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If the side wins all five tricks, it scores two points for a _=march=_. If the player that makes the trump fails to win three tricks, he is _=euchred=_, and his adversaries score two points for the euchre. _=When four play=_, if the player who makes the trump declares to play _=alone=_, that is, without any assistance from his partner, who must lay down his cards, the maker of the trump scores four points if he succeeds in winning all five tricks, and one point if he wins three or four tricks. But if he fails to win three tricks, he is euchred, and the adversaries score two points. _=When three play=_, a lone hand counts three if the player wins all five tricks. _=When two play=_, five tricks is simply a march, and counts two points. _=When five or seven play=_, there are special scores for lone hands. When all five tricks are taken by one side, but not by an individual playing a lone hand, it is simply a march, and counts two points, no matter how many are playing. When two or three are playing, a march must of course be a lone hand, as there are no partnerships. As we shall see later, there are some varieties of Euchre in which a lone hand may play against a lone hand, but this is not permitted in the ordinary game.

Pope, in his _Memoirs of Cornelius Scriblerus_, in forbidding certain sports to his son Martin till he is better informed of their antiquity, says: Neither cross and pile, nor ducks and drakes, are quite so ancient as Handy dandy, though Macrobius and St. Augustine take notice of the first, and Minutius Foelix describes the latter; but Handy dandy is mentioned by Aristotle, Plato, and Aristophanes. Browne, in _Britannia s Pastorals_ (i. 5), also alludes to the game. See Neiveie-nick-nack. Hap the Beds A singular game, gone through by hopping on one foot, and with that foot sliding a little flat stone out of an oblong bed, rudely drawn on a smooth piece of ground. This bed is divided into eight parts, the two of which at the farther end of it are called the Kail-pots. If the player then stands at one end, and pitches the smooth stone into all the divisions one after the other, following the same on a foot (at every throw), and bringing it out of the figure, this player wins not only the game, but is considered a first-rate daub at it; failing, however, to go through all the parts so, without missing either a throw or a hop, yet keeping before the other gamblers (for many play at one bed), still wins the curious rustic game.--Mactaggart s _Gallovidian Encyclopædia_. A game called The Beds, mentioned by a writer in _Blackwood s Magazine_, August 1821, p.

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LAW I.--SHUFFLING. SEC. 1. Before the cards are dealt they must be shuffled in the presence of an adversary or the umpire. SEC. 2. The pack must not be so shuffled as to expose the face of any card; if a card is so exposed the pack must be reshuffled. LAW II.--CUTTING FOR THE TRUMP.

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This is played on Barnes Common, and is apparently a form of Hockey (A. B. Gomme). Crates The game of Nine Holes. This is the game described by John Jones, M.D., in his book called _The Benefit of the Auncient Bathes of Buckstones_, 1572, p. 12, as having been played by ladies at Buxton for their amusement in wet weather. See Pegge s _Anonymiana_, 1818, p. 126, and Addy s _Sheffield Glossary_.

| -- | -- | -- | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Earls Heaton. | Lincolnshire and | Gloucestershire. | | | | Nottinghamshire. | | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket of |See saw, a bucket of | -- | | |water. |water. | | | 2.

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[To the Queen of Barbaloo.] You can complain, you can complain, &c. [To the Queen of Barbaloo.] --Penzance (Mrs. Mabbott). (_b_) Two children stand together joining hands tightly, to personate a fortress; one child stands at a distance from these to personate the King of Barbarie, with other children standing behind to personate the soldiers (fig. 1). Some of the soldiers go to the fortress and surround it, singing the first verse (fig. 2). The children in the fortress reply, the four first verses being thus sung alternately.

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In other games, the single player that may be opposed to two or three others usually takes the responsibility upon himself, and for one deal only, so that any advantage he may have is temporary. In banking games, on the contrary, one player is selected as opposed to all others, and the opposition is continual. If there is any advantage in being the banker, it is supposed to be a permanent one, and if the banker has not been at any special expense in securing the advantages of his position he is obliged to surrender it from time to time and give other players a chance. This is the rule in Vingt-et-un, Baccara, and Blind Hookey. If the banker is not changed occasionally, he retains his position on account of the expense he has been put to to provide the apparatus for the play, as in Faro, Keno, Roulette, and Rouge et Noir. To justify this expenditure he must have some permanent advantage, and if no such advantage or “percentage” is inherent in the principles of the game, any person playing against such a banker is probably being cheated. At Monte Carlo, everything is perfectly fair and straightforward, but no games are played except those in which the percentage in favour of the bank is evident, and is openly acknowledged. In Faro there is no such advantage, and no honest faro bank can live. It is for that reason that the game is not played at Monte Carlo, in spite of the many thousands of Americans who have begged the management to introduce it. The so-called percentage of “splits” at Faro is a mere sham, and any candid dealer will admit that they do not pay for the gas.

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If the dealer makes the choice, his partner must abide by it; but if he has not a hand to justify him in deciding, he should leave the selection to his partner, who must decide one way or the other. The considerations which should guide players in their choice are the scoring possibilities of their hands, in tricks and in honours. As in Whist, the first six tricks taken by one side do not count; but each trick above that number counts one, two, etc., _=by cards=_. There are five honours in the trump suit in Cayenne; A K Q J 10; and the partners holding the majority of them count 1 for each honour that they hold in excess of their opponents, and 1 in addition, for _=honours=_. For instance: If A-B have three honours dealt them, they must have one more than their adversaries, and 1 for honours; entitling them to score 2. If they have four, they have 3 in excess, and 1 for honours, a total of 4. If they have five, they count 6 by honours. At the end of the hand the points made by cards and by honours are multiplied by the value of the trump suit. This value varies according to the suit which is cayenne, which is always first preference.

If he has simply forgotten to claim it, he cannot amend the error after his adversary has played to the trick, and the score is lost. To avoid disputes, careful players leave one of the marriage cards face up among their cards, as a reminder that a marriage was claimed in that suit, either by the player with the card turned, or by his adversary. _=Counting.=_ A player is not allowed to make any record of his progress toward sixty-six, but must keep his count mentally. It is highly important to keep both your own and your adversary’s count, in order that you may always know how many each of you wants to reach 66. A player is not allowed to go back over his tricks to refresh his memory, and if he looks at any trick but the last one turned and quitted, he loses the privilege of “closing.” All _=irregularities=_ in playing and drawing are governed by the same rules as in Binocle. _=The Last Six Tricks.=_ After the stock is exhausted, marriages may still be led or shown, and scored; but the second player in each trick must follow suit if he can, although he is not obliged to win the trick unless he chooses to do so. If all the cards are played, the winner of the last or twelfth trick, counts 10 for it toward his 66.

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In all such games as Poker, it is only to the player’s own disadvantage to play with too few cards, provided he is not allowed to call four cards a flush or a straight, and there should be no objection to his playing with a short hand. Many good players “squeeze” their cards, and if they find a good pair in the first two, they put up the ante without looking further. It is manifestly unfair to bar them out of the pool because the dealer has given them only four cards, which gives them no possible advantage, but rather the reverse. This is in accordance with common sense, and is the law in Cribbage and Piquet. _=Discrimination.=_ No person should be allowed any advantage over another which is not compensated for in some way. In Seven-up, for instance, the non-dealer counts game if it is a tie; an advantage which is offset by the dealer’s counting Jack if he turns it. In Auction Pitch the dealer has no such advantage, because no trump is turned, and therefore the non-dealer cannot count ties for game. It is a common error among Cassino players to hold that a player cannot build on his own build, but that his adversary may do so. A player holds two deuces, an Eight and a Ten, and builds a Six to an Eight.

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A duck and a drake And a penny white cake, And a skew ball. --Peacock s _Manley and Corringham Glossary_. Moor (_Suffolk Words and Phrases_) gives the names for the number of times the stone emerges, as (1) a duck; (2) a duck an a drake; if thrice, a duck an a drake an a fi epenny cake; four times is a duck an a drake an a fi epenny cake, an a penny to pah the baker. If more than four, a duck, a duck an a drake, &c., are added. These distinctions are iterated quickly to correspond in time as nearly as may be with the dips of the stone. A flattish stone is evidently the best for this sport. (_b_) This game is also given by Mr. Addy in his _Sheffield Glossary_, and by Holland (_Cheshire Glossary_), Brogden (_Provincial Words, Lincolnshire_), Lowsley (_Berkshire Glossary_), Nares _Glossary_, and Baker s _Northants Glossary_. Miss Courtenay gives Scutter and Tic Tac Mollard as Cornish names for the game (_West Cornwall Glossary_).

80. Should the fourth hand, not being dummy or declarer, play before the second, the latter may be required to play his highest or lowest card of the suit led, or to win or lose the trick. In such case, if the second hand be void of the suit led, the declarer in lieu of any other penalty may call upon the second hand to play the highest card of any designated suit. If he name a suit of which the second hand is void, the penalty is paid.[17] 81. If any one, except dummy, omit playing to a trick, and such error be not corrected until he has played to the next, the adversaries or either of them may claim a new deal; should either decide that the deal stand, the surplus card (at the end of the hand) is considered played to the imperfect trick, but does not constitute a revoke therein.[18] 82. When any one, except dummy, plays two or more cards to the same trick and the mistake is not corrected, he is answerable for any consequent revokes he may make. When the error is detected during the play, the tricks may be counted face downward, to see if any contain more than four cards; should this be the case, the trick which contains a surplus card or cards may be examined and such card or cards restored to the original holder.[19] THE REVOKE.

If you sit on the left of the player, lead your short suits up to him; but if you sit on his right, lead your longest suit through him. Try to force out his trumps on your plain-suit cards if you can, and avoid giving him discards of his weak suits. With a long trump suit, it is often advantageous to lead it through the player, but seldom right to lead it up to him. In Solos, the adversaries should lead Aces and winning cards, and change suits frequently. If you are playing against a Grand, and have two trumps, one of them the best, lead it, and then play your long suit; but if you have the two smallest trumps, lead the long suit first, and force with it every time you get in. The partners should always scheme to protect each other’s Tens by keeping the Aces of plain suits. For this reason it is very bad play to fatten with the Ace of a suit of which you have not the Ten, or to play an Ace third hand when there are only small cards in the trick, and the Ten of the suit has not been played and you do not hold it. If the player is void of a suit, continue leading it, no matter what you hold in it. This will either weaken his trumps, or, if he is between you, will give your partner discards. If the player leads a Wenzel, it is usually best to cover it if you can; but do not play the club Jack on the diamond Jack unless you want the lead very badly.

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_=Irregularities in the Deal.=_ If any card is found faced in the pack, the dealer must deal again. Should the dealer expose any card but the trump while dealing, the adversaries may demand a new deal by the same dealer. Should any adversary of the dealer expose a card, the dealer may elect to deal again. A player dealing out of turn may be stopped before the trump card is turned; but after that the deal must stand, afterward passing to the left in regular order. On the completion of the deal, if any player has more or less than five cards, it is a misdeal, and the deal passes to the player on the misdealer’s left. The dealer loses his deal if he neglects to have the pack cut; if he deals a card incorrectly, and fails to remedy the error before dealing another; if he counts the cards on the table, or those remaining in the pack; or if he deals two cards to one player and three to another in the same round. If the pack is found to be imperfect, the deal in which the error is discovered is void; but all previous scores stand good. _=MAKING THE TRUMP.=_ Although a card is turned up at the end of the deal, the suit to which it belongs is not necessarily the trump for that hand.

The taper from point to point shall be gradual, so that all lines shall have a graceful curve. The balls shall not in any case exceed 27 inches in circumference nor exceed 16 pounds in weight. Any sized ball of less circumference or weight may be used. Two alleys immediately adjoining each other shall be used in all games. The contesting teams shall successively and in regular order roll one frame on one alley, and for the next frame alternate and use the other alley, so alternating each frame until the game is completed. In delivering the ball the player must not permit any part of his foot, while any portion thereof is in contact with the alleys, to rest or extend on, over or beyond the foul line, nor shall any part of his person be permitted to come in contact with any part of the alleys beyond the foul line, at any time before the delivered ball shall have reached the pins. A ball delivered contrary to the provisions of this rule shall be a foul ball, and shall be so declared by the umpire immediately such ball so becomes foul. No count shall be made on a foul ball, and any pins which are knocked down or displaced thereby shall be at once respotted. A foul ball shall count as a ball rolled against the player. Pins which are knocked down or displaced by a ball which leaves the alley before reaching the pins, or from a ball rebounding from the rear cushions, do not count, and they shall be immediately respotted.

, Miss E. E. Thoyts); and Dorsetshire, Gathering nuts away (_Folk-lore Journal_, vii. 225). From Longcot, Berks, a version sent me by Miss I. Barclay has no fourth line to the verses. (_d_) This game is probably, unless we except Mulberry Bush, the most popular and the most widely played of any singing game. It might almost be called universal. This is shown by the fact that there are few counties where it is not known, and also that important variants, either in the words or in the method of playing, are rarely met with. In all the versions which have been sent there are only the following variations in the words, and these are principally in the refrain, or last line of each verse: On a cold and frosty morning ends by far the greater number of versions; On a fine summer s morning, So early in the morning, All on a summer s morning, Five o clock in the morning, On a cold and sunny morning, coming next in number.

at the base, 15 inches circumference 4½ from the bottom, and 5¼ at the neck. _=The Balls=_ must not exceed 27 inches in circumference in any direction, but smaller balls may be used. _=Frames.=_ Each player rolls ten frames or innings, in each of which he is supposed to have three balls, although as a matter of fact he rolls two only. In match games, two alleys are used, and the players roll one inning on each alternately. _=A Strike=_ is made when all ten pins are knocked down with the first ball of the innings, and it is scored on the blackboard with a cross, the number of pins made with the three balls being filled in afterward. _=A Spare=_ is made when all ten pins are knocked down with the two balls of one inning, and it is marked with a diagonal stroke. If the player fails to get either a strike or a spare, it is a _=Break=_, marked with a horizontal line, under which is written the actual number of pins down. After each ball is rolled any pins that have fallen on the alley are called _=deadwood=_, and must be removed before the second ball is rolled. _=Counting.

If a player refuse to continue the game when called upon to do so, or intentionally obstruct an opponent, or wilfully interfere with the running of the balls, he shall be penalized in the total value of all the balls remaining in play. 24. If the striker miss the object ball, or run a coup, or pocket the white ball, he shall be penalized in the value of the ball aimed at; but, if he strike another ball or balls, he shall be penalized in the value of the first ball so struck, unless the ball so struck is of lower value than the ball aimed at and missed, in which case the penalty is governed by the value of the ball aimed at. Should the striker in pocketing any ball hole the white, he cannot score, and is penalized in the value of the ball pocketed. Should the striker (excepting as provided in _Rule_ 9) pocket a ball other than the one aimed at, he cannot score, and is penalized in the value of such ball unless the ball pocketed is of lower value than the ball aimed at, in which case the penalty is governed by the value of the ball aimed at. 25. If the striker play at or pocket a ball except in the proper rotation, he shall be penalized in the value of the ball so played at or pocketed unless the ball so played at be of lower value than the ball which should have been selected, in which case the penalty is governed by the latter ball. 26. If the striker strike simultaneously a pool ball and a red ball, or two pool balls, he shall be penalized in the value of the higher ball. 27.

* * * * * The following rules belong to the established code of Whist Etiquette. They are formulated with a view to discourage and repress certain improprieties of conduct, therein pointed out, which are not reached by the laws. The courtesy which marks the intercourse of gentlemen will regulate other more obvious cases. 1. No conversation should be indulged in during the play, except such as is allowed by the laws of the game. 2. No player should in any manner whatsoever give any intimation as to the state of his hand or of the game, or of approval or disapproval of a play. 3. No player should lead until the preceding trick is turned and quitted. 4.

-+---+ ] [Illustration: No. 11. +---+-.-+---+-.-+---+-.-+---+-.-+ | | . | | . | | ⛀ | | . | +---+-.

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_=POOL SOLO.=_ When players wish to enhance the gambling attractions of the game, a pool is introduced. For this purpose a receptacle is placed upon the table, in which each player puts a red counter at the beginning of the game. Any person playing alone against the three others, wins this pool if he is successful; if he fails, he must double the amount it contains, besides paying each of his adversaries in the regular way. In some places it is the custom for each player to contribute a red counter when he deals. The proposals and acceptances do not touch the pool. _=METHOD OF PLAYING.=_ If a proposal is accepted, and no one over-calls it, the proposer and acceptor are partners; but make no change in their positions at the table. The eldest hand, sitting to the left of the dealer, begins by leading any card he pleases, and the play proceeds exactly as at Whist, the tricks being so stacked that they may be readily counted at any time. If a single player has called solo, misère, or abundance, the eldest hand still has the original lead, and there is no change in the positions of the players.

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If he has two higher, he may play either. If he has none of the suit led, he must trump if he can, even if the trick is already trumped by another player. For instance: Hearts are trumps, and A leads a club. B follows suit, but neither C nor D has a club. Suppose C trumps with the King, and that the only trump D has is the Queen, he must play it on the trick, losing it to C’s King. When a player can neither follow suit nor trump, he may discard any card he pleases. The winner of the trick leads for the next trick, and so on until all five tricks have been played. _=PENALTIES.=_ There is only one penalty in Rams; to win nothing on the deal, and to forfeit five counters to the next pool. This is inflicted for playing with more or less than five cards; for exposing any card; for leading or playing out of turn; for renouncing; and for refusing to head or trump a trick when able to do so.