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A player is not compelled to bid the full value of his hand; but it is to his interest to go as near to it as he can with safety; because, as we shall see presently, the more he bids the more he is paid. For instance: If he can make ten tricks, but bids seven only, he will be paid for the three over-tricks, if he makes them; but the payment for seven bid and ten taken, is only 22 counters; while the payment for ten bid and ten taken is 42. As he receives from each adversary, a player who underbid his hand in this manner would lose 60 counters by his timidity. It sometimes happens that no one will make a proposal of any sort. It is very unusual to pass the deal. The trump is generally turned down, and a _=Grand=_ is played, without any trump suit. This is sometimes called a _=Misère Partout=_, or “all-round poverty”; and the object of each player is to take as few tricks as possible. _=METHOD OF PLAYING.=_ No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as at Whist. The tricks should be carefully stacked, so that they can be readily counted by any player without calling attention to them.

Blow-point Strutt considers this to have been a children s game, played by blowing an arrow through a trunk at certain numbers by way of lottery (_Sports_, p. 403). Nares says the game was blowing small pins or points against each other, and probably not unlike Push-pin. Marmion in his _Antiquary_, 1641, says: I have heard of a nobleman that has been drunk with a tinker, and of a magnifico that has played at blow-point. In the _Comedy of Lingua_, 1607, act iii., sc. 2, Anamnestes introduces Memory as telling how he played at blowe-point with Jupiter when he was in his side-coats. References to this game are also made in _Apollo Shroving_, 1627, p. 49; and see Hawkins _English Drama_, iii. 243.

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In the Earls Heaton version there is the circle of children, with one child in the centre, who chooses a partner after the lines have been sung. (_c_) From this it would seem that while the Lincolnshire and Nottinghamshire words appear to be the most complete, the action has been preserved best at Sharleston. The acting of this version is the same as that of The Jolly Miller. The third variant is evidently an imitation of the song, John Brown. Green Grow the Leaves (2) [Music] --Northants (R. S. Baker). Green grow the leaves on the hawthorn tree, Green grow the leaves on the hawthorn tree, We jangle and we wrangle and we never can agree, But the tenor of our song goes merrily, merrily, merrily, The tenor of our song goes merrily. --R. S.

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 . . . I have heard it credibly reported (and that _viva voce_) by men of great grauitie and reputation, that of fortie, threescore or a hundred maides going to the wood ouer night, there haue scaresly the third part of them returned home againe undefiled. Herrick s _Hesperides_ also describes the festival, and the custom of courting and marriage at the same time. The tune sung to this game appears to be the same in every version. END OF VOL. I. BALLANTYNE PRESS PRINTED BY BALLANTYNE, HANSON AND CO. EDINBURGH AND LONDON Transcriber s notes: General: This eBook is Volume I of a two-volume work.

) Massé, a shot made with the cue held nearly perpendicular. Master Card, the best card remaining of a suit which has been played. Matsch, G., to win all the tricks, a slam. Mechanic, a dealer who can make the cards come any way he pleases at Faro. Melden, G., to announce, claim, or show any counting combination of cards. Méler, F., to shuffle. Memory Duplicate, playing over the same hands at the same table; the players who held the N and S cards getting the E and W for the overplay.

It is from the chess columns of the New York _Sun_:-- ---------------------+----------------+--------+---------+--------- | FIRST | TOTAL |PER CENT.|PER CENT. OPENINGS. | PLAYER. | PLAYED.| WON BY | TOTAL +----+-----+-----+ | FIRST | GAMES |WON.|LOST.|DREW.| | PLAYER. | PLAYED.

Again: A-B want 15, Y-Z want 2. Even if A-B can bid 12 and make it, Y-Z will sweat out. With the system of scoring here recommended, this sweating out is impossible, and it is not uncommon for a side that wants one to go, to be beaten by an adversary that wants forty-nine. The side first pegging out on a cribbage-board, or getting rid of its fifty-one counters, wins the game. When the game is counted on a pull-up cribbage marker, it is usual to start with ten up, and peg out to the game-hole, or 61. _=VARIATIONS.=_ There are quite a number of minor differences in the manner of playing Cinch. Sometimes, instead of discarding and drawing, after the successful bidder has been ascertained, but before he names the trump, four more cards are given to each player, including the dealer. Having seen thirteen cards, the bidder names the trump suit, and the hands are then reduced to six cards each. This method gives no clue to the number of trumps originally held, and deprives the dealer of one of the greatest advantages of his position, robbing the deck.

The game ends at this point with girls. With boys the conquered have to run the gauntlet. The victors range themselves in two lines, each boy with his cap or handkerchief tightly plaited in his hand, and pelt with all their might the vanquished as they run between the lines. The boys of Nairn call this running of the gauntlet, through fire an watter. The method of playing the Warwick, Fernham, and Louth versions is practically the same. The children stand in half-circle beginning with the two tallest at either end. All clasp hands. The two at one end question those at the other end alternately (fig. 1). At the last line the two that have been answering hold their hands up to form a bridge, and all the others thread through, still holding hands (the bridge advancing slowly) (fig.

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Soda, the first card at Faro, exposed face upward in the box before any bets are made. Splits, two cards of the same denomination coming on the same turn at Faro. Spot Stroke, a series of winning hazards with the red ball at English billiards. Square Game, one in which the cards are perfectly square, and have not been trimmed for wedges, strippers, etc. Squeezers, cards with indicators on the edges. Stack of Chips, twenty. A “stack of whites” is $5. Starter, the cut card at Cribbage. Stechen, G., to trump.

In the contiguous parish of Epworth a similar game is played under the same name, but with some variations. The Hood is not here carried away from the field, but to certain goals, against which it is struck three times and then declared free. This is called wyking the Hood, which is afterwards thrown up again for a fresh game.--_Notes and Queries_, 6th series, vii. 148. See Football, Hockey. Hoodle-cum-blind Name for Blind Man s Buff. --Baker s _Northamptonshire Glossary_. Hoodman Blind Name for Blind Man s Buff. Mentioned in _Hamlet_, iii.

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With A 4 2, the play would be the 4 and then the 2. Some use this reverse or encouraging card to induce the partner to continue the suit he is leading, but the practice is confusing. _=THE DECLARER’S PLAY.=_ The chief difference between the play of the Dummy and partner, and that of their adversaries, is that there is no occasion for the former to play on the probability of partner’s holding certain cards, because a glance will show whether he holds them or not. There is no hoping that he may have certain cards of re-entry, or strength in trumps, or that he will be able to stop an adverse suit, or anything of that sort, for the facts are exposed from the first. Instead of adapting his play to the slowly ascertained conditions of partner’s hand, the declarer should have it mapped out and determined upon before he plays a card. He may see two courses open to him; to draw the trumps and make a long suit, or to secure such discards as will give him a good cross-ruff. A rapid estimate of the probable results of each line of play, a glance at the score, and his mind should be made up. Several examples of this foresight will be found in the example hands. Another point of difference is, that the declarer should play false cards whenever possible.

The Hounds follow him and try to catch him before he gets home, which is a place agreed upon beforehand.--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.

The subject of discards has been very fully illustrated by examples from actual play, especially in the _Westminster Papers_, but no one has yet given us any simple rules like the jeux de règle at Écarté. PIQUET NORMAND, FOR THREE PLAYERS. In this form of the game the players cut for seats and deal. The cards are dealt by twos and threes until each has ten, two cards remaining for the talon. The dealer may lay out any two cards in exchange for these, but no other player is allowed to touch them, nor to see the discards. The elder hand makes the first declarations. He makes repic and counts 90 if he can reach 20 without playing a card; and he makes pic, 60, if he can reach 20 in hand and play, under the same conditions as in the game for two players. The majority of tricks counts 10; if it is a tie, each counts 5. Capot counts 40 if all the tricks are taken by one player; but if two take them all between them, they count 20 each. The game may be played for a pool, first man out to take all; or it may be agreed that after one has retired the others shall decide it between them by playing it out at the ordinary two-handed game.

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Lewis 4. Izard +-----+------+--------+------+-----+------+--------+ | E-W | Gain | Part’s | HAND | N-S | Gain | Part’s | +-----+------+--------+------+-----+------+--------+ | 8 | | | 1 | 10 | 2 | | +-----+------+--------+ +-----+------+--------+ | 4 | | 1 & 2 | 2 | 5 | 1 | 3 & 4 | +-----+------+--------+ +-----+------+--------+ | 6 | 1 | -4 | 3 | 5 | | +4 | +-----+------+--------+ +-----+------+--------+ | 3 | | | 4 | 5 | 2 | | +-----+======+========+ +-----+======+========+ | 7 | | | 5 | 8 | 1 | | +-----+------+--------+ +-----+------+--------+ | 6 | 2 | 1 & 3 | 6 | 4 | | 2 & 4 | +-----+------+--------+ +-----+------+--------+ | 3 | | +1 | 7 | 4 | 1 | -1 | +-----+------+--------+ +-----+------+--------+ | 10 | 1 | | 8 | 9 | | | +-----+======+========+ +-----+======+========+ | 5 | | | 9 | 6 | 1 | | +-----+------+--------+ +-----+------+--------+ | 9 | | 1 & 4 | 10 | 10 | 1 | 2 & 3 | +-----+------+--------+ +-----+------+--------+ | 10 | 2 | -1 | 11 | 8 | | +1 | +-----+------+--------+ +-----+------+--------+ | 2 | | | 12 | 3 | 1 | | +----------+----------+---------+----------+-------+ | Summary | 1 to 4 | 5 to 8 | 9 to 12 | Total | +----------+----------+---------+----------+-------+ | No 1 | -4 | +1 | -1 | -4 | | +----------+---------+----------+-------+ | 2 | -4 | -1 | +1 | -4 | | +----------+---------+----------+-------+ | 3 | +4 | +1 | +1 | +6 | | +----------+---------+----------+-------+ | 4 | +4 | -1 | -1 | +2 | +----------+----------+---------+----------+-------+ ] It must be remembered that the hands which are here scored N & S, in the 5th column, were E & W when originally dealt; so that the 1st and 5th columns are really the same hands. The score-card should be folded down the middle during the overplay, so that the original scores cannot be seen. It is even better to use a new card. _=Foster’s System=_ of playing two pairs at one table, which was used at all the matches for the Utica Trophy, in which one pair from a club challenged the pair that held the trophy for another club, consisted in having an umpire to transpose the suits between the original and the overplay of the deals. The trays containing the hands were sent in to the umpire’s room, and he had an extra pack of cards, from which he duplicated each hand of thirteen cards as he took it out of the pocket to which it belonged, but changed the suits, making clubs trumps instead of hearts, etc. This system was found to do away with the memory part of the game, it being very difficult to recognize a hand unless it had some startling feature. Coupled with the present practice of throwing out all hands in which there is found to be a suit of more than six cards, and dealing it over again, Foster’s system for two pairs is the best so far suggested. _=Eight Individuals.=_ This form of contest is seldom used, because players dislike the continual changing of position, and the delay in arriving at the results of the score.

These points are deducted from 120, and his adversaries claim the difference. The game is then settled, according to this count, exactly as if the hand had been played out. If an adversary of the single player looks at either of the skat cards during the play of a hand, the single player may at once stop the game, and his adversaries can count only the points they have taken in in tricks up to that time. If they have no tricks they are schwartz; if they have not 30 points they are schneider. When four or more play, any person holding no cards may be penalised ten points for looking at the skat cards. _=METHOD OF PLAYING.=_ The successful bidder having disposed of the skat cards and announced his game, the Vorhand leads any card he pleases for the first trick. Vorhand should be careful not to lead until the player has laid out or discarded for the Skat in a Gucki or a Tourné. Players must follow suit if they can, but are not obliged to win the trick. Having none of the suit led, they may trump or discard at pleasure.

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4. The penalty for a revoke is the transfer of two tricks from the revoking side to their adversaries. If more than one revoke during the play of a deal is made by one side, the penalty for each revoke, after the first, is the transfer of one trick only. The revoking players cannot score more, nor their adversaries less than the average on the deal in which the revoke occurs; except that in no case shall the infliction of the revoke penalty deprive the revoking players of any tricks won by them before their first revoke occurs. In Pair Matches the score shall be recorded as made, independently of the revoke penalty, which shall be separately indicated as plus or minus revoke (“-R” for the revoking side, and “+R” for their adversaries). In such matches, the penalty for a revoke shall not increase the score of the opponents of the revoking players above the maximum, as made at the other tables, on the deal in which the revoke occurs; provided, however, that if the opponents win more tricks than such maximum, independently of the revoke penalty, their score shall stand as made. Nor shall the score of the revoking players be reduced, by the infliction of the revoke penalty, below the minimum so made at the other tables until the averages for the match and the relative scores of the other players have been determined; the score of the revoking players shall then, if necessary, be further reduced, so that in all cases they shall suffer the full penalty as provided in the first paragraph of this section. SEC. 5. A revoke cannot be claimed if the claimant or his partner has played to the following deal, or if both have left the table at which the revoke occurred.

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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. 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.

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If a player, having already won a trick, renders himself liable to any penalty, as for exposing a card, leading or following suit out of turn, or abandoning his hand, he is looed for three red counters, payable to the next pool, and the payment for the tricks he has won must be left in the pool in white counters. IRISH LOO. In this variation, no widow is dealt, and there is no distinction between simple and double pools. A trump is always turned up, and the dealer asks each in turn, beginning on his left, whether or not he will play, taking up the cards of those who decline to stand. He then announces his own decision, and proceeds to ask those who have declared to play whether or not they wish to exchange any of the cards originally dealt them. The usual question is simply: “How many?” and the player names the number of cards he wishes to exchange, if any; at the same time discarding others in their places. The number first asked for cannot be amended or recalled. The trump is laid aside, and the cards called for are dealt from the remainder of the pack, without further shuffling. In all other respects, the game is Three-card Loo. FIVE-CARD LOO.

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This further removes the game from the chess category, and approximates it to the likeness of active service. Most of a general s decisions, once a fight has begun, must be made in such brief intervals of time. (But we leave unlimited time at the outset for the planning.) As to our time-keeping, we catch a visitor with a stop-watch if we can, and if we cannot, we use a fair-sized clock with a second-hand: the player not moving says Go, and warns at the last two minutes, last minute, and last thirty seconds. But I think it would not be difficult to procure a cheap clock--because, of course, no one wants a very accurate agreement with Greenwich as to the length of a second--that would have minutes instead of hours and seconds instead of minutes, and that would ping at the end of every minute and discharge an alarm note at the end of the move. That would abolish the rather boring strain of time-keeping. One could just watch the fighting. Moreover, in our desire to bring the game to a climax, we decided that instead of a fight to a finish we would fight to some determined point, and we found very good sport in supposing that the arrival of three men of one force upon the back line of the opponent s side of the country was of such strategic importance as to determine the battle. But this form of battle we have since largely abandoned in favour of the old fight to a finish again. We found it led to one type of battle only, a massed rush at the antagonist s line, and that our arrangements of time-limits and capture and so forth had eliminated most of the concluding drag upon the game.