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Where will the servants lie, daughter, daughter? Lie in the pig-sty, mother, mother. Where will the pigs lie, daughter, daughter? Lie in the washing-tub, mother, mother. Where will we wash our clothes, daughter, daughter? Wash them at the sea-side, mother, mother. Suppose the clothes should float away, daughter, daughter? Take a boat and bring them in, mother, mother. Suppose the boat would go too slow, daughter, daughter? Take a steamboat and bring them in, mother, mother. Suppose the steamboat would go too fast, daughter, daughter? Then take a rope and hang yourself, mother, mother. --South Shields (Miss Blair, aged 9). (_b_) One child stands apart and personates the Mother. The other children form a line, holding hands and facing the Mother. They advance and retire singing the first, third, and alternate verses, while the Mother, in response, sings the second and alternate verses.

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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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A cent a point is considered a pretty stiff game, half a cent being more common in good clubs. Many play for a fifth, or even a tenth of a cent a point. At half a cent a point, ten dollars will usually cover a run of pretty bad luck in an evening’s play. _=DEALING.=_ At the beginning of the game the cards should be counted and thoroughly shuffled, and shuffled at least three times before each deal thereafter. The dealer presents the pack to the pone to be cut, and at least five cards must be left in each packet. The cards are dealt from left to right in rotation, and the deal passes to the left in regular order. Only three persons at the table receive cards, no matter how many are in the game. If there are four players, the dealer gives himself no cards. If there are five or six players, the first two on the dealer’s left and the pone receive cards.

Penny loaves will wash away. Mend it up with pins and needles. Pins and needles they will break. Mend it up with bricks and mortar, Bricks and mortar, that will do. [After these verses have been sung--] What has this great prisoner done, Prisoner done, prisoner done, What has this great prisoner done? My fair lady. Stole a watch and lost the key, Lost the key, lost the key, Stole a watch and lost the key, My fair lady. Off to prison you must go, You must go, you must go, Off to prison you must go, My fair lady. --Hurstmonceux, Sussex (Miss Chase). V. Over London Bridge we go, Over London Bridge we go, Over London Bridge we go, Gay ladies, gay! London Bridge is broken down, London Bridge is broken down, London Bridge is broken down, Gay ladies, gay! Build it up with lime and sand, Build it up with lime and sand, Build it up with lime and sand, Gay ladies, gay! [Then follow verses sung in the same manner and with the same refrain, beginning with--] Lime and sand will wash away.

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The bigger the one is who carries, the more is in the enjoyment to the one carried.--Keith (Rev. W. Gregor). See Cock s-headling. Cockle-bread Young wenches have a wanton sport, which they call moulding of Cocklebread; viz. they gett upon a Table-board, and then gather-up their knees and their coates with their hands as high as they can, and then they wabble to and fro with their Buttocks as if the[y] were kneading of Dowgh, and say these words, viz.:-- My Dame is sick and gonne to bed, And I le go mowld my cockle-bread. In Oxfordshire the maids, when they have put themselves into the fit posture, say thus:-- My granny is sick, and now is dead, And wee l goe mould some cockle-bread. Up with my heels, and down with my head, And this is the way to mould cocklebread.

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[19] THE REVOKE.[20] 83. A revoke occurs when a player, other than dummy, holding one or more cards of the suit led, plays a card of a different suit. It becomes an established revoke when the trick in which it occurs is turned and quitted by the rightful winners (_i.e._, the hand removed from the trick after it has been turned face downward on the table), or when either the revoking player or his partner, whether in turn or otherwise, leads or plays to the following trick. 84. The penalty for each established revoke is: (_a_) When the declarer revokes, he cannot score for tricks and his adversaries add 100 points to their score in the honour column, in addition to any penalty which he may have incurred for not making good his declaration. (_b_) When either of the adversaries revokes, the declarer may either add 100 points to his score in the honour column or take three tricks from his opponents and add them to his own.[21] Such tricks may assist the declarer to make good his declaration, but shall not entitle him to score any bonus in the honour column in case the declaration has been doubled or redoubled, nor to a slam or little slam not otherwise obtained.

In all other games the successful bidder undertakes to win; but his success does not depend on the number of tricks he takes in, but on the total value of the counting cards contained in those tricks. The total value of all the counting cards is 120 points, and to be successful, the single player must win at least 61. If he succeeds in winning 61 or more points, he wins his game, whatever it may be. If he can get 91 points, he wins a double game, which is called _=schneider=_. If he can take every trick, he wins a treble game, which is called _=schwartz=_. It is not enough to win 120 points, for if the adversaries win a single trick, even if it contains no counting cards, they save the schwartz. If the single player fails to reach 61, he loses. If he fails to reach 31, he is schneider; and if he fails to take a trick he is schwartz. These various results increase the value of the game, as will presently be seen. There are four varieties of games in which the successful bidder plays to win, the difference being in the manner of using the skat cards, and making the trump.

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Then tell him what he does not know, that you have the Queen also. Suppose you have led the King from these combinations:-- [Illustration: 🂱 🂾 🂽 🂻 | 🂡 🂮 🂭 🂢 ] Your partner knows you have the Ace, because your King wins. From the first, go on with the Jack, which is just as good as the Ace, but tells your partner you have not only the Ace but the Queen, still in your hand. From the second, go on with the Queen, the card your partner does not know, which tells him you still have the Ace, _=but not the Jack=_. If you have not the Queen, you will have to go on with the Ace, and your leading the Ace _=will deny the Queen=_. If you have not the best, lead one of the second and third-best, if you hold both:-- [Illustration: 🃞 🃝 🃛 🃚 | 🂾 🂽 🂻 🂲 ] From the first of these, having led the King, if it wins, go on with the ten, whether you have any smaller cards or not. From the second, if the King wins, go on with the Jack, which denies the ten, but tells your partner you still have the Queen. No mistake is more common among beginners than leading a low card on the second round, on the assumption that the partner must have the Ace. If you have led from King and Queen only, you must go on with the fourth-best; because you have not both the second and third-best. This fourth-best is the card that was the fourth-best originally.

The _=first bettor=_ has the worst position at the table and he should seldom come in on less than Queens. He should seldom raise the ante, even with two pairs, as he will only drive others out. In this position very little can be made out of good hands, because every one expects to find them there; but it offers many excellent opportunities for successful bluffing. A player in this position should never straddle. Many players endeavour to force their luck in this way, but it is a losing game, and the best players seldom or never straddle. Having to make the first bet after the draw, it is usual for the player in this position, if he has an average hand, to _=chip along=_, by simply betting a single counter, and waiting for developments. With a strong hand, it is best to bet its full value at once, on the chance that the bet may be taken for a bluff, and called. _=Other Positions.=_ As the positions go round the table from the first bettor to the age, they become more desirable, and little need be said of them beyond the consideration of the average strength necessary for a player to _=go in=_ on. _=GOING IN.

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The Snow System of movement, where practicable, is preferable. Where the Howell pair system of movement is used, the scores do not require “equating”, as they are equalised on the replay. Under other systems, only the North and South scores need be kept, as the comparison can be made quite as readily as by direct comparison of these scores. DUMMY. There are three forms of Dummy: The English game, for three players; the French game, for three or four: and the game now generally known as Bridge, or Bridge Whist. Dummy is not recognized in any form by the American Whist League, and there are no American Laws governing it. We shall describe each variety of the game in its turn; beginning with the English. _=Cards.=_ _=ENGLISH DUMMY=_, is played with a full pack of fifty-two cards, ranking as at whist both for cutting and playing. Two packs are generally used.

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=_ The bets made, the cards are shuffled and presented to the pone to be cut; four must be left in each packet. Two cards are given to each player, including the dealer, one at a time in two rounds. If the dealer gives too many cards to any player, either in the first deal or in the draw, he must correct the error at once. If the player has seen the superfluous card he may keep any two he chooses of those dealt him. If the dealer gives himself too many he must keep them all. The last card in the pack must not be dealt. If there are not enough cards to supply the players, the discards must be gathered up, shuffled together, and cut. _=Naturals.=_ The cards all dealt, the dealer first examines his hand. If he has exactly 21, an Ace and a tenth card, which is called a natural, he shows it at once, and the players must pay him twice the amount they have staked in front of them, unless they also have a natural, when it is a stand-off.

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| | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- |Yellow gravel. | -- | | 6.|The grass is so green.|The grass is so green.|The grass is so green.| | 7.

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anything. | -- | | 18.| -- | -- | -- | | 19.| -- |For a pretty lass. | -- | | 20.|You shall have a |You shall have a |She shall have a | | |drake. |drake. |drake. | | 21.| -- | -- | -- | | 22.

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Down here with the hot Sun around us, it feels so good and so quiet. You can feel everything spinning and turning. It s nice and sharp and compact. It s sort of like sitting around home. Woodley grunted. He was not much given to flights of fantasy. Undeterred, Underhill went on, It must have been pretty good to have been an Ancient Man. I wonder why they burned up their world with war. They didn t have to planoform. They didn t have to go out to earn their livings among the stars.

I hardly ever get a cold, darlin Billy, and when I do, I throw it off in a few days. Well, I guess it s a cinch I m no PC. THE END *** END OF THE PROJECT GUTENBERG EBOOK VIGORISH *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy. You may use this eBook for nearly any purpose such as creation of derivative works, reports, performances and research.

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The dealer gives cards to the widow just before dealing to himself in each round. When all are helped, the next card is turned up for the trump. Irregularities in the deal are governed by the same rules as in Spoil Five. _=DECLARING TO PLAY.=_ Each player in turn, beginning with the eldest hand, may either play or pass. If he passes, he lays his cards face downward in front of him, and takes no further part in that deal unless a general rams is announced. If he plays, he engages himself to take at least one trick, or forfeit five counters to the pool. He may play with the hand originally dealt him, or he may risk getting a better by taking the widow in exchange. If he exchanges, his original hand is dead, and must not be seen by any player. If any player takes the widow, those following him must play the hand dealt them or pass out.