betting. This will expose thirteen cards, including the retourne. The pips in each suit are then counted, the ace reckoning for 11, court cards for 10 each, and the 9 and 8 at their face value. Whichever suit has the greatest number of pips is called _=the suit that wins=_, and the player who holds the highest card of it takes the pool; provided, of course, that he was one of those who backed his hand until the last call. If the player who holds the best card of the winning suit has dropped out during the betting, his cards count for the player who has the highest card of the suit among those who backed their hands. For instance: D deals and turns the heart 8.

The method of doing this is entirely different when there is a trump from that which is adopted when there is no trump. In the first case, all your partner wants to know is, who is going to trump his suit if he goes on with it. In the second case, what he wants to know is his chance for getting his suit cleared or established. _=With a Trump.=_ When third hand makes no attempt to win the trick, either because his partner’s or Dummy’s card is better than any he need play, he plays the higher of two cards only, the lowest of three or more. This is called playing _=down and out=_. Suppose third hand holds 7 and 2 only, and the lead is a King. The 7 is played. The leader goes on with the Ace, denying the Queen, and the third hand plays the deuce. If the Queen is not in the Dummy, the declarer must have it.

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With King and others of a suit in which Dummy has not the Ace; avoid leading the suit until the Ace has fallen. With King alone, play it if Dummy has the Ace; keep it if he has not. _=Trumps.=_ If a player in this position is strong in trumps, he should keep quiet about it and let the maker of the trumps develop the suit. False-carding is perfectly legitimate in trumps, and will deceive the declarer more than your partner. _=End Games.=_ There are cases in which it is necessary to play as if partner was known to possess a certain card, for unless he has it the game is lost. For instance: You want one trick, and have Q 10 x x, Dummy having K x x, of an unplayed suit. The Queen is the best play; for if partner has any honour you must get a trick; otherwise it is impossible. You have K x in one suit, a losing card in another, and a winning card.

255) the game is played without words, and apparently no handkerchief or other sign is used. Miss Thoyts says the young man raises his hat when he embraces the young woman of his choice. To throw (or fling) the handkerchief is a common expression for an expected proposal of marriage which is more of a condescension than a complimentary or flattering one to the girl. Kiss in the Ring is probably a relic of the earliest form of marriage by choice or selection. The custom of dropping or sending a glove as the signal of a challenge may have been succeeded by the handkerchief in this game. Halliwell, p. 227, gives the game of Drop Glove, in which a glove is used. For the use of handkerchiefs as love-tokens see Brand, ii. 92. See Drop Handkerchief, French Jackie.

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With four or more of the suit, the third-best is played to the lead of a high card, or when no attempt is made to win the trick. In retaining the suit, the second-best is led if three or more remain, and on the third round, or in a discard, the highest is played, always retaining the fourth-best and those below it. For instance: With the 8 7 5 2 of a suit which partner leads, the 5 is played to the first round. If the suit is returned, the 7 is played; and next time the 8. Holding only three originally, the lowest is played to the first round, and the higher of two returned, in the usual way. The chief value of this signal is that the return of the lowest of a suit shows absolutely no more, instead of leaving the original leader in doubt as to whether it is the only one, or the lowest of three remaining. It is also a great exposer of false cards. _=Discard Signalling=_ is another method of indicating plain suits. When a player is known to have no trumps, and therefore cannot be calling for them, he may use the trump signal in any plain suit which he wishes led to him. As a general rule, a player should not use this signal unless he has a certain trick in the suit in which he signals.

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(1) One is the Fight to the Finish. You move in from any points you like on the back line and try to kill, capture, or drive over his back line the whole of the enemy s force. You play the game for points; you score 100 for the victory, and 10 for every gun you hold or are in a position to take, 1-1/2 for every cavalry-man, 1 for every infantry-man still alive and uncaptured, 1/2 for every man of yours prisoner in the hands of the enemy, and 1/2 for every prisoner you have taken. If the battle is still undecided when both forces are reduced below fifteen men, the battle is drawn and the 100 points for victory are divided. Note--This game can be fought with any sized force, but if it is fought with less than 50 a side, the minimum must be 10 a side. (2) The Blow at the Rear game is decided when at least three men of one force reach any point in the back line of their antagonist. He is then supposed to have suffered a strategic defeat, and he must retreat his entire force over the back line in six moves, i.e. six of his moves. Anything left on the field after six moves capitulates to the victor.

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Tric, F., the odd trick at Whist or Mort. Tricon, F., three cards of the same denomination. Tric-Trac, the European name for Backgammon. Trump-showing Leads, a system of private conventionalities in leading plain suits at Whist, to show the number of trumps held by the leader. Unblocking, getting out of your partner’s way when he has more cards of the suit than you have. Underplay, leading a card which is not the best of a suit, when the best would naturally be led; or holding up the best card to let another player win the trick. Vade, F., the pool to be played for.

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And now you lost. You lost! Her perfume was cheap, but generous, and pretty well covered up her need for a bath. There s some left, I told her. Show me how. She hugged my arm to her skinniness. That s all any of the hustlers ever want--to get their hands on your chips. They figure some of them will stick to their fingers. The gambler next to me had won a dollar bet without my help. He acted mighty glad for a win--maybe it was a while since he d hit it. I decided to give him a run of luck.

i., Mrs. { Harley, Mr. S. O. Addy. Dronfield, Eckington, Egan Mr. S. O. Addy.

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In _=Cayenne=_, a game consists of ten points, each trick above six counting towards game according to the table of values. Honours and Slams also count towards game. Every hand must be played out, and all points made in excess of the ten required to win the game are counted on the next game; so that it is possible to win two or three games in one hand. In Nullo, every trick over the book is counted by the adversaries. Players cannot count out by honours alone; they must win the odd trick or stop at the score of nine. If one side goes out by cards, the other cannot score honours. The rubber is won by the side that first wins four games of ten points each. The value of the rubber is determined by adding 8 points to the winners’ score for tricks, honours, and slams, and then deducting the score of the losers. In _=Solo Whist=_, the game is complete in one deal, and the value of it is determined by the player’s success or failure in his undertaking, and must be settled for at the end of the hand, according to the table of payments. FORMING THE TABLE.

When can we see her? At three o clock. (Clock strikes three.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is ironing, ironing, ironing, Poor Jenny is ironing, you can t see her to-day. When can we see her? At four o clock. (Clock strikes four.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is poorly, poorly, poorly, Poor Jenny is poorly, you can t see her to-day. When can we see her? At five o clock. (Clock strikes five.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is dying, dying, dying, Poor Jenny is dying, you can t see her to-day. When shall we see her? (Come) at six o clock.

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With four trumps exactly, he should lead them if he has an established suit and a card of re-entry in another suit. A card of re-entry in plain suits is one which is pretty sure to win a trick, such as an Ace, or a guarded King. The following are examples of hands from which trumps should be led originally by a beginner;-- Hearts are trumps in every case. ♡ J 8 6 4 2; ♣ K 3 2; ♢ 10 9 2; ♠ 7 5. ♡ Q 10 2; ♣ A K 5; ♢ K Q 10 9; ♠ A Q 3. ♡ K J 8 3; ♣ A K Q 10 7 3; ♢ 3; ♠ A 7. The following are examples of hands from which trumps should not be led:-- ♡ A K Q; ♣ J 8 7 5 3; ♢ Q 4; ♠ K 4 2. ♡ Q J 10 2; ♣ 5 2; ♢ A K Q 2; ♠ 6 4 3. ♡ A Q 5 4; ♣ K Q J 6 3; ♢ A 9 2; ♠ K. If at any later stage of the hand, a player finds himself with an established suit and a card of re-entry, he should lead trumps if he has four.

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Strohman, G., the dummy at Whist or Bridge. Strong Suits, those in which a number of tricks can be made after the adverse trumps are out of the way. Sub Echo, a trump signal in a plain suit, made after partner has led trumps, and the player has not echoed on the trump lead. Sub-sneak, a two-card suit which is led for the sole purpose of getting a ruff on the third round. Sweating Out, winning a game without taking any risks, by waiting for the trifling points that fall to your share. Systems, any guide that keeps a player from guessing in the distribution of his bets; as distinguished from a martingale, which controls the amount of the wager itself. Table Games, Chess, Checkers, and Backgammon. Tables, the ancient name for Backgammon. Taille, F.

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We give as an illustration a sheet balanced in this way, showing the losses of the various players. The totals at the end of the match show that _c_ is the winner, losing less tricks than any other player. [Illustration: +-------+----+----+----+----+----+----+----+----+ |Players| a | b | c | d | e | f | g | h | |-------+----+----+----+----+----+----+----+----+ |Set 1 | - | 4 | - | 4 | 4 | - | 4 | - | | +----+----+----+----+----+----+----+----+ | 2 | - | 2 | - | 2 | - | 2 | - | 2 | | +----+----+----+----+----+----+----+----+ | 3 | 5 | 5 | - | - | - | - | 5 | 5 | | +----+----+----+----+----+----+----+----+ | 4 | 1 | - | - | 1 | 1 | - | - | 1 | | +----+----+----+----+----+----+----+----+ | 5 | - | - | 3 | 3 | - | - | 3 | 3 | | +----+----+----+----+----+----+----+----+ | 6 | - | - | - | - | 3 | 3 | 3 | 3 | | +----+----+----+----+----+----+----+----+ | 7 | 4 | - | - | 4 | - | 4 | 4 | - | +-------+----+----+----+----+----+----+----+----+ |Totals | 10 | 11 | 3 | 14 | 8 | 9 | 19 | 14 | +-------+----+----+----+----+----+----+----+----+ ] _=Large Numbers of Individuals.=_ Several ingenious methods have been devised for handling large numbers of players, especially in domestic parties; Safford and Mitchell having both distinguished themselves in this line. The simplest form has been suggested by Mitchell, and is especially adapted for social gatherings of ladies and gentlemen. As many tables as possible are filled; all the ladies sitting N & E; the gentlemen S and W. [Illustration: LADY L +---------+ +---------+ | N | | N | GENTLEMAN|W E|LADY G|W E|L | S | | S | +---------+ +---------+ GENTLEMAN G ] The number of hands dealt at each table must be adjusted to the number of tables filled, and the time to be devoted to play. The trays containing the hands are passed to the West, and all the gentlemen move one table to the East, the ladies sitting still. In all the changes each gentleman keeps to his original point of the compass, South or West. When he arrives at the table he started from, the round is finished.

46. If, during the play of the hand, any player is found to have a wrong number of cards, the others having their right number, only those who have their right number can win the game. If it is the player who has a wrong number, his game is lost. If it is one of his adversaries, the player’s game is won. 47. If the single player leads out of turn, the cards must be taken back if the trick is not complete and the adversary who has not played demands it. If both adversaries have played to the false lead, the trick stands. If an adversary has played to his false lead, the player cannot take it back unless the other adversary permit it. 48. If an adversary of the player leads out of turn, and the player calls attention to it, the player may immediately claim his game as won and abandon the hand; or he may insist that the play proceed with a view to making the adversaries schneider or schwarz.

I had hoped to have covered in my collection the whole field of games as played by children in the United Kingdom, but it will be seen that many counties in each country are still unrepresented; and I shall be greatly indebted for any games from other places, which would help to make this collection more complete. The tunes of the games have been taken down, as sung by the children, either by myself or correspondents (except where otherwise stated), and are unaltered. The games consist of two main divisions, which may be called descriptive, and singing or choral. The descriptive games are arranged so as to give the most perfect type, and, where they occur, variable types in succession, followed, where possible, by any suggestions I have to make as to the possible origin of the game. The singing games are arranged so as to give, first, the tunes; secondly, the different versions of the game-rhymes; thirdly, the method of playing; fourthly, an analysis of the game-rhymes on a plan arranged by my husband, and which is an entirely novel feature in discussing the history of games; fifthly, a discussion of the results of the analysis of the rhymes so far as the different versions allow; and sixthly, an attempt to deduce from the evidence thus collected suggestions as to the probable origin of the game, together with such references to early authorities and other facts bearing upon the subject as help to elucidate the views expressed. Where the method of playing the game is involved, or where there are several changes in the forms, diagrams or illustrations, which have been drawn by Mr. J. P. Emslie, are inserted in order to assist the reader to understand the different actions, and in one or two instances I have been able to give a facsimile reproduction of representations of the games from early MSS. in the Bodleian and British Museum Libraries.

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--Sporle, Norfolk (Miss Matthews). X. Draw a bucket of water For my lady s daughter; A guinea gold ring And a silver pin, So pray, my young lady, pop under. --Haydon (Herbert Hardy). XI. Draw a bucket of water To wash my lady s garter; A guinea gold ring And a silver pin, Please, little girl, pop under. --Earls Heaton (Herbert Hardy). XII. See-saw, a bucket of water, To wash my lady s garter. One in a rush, and two in a bush, To see a fine lady pop under a bush.

_=PLAYERS.=_ Whist is played by four persons. When there are more than four candidates for play, five or six may form a “table.” If more than six offer for play, the selection of the table is made by cutting. The table being formed, the four persons who shall play the first rubber are determined by cutting, and they again cut for partners, and the choice of seats and cards. _=CUTTING.=_ The methods of cutting are the same as those described in connection with Bridge, and ties are decided in the same manner. _=PLAYERS’ POSITIONS.=_ The four players at a whist table are usually distinguished by the letters A, B, Y, Z; the first two letters of the alphabet being partners against the last two, and their positions at the table being indicated as follows:-- [Illustration: Y +-----+ | | A | | B | | +-----+ Z ] Z is always the dealer; A the original leader, or first hand; Y the second hand; B the third hand; and Z the fourth hand. After the first trick, some other player may become the leader; the one on his left being the second hand; his partner the third hand, and the player on his right the fourth hand.

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_ |QR |QKt|QB | Q | K |KB |KKt|KR | Black. +---+---+---+---+---+---+---+---+ 8 | ♜ | ♞ | ♝ | ♛ | ♚ | ♝ | ♞ | ♜ | +---+---+---+---+---+---+---+---+ 7 | ♟ | ♟ | ♟ | ♟ | | ♟ | ♟ | ♟ | 2 +---+---+---+---+---+---+---+---+ 6 | | | | | | | | | 3 +---+---+---+---+---+---+---+---+ 5 | | | | | ♟ | | | | 4 +---+---+---+---+---+---+---+---+ 4 | | | | | ♙ | | | | 5 +---+---+---+---+---+---+---+---+ 3 | | | | | | ♘ | | | 6 +---+---+---+---+---+---+---+---+ 2 | ♙ | ♙ | ♙ | ♙ | | ♙ | ♙ | ♙ | 7 +---+---+---+---+---+---+---+---+ | ♖ | ♘ | ♗ | ♕ | ♔ | ♗ | | ♖ | 8 +---+---+---+---+---+---+---+---+ White. |QR |QKt|QB | Q | K |KB |KKt|KR | ] In Diagram No. 12, for instance, both the Pawns that have been moved would be spoken of as on K 4. The Knight that has been moved is on K B 3, because it is a white Knight. If it was a black Knight it would be on K B 6, reckoning from the black side of the board for the black pieces. In order to test your understanding of this system of notation, which is very important in following published games or problems, take the board and men, white side next you, and set up the following position, remembering that when no number is given, the piece stands upon the square originally occupied by the piece which gives its name to the file:-- Black men;--King on Q R’s; Queen on Q Kt’s; Pawns on Q R 2, and Q Kt, 3; Rook on Q R 3. White men;--King on Q Kt 5; Queen on Q B 6. Now look at Diagram No 11, and see if you have it right. In addition to the notation of position, there is that of action.

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Will we be there by candle-light? Yes, and back again. Open your gates and let us go through. Not without a beck and a boo. There s a beck, and there s a boo, Open your gates and let us go through. --Nairn, Scotland (Rev. W. Gregor). III. How far to Banbury Cross? Four score and ten. Can I get there by candle-light? Yes, if your legs are long and light.

=_ All those who have made the ante good have the privilege of discarding, face downward, as many cards as they please, in the place of which they may draw others. The age has the first draw, and can take any number of cards from one to five, or he may _=stand pat=_, refusing to draw any. A player cannot receive from the dealer more or less cards than he discards; so that if a person is allowed to play with a short hand, of four cards only, he will still have only four cards after the draw. If his hand was foul, it will remain so after the draw. In drawing, a player may keep or discard what cards he pleases. There is no rule to prevent his throwing away a pair of aces and keeping three clubs if he is so inclined; but the general practice is for the player to retain whatever pairs or triplets he may have, and to draw to them. Four cards of a straight or a flush may be drawn to in the same way, and some make a practice of drawing to one or two high cards, such as an ace and a king, when they have no other chance. Some hands offer opportunities to vary the draw. For instance: A player has dealt to him a small pair; but finds he has also four cards of a straight. He can discard three cards and draw to the pair; or one card, and draw to the straight; or two cards, keeping his ace in the hope of making two good pairs, aces up.

I now turned my attention to his still largely unbroken right, from which a gun had maintained a galling fire on us throughout the fight. I might still have had some stiff work getting an attack home to the church, but Red had had enough of it, and now decided to relieve me of any further exertion by a precipitate retreat. My gun to the right of Hook s Farm killed three of his flying men, but my cavalry were too badly cut up for an effective pursuit, and he got away to the extreme left of his original positions with about 6 infantry-men, 4 cavalry, and 1 gun. He went none too soon. Had he stayed, it would have been only a question of time before we shot him to pieces and finished him altogether. So far, and a little vaingloriously, the general. Let me now shrug my shoulders and shake him off, and go over this battle he describes a little more exactly with the help of the photographs. The battle is a small, compact game of the Fight-to-a-Finish type, and it was arranged as simply as possible in order to permit of a full and exact explanation. [Illustration: Fig. 6b--Battle of Hook s Farm.

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=_ A forfeiture of three points is deducted from the player’s score for making a miss; pocketing his own ball; forcing his own ball off the table; failing to make the opening stroke, as provided in Rule 2; failing either to make an object-ball strike a cushion or go into a pocket, as provided in Rule 4; striking his own ball twice; playing out of his turn, if detected doing so before he has made more than one counting stroke. _=7.=_ A ball whose centre is on the string line must be regarded as within the line. _=8.=_ If the player pocket one or more of the object-balls, and his own ball goes into a pocket, or off the table from the stroke, he cannot score for the numbered balls, which must be placed on the spot known as the deep-red spot, or if it be occupied as nearly below it as possible on a line with that spot. AMERICAN PYRAMID POOL. The fifteen balls are numbered from one to fifteen respectively, and are usually colored red, but the numbers on the balls are used simply for convenience in calling the number of each ball which the player intends to pocket and do not in any way affect the score of the player, which is determined by the number of balls pocketed. Scratches pay one ball, which must be placed on the deep red spot. CONTINUOUS POOL. In Continuous Pool, the scoring of the game is continued until all the balls in each frame have been pocketed, and the game may consist of any number of balls or points up which may be agreed upon.

It was played with small stones or marbles. There were nine sets of tricks. First One-ers (of which there were five in the set), then Two-ers (two in set), Three-ers (three in set), Four-ers (four in set), Four Squares (four in set), Trotting Donkeys (eight in set, I believe), Fly-catchers (six or seven in set), Magic (five in set), and Magic Fly-catchers (five in set). One-ers is played thus:--The five stones are thrown into the air and caught on the back of the hand. If all are caught they are simply tossed up again and caught in the hollow of the hand, but if any are not caught they have to be picked up, one by one, another stone being at the same time thrown into the air and caught with the one picked up in the hand. Two-ers, Three-ers, and Four-ers, are played in the same way, except that the stones not caught on the back of the hand have to be arranged in twos, threes, and fours respectively by the hand on which the caught stones are lying meanwhile, and then each lot has to be picked up altogether. If the number that fall when the stones are first thrown up won t allow of this, the player has to drop the required number (but no more) from his hand. In Magic the play is just the same as in One-ers, except that instead of only throwing up a single stone and catching it as the others are in turn picked up, the whole number, except those remaining to be picked up, are thrown and caught. In Four Squares, four of the stones are arranged in a square, each of them is then picked up, whilst the remaining stone is flung upwards and caught; the one picked up is then tossed up, and the one originally tossed up is put down in the place of the other, which is caught as it descends, and the process repeated all round the square. Trotting Donkeys is similarly played, except that the four stones are arranged in a line--not in a square--and I believe there is some other slight difference, but I forget what.

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Will you take the keys of school, or will you take brass? Will you take anything for a pretty lass? Yes! we ll take the keys of school; yes! we will take brass; We will take anything for a pretty lass. Come, my dear [Mary Anne], and give me your right hand, And you shall have a duck, my dear, You shall have a drake; You shall have a nice young man To fiddle for your sake. The birds will sing, the bells will ring, And we ll all clap hands together. --Congleton Workhouse School (Miss A. E. Tremlow). (_c_) The popular version of this game is played by the greater number of the children forming a line on one side with joined hands, and one child (sometimes two or more) facing them, advancing and retiring while singing the verses. When he asks the question, Will you come? one girl on the opposite side answers No! and afterwards Yes! When this is said, she goes to the opposite side, and the two dance round together while singing the next verse. The game begins again by the two singing the verses, and thus getting a third child to join them, when the game proceeds for a fourth, and so on. The Congleton and London versions are played by two lines of children of about equal numbers.