The cards are always distributed to each player in rotation from left to right, and each must receive the same number of cards in the same round. In games in which the cards are dealt by two and threes, for instance, it is illegal to give one player two and another three in the same round. _=Misdeals.=_ In all games in which the deal is an advantage, a misdeal loses the deal; but in all games in which the deal is a disadvantage, or some position is more advantageous than that of the dealer, such as the “age” at Poker, a misdeal does not lose the deal. The only exception to this rule is in Bridge, in which there are no misdeals, and Cribbage, which has a fixed penalty. _=Bidding.=_ In all games in which there is any bidding for the privilege of playing or of making the trump, or any betting on the value of the hands, the privilege must be extended to each player in turn, beginning on the dealer’s left. Any bid or any bet once made can neither be taken back nor amended. If any bid is made out of turn in any partnership game, it must be assumed that undue information is conveyed, and the player in error, or his partner, must lose his bid. In round games there is no penalty.

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CORNWALL { _Folk-lore Journal_, v., Courtney s { _Glossary_. Penzance Miss Courtney, Mrs. Mabbott. CUMBERLAND Dickinson s _Glossary_. DERBYSHIRE { _Folk-lore Journal_, vol. i., Mrs. { Harley, Mr. S.

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Antiq._, ii. 409. (_b_) Dr. Jamieson says this is a game well-known in Lothian and in the South of Scotland. Sir Walter Scott, in _Rob Roy_, iii. 153, says, Here auld ordering and counter-ordering--but patience! patience!--We may ae day play at _Change seats, the king s coming_. This game is supposed to ridicule the political scramble for places on occasion of a change of government, or in the succession. See Musical Chairs, Turn the Trencher. Checkstone Easther s _Almondbury Glossary_ thus describes this game.

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If either player is found to have too few cards after having laid out for the crib, he has no remedy. His adversary pegs two points, and the short hand must be played and shown for what it is worth. _=Irregular Cribs.=_ If the superfluous card is found in the crib, and the non-dealer had the short hand, the dealer may reckon all the combinations he can make in the six-card crib; but if it was the dealer who had the short hand, the superfluous crib is void. If the crib contains a superfluous card, both the players having their right number, the non-dealer pegs two holes for the evident misdeal, and the crib is void. If both players have their right number, and the crib is short, it must be shown for what it is worth; but the non-dealer pegs two holes for the evident misdeal. _=Irregular Announcements.=_ There is no penalty if a player announces a wrong number as the total of the cards played, provided he does not peg an erroneous fifteen or thirty-one. If the following player does not correct the announcement, but plays and adds to it, the error cannot be rectified. If any holes are pegged for an erroneous announcement, the adversary may demand that they be taken down again, and may add the number to his own score.

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If this young man should chance to die And leave the girl a widow, The birds shall sing, the bells shall ring, Clap all your hands together. --Yorkshire (Henderson s _Folk-lore, Northern Counties_, p. 27). V. Dossy, dossy green grass, Dossy, dossy, doss, Come all ye pretty fair maids And dance upon the grass. I will give you pots and pans, I will give you brass, I will give you anything For a pretty lass. I will give you gold and silver, I will give you pearl, I will give you anything For a pretty girl. Take one, take one, the fairest you can see. You shall have a duck, my dear, You shall have a drake, You shall have a young man Apprentice for your sake. If this young man shall wealthy grow And give his wife a feather, The bells shall ring and birds shall sing And we ll all clap hands together.

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The eldest daughter cries, and promises to be more careful, and the Mother goes again to the wash-tub. The same thing occurs again. The Witch comes and asks-- Please, will you lend me your tinder-box? My fire s out. Yes, certainly, if you ll bring it back directly. You shall have it in half-an-hour. While the tinder-box is being looked for she runs off with Tuesday. Then the pot boils over, and the same dialogue is repeated. The Mother comes and finds Tuesday gone. This is repeated for all the seven children in turn, different articles, gridiron, poker, &c, being borrowed each time. Finally, the eldest daughter is taken off too.

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385); Oswestry, Ellesmere (_Shropshire Folk-lore_, p. 512). Miss Peacock sends a version which obtains at Lincoln, Horncastle, Winterton, and Anderby, Lincolnshire, and in Nottinghamshire; it is identical with the Liphook version. Two versions from Sporle, Norfolk, which vary slightly from the Leicester, have been sent by Miss Matthews. The versions given from Lancashire, Yorks., Nottingham, and North Staffs. have been selected to show the process of decadence in the game. Hopper has first become upper, and then other. Of the North Staffs. Potteries version Miss Keary says, How it ends I have never been able to make out; no one about here seems to know either.

A plays 2-0, and B should now bring in his suit of aces by playing 6-1, which would win the game; but for the sake of illustration we shall suppose that he foolishly plays 6-4. A plays his double four, and the dominoes on the table present the following appearance:-- [Illustration] B, having neither 4 nor 0 on any of his remaining dominoes, says: “_=Go=_,” which signifies that he is blocked, and cannot play. A can now play at either end, and with either of two dominoes; but it would be bad policy to play the 4-5, because his adversary might be able to play to the 5; but it is a certainty that he cannot play to either 0 or 4. If A plays the 4-5, B gets rid of all his dominoes before A can play again. If A plays the 4-0 on the blank end, he will have to play again with his 4-5; but if he plays it on the 4 end he blocks himself. Whether to block the game or not depends on the probable comparative value of the dominoes held by A and B. If A blocks the game by making both ends blank, both players show their remaining dominoes, and the one with the greater number of pips loses as many points as he has pips in excess of the other player. In order to judge whether to block or play, it should be remembered that as there are 147 pips in the entire set, the average value of each domino will be 5¼. If A blocks the game, he will have 17 pips left in his hand, which is above the average value of two dominoes; but his adversary will have four dominoes to count, and it is probable that they will be worth about 21 points. The fact that the seven dominoes already played are 13 pips above the average will reduce the probable value of B’s dominoes to about 20.

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If both players draw the wrong cards, there is no remedy. If the loser of any trick draws and looks at two cards from the stock, his adversary may look at both cards of the following draw, and may select either for himself. If he chooses the second card, he need not show it. If, on account of some undetected irregularity, an odd number of cards remain in the stock, the last card must not be drawn. _=OBJECTS OF THE GAME.=_ Each game is complete in one deal, and the score of the loser is deducted from that of the winner. The combinations which may be declared and scored are the same as in Bézique, but owing to the use of four packs of cards double combinations are much more frequent, and triple combinations are not uncommon. The chief concern of the player must be, first of all, to save himself from a rubicon; that is, either to reach 1000 points, or to score as few points as possible. If he does not reach 1000, his adversary will take whatever he has scored, and add them to his own, besides 1300 in addition for rubicon and brisques. For instance: At the end of the hand A has scored 1200, and B has only 700.

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_=KEEPING SCORE.=_ Two styles of score-pad are now in general use. In one the tricks and honours are entered in the same vertical column, one above the other, and are all added in one sum at the end. In the other style of pad the tricks are in one column and the honours and penalties in another, so that four additions are required to find the value of the rubber, which is always the difference between the total scores after giving the winners of two games 250 points. The following illustration will show both styles of pad: WE ||THEY || 36 || 30 18 || 100 16 || ====++==== 8 || || 40 ----++---- || 36 ----++---- || 250 ----++---- 42 || 492 || 42 |+---- || 450 WE || THEY 8 | 16 || | | 18 || | 100 | || 40 | 30 ----+----++----+----- | || 36 | 36 ----+----++----+----- 8 | 34 || 76 | 166 | 8 || | 76 +----+| | 250 | 42 || +----- | || | 492 | || | 42 | || +----- | || | 450 The scoring on which this rubber is won and lost was as follows: WE started with a contract to win one heart and made it, with simple honours, scoring 8 toward game and 16 above for honours. Then THEY set a contract for two tricks, getting 100 in penalties, against simple honours in royals, scored as 18 above for WE and 100 for THEY. Then THEY made four odd at no trump and 30 aces, winning the first game, under which a line is drawn. On the next deal THEY made four odd in royals, with four honours, 36 each way, winning the second game and also the rubber, for which they add 250 points. Both scores are now added up and the lower deducted from the higher, showing that THEY win 450 points on the balance. _=CUTTING OUT.