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. 381) says Hunt the Hare is the same game as Hunt the Fox. In this game one boy is permitted to run out, and having law given to him--that is, being permitted to go to a certain distance from his comrades before they pursue him--their object is to take him, if possible, before he can return home. See Hare and Hounds.

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Then we must build it up again. What shall we build it up withal? Build it up with iron and steel, Iron and steel will bend and break. Build it up with wood and stone, Wood and stone will fall away. Build it up with silver and gold, Silver and gold will be stolen away. Then we must set a man to watch, Suppose the man should fall asleep? Then we must put a pipe in his mouth, Suppose the pipe should fall and break? Then we must set a dog to watch, Suppose the dog should run away? Then we must chain him to a post. The two lines in _italic_ are all regularly repeated after each line.--M. Green. Another correspondent to this magazine, in the same volume, p. 507, observes that the ballad concerning London Bridge formed, in my remembrance, part of a Christmas Carol, and commenced thus-- Dame, get up and bake your pies, On Christmas-day in the morning.

Good-bye, good-bye, my dear. --Hurstmonceux, Sussex (Miss Chase). One child stands by herself, and the rest of the players range themselves in line. The child sings the first verse and the line replies, the four succeeding verses being alternately sung. After the last line the girl tries to pull one whom she has chosen from the line toward her. If not successful, she must try again. If she is, they both stand in the middle, and commence singing the words again with-- Here come _two_ virgins on their knees, &c. Probably a degraded version of Three Lords from Spain. Here I sit on a Cold Green Bank Here I sit on a cold green bank On a cold and frosty morning. We ll send a young man [_or_ woman] to take you away, To take you away, We ll send a young man to take you away, On a cold and frosty morning.

| | | |17.|Stir up the dumpling. | -- | -- | |18.| -- | -- |And out you go. | +---+----------------------+----------------------+----------------------+ The analysis shows that the majority of the variants retain four principal incidents of what must have been the original form of the game, and the fact of the Gloucestershire version having come down with only two of the incidents, namely, the two most common to all the variants (12 and 14), shows that the game has been in a state of decadence. The four principal incidents, Nos. 1, 4, 12, and 14, point distinctly to some water ceremonial; and if it may be argued that the incidents which occur in only one or two of the variants may be considered to have belonged to the original type, we shall be able to suggest that this game presents a dramatic representation of ancient well-worship. The incidents which occur in one version only are those given by Mr. Halliwell, and unfortunately the locality from which he obtained this variant is unknown. Still it is an earlier version than those which are now printed for the first time, and may without doubt be looked upon as genuine.

At this game there is a great deal more in the play than in either hand or crib. The average hand and crib is the same as at six-card Cribbage, 7 for the hand and 5 for the crib, but the play for the partners will run to 8 or 10 holes. Either side should be at home with 48 to 50 on two deals; four individual hands of 7 each, four plays of five each, and one crib of 5. SEVEN-CARD CRIBBAGE. This form of the game for two players differs from the others only in the number of cards dealt to each player, which is seven. Two are laid out for the crib, and five kept for playing. There being six cards in each hand, with the starter, the counting combinations sometimes run into high figures, and it is therefore usual to play the game 121 or even 181 points up. * * * * * There are no authoritative _=LAWS=_ for Cribbage, but the foregoing descriptions contain all the regulations in force at the best clubs. TEXT BOOKS. The Cribbage Player’s Handbook, by Walker.

VI. Here comes an old woman from Baby-land, With six poor children by the hand. One can brew, one can bake, And one can make a lily-white cake; One can knit, one can spin, And one can make a bed for a king. Please will you take one in? [choose out one] Now poor ---- she is gone Without a farthing in her hand, Nothing but a gay gold ring. Good-bye! Good-bye! Good-bye, mother, good-bye! --Isle of Man (A. W. Moore) VII. Here comes a poor widow from Sandalam, With all her children at her hand; The one can bake, the other can brew, The other can make a lily-white shoe; Another can sit by the fire and spin, So pray take one of my daughters in. The fairest one that I can see Is pretty [Mary] come to me. And now poor [Mary] she is gone Without a guinea in her hand, And not so much as a farthing.

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If he says nothing, B must await Z’s decision. 22. If a player leads a card better than any his adversaries hold of the suit, and then leads one or more other cards without waiting for his partner to play, the latter may be called upon by either adversary to take the first trick, and the other cards thus improperly played are liable to be called; it makes no difference whether he plays them one after the other, or throws them all on the table together, after the first card is played, the others are liable to be called. 23. A player having a card liable to be called must not play another until the adversaries have stated whether or not they wish to call the card liable to the penalty. If he plays another card without awaiting the decision of the adversaries, such other card also is liable to be called. LEADING OUT OF TURN. 24. If any player leads out of turn, a suit may be called from him or his partner, the first time it is the turn of either of them to lead. The penalty can be enforced only by the adversary on the right of the player from whom a suit can be lawfully called.

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Hickety, Bickety Hickety, bickety, pease-scone, Where shall this poor Scotchman gang? Will he gang east, or will he gang west, Or will he gang to the craw s nest? --Chambers (_Popular Rhymes_, p. 122). One boy stands with his eyes bandaged and his hands against a wall, with his head resting on them. Another stands beside him repeating the rhyme, whilst the others come one by one and lay their hands upon his back, or jump upon it. When he has sent them all to different places he turns round and calls, Hickety, bickety! till they have all rushed back to the place, the last in returning being obliged to take his place, when the game goes on as before. Chambers adds, The craw s nest is close beside the eye-bandaged boy, and is therefore an envied position. Newell, _Games_, p. 165, refers to this game. See Hot Cockles. Hickety-hackety The game of Hop-scotch, played with a piece of tile, which has to be kicked by the player with the foot on which he hops over lines into various squares marked on the ground.

The seekers respond-- Cuckoo cherry-tree, Catch a bird and bring it me. --Burne s _Shropshire Folk-lore_, p. 222. Halliwell calls this a game at ball, and the rhyme runs-- Cuckoo cherry tree, Catch a bird and bring it me; Let the tree be high or low, Let it hail, rain or snow. See Hide and Seek. Cuddy and the Powks Two boys join hands and feet over the back of a third, the which creeps away with them on hands and knees to a certain distance; and if able to do this, he, the Cuddy, must have a ride as one of the powks on some other s back.--Mactaggart s _Gallovidian Encyclopædia_. Cudgel [Illustration: Change of sides] [Illustration: A run] Four or more boys can play this game, and sides are chosen. Two holes are made in the ground at a distance of about eight or ten feet apart. A ring about a foot in diameter is made round each hole.

Catch one if you can. A lively scene follows. The Fox and Mother Goose should be pretty evenly matched; the Mother with extended arms seeking to protect her Brood, while the Fox, who tries to dodge under, right and left, is only allowed in case of a successful foray or grasp to secure the last of the train. Vigorous efforts are made to escape him, the Brood of course supplementing the Mother s exertions to elude him as far as they are able, but without breaking the link. The game may be continued until all in turn are caught.--_Folk-lore Journal_, vii. 217-18. In Lancashire the children stand in line behind each other, holding each other by the waist. One stands facing them and calls out-- My mother sits on yonder chimney, And she says she _must_ have a chicken. The others answer-- She _can t_ have a chicken.

Black Man s Tig. Black Thorn. Blind Bell. Blind Bucky Davy. Blind Harie. Blind Hob. Blind Man s Buff. Blind Man s Stan. Blind Nerry Mopsy. Blind Palmie.

If the pone plays without proposing, and makes three or four tricks, he counts one point; if he makes the vole he counts two points; but if he fails to make three tricks the dealer counts two. If the dealer refuses the first proposal, he must make three tricks to count one point; if he makes the vole he counts two points; but if he fails to win three tricks the player who was refused counts two points. If the dealer accepts the first proposal, and gives cards, subsequent proposals and refusals do not affect the score; the winner of the odd trick scoring one point, and the winner of the vole two points. In no case can a player make more than two points in one hand by tricks. If the dealer refuses the first proposal, and the pone makes the vole, it counts two points only. If the pone should play without proposing, and the dealer should mark the King and win the vole, it would count him only three points altogether. The player first reaching five points wins the game. If a player has four scored, and turns the King, that wins the game, provided the King was the eleventh card. Rubbers are seldom played. _=CHEATING.

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Can you make yourself sleep, or would you like us to give you some kind of sedative? I can sleep, said Underhill. I just want to know about the Lady May. The nurse joined in. She was a little antagonistic. Don t you want to know about the other people? They re okay, said Underhill. I knew that before I came in here. He stretched his arms and sighed and grinned at them. He could see they were relaxing and were beginning to treat him as a person instead of a patient. I m all right, he said. Just let me know when I can go see my Partner.

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A says one royal and Y two clubs. This bid of Y’s denies any support for his partner’s hearts, but shows a supporting minor suit, in case Z is strong enough to go on with the hearts. B bids two royals as he can stop the hearts twice and ruff the clubs. Z cannot pursue the hearts, but shows his supporting minor suit, bidding three diamonds. This says to Y, “Go no trumps if you can stop the spades.” When A passes, having bid his hand on the first round, Y goes two no trumps and makes game. B leads the top of his partner’s declared suit, and A leads a fourth round, hoping to get in with the club jack. At tricks 8 and 9, B signals control in hearts. A keeps the protection in clubs to the end and saves a trick by it. Y keeps two clubs in dummy, so that if club is led, he will have one to return after he has made his diamonds.

The small figures under these numbers show the odds paid; 14, for instance, pays twelve for one. All raffles pay 180 for one; the same as 18 or 3. Bets on High and Low, Odd or Even, pay even money. High throws are all above 10, and low throws are all below 11. This would be perfectly even betting if the house did not take raffles. Some houses allow a player to bet on raffles generally; that is, to bet that a raffle of some kind will come. Such bets are paid 30 for 1. The percentage of the house, even in a square game, may be seen from the following table, which gives the odds against the event, and the odds which the house pays:-- The odds against 3 or 18 are 215 to 1; the house pays 180 ” 4 ” 17 ” 71 ” 1 ” 60 ” 5 ” 16 ” 35 ” 1 ” 29 ” 6 ” 15 ” 20½ ” 1 ” 18 ” 7 ” 14 ” 13¼ ” 1 ” 12 ” 8 ” 13 ” 9¼ ” 1 ” 8 ” 9 ” 12 ” 7¼ ” 1 ” 6 ” 10 ” 11 ” 7 ” 1 ” 6 _=Cheating.=_ There are endless ways of swindling at Chuck-luck, the most modern being to turn the dice over after they have reached the table through the funnel. This is done by an apparatus under the cloth, the dealer looking down the funnel to see how the dice lie, and then adjusting them to suit himself.

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He could hear Woodley thinking at him. You don t have to bother much. This old son of a gun and I will take over for a while. Twice again the twinge, the skip. He had no idea where he was until the lights of the Caledonia space board shone below. [Illustration] With a weariness that lay almost beyond the limits of thought, he threw his mind back into rapport with the pin-set, fixing the Lady May s projectile gently and neatly in its launching tube. She was half dead with fatigue, but he could feel the beat of her heart, could listen to her panting, and he grasped the grateful edge of a thanks reaching from her mind to his. THE SCORE They put him in the hospital at Caledonia. The doctor was friendly but firm. You actually got touched by that Dragon.

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If you then have the small card of the discarded suit, you may defeat the Nullo at once. _=Fattening.=_ The Germans call this Wimmeln, or “swarming” the points together in one trick. It is always advisable to get rid of Tens in this way, or Aces of suits in which you hold both Ace and Ten; but it is bad play to fatten with the Ace of a suit of which you have not the Ten, unless the trick wins the game from the player, or saves a very probable schneider. The following _=Illustrative Hands=_ will give the student a very good idea of the manner in which the various forms of the game are played, showing the difference in the play of a Tourné, Solo, and Grand. _=A TOURNÉ.=_ A, Vorhand, has refused ten with the following cards, Hinterhand having passed without a bid:-- [Illustration: 🃛 🂻 🂺 🂾 🃑 🃞 🃁 🃇 🂪 🂩 ] A concludes to play a Tourné, and turns the heart ♡ Q, finding the ♢ King in the Skat. He lays out the ♠ 10 and ♠ 9 in the Skat, and expects to make 12 points; a heart Tourné, with one Matadore. The play is given in the margin. A is the player, and is also Vorhand, with the lead for the first trick.

Then a boy, who has one hand free, knocks the piled fists off one by one, saying to every boy as he strikes his fist away, What s there, Dump? He continues this process till he comes to the last fist, when he exclaims:-- What s there? Cheese and bread, and a mouldy halfpenny! Where s my share? I put it on the shelf, and the cat got it. Where s the cat? She s run nine miles through the wood. Where s the wood? T fire burnt it. Where s the fire? T waters sleekt (extinguished) it. Where s the water? T oxen drank it. Where s the oxen? T butcher killed em. Where s the butcher? Upon the church tops cracking nuts, and you may go and eat the shells; and them as speaks first shall have nine nips, nine scratches, and nine boxes over the lug! Every one then endeavours to refrain from speaking in spite of mutual nudges and grimaces, and he who first allows a word to escape is punished by the others in the various methods adopted by schoolboys. In some places the game is played differently. The children pile their fists in the manner described above; then one, or sometimes all of them, sing: I ve built my house, I ve built my wall; I don t care where my chimneys fall! The merriment consists in the bustle and confusion occasioned by the rapid withdrawal of the hands (Halliwell s _Nursery Rhymes_, p. 225).

For instance: A player holds three of a kind, and the fourth card in his hand is of a different suit from any of his triplet. His hand is a double combination, prime and tricon, and will beat a flush. A sequence of four cards of the same suit is a double combination, and will beat anything but a fredon. When doublets are shown, the holder is paid for both combinations, _=six=_ for tricon and prime, or _=eight=_ for sequence and flush, as the case may be. _=A Fredon=_, or four of a kind, is the best possible hand, and the holder is paid _=ten or eleven counters=_ by each of the other players, according to the pip value of his cards. He is paid eight counters for fredon, and two for the prime, if it is smaller than 8’s; but he claims grand prime if he has four 9’s, or four 10’S, and gets eleven counters. In case of _=ties=_ which cannot be decided by the pip values, the elder hand wins. Even if a player has lost his entire stake in the pool, he must pay the various combinations shown, and it is usual to reserve about ten counters for this purpose. _=Betting the Hands.=_ After the last cards have been drawn, the players proceed to bet upon their hands precisely as at Poker.

A version familiar to me is the same as above, but ending with For tumbling over cherry stones. The mother then chased and beat those children she caught. The idea was, I believe, that the children were imitating or mocking their mother (A. B. G.). In Warwickshire the four lines of the Surrey game are concluded by the additional lines-- We don t care whether we work or no, We ll follow our mother on tipty-toe. When the mother runs after them and buffets them.--Northall s _English Folk Rhymes_, p. 393.

| -- | -- | | 5.| -- |So early in the | -- | | | |morning. | | | 6.|Fair maid, pretty |Fair maid, pretty |Please let one of your| | |maid. |maid. |daughters come. | | 7.| -- | -- |Come and dance with | | | | |me. | | 8.|[See below.

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=_ The cards dealt, each player sorts his hand into sequences and triplets, and determines what cards he wants to complete his runs, so that he may be on the lookout for them. The pone then draws the top card from the stock and turns it face up on the pack. If this card can be used in combination with any of those in his hand, he draws it over to his side of the table, and takes from his hand the cards completing the combination of three cards, leaving them all face up. Even if he has cards enough in his hand to increase the combination to four or more cards, he should not show them. The cards drawn from the stock must never be taken into the hand. Let us suppose the pone holds these cards:--♡ J 7 6 4; ♠ 5 3 2; ♢ K 7 5; and that the ♡ 5 is the first card he draws. He can use this card in three ways: By making a run of three with the ♡ 4 and ♡ 6; or a run with the ♡ 6 and ♡ 7; or a triplet with the two other 5’s. In this case he would probably lay out the 6 and 7, and make the run of three. If he should draw the ♡ Q later on, he could use it by continuing the sequence with his Jack; or if the ♡ 3 appeared, he could use it with his ♡ 4. _=Passing.

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If, at the end of a rubber, admission be claimed by one or two candidates, the player or players who have played the greatest number of consecutive rubbers withdraw; when all have played the same number, they cut to decide upon the outgoers; the highest are out.[5] RIGHT OF ENTRY. 22. At the end of a rubber a candidate is not entitled to enter a table unless he declare his intention before any player cut, either for partners, for a new rubber, or for cutting out. 23. In the formation of new tables candidates who have not played at an existing table have the prior right of entry. Others decide their right to admission by cutting. 24. When one or more players belonging to an existing table aid in making up a new one, which cannot be formed without him, he or they shall be the last to cut out. 25.

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_=Playing.=_ The elder hand leads a card, and the dealer then declares and marks any impérials he may have that are good; after which he plays a card. No impérials can be claimed or scored after the holder has played a card. The second player in each trick must win the trick if he can, either with a higher card or with a trump. For each honour in trumps in the tricks won the player marks a white counter at the end of the hand. The winner of the odd trick scores as many white counters as he has tricks in excess of his adversary. If either player makes capot, (all twelve tricks,) he scores two red counters. _=Scoring.=_ When one player reaches six white counters and changes them for a red, his adversary must take down any white counters he may have scored. For instance: The pone has 2 reds and 4 whites up; the dealer has 1 red and 5 whites.

The black men might be placed on the points marked with small crosses, and then if the white man cannot be caught and set back long enough for Black to get home, the game cannot be saved. If Black succeeds in picking up this man, he should then complete his home table as rapidly as possible, still keeping his outside men spread, and not disturbing the two men on White’s trey point until necessary. _=Throwing Off.=_ Always throw off every man possible; never move up instead of throwing off, unless there are some adverse men in your home table. If you make a throw which will not take off a man, do not move two men, but move up and take off one man if possible. _=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.

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Conquerors. Contrary, Rules of. Cop-halfpenny. Corsicrown. Cots and Twisses. Course o Park. Crab-sowl. Crates. Cricket. Crooky.

We pray this couple may kiss together, Kiss together, kiss together, We pray this couple may kiss together, About the merry-ma-tansie. --Chambers _Popular Rhymes_, pp. 132-134. (_b_) At Biggar (Mr. Ballantyne) this game was generally played on the green by boys and girls. A ring is formed by all the children but one, joining hands. The one child stands in the centre. The ring of children dance round the way of the sun, first slowly and then more rapidly. First all the children in the ring bow to the one in the centre, and she bows back. Then they dance round singing the first and second verses, the second verse being addressed to the child in the centre.

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| | 17.|..... anything. | | 18.| -- | | 19.|For a pretty lass.

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31. Each player after shuffling must place the cards properly collected, and face downwards, to the left of the player about to deal. 32. The dealer has always the right to shuffle last; but should a card or cards be seen during his shuffling, or whilst giving the pack to be cut, he may be compelled to reshuffle. THE DEAL. 33. Each player deals in his turn; the right of dealing goes to the left. 34. The player on the dealer’s right cuts the pack, and, in dividing it, must not leave fewer than four cards in either packet; if in cutting, or in replacing one of the two packets on the other, a card be exposed, or if there be any confusion of the cards, or a doubt as to the exact place in which the pack was divided, there must be a fresh cut. 35.