513). III. There was a jolly farmer, And he had a jolly son, And his name was Bobby Bingo. BINGO, BINGO, BINGO, And Bingo was his name. --Liphook, Hants; Wakefield, Yorks (Miss Fowler). IV. There _was_ a farmer _had_ a dog, His name was Bobby Bingo. B-i-n-g-o, B-i-n-g-o, B-i-n-g-o, His name was Bobby Bingo. --Tean, Staffs.; and North Staffs.

63. IV. You must surrend me, you must surrend me To the Queen of Barbaloo. No, we ll not surrend you, no, we ll not surrend you To the Queen of Barbaloo. We ll complain, we ll complain, &c. [To the Queen of Barbaloo.] You can complain, you can complain, &c. [To the Queen of Barbaloo.] --Penzance (Mrs. Mabbott).

| | . | | . | +---+-.-+---+-.-+---+-.-+---+-.-+ | | . | | . | | . | | .

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Except for the purpose of getting or keeping the lead, there is no object in winning any trick which does not contain a brisque. Every brisque taken in should be scored at once by the player winning the trick; 10 points for an ace or Ten; 20 points if there are two such cards in the same trick. A player holding or drawing the _=Seven of trumps=_ has the privilege of exchanging it for the turn-up trump, and scoring 10 points at the same time; but he must make the exchange immediately after winning a trick, and before drawing his card from the stock. Should the turn-up card be a Seven, or one exchange have already been made, the exchange can still be made and scored. He cannot score the Seven and make a declaration at the same time. _=DECLARATIONS.=_ The combinations which may be announced and scored during the play of the hand are divided into three classes: Marriages and Sequences; Béziques; and Fours of a kind. Only one combination can be scored at a time, and it must be announced immediately after the player holding it has won a trick, and before he draws his card from the talon. If he draws without announcing, it is equivalent to saying he has no declaration to make. Having drawn his card, even if he has not looked at it, he cannot score any declaration until he wins another trick.

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The player who first succeeds in winning five tricks on a nap bid takes the pool, and a fresh one is formed. If a player bids nap and fails, he is usually called upon to double the amount then in the pool, besides paying his adversaries. _=Purchase Nap=_; sometimes called _=Écarté Nap=_, is a variation of the pool game. After the cards are dealt, and before any bids are made, each player in turn, beginning on the dealer’s left, may discard as many cards as he pleases, the dealer giving him others in their place. For each card so exchanged, the player pays one counter to the pool. Only one round of exchanges is allowed, and bids are then in order. A player having once refused to buy, or having named the number of cards he wishes to exchange, cannot amend his decision. Any player winning five tricks on a nap bid takes the entire pool. This is a very good game, and increases both the bids and the play against them. _=Widows.

Advanced Bridge, by J.B. Elwell, 1904. Auction Bridge, by John Doe, 1904. Bridge that Wins, by A. Metcalfe, 1905. Foster’s Complete Bridge, by R.F. Foster, 1905. Foster’s Bridge Maxims, by R.

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Cutch-a-Cutchoo Children clasp their hands under their knees in a sitting posture, and jump thus about the room. The one who keeps up longest wins the game.--Dublin (Mrs. Lincoln). (_b_) In _Notes and Queries_, x. 17, E. D. says this amusement was fashionable sixty years ago, and from the low dresses worn then by ladies he mentions its indecency. He gives extracts from a satire called _Cutchacutchoo, or the Jostling of the Innocents_, 2nd ed., Dublin, in which the game and position are mentioned-- Now she with tone tremendous cries Cutchacutchoo.

Another familiar example is the following: You are Vorhand with these cards:-- [Illustration: 🃛 🂫 🃑 🃚 🂡 🂪 🂸 🂷 🃈 🃇 ] Although you cannot possibly win more than six tricks, and must lose every trick in the red suits, you have an invincible Grand; because the adversaries have not a sufficient number of Fehlkarten to give you to avoid adding 16 points to the 46 you already have in your hand, which must make you 62 before they get a trick. It is better to bid on a doubtful Solo than on a risky Tourné, and if you have a choice of two numerically equal suits, it is better to bid on a suit containing small cards in preference to one containing A 10. In bidding Tournés, you must remember that the more cards you hold of a suit, the less your chance to turn up one. It is not good play to bid a Solo on four or five trumps unless you have some aces in the other suits. A Grand may be bid even without a trump, if you have the lead, and hold four aces, or three aces and four Tens. A Grand with any two Wenzels is safe if you have two good suits. A Nullo should never be bid unless the player has the Seven of his long suit. A certain amount of risk must be taken in all bids, and a player who never offers a game that is not perfectly safe is called a _=Maurer=_; one who builds on a solid foundation. The player who offers the most games will usually win the most unless he is a very poor player. _=Leading.

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All the additions of percentages require special score cards and the services of some alleged expert to run the game, and even then they are not attractive. The problem of duplicate bridge remains as yet unsolved, so far as a popular game is concerned. _=SIX-HAND BRIDGE.=_ This is played by six persons, sitting with two card tables pushed together so as to make one. Each dealer sits at the long end of the table, the two dealers being partners. On each side of one sits a pair of adversaries so that the initial arrangement, if pair A had the deal, would be this:-- [Illustration: B C +-----+-----+ | 5 | 6 | | | | A |1 | 4| A | | | | 2 | 3 | +-----+-----+ B C ] Numbers are placed on the tables to indicate the positions to which the players shall move after each deal. The player at 6 goes to 5; 4 to 3; 3 to 2; 2 to 1, and 1 to 6. Each pair of partners, as they fall into the end seats, have the deal. If the dealer at either end will not declare on his own cards, he passes it, and the Dummy hand opposite him must be handed to the dealer that sits at the other end of the long table, who must declare for his partner. The usual four hands are dealt and played at each table, and scored as usual.

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(Clock strikes five.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is dying, dying, dying, Poor Jenny is dying, you can t see her to-day. When shall we see her? (Come) at six o clock. (Clock strikes six.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is dead, dead, dead, Poor Jenny is dead, you can t see her to-day. What colour will you have for the funeral for poor Jenny Jones? Red? Red is for the soldiers, soldiers, soldiers, Red is for the soldiers, and that won t do. Blue? Blue is for the sailors, sailors, sailors, Blue is for the sailors, and that won t do. Pink? Pink is for the babies, babies, babies, Pink is for the babies, and that won t do. White? White is for a wedding, a wedding, a wedding, White is for a wedding, and that won t do. Black? Black is for the mourners, mourners, mourners, Black is for the mourners, and that will do.

and S. have moved. Rivers impassable. Next as to Supply in the Field: All troops must be kept supplied with food, ammunition, and forage. The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves. These supplies, at the time when they are given up, must be within six feet of the infantry they belong to and eighteen feet of the cavalry. Isolated bodies of less than thirty infantry require no supplies--a body is isolated if it is more than twelve feet off another body. In calculating supplies for infantry the fractions either count as thirty if fifteen or over, or as nothing if less than fifteen. Thus forty-six infantry require two packets of food or ammunition; forty-four infantry require one packet of food. N.

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When you are second or third player, the first time a suit is led, it is usually best to play your highest card, unless you are safe in the suit, or have so many that there is danger of getting a heart, even on the first round. As fourth player, you should always play your highest card, unless there is already a heart in the trick, or some decided disadvantage in the lead. The risks you run in playing high cards while following suit must be judged by the same probabilities that we examined in considering the original lead. The fact that one or more players have already followed suit, and perhaps the cards they have played, may enable you to arrive at a still closer estimate of your chances. It is generally conceded, that the odds against a player who holds up on the first round are about 1 to 11. That is to say, in 12 pools, he will sacrifice his chances of one simply by holding up. After one or two tricks have been played, the conditions may be such that it becomes necessary to hold up, in order to win the second round. This is especially the case after you have been loaded, and are anxious to keep a certain player out of the lead. For an example see Illustrative Hand No. 4.

It consists in sitting on the ground, raising the knees and clasping them with the hand, and then using an undulatory motion, as if they were kneading dough. My granny is sick and now is dead, And we ll go mould some cocklety bread; Up with the heels and down with the head, And that is the way to make cocklety bread. --Hunter s MSS.; Addy s _Sheffield Glossary_. (_b_) The _Times_ of 1847 contains a curious notice of this game. A witness, whose conduct was impugned as light and unbecoming, is desired to inform the court, in which an action for breach of promise was tried, the meaning of mounting cockeldy-bread; and she explains it as a play among children, in which one lies down on the floor on her back, rolling backwards and forwards, and repeating the following lines:-- Cockeldy bread, mistley cake, When you do that for our sake. While one of the party so laid down, the rest sat around; and they laid down and rolled in this manner by turns. These lines are still retained in the modern nursery-rhyme books, but their connection with the game of Cockeldy-bread is by no means generally understood. There was formerly some kind of bread called cockle-bread, and _cocille-mele_ is mentioned in a very early MS. quoted in Halliwell s _Dictionary_.

Success in love. Eight. Great anticipations. Seven. Trifling love affairs. _=R.=_ They will get you into trouble. _=DIAMONDS.=_ Ace. A letter, or a written notice.

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Each player gathers his own tricks, as there are no partnerships. _=RENEGING.=_ The three highest trumps have special privileges in the matter of not following suit. Any player holding the Five or Jack of the trump suit; or the ace of hearts, but having no smaller trump with them, may refuse to follow suit if any inferior trump is led; but if he has also a smaller trump, he must play one or the other. If a superior trump is led, the player must follow suit in any case. For instance: If the Five of trumps is led, no one can refuse to follow suit, no matter what trumps he holds; but if the Jack is led, and any player holds the Five alone, he need not play it to the inferior trump lead. If the heart ace is led, and one player holds the Jack alone, and another the Five alone, neither of these cards need be played, because the trump led is inferior to both of them. If a superior trump is played in following suit, such as the Five played on an Eight led, the holder of the lone Jack of trumps or ace of hearts, need not play it, because the lead was inferior. This privilege of reneging is confined to the three highest trumps. _=OBJECTS OF THE GAME.

Doublets are not placed crosswise, and count only for the suit to which they belong; a double three cannot be played to an ace, because it counts as three only. The trumps are usually placed at right angles to the line. The game is decided and settled for as in the ordinary Block Game. _=SEBASTOPOL.=_ In this variety of the Block Game, four persons play. Each takes seven bones, and the double six sets. Nothing but sixes can be played until both sides and both ends of the first set have been played to. When these five dominoes have been set, any of the four ends may be played to. Each player in turn must play or say, “go.” The game is decided and settled for as in the ordinary Block Game.

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LIMITED RIGHT OF REPLACEMENT OR REFUND - If you discover a defect in this electronic work within 90 days of receiving it, you can receive a refund of the money (if any) you paid for it by sending a written explanation to the person you received the work from. If you received the work on a physical medium, you must return the medium with your written explanation. The person or entity that provided you with the defective work may elect to provide a replacement copy in lieu of a refund. If you received the work electronically, the person or entity providing it to you may choose to give you a second opportunity to receive the work electronically in lieu of a refund. If the second copy is also defective, you may demand a refund in writing without further opportunities to fix the problem. 1.F.4. Except for the limited right of replacement or refund set forth in paragraph 1.F.

When this method is adopted, it is not necessary to deduct the lower score from the higher at the end of each rubber, so that each player can keep what she gets, the comparative result being the same if the players remain at the same table. This method is open to the objection that if two strong players are opposed to weak ones all the time, it is a great advantage. It is also liable to abuse, if four players agree to double everything, so that some one at the table shall be high score. _=PROGRESSIVE BRIDGE.=_ This is simply a movement of the players from table to table, much as described under the heading of _=compass whist=_. The players may either agree that all the N & S pairs shall sit still, all the E & W pairs moving one table; or they may arrange for the winners to move in a certain direction. In all progressive games, sometimes called _=Drive Bridge=_, there are no rubbers or games, as one table would keep all the others waiting. An even number of deals, usually four, is the rule for each round before moving. _=DUPLICATE BRIDGE.=_ This is bridge with the hands kept separate and put into trays to be carried from table to table.

Keller, 1887. Round Games, by Baxter-Wray, 1891. Complete Poker Player, by John Blackbridge, 1875. Proctor on Draw Poker, 1883. Schenck’s Rules for Draw Poker, 1872. The Poker Book, by Richard Guerndale, 1888. The Gentlemen’s Handbook of Poker, by J.W. Florence, 1892. Poker Rules in Rhyme, by Geo.

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The winner of the trick takes it in, but before leading for the next trick he draws one card from the top of the pack lying on the table, restoring the number of his cards to thirteen. His adversary then draws the next card, and the cards are played and drawn in this manner until the pack is exhausted. The thirteen cards remaining in the hands of the two adversaries are then played, and after the last trick has been won, each turns over his cards and counts the number of hearts he has taken in. The object of the game is to take fewer hearts than your opponent, and the method of settling is either for the greater number to pay the lesser the difference; or, for the first six hearts taken by the loser to count nothing, but all above six to be paid for. The most popular way is to peg up the difference on a cribbage board, and to settle at the end of the sitting. _=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.

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These throws are five-ace, four-ace, and deuce-ace, when played as follows:-- [Illustration: ⚄⚀ +-+-+-+-+-+-++-+-+-+-+-+-+ |⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | | |⛀|| |⛀| | | |⛂| | | | | | |⛀|| |⛀| | | |⛂| | | | | | |⛀|| | | | | |⛂| | | | | | |⛀|| | | | | | | | || x| | x|| | | | | | | | || | | | | |⛀| | | | | | |⛂|| |⛂| | | |⛀| | | | | | |⛂|| |⛂| | | |⛀| |⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂|⛂|| |⛂| | | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ⚃⚀ +-+-+-+-+-+-++-+-+-+-+-+-+ |⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | | |⛀|| |⛀| | | |⛂| | | | | | |⛀|| |⛀| | | |⛂| | | | | | |⛀|| | | | | |⛂| | | | | | |⛀|| | | | | | | | || x| | x|| | | | | | | | || | | | | |⛀| | | | | | |⛂|| | | | | |⛀| | | | | | |⛂|| |⛂| | | |⛀| |⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂|⛂|| |⛂|⛂| | |⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ⚁⚀ +-+-+-+-+-+-++-+-+-+-+-+-+ |⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | | |⛀|| |⛀| | | |⛂| | | | | | |⛀|| |⛀| | | |⛂| | | | | | |⛀|| | | | | |⛂| | | | | | |⛀|| | | | | | | | || x| | x|| | | | | | | | || | | | | |⛀| | | | | | |⛂|| | | | | |⛀| | | | | | |⛂|| |⛂| | | |⛀| |⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂|⛂|| |⛂| | |⛂|⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ] These are all unfortunate opening throws, five-ace being especially bad, and the English players think the best, perhaps because the boldest, way to play them is to leave one or two blots, one of which, however, lays the foundation for possession of your five-point on the next throw, always a great advantage if you can secure it. If neither of the blots are hit, the Englishman pushes forward in the hope of gammoning his adversary, and so winning a double game. In America, where gammons count no more than hits, nothing is to be gained by taking such chances, and the foregoing methods of playing these three throws would therefore be considered very bad. _=The English Game.=_ When the players count double and triple games, it is not an uncommon thing to play for the gammon, especially against inferior adversaries, or when one gets a decided advantage at the start. The first thing is to secure your own or your adversary’s five point, or both, and if you succeed in that you should play a very forward game, and endeavour to gammon your opponent. After the five-points, secure your bar point, so as to prevent your opponent from “running” with double sixes. Some players think the bar point better than the five point, but it must be remembered that points in the home table are usually better than any outside. If you get the five and bar points made up, try for the four point, and after that you may take some risks to get your men home, and do not take up your opponent’s men if you are ahead of him, because they may give you trouble when they re-enter in your home table. _=The American Game.

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| |19.| -- | -- | -- | |20.| -- | -- | -- | |21.| -- | -- | -- | |22.| -- | -- | -- | |23.| -- | -- | -- | |24.| -- | -- | -- | |25.| -- | -- | -- | |26.| -- |We ll set a man to |Set a man to watch all| | | |watch all night. |night.

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In addition to the foregoing, all the following chances may be bet upon. 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.

If the adversaries sit together, and are the last to play on any trick, the third hand should not trust anything to his partner that he can attend to himself, unless he is very anxious to be the last player on the next trick. When the adversaries sit opposite each other, their play will differ very little from that in Whist, except that they will make no efforts to establish long suits, and will not lead small cards from combinations containing an Ace. Every trick possible should be made sure of at once, before the calling players get any chance to discard. Weak suits should be protected, as they are in Whist when opposed to strong hands. If an adversary has the first lead, it is usually best for him to make what winning cards he has at once, unless he is pretty sure that the proposal will be defeated. It is very seldom right for the adversaries to lead trumps. Some exceptions will naturally present themselves, such as an eldest hand leading to his partner’s turned-up King. In the middle or end game, it may be advantageous to bring down the caller’s trumps together, or to draw two for one. If an adversary finds himself with a pretty strong hand, he should utterly disregard his partner, and play as false as he can; for if the callers have eight probable tricks between them, it is impossible for the fourth player to have anything, unless there has been some mistake in the call. _=In General.

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FRENCH BOSTON. _=CARDS.=_ French Boston is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing; except that the diamond Jack is always the best trump unless diamonds are turned up, in which case the heart Jack becomes the best trump, and the diamond Jack ranks next below the diamond Queen. _=COUNTERS=_ are used as in Boston, their value being a matter of agreement before play begins. _=THE POOL=_ is made up by the dealer’s contributing ten counters for the first eight rounds, and twenty for the last two. It is increased from time to time by penalties, and is won or lost by the players, just as in Boston. There is no limit to the pool. If any player objects to dividing it at the end of the game, it must be played for until some player wins it. _=PLAYERS.=_ The number of players, their arrangement at the table, etc.

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=_ Many of our standard chess books, and some of the best edited chess columns, are in German, and the student should be familiar with the German notation, which is much simpler than the English. The white men are always considered as the side nearer the player; the vertical columns are designated from left to right by the letters a b c d e f g h; and the horizontal rows by the numbers 1 2 3 4 5 6 7 8, beginning at the bottom, or white side. The pieces are designated by one capital letter only, as follows:-- K for König, or King. D for Dame, or Queen. T for Thurm, or Rook. L for Läufer, or Bishop. S for Springer, or Knight. The Pawn is called a Bauer, but when it is moved no initial is given, simply the square it comes from. In Diagram No. 12, for instance, the English notation for the first two moves made by white would be:--P-K 4, and K Kt-B 3, or, Kt-K B 3.

If a player has too many cards after playing to the first trick, his adversary may either claim a fresh deal or may compel him to play without drawing from the talon, until the number of cards in his hand is reduced to eight; the player with too many cards not being allowed to make any announcements until he has his right number of cards. If a player has too few cards, his adversary may either claim a fresh deal, or may allow him to make good the deficiency by drawing from the stock. After the stock is exhausted, any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand. In France he is penalised by counting nothing from that point on, either for brisques or for the last trick. _=Irregularities in Drawing.=_ If a player has forgotten to take a card from the talon, and has played to the next trick, his adversary may elect to call the deal void, or to allow him to draw two cards next time. If a player has drawn two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself. If he has not seen it, he may put it back without penalty. If he draws out of turn, he must restore the card improperly drawn; and if it belongs to his adversary the player in error must show his own card. If both players draw the wrong cards there is no remedy.

Had I mentioned the rustic _decor_ of the Sky Hi Club? When Las Vegas had deteriorated to the point where it would turn most stomachs, the better clubs migrated up among the tall pines, along the shores of Lake Tahoe. And in place of the dated chromium glitter of Vegas, they had reached way back to the Good old days for styling. The Sky Hi Club was typical. The outside was all hand-hewn logs. The inside had a low, rough-beamed ceiling, and a sure-enough genuine wood floor. The planks were random-width, tree nailed to the joists. Even the help was dressed up like a lot of cow-pokes, whatever cow-pokes were. This ersatz ranch-house was owned by two completely unlovelies. Peno Rose, who had used his political leverage to get me on the job, I had known since he d been a policy number runner on the lower East Side. His partner, Simonetti, was something else, but somehow I wasn t looking forward to meeting him any more than I was to seeing Rose again.

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| |16.| -- | -- |Penny loaves will melt| | | | |away. | |17.|Build it up with |Build it up with |Build it up with | | |silver and gold. |silver and gold. |silver and gold. | |18.|Silver and gold will |Silver and gold would |Silver and gold I have| | |be stolen away. |be stolen away. |not got.