In the position shown in Diagram No. 6, for instance, the King could castle on either side, with the King’s Rook, or with the Queen’s Rook:-- [Illustration: _No. 6._ +---+---+---+---+---+---+---+---+ | ♜ | | | | ♚ | | | ♜ | +---+---+---+---+---+---+---+---+ | ♟ | ♟ | ♟ | | ♛ | ♟ | ♟ | ♟ | +---+---+---+---+---+---+---+---+ | | | ♞ | ♟ | ♝ | ♞ | | | +---+---+---+---+---+---+---+---+ | | | ♝ | | ♟ | | | | +---+---+---+---+---+---+---+---+ | | | ♗ | | ♙ | | | | +---+---+---+---+---+---+---+---+ | | | ♘ | ♙ | ♗ | ♘ | | | +---+---+---+---+---+---+---+---+ | ♙ | ♙ | ♙ | | ♕ | ♙ | ♙ | ♙ | +---+---+---+---+---+---+---+---+ | ♖ | | | | ♔ | | | ♖ | +---+---+---+---+---+---+---+---+ ] If an adverse piece commands the square that would be passed over by the King in castling, the move is not allowed; because a King must not move into check, nor cross a square that is checked by an adverse piece nor castle out of check. In Diagram No. 7 the position that would result from castling with the Queen’s Rook is shown by the black men. [Illustration: _No. 7._ +---+---+---+---+---+---+---+---+ | | | ♚ | ♜ | | | | ♜ | +---+---+---+---+---+---+---+---+ | ♟ | ♟ | ♟ | | ♛ | ♟ | | ♟ | +---+---+---+---+---+---+---+---+ | | | ♞ | ♟ | ♝ | ♞ | | | +---+---+---+---+---+---+---+---+ | | | ♝ | | ♟ | | | | ] _=Queening Pawns.=_ If a passed Pawn succeeds in reaching the last or eighth square on any file, the player to whom the Pawn belongs may call it anything he chooses, from a Queen to a Knight.

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[The next _last_ couple would then presumably try and reach the top.]--East Kirkby, Lincs. (Miss K. Maughan). A similar game to this is played at Sporle, Norfolk (Miss Matthews). It is there called Long Tag. The players stand in line behind one another, and an odd one takes her place somewhere near the front; at a given signal, such as clapping of hands, the two at the back separate and try to meet again in front before the one on the watch can catch them; they may run where they please, and when one is caught that one becomes the one out. See French Jackie. Loup the Bullocks Young men go out to a green meadow, and there on all-fours plant themselves in a row about two yards distant from each other. Then he who is stationed farthest back in the bullock rank starts up and leaps over the other bullocks before him, by laying his hands on each of their backs; and when he gets over the last one leans down himself as before, whilst all the others, in rotation, follow his example; then he starts and leaps again.

[Illustration: _No. 7._ +---+---+---+---+---+---+---+---+ | | | ♚ | ♜ | | | | ♜ | +---+---+---+---+---+---+---+---+ | ♟ | ♟ | ♟ | | ♛ | ♟ | | ♟ | +---+---+---+---+---+---+---+---+ | | | ♞ | ♟ | ♝ | ♞ | | | +---+---+---+---+---+---+---+---+ | | | ♝ | | ♟ | | | | ] _=Queening Pawns.=_ If a passed Pawn succeeds in reaching the last or eighth square on any file, the player to whom the Pawn belongs may call it anything he chooses, from a Queen to a Knight. If the piece he chooses has already been captured, it must be replaced on the board, and on the square occupied by the Pawn, which is then removed. If not, some other piece must be put upon the board as a marker; a Rook upside down, or a Pawn with a ring on it, may represent a second Queen. _=OBJECT OF THE GAME.=_ If all the pieces could be captured, the object of the game might be to clear the board of the adversary’s men, as in Checkers; but the peculiarity of Chess is that one piece, the King, cannot be captured, and the object is to get the adverse King in such a position that he could not escape capture if he were a capturable piece. When that is accomplished the King is said to be _=mated=_, and the player who first succeeds in giving mate to the adversary’s King wins the game, regardless of the number or value of the pieces either side may have on the board at the time the mate is accomplished. When an adverse piece is moved so that it could capture the King on the next move, due notice must be given to the threatened King by announcing “_=Check=_,” and the player must immediately move his King out of check, interpose a piece or a Pawn, or capture the piece that gives the check.

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A further element may enter into his calculations, the state of the score. If he feels sure of the few points necessary to win the game or the rubber with a black trump, there is no necessity to risk making it red. This is a part of the subject which we shall go into further when we come to the suggestions for good play. The dealer has the first say in making the trump. If he does not feel himself strong enough to make it no trump, or red, although his hand may be black enough to promise a good score in clubs or spades, he should transfer to his partner the privilege of making the trump by saying: “I leave it to you, partner.” Guided by this indication, his partner must fix on some suit for the trump or go no-trumps, and must announce it. Either the dealer or his partner may elect to play without a trump, if he has sufficient strength in all the suits to do so. _=IRREGULARITIES IN DECLARING.=_ If the dealer’s partner makes a declaration before being asked to do so, either adversary may demand that the declaration shall stand, or that there shall be a new deal. In England, only the eldest hand, A, may exact the penalty.

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--London (G. L. Gomme). In Cornwall the leader, when at fault, says-- Uppa, uppa, holye! If you don t speak My dogs shan t folly. --Courtney (_Folk-lore Journal_, v. 73). Other versions of this holloa are-- Whoop, whoop, and hollow! Good dogs won t follow Without the hare cries, Peewit. --Halliwell s _Nursery Rhymes_, p. 66. Sound your holler, Or my little dog shan t foller.

--_Notes and Queries_, vol. xi. p. 421. The following forms are those known to me, with their names. They are produced seriatim. 1. The cradle. 2. The soldier s bed.

Dunne’s Draught Proxis. Kear’s Sturges. BACKGAMMON. OR TRIC-TRAC. Backgammon is played by two persons, each of whom is provided with fifteen men, two dice, and a dice-box. The men on each side are of different colours, black and white, and the players are distinguished by the colour of the men with which they play. The board is divided into two tables, _=inner=_ and _=outer=_, and at the beginning of the game the men may be set up in either of the positions shown in the diagram. [Illustration: +-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+ |⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂| |⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂| | | | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | | | | | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | | | | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | | LIGHT | INNER || OUTER | | OUTER || INNER | LIGHT | | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | | | | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | | | | | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | | | |⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀| |⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+ ] It will be observed that the black men on any point have exactly the same number of white men standing opposite them. In one table there are only two upon one point, and in the other there are only three upon one point. The table with the two men is always the _=inner table=_ while the one with three is always the _=outer table=_.

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THREE. FOUR. ] The number of pips exposed on the card which is face up is immaterial; the relative position of the two cards will always determine the score. Rubber or game scores must be kept on a whist marker, or on a sheet of paper. _=PLAYERS.=_ Euchre may be played by any number of persons from two to seven; but in the seven-handed game the full pack of fifty-three cards is used. Whatever the number of players, they cut for positions at the table, for partners, and for the deal. _=CUTTING.=_ The cards are usually spread, face down, and each candidate for play draws a card. [Illustration: SPREADING THE PACK.

A shrew or gossip. _=R.=_ She will make you tired. Jack. A bearer of bad news. _=R.=_ Worse than you expected. Ten. An unexpected journey. Nine.

Any person having announced to play alone, either of his adversaries may play alone against him; discarding and taking partner’s best card in the same manner. Should the lone player who makes the trump be euchred by the lone player opposing him, the euchre counts four points. It is considered imperative for a player holding the Joker, or the right bower guarded, to play alone against the lone hand, taking his partner’s best; for as it is evident that the lone hand cannot succeed, there is a better chance to euchre it with all the strength in one hand than divided. If any player, in his proper turn, announces to play alone, and asks for his partner’s best, the partner cannot refuse; neither can he propose to play alone instead. _=Scoring.=_ With the exception of the four points for euchreing a lone hand, the scoring is exactly the same as in the ordinary four-handed game; but there are one or two variations which are sometimes agreed upon beforehand in order to make points still more rapidly. _=Laps.=_ If a player makes more points than are necessary to win the game, the additional points are counted on the next game, so that there is always an inducement to play lone hands, even with 4 points up. _=Slams.=_ If one side reaches five points before the other has scored, it is a slam, and counts _=two games=_.

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org. This website includes information about Project Gutenberg™, including how to make donations to the Project Gutenberg Literary Archive Foundation, how to help produce our new eBooks, and how to subscribe to our email newsletter to hear about new eBooks. .The Project Gutenberg eBook of Foster s Complete Hoyle: An Encyclopedia of Games This ebook is for the use of anyone anywhere in the United States and most other parts of the world at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this ebook or online at www.gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. Title: Foster s Complete Hoyle: An Encyclopedia of Games Author: R. F.

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If he can probably win without the finesse, he should play Ace. If he has tricks enough to win without either A or Q, he should play neither of them. A solo player should be very sure of his call before finessing for over-tricks. _=Adversaries’ Play.=_ The player to the left of the caller should not lead trumps; but if the solo player has had a lead, and has not led trumps himself, the player on his right should take the first opportunity to lead them through him. The player to the left of the caller should not lead from suits headed only by the King; nor from those containing major or minor tenaces. The best leads are from suits headed by Q J or 10, even if short. With such high-card combinations as can be used to force the command in one round, such as K Q, or K Q J, the regular whist leads should be used. With suits headed by winning sequences, held by the player on the left, it is often right to lead them once, in order to show them, and then to lead a weaker suit to get rid of the lead. It is sometimes better to play winning sequences as long as it seems probable that the caller can follow suit.

|Bells shall ring, cats| | |shall sing. | | 36.| -- | | 37.|We ll all clap hands | | |together. | | 38.| -- | | 39.| -- | | 40.| -- | | 41.| -- | | 42.| -- | | 43.

The dealer has no right to touch any part of the stock until the pone has discarded and drawn; but if the pone draws without making any announcement about leaving cards, the dealer has a right to assume that five cards have been taken, and that only three remain in the stock. For instance: The pone discards five cards, but draws four only, without saying anything. The dealer proceeds to discard and draw. He has of course taken one of the pone’s cards, but it is too late to remedy the error or claim a penalty, and the pone must play with eleven cards. It is evident that the dealer will have too many cards, but as he has been led into the error by his adversary, he must be allowed to discard to reduce his hand to twelve. If a player takes a card too many from the stock, he may replace it if he has not put it with the other cards in his hand. If he has seen it, he must show it to his adversary. If the superfluous card has been taken into the hand, the player must have too many cards, and can score nothing that deal. This does not prevent the adversary from scoring anything he may have in hand or play, even if it is inferior. If a player is found to have too few cards after the draw, he may still play and count all he can make, but he cannot win a capot, because he has no card for the last trick, which must be won by his adversary.

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At least five cards must be left in each packet. The dealer then distributes the cards four at a time for three rounds, giving to his adversary first, and then to himself. The twenty-fifth card is turned up for the trump. If this card is a Nine, the dealer claims _=dix=_, and counts ten for it immediately. The trump card is laid aside, and the remainder of the pack, which is called the _=stock=_, or _=talon=_, is slightly spread, to facilitate the process of drawing cards from it, and to be sure that none of the cards remaining in the stock are exposed. The trump is usually placed face up under the last card of the stock. In _=Sixty-four-card Binocle=_, the Sevens and Eights are added to the pack. There are then two ways to play: If eight cards are dealt to each player, the game is simply Bézique, except for some minor details relating to the combinations and their value. These are usually disregarded, and the regular game of Bézique is played. If twelve cards are dealt to each player, the game is the same as the one about to be described, but with eight cards added to the pack, and the Seven taking the place of the Nine for dix.

The girls then go through the same thing, saying, young men, and then a young man, &c., until the whole company have gone through the same ceremony, which concludes with all dancing round three times, as at the commencement. The Norfolk and London versions are reduced to a simple Kiss in the Ring game, with the following verse:-- Round the cushion we dance with glee, Singing songs so merrily; Round the cushion we dance with glee, Singing songs so merrily; Yet the punishment you must bear If you touch the cushion there. --Sporle, Norfolk (Miss Matthews). (_c_) Selden, in his _Table Talk_, thus refers to this game:-- The Court of England is much altered. At a solemn dancing first you have the grave measures, then the Cervantoes and the Golliards, and this is kept up with ceremony. At length to Trenchmore and the _Cushion Dance_; and then all the company dance, lord and groom, lady and kitchen-maid, no distinction. But in King Charles s time there has been nothing but Trenchmore and the Cushion Dance, &c. The Whishin Dance (an old-fashioned dance, in which a cushion is used to kneel upon), mentioned by Dickinson (_Cumberland Glossary_), is probably the same game or dance, whishin meaning cushion. Brockett (_North Country Words_) mentions Peas Straw, the final dance at a rustic party; something similar to the ancient Cushion Dance at weddings.

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_=THREE-HANDED HEARTS.=_ The deuce of spades is discarded, and seventeen cards are dealt to each player, one at a time, after which the game proceeds in the usual way. There are several methods of settling. Howell’s method is undoubtedly the best, but Sweepstakes is very common. An excellent way is for the player who takes the largest number of hearts to pay the two others as many counters as he has hearts in excess of theirs. If two have an equal number, both pay the low man. There are no Jacks. _=AUCTION HEARTS.=_ This is usually played by four persons, although five or six may form a table. After the cards have been dealt in the usual way, the player to the left of the dealer examines his cards, and determines which suit he would prefer to play to get clear of.

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They all pay even money. The limit is 6,000 francs. 9. _=Impair.=_ That the number will be odd. 10. _=Pair.=_ That the number will be even. 11. _=Manque.

This gives him four by cards, doubled, worth 64 points toward game, but he does not get any bonus for making his contract after being doubled, or for the extra tricks, because they were taken in penalty and not in play. _=Exposed Cards.=_ After the deal but before the winning declaration is settled, if any player exposes a card his partner is barred from bidding or doubling, and the card is subject to call. Should the partner of the offending player prove to be the leader to the first trick, the declarer may prohibit the initial lead of the exposed suit. All cards exposed by the declarer’s adversaries after the original lead are liable to be called and must be left on the table, face upward. Exposed cards are those played two at a time, dropped on the table face up, or so held that the partner might see them, or cards mentioned as being in the hand of the player or his partner. The declarer is not liable to any penalty for exposed cards. _=Leading Out of Turn.=_ If either adversary leads out of turn, the declarer may call the card exposed, or call a suit when it is the turn of either adversary to lead. If the declarer leads out of turn, from his own hand or dummy’s, there is no penalty, but he may not correct the error unless directed to do so by an adversary.

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Whether the adjoining man is his own or his adversary’s, the player can hop over it into the vacant space beyond, and he can make as many hops as there are men and spaces. This being so, a player will try to make “ladders” with his own men, placing them in a line diagonally, with a space between each, and will then hop his men over them all. As soon as he gets all his men into his adversary’s yard the game is ended. Special directions always come with the apparatus. GO-BANG. This is played on a board of 361 squares. Each player has his own coloured counters, and they draw for the first move. Each places a man in turn, and the first to get five men in a row, horizontally, vertically, or diagonally, wins the game. MORELLES, OR NINE MEN’S MORRIS. This game, sometimes called _=The Mill=_, is played on a board ruled off into compartments, as follows: [Illustration: +----------+----------+ | | | | +------+------+ | | | | | | | | +--+--+ | | | | | | | | +---+---+ +---+---+ | | | | | | | | +--+--+ | | | | | | | | +------+------+ | | | | +----------+----------+ ] Each player has nine men, of distinguishable colours.

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If a player bids nap it usually pays those following him to have a peep at the down card in case the bidder should retain it in his hand. SPOIL FIVE. Spoil Five is one of the oldest of card games, and is generally conceded to be the national game of Ireland. It is derived from the still older game of Maw, which was the favourite recreation of James the First. The connecting link seems to have been a game called Five Fingers, which is described in the “_Compleat Gamester_,” first published in 1674. The Five Fingers was the five of trumps, and also the best, the ace of hearts coming next. In Spoil Five, the Jack of trumps comes between these two. _=CARDS.=_ Spoil Five is played with a full pack of fifty-two cards. The rank of the cards varies according to the colour of the suit, and the trump suit undergoes still further changes, the heart ace being always the third best trump.

Jamieson (_Etymological Dict._) gives this as a sport of children. [Illustration: Fig. 1. Fig. 2.] See Dump, Green Grass, Hot Cockles. Doddart A game played in a large level field with a bent stick called doddart. Two parties, headed by two captains, endeavour to drive a wooden ball to their respective boundaries (Halliwell s _Dictionary_). Brockett (_North Country Words_) adds to this that the captains are entitled to choose their followers by alternate votes.

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What are you after this fine morning? Taking a walk. With what object? To get an appetite for a meal. What does [will] your meal consist of? A nice fat goose for my breakfast. Where will you get it? Oh, I shall get a nice morsel somewhere; and as they are so handy, I shall satisfy myself with one of yours. 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.

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The player who pockets the ball wins the game. FORTY-ONE POOL. Forty-One Pool is played with a regular Fifteen-Ball Pool set of balls, the object of play being to pocket a sufficient number of the pool balls which added to the private small ball shall score exactly 41. CHICAGO POOL. This game is played with the numbered pool balls from 1 to 15 and a white cue-ball, as in Fifteen-Ball Pool, the object being to play upon and pocket the balls in their numerical order. The table is laid out for the game by placing the one ball against the end cushion at the first right-hand diamond sight at the foot of the table, the two-ball is placed at the centre diamond sight on same cushion; the remaining thirteen balls are placed in the order of their numbers at the succeeding diamond sights. The three sights on the end rail at head of the table are not occupied by any ball. The opening stroke _must_ be to strike the _one_-ball. If that ball is holed it is placed to the credit of the player, and he continues his hand until he fails to score, but in continuing he must play each time upon the ball bearing the lowest number on the table. After playing upon that ball, however, should any other be pocketed by the same stroke, irrespective of its number, it shall be placed to the player’s credit so pocketing it.

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_=5. Stakes.=_ Any player may be the banker, and keep the kitty, if any. In Draw, Straight, or Stud Poker, each player may purchase as many counters as he pleases. In Freeze-out, Table Stakes, Whiskey Poker, and Progressive Poker, each player must begin with an equal amount. _=6. Betting Limits.=_ Before play begins limits must be agreed upon for the amount of the blind, the straddle, the ante in jack pots, and for betting or raising. _=7. Shuffling.

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_=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. The other persons at the table are said to be “im Skat,” because they are laid aside for that deal. The cards may be distributed in several ways, but whichever manner the first dealer selects must be continued during the game, both by the original dealer, and by the others at the table. Ten cards are given to each player, and two are dealt face downward in the centre of the table for the Skat.