C. Haddon. LANARKSHIRE-- Biggar Mr. Wm. Ballantyne. Lanark Mr. W. G. Black. NAIRN-- Nairn Rev.

When two or more fail on successive deals the pool increases with surprising rapidity. A player at twenty-five cent Loo has been known to lose $320 in three consecutive deals. _=DEALING.=_ The pack having been properly shuffled and cut, the dealer gives three cards to each player, one at a time in rotation, beginning on his left. The first deal, and every deal in which the pool contains only the three red counters put up by the dealer, is known as a _=simple=_, and no trump card is turned up until one or two tricks have been played to. If there are more than three red counters in the pool, it is known as a _=double=_, and an extra hand must be dealt for the _=widow=_, and after all have been helped, the next card in the pack is turned up for a trump. The dealer gives cards to the widow just before helping himself in each round. _=Irregularities in the Deal.=_ If the pack is found to be imperfect, or any card except the trump is found faced in the pack, the same dealer must deal again without penalty. If the dealer neglects to have the pack cut; reshuffles it after it has been properly cut; deals a card incorrectly and fails to correct the error before dealing another; exposes a card in dealing; gives any player too many or too few cards; or deals a wrong number of hands, it is a misdeal, and he loses his deal, and forfeits three red counters to the current pool.

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For this purpose the whist notation is used, A being the leader, and Z the dealer. [Illustration: Y +---+ ORIGINAL LEADER, A| |B +---+ Z ] _=DEALING.=_ When two packs are used, the still pack should be shuffled by the non-dealer, and placed on the left of the player or dummy whose turn it will be to deal next. The general rules with regard to irregularities in the deal are the same as in whist. The cards being dealt, it is usual to sort the dummy hands first, running the suits down in rows, with the turn-up trump across, and to the right of the others. _=STAKES.=_ The remarks already made on this subject in connection with whist and dummy, apply equally to double dummy, except that there is no double payment; but each player wins from or loses to his living adversary the unit agreed upon. _=METHOD OF PLAYING.=_ This so closely resembles dummy as to need no further description. Neither dummy can revoke, and there are no such things as exposed cards, or cards played in error.

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But her heart _couldn t_ stop. The brain can only stand a few seconds of that. I hadn t let it miss three beats. Even as I carried her from the casino, I lifted the main coronary muscle and started a ragged pumping, maybe forty beats a minute. Once in the smaller room I began artificial respiration with my mouth. The sawbones was there in three minutes. I guided the tip of his hypodermic into a vein in her right arm, the one that still had blood coursing through it. He depressed the piston, pumping the antidote into her bloodstream. Little by little I let up on the clamp on her wounded left arm, dribbling the poisoned blood into her system, so that the antidote could react with it gradually. She stayed unconscious.

He simply pushes them to the centre of the table with the others, face down. If he shows them, or any one of them, as some may do in a spirit of bravado, he must take all three back into his hand and all on the table with them. The object of doubting is simply to prevent a player from getting rid of three cards, but toward the end of the game one must be careful, as triplets are gradually gathered for that stage. If any player has less than three cards in his hand when it comes to his turn to lay down, he must draw from the table, face down, enough to make three. He may look at what he draws before announcing. If there are no cards on the table, he must pass his turn. The first to get rid of all his cards gets a chip from each of the others for each card they hold. JASS. This is popularly supposed to be the progenitor of the American game of pinochle, and is still very popular in Switzerland. _=CARDS.

Maybe it was one more of those tied-in hysterical Psi weaknesses. What are you doing out here? I asked her. Resting, she said wearily. I just hit town today. And tired already? I was broke, she said. Worked in a hotel laundry till dinner time to get eatin money. Hot work. But I swiped a nice dress to wear when I went looking for you, Billy Joe. Yeah, I said, hiding my snicker over the dress. Say, I wanted to thank you for handling my chips.

Up the plain and down the plain, As stippy [slippery] as a glass, We will go to Mrs. ---- To find a pretty lass. [Annie] with her rosy cheeks, Catch her if you can, And if you cannot catch her I ll tell you who s the man. [Annie] made a pudding, She made it very sweet; She daren t stick a knife in Till George came home at neet [night]. Taste [George], taste, and don t say Nay! Perhaps to-morrow morning ll be our wedding day. [The bells shall ring, and we shall sing, And all clap hands together.][2] --Earls Heaton (Herbert Hardy). (_b_) A full description of this game could not be obtained in each case. The Earls Heaton game is played by forming a ring, one child standing in the centre. After the first verse is sung, a child from the ring goes to the one in the centre.

Miss Hope writes of Holy Gabriel that the game is played at Mead Vale, a small village in Surrey, but is unknown at larger villages and towns a few miles off. Some of the women who played it in their youth say that it began in the Primitive Methodist school at Mead Vale. It is played at Outword, also a remote village, and was introduced there by a stonemason, who stated that he had learned it from a cousin who had been in America. Further inquiry by Miss Hope elicited the fact that the cousin had learned the game, when a boy, in his native place in Lancashire. He did not know whether it was a well-known game there. This information points perhaps to a modern origin, but in such cases it must be borne in mind that people are very fond of suggesting recent circumstances as the cause of the most ancient traditions or customs. The obvious analogy to the incident in the myth of the Pied Piper, and to the Welsh custom at St. Almedha Church, near Brecknock, recorded by Giraldus Cambrensis, where the imitation of a frenzied leader is carried out as a religious ceremony, rather suggests that in this game we may have a survival of a ceremonial so common among early or uncultured people, the chief incident of which is the frenzied dancing of a god-possessed devotee. [3] A variant of the second line is, Ranting, roaring, heely man. I suppose he was Irish, said my informant, as he was named Healey (Miss G.

Their marble was called a jack. They had places chalked on the pavement where they recorded their successful goes, and the game was played in a ring.--A. B. Gomme. An account sent me from Deptford (Miss Chase) is doubtless the same game. It begins with taking two gobs at once, and apparently there are eight stones or gobs to play with. The marble or round stone which is thrown up is called a tally. The directions for playing are-- We take twoses, We take threeses, We take fourses, We take sixes, We take eights. Chain eggs--_i.

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The sentence goes round once more, and on the next repetition the leader continues, with golden branches. He afterwards adds, and silver leaves, and purple fruit, and on the top a milk-white dove, and, finally, mourning for the loss of his lady-love. If a player should fail in repeating the rigmarole, there is a fine to pay. A pipe-lighter is stuck in her hair, and she must say one-horned lady instead of genteel lady. When a second horn is added, of course she says two-horned, and so forth. Some players wear half-a-dozen before the conclusion of the game. The game is called The Wonderful Tree. --Anderby, Lincolnshire (Miss M. Peacock). In some parts of Yorkshire it is customary to say no-horned lady instead of genteel lady at the beginning of the game.

5. +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ ] In checker notation the number of the move is never given, as it is in Chess. The moves of the black men are distinguished from those of the white men by being hyphenated, but there are no marks to show when pieces are captured. Letters or figures in the margins are used to refer to possible variations in the play. _=Openings.=_ There are a number of standard openings in Checkers which are formed by the preliminary moves on each side. These openings are known by various fanciful names, dear to all checker-players. In the following list they are arranged in alphabetical order for convenience in reference. +---------+---------+---------+---------+---------+---------+---------+ | |AYRSHIRE | | | | | | | ALMA. | LASSIE.

, up to forty, having his eyes covered by his hands, and the others hide while he is saying the nominy. At the conclusion he uncovers his eyes, and if he sees any boys not yet hidden they have to stand still. He seeks the rest, but if he moves far away from his place, called the stooil (stool), one of the hidden boys may rush out and take it, provided he can get there first. Should he fail in this he also has to stand aside; but if any one succeeds, then all run out as before, and the same boy has to say the nominy again. On the other hand, if he finds all the boys without loosing his stooil, the boy first caught has to take his place and say the nominy. The game was thus played in 1810, and is so still, both here and at Lepton.--Easther s _Almondbury and Huddersfield Glossary_. Gipsy I charge my children, every one, To keep good house while I am gone. You, and you [points], but specially you [or sometimes, but specially Sue], Or else I ll beat you black and blue. One child is selected for Gipsy, one for Mother, and one for Daughter Sue.

Get the prop and follow them. --Sheffield (Miss Lucy Garnett). VIII. Mother, buy some milking-cans, Milking-cans, milking-cans. Where must our money come from? Sell our father s feather bed. [This goes on for many more verses, articles of furniture being mentioned in each succeeding verse.] --Earls Heaton (Herbert Hardy). IX. Buy me a milking-pail, my dear mother. Where s the money to come from, my dear daughter? Sell father s feather bed.

The tune in all versions is the same. See Merry ma-tansa, Nettles. Munshets or Munshits Is played by two boys as follows:--One of the boys remains at home, and the other goes out to a prescribed distance. The boy who remains at home makes a small hole in the ground, and holds in his hand a stick about three feet long to strike with. The boy who is out at field throws a stick in the direction of this hole, at which the other strikes. If he hits it, he has to run to a prescribed mark and back to the hole without being caught or touched with the smaller stick by his playfellow. If he is caught, he is out, and has to go to field. And if the boy at field can throw his stick so near to the hole as to be within the length or measure of that stick, the boy at home has to go out to field. A number of boys often play together; for any even number can play. I am told that the game was common fifty years ago.

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=_ Skat is played for so much a point, and the single player wins from or loses to each of the others at the table. 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.