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| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|One go rush and the | -- | -- | | |other go hush. | | | |13.| -- |Give a gold ring and a|A guinea gold ring and| | | |silver watch. |a silver pin. | |14.|Pretty young lady, bop|Pray, young lady, pop |Pray, young lady, pop | | |under my bush. |under.

The player should not only be thoroughly familiar with the relative value of the various combinations which may be held at Poker, but should have some idea of the chances for and against better combinations being held by other players, and should also know the odds against improving any given combination by drawing to it. The value of this technical knowledge will be obvious when it is remembered that a player may have a hand dealt to him which he knows is comparatively worthless as it is, and the chances for improving which are only one in twelve, but which he must bet on at odds of one in three, or abandon it. Such a proceeding would evidently be a losing game, for if the experiment were tried twelve times the player would win once only, and would lose eleven times. This would be paying eleven dollars to win three; yet poker players are continually doing this. _=RANK OF THE HANDS.=_ The various combinations at Poker outrank one another in the following order, beginning with the lowest. Cards with a star over them add nothing to the value of the hand, and may be discarded. The figures on the right are the odds against such a hand being dealt to any individual player. Five cards of various suits; not in sequence, and without a pair. [Illustration: 🂡* 🃘* 🂶* 🂴* 🂢*] Even _=One Pair.

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A demands a sight for his 35, and C puts up the remainder of his 120, and calls a sight for them. Then D withdraws his superfluous 65, and it is a call. No one has a brelan, so all the hands are shown, and the cards lie thus:-- [Illustration: 🂮 🃉 🃈 +-------+ | B | 🂡 🂭 🂩 |C A| 🃑 🃞 🃙 | D | +-------+ 🂱 🂾 🃝 🂹 ] The point is exactly even for clubs and spades, 40 in each. In case of ties, the dealer, or the player nearest him on the right wins. In this case A wins on account of his position, so clubs is the winning suit, and A has the best card of it. But he can win from C and D only the amount for which he called a sight, _i.e._ 35 counters. He therefore takes down 105 as his share of the pool, leaving 170 to be decided between C and D. Now, although C has a better point than D, it is one of the principles of the game that the suit that wins cannot lose at the same time; and as D has a card of the winning suit, while C has not, D wins the remainder of the pool.

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But when a Partner liked an individual the way, for example, that Captain Wow or the Lady May liked Underhill, the liking had nothing to do with intellect. It was a matter of temperament, of feel. Underhill knew perfectly well that Captain Wow regarded his, Underhill s, brains as silly. What Captain Wow liked was Underhill s friendly emotional structure, the cheerfulness and glint of wicked amusement that shot through Underhill s unconscious thought patterns, and the gaiety with which Underhill faced danger. The words, the history books, the ideas, the science--Underhill could sense all that in his own mind, reflected back from Captain Wow s mind, as so much rubbish. Miss West looked at Underhill. I bet you ve put stickum on the stones. I did not! Underhill felt his ears grow red with embarrassment. During his novitiate, he had tried to cheat in the lottery because he got particularly fond of a special Partner, a lovely young mother named Murr. It was so much easier to operate with Murr and she was so affectionate toward him that he forgot pinlighting was hard work and that he was not instructed to have a good time with his Partner.

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The first mention of Skat that we can find is in an article in the “Osterländer Blättern,” in 1818. Thirty years later Professor Hempel of Altenburg published the rules and principles of the game under the title: “Das Skatspiel, von J.F.L.H.” It is said that he learned the game from a friend, who had been taught it by a Wendish coachman in his employ. The game spread rapidly, and soon became popular all over Germany, but with many minor variations in the details of play. To settle these, a Skat congress was finally held in Altenburg in 1886. This was succeeded by others in Leipzic and Dresden, and the result of these meetings has been to weed out all the minor differences in play, and to settle upon a universal code of laws for the game, which is called Reichs-Skat. In America, Reichs-Skat is no longer played; the value of some of the games is changed, and all the bidding is by Zahlen-reizen.

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It is usual to sort out the thirty-two cards used in play, and the four small cards for markers, before the arrival of the guests. _=Drawing for Positions.=_ Two packs of differently coloured cards are used, and from the two black suits in each a sequence of cards is sorted out, equal in length to the number of tables in play. For instance: If there are sixteen ladies and sixteen gentlemen, or thirty-two players in all, they will fill eight tables, and all the clubs and spades from the ace to the eight inclusive should be sorted out. These are then thoroughly shuffled and presented, face down, to the players to draw from. The ladies take only the red-back cards, and the gentlemen only the blue. The number of pips on the card drawn indicates the number of the table at which the player is to sit, and those drawing cards of the same suit are partners for the first game. _=Playing.=_ All being seated, the deal is cut for at each table, and play begins. There is no cutting for partners, that being settled in the original drawing.

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The first line in the Scotch version contains the word dis, which is not known to the ordinary vocabulary. Another word, of similar import, is dik-ma-day in the Lanarkshire version. Two other words occur, namely, thegan in the Lanarkshire, and maycanameecan in the Sussex versions, which are also not to be found in ordinary vocabularies. The two last words appear only once, and cannot, therefore, be used for the purpose of tracing out an original form of the game-rhyme, because on the system of analysis adopted they may be arbitrary introductions and totally unconnected with the original rhymes. This, however, is not the case with the two first-mentioned words, and I am inclined to consider them as forming part of the earliest version. The word dis is carried through no less than ten out of the fourteen variants, the gradation in the forms being as follows:-- dis dass dish diss[y]--duss dossy this--thus --dust --dust[y] What the meaning of this word is it may be impossible to ascertain, though probably Mr. Newell may be correct in his suggestion that it represents the old English word adist, the opposite of ayont, meaning this way, come hither (_Games of American Children_, p. 51). But the point really is, that the version which contains the oldest word-forms would probably be the purest in other respects. The analysis of the whole game confirms this view, as the Scottish and Yorkshire versions are nearly parallel, while the discrepancies begin to creep in with the Shropshire version, reaching their last stage in the versions recorded by Halliwell and from Congleton.

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For instance: A player opens Clubs, showing five, his partner wins second round, and opens the Diamond suit with the Jack, on which Second Hand plays Ace, his partner dropping the 9. Having now the lead, and no good suit, it is evident that the play should be continued on the assumption that partner is all Spades and trumps. * * * * * _=THE AMERICAN GAME.=_ Since the revolt against the invariable opening from the longest suit, which was the style of game advocated by the old school of Pole and “Cavendish,” many systems have been tried out by the various clubs that meet at our national tournaments. E.C. Howell was the first to attempt to set the short-suit game in order, but his methods have long since been superseded by more elastic tactics. The fundamental principle of the short-suit game, as first explained to the world by the New York _Sun_, is to use the original or opening lead to indicate the general character of the hand rather than any details of the individual suit. In the long-suit game the original leader is always assuming that his partner may have something or other, and playing on that supposition. The short-suit player indicates the system of play best adapted to his own hand, without the slightest regard to the possibilities of his partner.

Pins which are knocked down by a fair ball, and which remain lying on the alley or in the gutters, are termed dead wood, and shall be removed before the next ball is rolled. Should a standing pin fall by removing dead wood, such pin or pins shall be at once respotted. Should a pin be broken or otherwise badly damaged during the game, it shall be at once replaced by another as nearly uniform with the set in use as possible. The umpire shall in all such cases be the sole judge in the matter of replacing such pin or pins. Each player shall roll two balls in each frame except when he shall make a strike, or when a second strike or spare is made in the tenth frame, when the player shall complete that frame by rolling a third ball. In such cases the frame shall be completed on the alley on which the first strike or spare is made. A strike is made when the player bowls down the ten pins with his first ball delivered in any frame and is credited and designated in the score by an X in the upper right hand corner of the frame, and the count in such frame is left open until the player shall have rolled his next two balls, when all pins made, counting ten for a strike, shall be credited therein. A spare is made when the player bowls down all the pins with his second ball in any frame, and is credited and designated with / in the upper right hand corner of the frame in which it is made. The count in such frame is left open until such player shall roll his next ball in the succeeding frame, when the number of pins rolled down thereby shall be added to the ten represented by his spare, and the total shall be credited therein. A break is made in all cases where the player does not secure either a strike or a spare in a frame, and in such cases only the number of pins knocked down are credited in the frame where the break is made.

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=_ The tricks must be turned down as taken in, and any player looking at a trick once turned and quitted may be called upon to play with the remainder of his hand exposed, but not liable to be called. _=Abandoned Hands.=_ If, after taking one or more tricks, a player throws his cards upon the table, he loses the point; if he has not taken a trick, he loses two points. But if the cards are thrown down claiming the point or the game, and the claim is good, there is no penalty. If the cards are abandoned with the admission that the adversary wins the point or the game, and the adversary cannot win more than is admitted, there is no penalty. _=SCORING.=_ A game consists of five points, which are made by tricks, by penalties, and by marking the King. A player winning three tricks out of the five possible, counts one point toward game; winning all five tricks, which is called _=the vole=_, counts two points. The player holding or turning up the King of trumps may mark one point for it, but he is not compelled to do so. If the pone plays without proposing, and makes three or four tricks, he counts one point; if he makes the vole he counts two points; but if he fails to make three tricks the dealer counts two.

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--Shipley, Horsham (_Notes and Queries_, 8th series, i. 210, Miss Busk). (_b_) This game is played at Warwick as follows:--The children form a large ring, clasping hands and standing still. One child walks round inside the ring, singing the verses. This child then chooses another from the ring, bending on one knee and kissing her hand. The lines are then repeated, the two walking arm in arm round the inside of the ring. Another child is chosen out of the ring by the one who was chosen previously. This goes on until all are chosen out of the ring, walking two by two round inside. When the ring will no longer hold them, the two walk round outside. At Northants the ring walks round, and the child is _outside_ the ring.

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E.1. 1.E.7. Do not charge a fee for access to, viewing, displaying, performing, copying or distributing any Project Gutenberg™ works unless you comply with paragraph 1.E.8 or 1.E.9.

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In this variety of euchre, the joker is always used. When there is a trump suit, it is the best trump; but when there are no trumps, it is a suit by itself, but still a trump. The player holding it cannot trump with it as long as he can follow suit; but when he has none of the suit led, he can trump with the joker if he likes. When the joker is led in a no-trump hand, the leader must name the suit that he wishes played to it. Five hundred is supposed to be a game for three players, but sometimes two play against two as partners. The dealer gives ten cards to each player, three and then two at a time as in the ordinary game of euchre; but after dealing the first three cards to each he lays off three cards face down for a widow. This widow is taken in hand by the successful bidder, who discards three cards in its place. The players bid for the privilege of naming the trump suit, or of playing without any trump but the joker. The number of tricks bid must not be less than six, and the suit must be named at the same time. The player having the most valuable game, regardless of the number of tricks or the suit, is the successful bidder, because a bid of seven in hearts, for instance, is worth more in points than a bid of eight in clubs, as will be seen from the following table.

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[Illustration: O O O O ] The pins are spotted as above, the centre pin being the feather. Ten innings constitute a game, and three balls (not exceeding 6 inches in size) must be used in each inning. All the pins except the feather have to be bowled down or the inning goes for naught. If the feather is left standing alone, the innings count one. There are no penalties. The dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler. The maximum is 10. THE BATTLE GAME. THE PINS ARE SET UP THE SAME AS FOR THE GAME OF TEN PINS.

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If diamonds are led, and the dealer has the Queen, he must let the lead come up to his hand so as to keep Dummy’s Ace of diamonds for a re-entry to bring the clubs into play after the Ace has been forced out and the suit established. Many of the prettiest plays in bridge are in the management of re-entry cards. _=Underplay.=_ When the dealer is afraid of a suit which is opened against him, and has only one winning card in it, such as the Ace, he should hold up that card until the third hand has no more of the suit to lead to his partner. The original leader will then have to get in himself, because his partner cannot help him; but if the dealer gave up the Ace on the first trick, it would not matter which partner got into the lead, they would return to the suit first opened. _=Ducking.=_ This is a method of play by which the dealer hopes to make his own suit even when the hand that is longer in it has no re-entry card. Suppose Dummy holds six clubs to the Ace King, and not another trick in his hand. The dealer has two small clubs only to lead. If the two winning clubs are led right out, it is impossible to catch the Q J 10, no matter how those cards lie, therefore the dealer leads a club, but makes no attempt to win the first round.

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--Chambers s _Popular Rhymes_; p. 123. See Basket. Jib-Job-Jeremiah An undescribed Suffolk game.--Moor s _Suffolk Words_, p. 238. Jiddy-cum-jiddy A northern name for See Saw. Jingle-the-bonnet A game in which two or more put a halfpenny each, or any piece of coin, into a cap or bonnet. After jingling or shaking them together, they are thrown on the ground; and he who has most heads when it is his turn to jingle, gains the stakes which were put into the bonnet.--Jamieson.

This game is of Japanese origin, Tedama (that is, Handballs ) being its proper name. He says there can be no doubt that the two forms of this amusement are branches of the same root; and we thus have an example of a game which, having preserved its essential characteristics for thousands of years, has fairly circumnavigated the globe, so that the two currents of tradition, westward and eastward, from Europe and Asia, have met in America. See Checkstones, Dibs, Hucklebones, Jackstones. Flowers Sides are chosen; each side must have a home at the top and bottom of the ground where the children are playing. One side chooses a flower and goes over to the other side, the members of which stand in a row facing the first side. The first side states the initial letters of the flower it has chosen, and when the second side guesses the right flower they run and try to catch as many of the opposite side as they can before they reach their home. The captives then become members of the side which captured them.--Bitterne, Hants (Mrs. Byford). Follow my Gable [Music] --Earls Heaton, Yorkshire.

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_The Revoke._ A revoke may be claimed at any time before the last trick of the deal in which it occurs has been turned and quitted and the scores of that deal agreed upon and recorded, but not thereafter. E. _Error in Score._ A proved error in the trick or honour score may be corrected at any time before the final score of the contestants for the deal or deals played before changing opponents has been made up and agreed upon. F. _A New Deal._ A new deal is not allowed for any reason, except as provided in Laws of Auction 36 and 37. If there be an impossible declaration some other penalty must be selected.[24] A declaration (other than passing) out of turn must stand;[25] as a penalty, the adversaries score 50 honour points in their honour column and the partner of the offending player cannot thereafter participate in the bidding of that deal.

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=_ The methods just described for a match of club against club are identical with those which are used in a contest between two teams of four; the only difference being that of proportion. In the latter case there will be only one set, of two tables, and only four score-cards to compare. The change of partners should be exhaustive in team matches; which will require six sets. _=TEAMS AGAINST TEAMS.=_ When several quartette teams compete with one another, Howell’s system of arrangement will be found the best. There are two methods; for odd and for even numbers of teams. _=Odd Numbers of Teams.=_ This is the simplest form of contest. Let us suppose five teams to offer for play, which we shall distinguish by the letters, _=a=_, _=b=_, _=c=_, _=d=_, _=e=_, arranging each at its own table thus:-- N a b c d e W + E a 1 a b 2 b c 3 c d 4 d e 5 e S a b c d e [Illustration: +---------------------------------+ +---------------------------------+ | MANHATTAN WHIST CLUB | | MANHATTAN WHIST CLUB | |Table No 1 May 6 1895 | |Table No 1 May 6 1895 | | O Team | | X Team | | 1 Chinery 3 Bullock | | 1 D. Jones 3 M.

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D. Richardson). III. Will you surrender, will you surrender The Tower of Barbaree? We won t surrender, we won t surrender The Tower of Barbaree. We will go and tell the Queen, Go and tell the Queen of Barbaree. Don t care for the Queen, don t care for the Queen, The Queen of Barbaree. Good morning, young Queen, good morning, young Queen, I have a complaint to thee. Pray what is your complaint to me? They won t surrender, they won t surrender The Tower of Barbaree. Take one of my brave soldiers. --Lady Camilla Gurdon s _Suffolk County Folk-lore_, p.

I decided four passes were enough while he held the dice. What do you know, as he came out for the fifth time, Sniffles pulled my stack of chips to the Don t Pass side of the line, while scraping at the chapped end of her skinny nose with the back of her free hand. Like every compulsive gambler I ve ever seen, the roller next to me was sure he was on a rampage. Four passes and he thought he had the dice licked. Ride with me! he yelled at Sniffles, who plainly had the management of my chips. No moah, she said. You ll lose. Of course he did. I TK d the one-two up. Little Joe from Kokomo, one of the stick-men called.

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Two are chosen, the one as Namer and the other as Foolie. Foolie withdraws, if not out of sight, at least out of range of hearing. The Namer then gives a name secretly to each player. When this is done, he calls on Foolie--Foolie, Foolie, come to your schoolie. Foolie pays no attention to this call. It is again repeated, but with the same results. This goes on for several times. At last the Namer calls out-- Foolie, Foolie, come to your schoolie; Your bannocks are burnin an ready for turnin . Foolie always obeys this call, comes and stations himself beside the Namer. A little chaffing generally goes on against Foolie.

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(4.) The small Shankies, with a crest (livery waistcoat buttons), 6 points, and the large corresponding, 7 points. (5.) The small Shankies, with coat of arms, value 8 points, and the large corresponding, 9 points. (6.) Ornamental and various other buttons, such as regimental, official, mounted and engraved in flowers, and other designs according to arrangement, up to 20 points. See Banger, Cots and Twisses. Buzz and Bandy A local name for Hockey, which was formerly a very popular game among the young men of Shrewsbury and Much Wenlock. Called simply Bandy at Ludlow and Newport.--_Shropshire Folk-lore_, p.

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_=Simple in belle=_. Six tricks solo, in any suit. _=Petite independence=_. Little misère. _=Petite misère=_. Eight tricks solo in any suit. _=Grand independence=_. Grand misère. _=Grand misère=_, or _=misère sans ecart=_. Misère with four aces.

This is called _=Passt mir Nicht=_. In a _=Solo=_, the skat cards are not touched, the successful bidder naming the trump to suit the hand of ten cards originally dealt him. The Skat belongs to him, as in Frage and Tourné, but he must not see its contents until the hand is played out, when any points and Matadores it may contain will count for him. In a _=Grand=_ there is no trump suit, the four Jacks being the only trumps in play. These four cards preserve their relative suit value, the club Jack being the best, and they are still Matadores. There are four varieties of Grand: A tourné player may make it a Grand if he turns up a Jack. This is called a _=Grand Tourné=_. A player may make it a grand without seeing either of the skat cards. This is called a _=Grand Solo=_. A player may announce a Grand and lay his cards face up on the table; exposed, but not liable to be called.

In Nullos, the game is lost the moment the revoke is discovered. _=Seeing Tricks.=_ The tricks must be kept separate as they are taken in, and any player is allowed to look at the last trick turned and quitted. Any player looking at any other trick but the last may be penalized ten points. _=Playing Ouverts.=_ The rules of the game require Ouverts to be exposed face upward on the table before a card is played. _=SCORING.=_ The score should always be kept by the player sitting on the right of the first dealer. This will mark the rounds. The score sheet should be ruled in vertical columns, one for each player at the table.

_=Playing.=_ The elder hand leads a card, and the dealer then declares and marks any impérials he may have that are good; after which he plays a card. No impérials can be claimed or scored after the holder has played a card. The second player in each trick must win the trick if he can, either with a higher card or with a trump. For each honour in trumps in the tricks won the player marks a white counter at the end of the hand. The winner of the odd trick scores as many white counters as he has tricks in excess of his adversary. If either player makes capot, (all twelve tricks,) he scores two red counters. _=Scoring.=_ When one player reaches six white counters and changes them for a red, his adversary must take down any white counters he may have scored. For instance: The pone has 2 reds and 4 whites up; the dealer has 1 red and 5 whites.

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243. See Dust-Point. Bob Cherry A children s game, consisting in jumping at cherries above their heads and trying to catch them with their mouths (Halliwell s _Dictionary_). It is alluded to in Herrick s _Hesperides_ as Chop Cherry. Major Lowsley describes the game as taking the end of a cherry-stalk between the teeth, and holding the head perfectly level, trying to get the cherry into the mouth without using the hands or moving the head (_Berkshire Glossary_). It is also mentioned in Peacock s _Manley and Corringham Glossary_. Strutt gives a curious illustration of the game in his _Sports and Pastimes_, which is here reproduced from the original MS. in the British Museum. [Illustration] The Staffordshire St. Clement Day custom (Poole s _Staffordshire Customs, &c.