=_ The adversaries may stop a player dealing out of turn, or with the wrong pack, provided they do so before the trump card is turned, after which the deal stands good. _=14.=_ _=MISDEALING.=_ A misdeal loses the deal. It is a misdeal: If the cards have not been properly cut; if the dealer gives two cards to one player and three to another in the same round; if he gives too many or too few cards to any player; if he counts the cards on the table, or those remaining in the pack; or if he deals a card incorrectly, and fails to correct the error before dealing another. If the dealer is interrupted in any manner by an adversary, he does not lose his deal. _=15.=_ _=THE TRUMP CARD.=_ After the trump card is turned, each player in turn, beginning with the eldest hand, has the privilege of passing, assisting, or ordering up the trump. Should a player pass, and afterward correct himself by ordering up or assisting, both he and his partner may be prevented by the adversaries from exercising their privilege.

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Following this line of argument, dik-ma-day becomes first duke, my dear, and then duck, my dear. Turning next to the import of the rhymes, apart from special words used, it is curious to note that dis is only converted into dusty, and hence into dusty day, in two versions out of the fourteen. The Lincolnshire version agrees with Halliwell s version in making some curious offers for a pretty lass, but these rhymes are probably an innovation. In the same way the incidents numbered 39-40, occurring in the Sussex version, and 43-46 occurring in the London and Hants versions, are borrowings from other games, and not original portions of this. The Congleton version is evidently incomplete. +----+----------------------+----------------------+----------------------+ | No.| Scotland (Chambers). | Lanarkshire. | Biggar. | +----+----------------------+----------------------+----------------------+ | 1.

Of course Red would have done far better to have charged home with thirteen men only, leaving seven in support, but he was flurried by his comparatively unsuccessful shooting--he had wanted to hit more cavalry--and by the gun-trail mistake. Moreover, he had counted his antagonist wrongly, and thought he could arrange a melee of twenty against twenty. Figure 5b shows the game at the same stage as 5a, immediately after the adjudication of the melee. The dead have been picked up, the three prisoners, by a slight deflection of the rules in the direction of the picturesque, turn their faces towards captivity, and the rest of the picture is exactly in the position of 5a. It is now Blue s turn to move, and figure 6a shows the result of his move. He fires his rightmost gun (the nose of it is just visible to the right) and kills one infantry-man and one cavalry-man (at the tail of Red s central gun), brings up his surviving eight cavalry into convenient positions for the service of his temporarily silenced guns, and hurries his infantry forward to the farm, recklessly exposing them in the thin wood between the farm and his right gun. The attentive reader will be able to trace all this in figure 6a, and he will also note the three Red cavalry prisoners going to the rear under the escort of one Khaki infantry man. Figure 6b shows exactly the same stage as figure 6a, that is to say, the end of Blue s third move. A cavalry-man lies dead at the tail of Red s middle gun, an infantry-man a little behind it. His rightmost gun is abandoned and partly masked, but not hidden, from the observer, by a tree to the side of the farmhouse.

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If the player has the Ace, C will probably trump it. If the player has not the Ace, it is just possible that he will not trump the Ten. C, leading up to the player, opens his short weak suit. At trick 3, C knows that A must have the Ten of hearts, or he would not fatten with the Ace. As this shows that A can stop the heart suit, C guards the spades and lets all his hearts go. B loses a very strong Grand, which must have been successful if C had had one club, or if A had led anything but the club Ten. A Grand with three Matadores is worth 4 times 20 or 80 points, which is what B loses, although he may have bid only 10 or 12 to get the play. A GRAND. +---+-------+-------+-------+-----+ | | A | B | C | B | | | | | |wins.| +---+-------+-------+-------+-----+ | 1 | ♣10 | ♣A | _J♢_ | - | | 2 | 8♠ | _A♢_ | 7♢ | 11 | | 3 | ♡A | 9♠ | _10♠_ | - | | 4 | ♣7 | _10♢_ | 9♢ | 10 | | 5 | ♣8 | _♡J_ | Q♢ | 5 | | 6 | ♣9 | _J♠_ | ♡9 | 2 | | 7 | ♡7 | _K♢_ | ♡Q | 7 | | 8 | ♣Q | _♣J_ | ♡K | 9 | | 9 | ♣K | _A♠_ | 7♠ | 15 | |10 | ♡10 | Q♠ | _K♠_ | - | +---+-------+-------+-------+ + | ♢8 and ♡8 in the Scat.

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But before I write anything of Colonel Sykes suggestions about these, let me say a word or two about Kriegspiel country. The country for Kriegspiel should be made up, I think, of heavy blocks or boxes of wood about 3 x 3 x 1/2 feet, and curved pieces (with a rounded outline and a chord of three feet, or shaped like right-angled triangles with an incurved hypotenuse and two straight sides of 3 feet) can easily be contrived to round off corners and salient angles. These blocks can be bored to take trees, etc., exactly as the boards in Little Wars are bored, and with them a very passable model of any particular country can be built up from a contoured Ordnance map. Houses may be made very cheaply by shaping a long piece of wood into a house-like section and sawing it up. There will always be someone who will touch up and paint and stick windows on to and generally adorn and individualise such houses, which are, of course, the stabler the heavier the wood used. The rest of the country as in Little Wars. Upon such a country a Kriegspiel could be played with rules upon the lines of the following sketch rules, which are the result of a discussion between Colonel Sykes and myself, and in which most of the new ideas are to be ascribed to Colonel Sykes. We proffer them, not as a finished set of rules, but as material for anyone who chooses to work over them, in the elaboration of what we believe will be a far more exciting and edifying Kriegspiel than any that exists at the present time. The game may be played by any number of players, according to the forces engaged and the size of the country available.

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In the second group are those containing both the second and third best, but not the best. [Illustration: 🂮 🂭 🂫 🂪 | 🂾 🂽 🂺 🂸 🃎 🃍 🃋 🃄 | 🃞 🃝 🃗 🃖 ] The _=King=_ is the proper lead from these combinations. If it wins, the partner should have the Ace; if it loses, partner should know the leader holds at least the Queen. Both these groups, which contain all the King leads, may be easily remembered by observing that the King is always led if accompanied by the Ace or Queen, or both. Beginners should follow this rule for leading the King, regardless of the number of small cards in the suit, unless they hold the sequence of K Q J, and at least two other cards. [Illustration: 🂮 🂭 🂫 🂪 🂤 | 🃎 🃍 🃋 🃄 🃃 ] From this combination the _=Jack=_ is the usual lead, in order to invite partner to put on the Ace, if he has it, and get out of the way, thus establishing the suit in the leader’s hand. This is the only high-card combination from which the Jack is led. There is only one combination from which the _=Queen=_ is led, regardless of the number of the small cards. [Illustration: 🂭 🂫 🂪 🂦 🂥 ] This may be remembered by observing that there is no higher card in the suit than the one led, and that it contains a sequence of three cards, Q J 10. This lead is an indication to the partner that the leader holds neither Ace nor King.

E.1. The following sentence, with active links to, or other immediate access to, the full Project Gutenberg™ License must appear prominently whenever any copy of a Project Gutenberg™ work (any work on which the phrase “Project Gutenberg” appears, or with which the phrase “Project Gutenberg” is associated) is accessed, displayed, performed, viewed, copied or distributed: 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. 1.E.2.

=_ When the player is third hand with Dummy on his left, his chief care will be to divine his partner’s object in leading certain cards up to Dummy. The general principles of inference are the same as in the preceding case, and cards may often be inferred in the same manner from the evident intention of partner. For instance: You hold K x x; partner leads J, declarer covering with Queen. A glance at Dummy’s cards shows him to have 10 x x; so your partner may be credited with A 9. You have x x; your partner leading Q, covered by declarer with K, and Dummy having J x x. You may credit your partner with A 10. You have x x; your partner leads Q and declarer wins with Ace; Dummy holding 10 x x. Your partner must have J 9 and others, and the declarer has the King. There are several cases in which you should not allow Dummy to win the trick. If you have only one card of a suit in which your partner leads Ace then Queen, and Dummy has the King twice guarded, trump at once, if you can to prevent Dummy from getting into the lead.

As these combinations occur in the course of play, or are shown in the hand or crib after the play is over, their value in points is pegged on the cribbage board, and the player who first pegs a sufficient number of these combinations to reach a total of 61 points, wins the game. There are five principal varieties of these counting combinations: Pairs, Triplets, Fours, Sequences, and Fifteens; besides some minor counts which will be spoken of in their proper place. The various counting combinations in Cribbage may arise in two ways. They may be formed by combining the cards played by one person with those played by his adversary; or they may be found in the individual hand or crib after the play is over. In the latter case the starter is considered as part of each hand and crib, increasing each of them to five available counting cards. _=Pairs.=_ A pair is any two cards of the same denomination, such as two Fives or two Queens, and its counting value is always the same, 2 points. _=Triplets=_, usually called Pairs Royal, Proils, or Prials, are any three cards of the same denomination, such as three Nines. Their value is the number of separate pairs that can be formed with the three cards, which is three, and the combination is therefore always worth 6 points. The different pairs that can be formed with three Nines, for instance, would be as follows:-- [Illustration: 🂹 🃙 🂹 🂩 🃙 🂩 ] _=Fours=_, sometimes called Double Pairs Royal, or Deproils, are any four cards of the same denomination, such as four Fours, and their counting value is the number of separate pairs that can be formed with the four cards, which is six.

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On the whole, too much cover is better than too little.) We decided that one player should plan and lay out the Country, and the other player choose from which side he would come. And to-day we play over such landscapes in a cork-carpeted schoolroom, from which the proper occupants are no longer evicted but remain to take an increasingly responsible and less and less audible and distressing share in the operations. [Illustration: Showing the war game in the open air] [Illustration: The war game in the open air] We found it necessary to make certain general rules. Houses and sheds must be made of solid lumps of bricks, and not hollow so that soldiers can be put inside them, because otherwise muddled situations arise. And it was clearly necessary to provide for the replacement of disturbed objects by chalking out the outlines of boards and houses upon the floor or boards upon which they stood. And while we thus perfected the Country, we were also eliminating all sorts of tediums, disputable possibilities, and deadlocks from the game. We decided that every man should be as brave and skilful as every other man, and that when two men of opposite sides came into contact they would inevitably kill each other. This restored strategy to its predominance over chance. We then began to humanise that wild and fearful fowl, the gun.

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Vint has been variously described as bridge without a Dummy and as auction whist. It resembles bridge in the making of the trump, and whist in the manner of the play. _=Cards.=_ Vint is played with the full pack of fifty-two cards, which rank from the A K Q down to the deuce. Two packs are generally used. _=Players.=_ A table is complete with four players, and if there are more than four candidates for play the selection must be made by cutting. All the rules for formation of tables, cutting, ties, etc., are the same as at bridge. The lowest cut takes the deal.

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--Enbourne, Berks (Miss Kimber). (_b_) In the Lancashire version, one child represents the Miller. The rest of the children stand round in a circle, with the Miller in the centre. All dance round and sing the verses. When it comes to the spelling part of the rhyme, the Miller points at one child, who must call out the right letter. If the child fails to do this she becomes Miller. In the Shropshire version, a ring is formed with one player in the middle. They dance round and sing the verses. When it comes to the spelling part, the girl in the middle cries B, and signals to another, who says I, the next to her N, the third G, the fourth O! his name was Bobby Bingo! Whoever makes a mistake takes the place of the girl in the middle. In the Liphook version, at the fourth line the children stand still and repeat a letter each in turn as quickly as they can, clapping their hands, and at the last line they turn right round, join hands, and begin again.

--Middlesex (Miss Collyer). VIII. Stepping on the green grass Thus, and thus, and thus; Please may we have a pretty lass To come and play with us? We will give you pots and pans, We will give you brass, No! We will give you anything For a bonny lass. No! We will give you gold and silver, We will give you pearl, We will give you anything For a pretty girl. Yes! You shall have a goose for dinner, You shall have a darling, You shall have a nice young man To take you up the garden. But suppose this young man was to die And leave this girl a widow? The bells would ring, the cats would sing, So we ll all clap together. --Frodingham and Nottinghamshire (Miss M. Peacock). IX. Stepping up the green grass, Thus, and thus, and thus; Will you let one of your fair maids Come and play with us? We will give you pots and pans, We will give you brass, We will give you anything For a pretty lass.

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The important thing to remember in repic is that declarations always count in regular order, carte blanche taking precedence of everything; then the point, sequences, and quatorze or trio. Suppose elder hand to hold the following cards:-- ♡ K Q J 10 9; ♣ A K Q; ♢ A Q 9; ♠ Q. If the quinte to the King is admitted good for the point, it must be good for the sequence also. That is 20. The four Queens must be good, as the adversary cannot have any quatorze. This makes the total 34, and 60 added for repic, 94 altogether, to which he will add one for leading the first card, if it is above a Nine. Suppose the elder hand had the following cards:-- ♡ A K Q J 8; ♣ A K; ♢ A K; ♠ A K 10. If his point is good, that and his four Aces and Kings will make him 33 altogether; but his sequence is not good, because the dealer holds five diamonds to the Queen, which comes in order before the score for quatorze, and so saves the repic. Suppose that with the foregoing cards the elder hand was told that even his point was not good. He would count 29 for the 14 Aces, 14 Kings, and the card led.

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4. (As the cards happen to lie, had A been the successful bidder and made it clubs, Z would have won the pool.) ILLUSTRATIVE HANDS. _=No. 1.=_ Sweepstake Hearts. | T| _=No. 2.=_ Sweepstake Hearts. A leads for first trick.

Honours are scored by each player separately, every honour being worth as much as a trick in that suit. Four or five in one hand count double. At no trump, the aces count for 10 each to the holders, four in one hand 100. The declarer scores his dummy’s honours. At the end of the rubber, each wins from or loses to each of the others. The score is usually made up in this way, the final amounts to the credit of each being shown in the top line: A, 240 B, 980 C, 456 ---------------------------- -740 +740 +215 -215 +524 -524 ---- ---- ---- -955 +1264 -309 _=DUPLICATE AUCTION.=_ This game may be played in any of the ways described for the movement of trays and players under the head of duplicate whist. Tricks and honours are scored as usual, but there are no games or rubbers. Should the declarer make 30 or more points on a single hand he gets 125 points bonus in the honour column. This game is now covered by the official laws for auction, which see.

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That, I think, is the most pacific realisation conceivable, and Little War brings you to it as nothing else but Great War can do. APPENDIX LITTLE WARS AND KRIEGSPIEL THIS little book has, I hope, been perfectly frank about its intentions. It is not a book upon Kriegspiel. It gives merely a game that may be played by two or four or six amateurish persons in an afternoon and evening with toy soldiers. But it has a very distinct relation to Kriegspiel; and since the main portion of it was written and published in a magazine, I have had quite a considerable correspondence with military people who have been interested by it, and who have shown a very friendly spirit towards it--in spite of the pacific outbreak in its concluding section. They tell me--what I already a little suspected--that Kriegspiel, as it is played by the British Army, is a very dull and unsatisfactory exercise, lacking in realism, in stir and the unexpected, obsessed by the umpire at every turn, and of very doubtful value in waking up the imagination, which should be its chief function. I am particularly indebted to Colonel Mark Sykes for advice and information in this matter. He has pointed out to me the possibility of developing Little Wars into a vivid and inspiring Kriegspiel, in which the element of the umpire would be reduced to a minimum; and it would be ungrateful to him, and a waste of an interesting opportunity, if I did not add this Appendix, pointing out how a Kriegspiel of real educational value for junior officers may be developed out of the amusing methods of Little War. If Great War is to be played at all, the better it is played the more humanely it will be done. I see no inconsistency in deploring the practice while perfecting the method.

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59, rev. 60. Edward L. Rimbault, writing in _Notes and Queries_, vi. 586, says it was formerly the custom at weddings, both of the rich as well as the poor, to dance after dinner and supper. In an old Court masque of James I. s time, performed at the marriage ceremony of Philip Herbert and Lady Susan (MS. in the writer s possession), it is directed that, at the conclusion of the performance, after supper the company dance a round dance. This was dancing the bride to bed. William Chappell (_Notes and Queries_, ii.

A game called Wolf and Deer, similar to Fox and Geese, is given in _Winter Evening Amusements_, by R. Revel. The last one at the end of the tail may, if she has no other chance of escape, try and place herself before the Deer or Hen. She is then no longer to be hunted; all the others must then follow her example until the deer becomes the last of the line. The game then terminates by exacting a forfeit for each lady whom the Wolf has suffered to escape his clutches (pp. 64, 65). See Gled Wylie, Hen and Chickens, Old Dame. Fox and Geese (2) A game known by this name is played with marbles or pegs on a board on which are thirty-three holes, or on the pavement, with holes scraped out of the stones. To play this game there are seventeen pieces called Geese, and another one either larger or distinguished from the Geese by its colour, which is called the Fox. The Fox occupies the centre hole, and the Geese occupy nine holes in front, and four on each side of him.

=_ If a player looks at one of his adversary’s cards in the stock before or during the draw, he can count nothing that hand. If he looks at a card left in the talon after the draw, which he is not entitled to see, his adversary may call a suit from him as many times as he has seen cards. If a card of the talon is accidentally exposed, the player to whom it would naturally belong may demand a fresh deal. _=OBJECTS OF THE GAME.=_ In order to understand the principles that guide players in discarding, the objects of the game must first be explained. There are three classes of counting combinations at Piquet, and the player that holds the better of each class, scores it. These combinations are: Point; Sequence; Fours and Triplets. _=The Point=_ is the suit having the greatest pip value, reckoning the Ace as 11, court cards as 10 each, and the 10 9 8 7 at their face value. If one player’s best suit contains five cards, worth 48 points, and his adversary has a suit worth 51, the latter would be the only one to count, and it would be called the point for that deal. The value of the point is the number of cards that go to make it.

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The dealer, when it is his turn to play to the first trick, should take the trump card into his hand; if left on the table after the first trick be turned and quitted, it is liable to be called; his partner may at any time remind him of the liability. 53. After the dealer has taken the trump card into his hand, it cannot be asked for; a player naming it at any time during the play of that hand is liable to have his highest or lowest trump called. 54. If the dealer take the trump card into his hand before it is his turn to play, he may be desired to lay it on the table; should he show a wrong card, this card may be called, as also a second, a third, etc., until the trump card be produced. 55. If the dealer declare himself unable to recollect the trump card, his highest or lowest trump may be called at any time during that hand, and unless it cause him to revoke, must be played; the call may be repeated, but not changed, _i.e._, from highest to lowest, or _vice versa_, until such card is played.

One of the most common errors is to cover a Jack led with a Queen, when holding A Q and others. The Ace should be put on invariably. To play the Queen in such a position is called _=finessing against yourself=_. _=Singly Guarded Honours.=_ Many players put on the King Second Hand, if they hold only one small card with it, and a small card is led. This will win the trick as often as it will lose it; but it betrays the hand to the adversary, and enables him to finesse deeply if the suit is returned. It may be done in order to get the lead, and in trumps the practice is very common, and generally right. With Queen and only one small card, it can be demonstrated that it is useless to play the Queen Second Hand, except as an experiment, or to get the lead in desperate cases. With any combination weaker than J 10 x, it is useless to attempt to win the trick Second Hand, and only makes it difficult for the partner to place the cards correctly. _=The Fourchette.

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Should they lead simultaneously, the lead from the proper hand stands, and the other card is exposed. 77. If the declarer lead out of turn, either from his own hand or dummy, he incurs no penalty, but he may not rectify the error unless directed to do so by an adversary.[16] If the second hand play, the lead is accepted. 78. If an adversary of the declarer lead out of turn, and the declarer follow either from his own hand or dummy, the trick stands. If the declarer before playing refuse to accept the lead, the leader may be penalized as provided in Law 76. 79. If a player called on to lead a suit have none of it, the penalty is paid. CARDS PLAYED IN ERROR.