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| -- | -- | -- | |25.| -- | -- | -- | |26.| -- | -- |Mother, is it true? | | | | |What shall I do? | |27.| -- | -- | -- | |28.| -- | -- | -- | |29.| -- | -- | -- | |30.| -- | -- | -- | |31.| -- | -- | -- | |32.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Madeley.

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2, and so on--each person playing at the last ball, unless the striker’s ball be in hand, when he plays at the nearest ball. _=3.=_ When a striker loses a life the next in rotation plays at the ball nearest to his own; but if this player’s ball be in hand, he plays at the ball nearest to the centre of the baulk-line, whether it be in or out of baulk. _=4.=_ When any doubt arises as to the nearest ball, the marker measures the distance, and the player strikes at the ball declared to be nearest his own. _=5.=_ The baulk is no protection. _=6.=_ The player loses a life by pocketing his own ball off another, by running a coup, by missing the ball played on, by forcing his ball off the table, by playing _with_ the wrong ball, by playing _at_ the wrong ball, by playing out of his turn, by striking the wrong ball, or by having his ball pocketed by the next striker. _=7.

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Should any one in the ring exclaim I have it! she also forfeits; nor must the servant make known who has the ring until all have guessed under the same penalty. The forfeits are afterwards cried as usual.--Halliwell s _Nursery Rhymes_, p. 223. (_b_) This game was a general favourite at juvenile parties years ago. The hands were held in the posture described by Halliwell, but any child was pitched upon for the first finder, and afterwards the child in whose hands the ring was found had to be finder. There was no guessing; the closed hands were looked into (A. B. Gomme). Mr.

302), makes it one of the important qualifications of his conjurer to tell-- What figur d slates are best to make On wat ry surface _duck_ or _drake_. The following description of this sport is given by Minucius Felix, ed. 1712, p. 28, which evinces its high antiquity: Pueros videmus certatim gestientes, testarum in mare jaculationibus ludere. Is lusus est, testam teretem, jactatione fluctuum lævigatam, legere de litore: eam testam plano situ digitis comprehensam, inclinem ipsum atque humilem, quantum potest, super undas irrorare: ut illud jaculum vel dorsum maris raderet, vel enataret, dum leni impetu labitur; vel summis fluctibus tonsis emicaret, emergeret, dum assiduo saltu sublevatur. Is se in pueris victorem ferebat, cujus testa et procurreret longius, et frequentius exsiliret. From this pastime, says Moor, has probably arisen the application of the term to a spendthrift--of whose approaching ruin we should thus speak: Ah, he ave made fine ducks and drakes of a s money, that a have. --_Suffolk Words._ Duckstone A large stone called the Duckstone or Duck-table is placed on the ground, generally with a wall for a background, but this is of little consequence. Several boys take a stone each, and a place pretty near the Duckstone is chosen for home.

Others play the last hand out, and count all the tricks made; so that if two partners were at the score of 6 in a 7-point game, and made five by cards, they would win a game of 11 points. When this is done, it is usual to deduct the score of the losers from the total, and to call the remainder the value of the game. In the American Whist League, the rule is to stop at seven points, and to determine the value of the game by deducting the loser’s score from seven. When long sittings occur without change of partners or adversaries, it is a common practice to count the tricks continuously, and on the conclusion of the play, to deduct the lower score from the higher, the winners being credited with the difference. _=CUTTING OUT.=_ If rubbers are played, there is no change of partners, or of rotation in the deal, until one side has won two games, which ends the rubber. If the first two games are won by the same partners, the third is not played. If more than four players belong to the table, those who have just played cut to decide which shall give place to those waiting; those cutting the highest cards going out. If six belong to the table, there will be no further cutting out; as those who are out for one rubber re-enter for the next, taking the places of those who have played two consecutive rubbers. If five belong to the table, the three who remained in for the second rubber must cut to allow the fifth player to re-enter.

68. Should the third hand not have played, and the fourth play before his partner, the latter may be called on to win, or not to win the trick. 69. If any one omit playing to a former trick, and such error be not discovered until he has played to the next, the adversaries may claim a new deal; should they decide that the deal stand good, the surplus card at the end of the hand is considered to have been played to the imperfect trick, but does not constitute a revoke therein. 70. If any one play two cards to the same trick, or mix his trump, or other card, with a trick to which it does not properly belong, and the mistake be not discovered until the hand is played out, he is answerable for all consequent revokes he may have made. If, during the play of the hand, the error be detected, the tricks may be counted face downward, in order to ascertain whether there be among them a card too many; should this be the case, they may be searched, and the card restored; the player is, however, liable for all revokes which he may have meanwhile made. THE REVOKE. 71. Is when a player, holding one or more cards of the suit led, plays a card of a different suit.

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Nevertheless, unless we have a scientific arrangement of the enormously scattered material and a close comparison of the details of each item of folk-lore, it is next to impossible to expect that the full truth which lies hidden in these remnants of the past may be revealed. During my preparation of a book of games for children it occurred to me that to separate the whole of the games from the general body of folk-lore and to make them a section of the proposed dictionary would be an advantageous step, as by arranging the larger groups of folk-lore in independent sections the possibility of publishing the contemplated dictionary again seemed to revive. Accordingly, the original plan has been so far modified that these volumes will form the first section of the dictionary, which, instead of being issued in one alphabet throughout, will now be issued in sections, each section being arranged alphabetically. The games included in this collection bear the important qualification of being nearly all Children s Games: that is to say, they were either originally children s games since developed into games for adults, or they were the more serious avocations of adults, which have since become children s games only. In both cases the transition is due to traditional circumstances, and not to any formal arrangements. All invented games of skill are therefore excluded from this collection, but it includes both indoor and outdoor games, and those played by both girls and boys. The bulk of the collection has been made by myself, greatly through the kindness of many correspondents, to whom I cannot be sufficiently grateful. In every case I have acknowledged my indebtedness, which, besides being an act of justice, is a guarantee of the genuineness of the collection. I have appended to this preface a list of the collectors, together with the counties to which the games belong; but I must particularly thank the Rev. W.

The penalty for a revoke is the transfer of two tricks from the revoking side to their adversaries. If more than one revoke during the play of a deal is made by one side, the penalty for each revoke, after the first, is the transfer of one trick only. The revoking players cannot score more, nor their adversaries less than the average on the deal in which the revoke occurs; except that in no case shall the infliction of the revoke penalty deprive the revoking players of any tricks won by them before their first revoke occurs. In Pair Matches the score shall be recorded as made, independently of the revoke penalty, which shall be separately indicated as plus or minus revoke (“-R” for the revoking side, and “+R” for their adversaries). In such matches, the penalty for a revoke shall not increase the score of the opponents of the revoking players above the maximum, as made at the other tables, on the deal in which the revoke occurs; provided, however, that if the opponents win more tricks than such maximum, independently of the revoke penalty, their score shall stand as made. Nor shall the score of the revoking players be reduced, by the infliction of the revoke penalty, below the minimum so made at the other tables until the averages for the match and the relative scores of the other players have been determined; the score of the revoking players shall then, if necessary, be further reduced, so that in all cases they shall suffer the full penalty as provided in the first paragraph of this section. SEC. 5. A revoke cannot be claimed if the claimant or his partner has played to the following deal, or if both have left the table at which the revoke occurred. If the revoke is discovered in season, the penalty must be enforced and cannot be waived.

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It is not necessary to stick too closely to the meanings of the cards, nor to their combinations; the great thing is to tell your client what she wants to hear. In order to confirm the truth of the pleasing story you have built upon the twelve cards, they must be gathered together, shuffled, presented to be cut with the left hand, and then divided into four packets of three cards each. The first packet is for the Person, the second for the House, the third for the Future, and the fourth for the Surprise. Each packet is successively turned up, and its contents interpreted in connection with the part of the questioner’s life which it represents. In case there should be nothing very surprising in the last pack, it is well to have a few generalities on hand, which will be true of a person’s future six times out of ten. The expert at fortune telling has a stock of vague suggestions, supposed to be given by the cards, which are so framed as to draw from the client the drift of her hopes and fears. The scent once found, most of the fortune telling is in the nature of confirming the client’s own views of the situation. Nevertheless, when well done, by a good talker, fortune telling is very amusing, especially in a small company. BANKING GAMES. There are two distinct classes of banking games; those that can be played without any apparatus but a pack of cards and some counters; and those which require a permanent establishment and expensive paraphernalia.

| -- | -- | -- | |21.|Mend it up with pins | -- |Mend it up with pins | | |and needles. | |and needles. | |22.|Pins and needles they | -- |Pins and needles rust | | |will break. | |and bend. | |23.| -- | -- | -- | |24.| -- | -- | -- | |25.| -- | -- | -- | |26.

I had enough left to hit him sharply over the temples with a lift. A doctor. With antidote, I snapped. He trotted away. Darlin Billy! she said, and her heart stopped. She was dead. I picked her up in my arms and carried her to the same sawdust-strewn private dining room where I d given Barney the Blackout. I had to split the lift. The tourniquet was an absolute necessity, or more of the nerve poison would enter her system. But her heart _couldn t_ stop.

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The Mother replies, Put your head in; the Guardian says, It s all over hairs; the Mother says, Put the dish-clout in; the Guardian says, It s greasy; the Mother says, Get a fork; the Guardian says, It s rusty; the Mother says, I ll come mysen. She comes, and begins to count the children, Monday, Tuesday, up to Saturday, and missing Sunday, asks, Where s Sunday? the Guardian says, T old Witch has fetched her. The Mother answers, Where was you? Up stairs. The Mother says, What doing? Making t beds. Why didn t you come down? Because I had no shoes. Why didn t you borrow a pair? Because nobody would lend me a pair. Why didn t you steal a pair? Do you want me to get hung? Then the Mother runs after her, and if she can catch her thrashes her for letting Sunday go. Then the Mother pretends to go out washing again, and the Witch fetches the other days of the week one by one, when the same dialogue is rehearsed.--Dronfield, Derbyshire (S. O.

The player holding diamond Jack receives two counters from each of the other players in a simple; four in a double; except in misères, in which the card has no value. Misères are paid for according to the trump turned in the deal in which they are played. If a heart is turned, and little misère is played, the payment is 64 counters to or from each player. If a spade was turned, the payment would be 16 only. Three honours between partners count as three: four as four. Being all in one hand does not increase their value. ------------------------------------+-----+-----+-----+-----+ The Bid. | ♠ | ♣ | ♢ | ♡ | ------------------------------------+-----+-----+-----+-----+ Five tricks alone, or partners’ 8 | 4 | 8 | 12 | 16 | Three honours | 3 | 6 | 9 | 12 | Four honours | 4 | 8 | 12 | 16 | Each extra trick | 1 | 2 | 3 | 4 | ------------------------------------+-----+-----+-----+-----+ Six tricks, or petite independence | 6 | 12 | 18 | 24 | Three honours | 4 | 8 | 12 | 16 | Four honours | 6 | 12 | 18 | 24 | Each extra trick | 2 | 4 | 6 | 8 | ------------------------------------+-----+-----+-----+-----+ Eight tricks, or grand independence | 8 | 16 | 24 | 32 | Three honours | 6 | 12 | 18 | 24 | Four honours | 8 | 16 | 24 | 32 | Each extra trick | 4 | 8 | 12 | 16 | ------------------------------------+-----+-----+-----+-----+ Petite misère | 16 | 32 | 48 | 64 | Grand misère | 32 | 64 | 96 | 128 | Misère de quatre as | 32 | 64 | 96 | 128 | Misère sur table | 64 | 128 | 192 | 256 | Slam à deux (partners) | 50 | 100 | 150 | 200 | Slam seul (alone) | 100 | 200 | 300 | 400 | Slam sur table | 200 | 400 | 600 | 800 | ------------------------------------+-----+-----+-----+-----+ RUSSIAN BOSTON. This is a variation of Boston de Fontainbleau. A player holding carte blanche declares it before playing, and receives ten counters from each of the other players.

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Vorhand should be careful not to lead until the player has laid out or discarded for the Skat in a Gucki or a Tourné. Players must follow suit if they can, but are not obliged to win the trick. Having none of the suit led, they may trump or discard at pleasure. The highest card played, if of the suit led, wins the trick, and trumps win all other suits. The winner of the first trick leads for the next, and so on, until all the cards have been played, or the game is acknowledged as won or lost, and abandoned. In a Grand, if a Jack is led, players must follow suit with the other Jacks, they being trumps. _=Abandoned Hands.=_ If the single player finds he has overbid himself, or sees that he cannot make as good a game as bid, he may abandon his hand to save himself from being made schneider or schwarz, provided he does so before he plays to the second trick. A Solo cannot be abandoned in this manner, as the rule is made only to allow a player to get off cheaply who has been unlucky in finding nothing in the Skat to suit his hand. For instance: A player has risked a Tourné with a missing suit, and turns up that suit.

| | 31.| -- | -- | -- | | 32.| -- | -- | -- | | 33.| -- | -- |And leave the poor | | | | |woman a widow. | | 34.| -- | -- | -- | | 35.| -- | -- |Bells shall ring, | | | | |birds shall sing. | | 36.| -- | -- | -- | | 37.| -- | -- |We ll all clap hands | | | | |together.

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B passes out. C raises 50, putting up 85; and D bets everything, 180 more than his blind. A demands a sight for his 35, and C puts up the remainder of his 120, and calls a sight for them. Then D withdraws his superfluous 65, and it is a call. No one has a brelan, so all the hands are shown, and the cards lie thus:-- [Illustration: 🂮 🃉 🃈 +-------+ | B | 🂡 🂭 🂩 |C A| 🃑 🃞 🃙 | D | +-------+ 🂱 🂾 🃝 🂹 ] The point is exactly even for clubs and spades, 40 in each. In case of ties, the dealer, or the player nearest him on the right wins. In this case A wins on account of his position, so clubs is the winning suit, and A has the best card of it. But he can win from C and D only the amount for which he called a sight, _i.e._ 35 counters.

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5--return with it on your thumb. Throw into No. 2--return with stone on your eye. Throw into No. 3--return with stone in your palm. Throw into No. 4--return with stone on your head. Throw into No. 5--return with stone on your back. In each case, upon reaching the goal without dropping it, throw up and catch it as it falls.

. . . . O ] The pins are set up as above. Three balls (not exceeding 6 inches in size) are allowed in each inning. If the four back pins are bowled down and the head pin is left standing, the score is 2. If all the pins are bowled down, the score is 1. There are no penalties. The dead wood must be removed.

Puits, F., only one to go, the whiskey hole. Punters, those who play against the banker. Puppy-foot, the ace of clubs. Quart, the English equivalent of the French word quatrième, a sequence of four cards. Quart Major, A K Q J of any suit. Quatorze, F., four cards of the same denomination. Quatrième, F., a sequence of four cards.

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=_ Some table in the series, which must not be either the first or the last, deals no original hands, but overplays all the hands coming from the other tables to the East of it. The four players sit still, taking no part in the progression; thus obliging those whose turn it would be to play at their table to pass on to the next. _=2nd Method.=_ Each gentleman should carefully note the number of the hand originally dealt at the table from which he starts. He progresses until he meets this hand again. The first to observe this should give notice to the company by a bell tap, as all the gentlemen must meet their original hands at the same time. Instead of stopping at the table at which this tray is encountered, all the gentlemen move on to the next, leaving the trays as they are. This skip enables each to finish the round without playing any of the hands twice. _=Scoring.=_ There must be four winners; the ladies with the best scores for the N & E hands respectively, and the gentlemen with the best S & W scores.

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Cross Tig. Cry Notchil. Cuck-ball. Cuckoo. Cuddy and the Powks. Cudgel. Curcuddie. Curly Locks. Currants and Raisins. Cushion Dance.