_=Dealing.=_ After the cards have been properly shuffled they must be presented to the pone to be cut, and he must leave at least four in each packet. Beginning on his left, the dealer distributes four cards to each player in two rounds of two at a time, giving two to the table just before helping himself in each round. No trump is turned, and the remainder of the pack is left face downward on the dealer’s left. The four cards dealt to the table are then turned face up, and the play begins. After the four cards given to each person have all been played, the dealer takes up the remainder of the pack, and without any further shuffling or cutting, deals four more cards to each player, two at a time, but gives none to the table. These four having been played, four more are dealt in the same manner, and so on, until the pack is exhausted, after which the deal passes to the left in regular rotation. _=Irregularities in the Deal.=_ If the pack is proved to be imperfect, or if a card is found faced in the pack there must be a fresh deal by the same dealer. If a player deals out of turn, he must be stopped before the cards on the table are turned face upward.

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Newell (_Games_, p. 86), gives this game, and also mentions one in which barberry bush is named. The tune in all versions is the same. See Merry ma-tansa, Nettles. Munshets or Munshits Is played by two boys as follows:--One of the boys remains at home, and the other goes out to a prescribed distance. The boy who remains at home makes a small hole in the ground, and holds in his hand a stick about three feet long to strike with. The boy who is out at field throws a stick in the direction of this hole, at which the other strikes. If he hits it, he has to run to a prescribed mark and back to the hole without being caught or touched with the smaller stick by his playfellow. If he is caught, he is out, and has to go to field. And if the boy at field can throw his stick so near to the hole as to be within the length or measure of that stick, the boy at home has to go out to field.

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Don t worry about them. They re not human. Let them take care of themselves. I ve seen more pinlighters go crazy from monkeying around with Partners than I have ever seen caught by the Rats. How many do you actually know of them that got grabbed by Rats? * * * * * Underhill looked down at his fingers, which shone green and purple in the vivid light thrown by the tuned-in pin-set, and counted ships. The thumb for the _Andromeda_, lost with crew and passengers, the index finger and the middle finger for _Release Ships_ 43 and 56, found with their pin-sets burned out and every man, woman, and child on board dead or insane. The ring finger, the little finger, and the thumb of the other hand were the first three battleships to be lost to the Rats--lost as people realized that there was something out there _underneath space itself_ which was alive, capricious and malevolent. Planoforming was sort of funny. It felt like like-- Like nothing much. Like the twinge of a mild electric shock.

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--Penzance (Mrs. Mabbott). III. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, May, May, May. Who will you have for nuts in May, Nuts in May, nuts in May? Who will you have for nuts in May, May, May, May? [Bessie Stewart] for nuts in May, Nuts in May, nuts in May, [Bessie Stewart] for nuts in May, May, May, May. Very well, very well, so you may, So you may, so you may, Very well, very well, so you may, May, may, may. Whom will you have to take her away, Take her away, take her away? Whom will you have to take her away, Way, way, way? ---- ---- to take her away, Take her away, take her away, ---- ---- to take her away, Way, way, way. --Belfast (W. H. Patterson).

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Doubling and redoubling doubles and quadruples the value of each trick over six, but it does not alter the value of a declaration; _e.g._, a declaration of “three clubs” is higher than “two royal spades” doubled or redoubled. 54. Any declaration may be doubled and redoubled once, but not more; a player may not double his partner’s declaration nor redouble his partner’s double, but he may redouble a declaration of his partner which has been doubled by an adversary. The penalty for redoubling more than once is 100 points in the adverse honour score or a new deal; for doubling a partner’s declaration, or redoubling a partner’s double it is 50 points in the adverse honour score. Either adversary may demand any penalty enforceable under this law. 55. Doubling or redoubling reopens the bidding. When a declaration has been doubled or redoubled, any one of the three succeeding players, including the player whose declaration has been doubled, may, in his proper turn, make a further declaration of higher value.

_=19.=_ A Draw is when neither of the players can force a Win. When one of the sides appears stronger than the other, the stronger is required to complete the Win, or to show a decided advantage over his opponent within forty of his own moves--to be counted from the point at which _=notice=_ was given,--failing which, the game must be abandoned at Drawn. _=20.=_ Anything which may annoy or distract the attention of the player is strictly forbidden; such as making signs or sounds, pointing or hovering over the board, unnecessarily delaying to move a piece touched, or smoking. Any _=principal=_ so acting, after having been warned of the consequence and requested to desist, shall forfeit the game. _=21.=_ While a game is pending, neither player is permitted to leave the room without giving a sufficient reason, or receiving the other’s consent or company. _=22.=_ A player committing a breach of any of these laws must submit to the penalty, which his opponent is equally bound to exact.

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(3) The smaller the number of players, the greater the value of the hands; and the larger the number of players, the greater the chance that any given hand will be beaten. When only two play, you can safely bet the limit on a pair of Eights; but in a party of eight players they are hardly worth drawing to. For this reason average hands should force the weaker out, and reduce the number of players _=before the draw=_. For the benefit of those interested in such matters _=the probable improvement by the draw=_ may be briefly given. It is 2½ to 1 against improving _=a pair=_ by drawing three cards; the chances against making triplets or two pairs being 8 to 1; against a full hand, 61 to 1; and against four of a kind, 364 to 1. It is 4 to 1 against improving a pair by drawing two cards; the chances against triplets being 12 to 1, and 8 to 1 against two pairs. It is 12 to 1 against making a full hand by drawing to _=two pairs=_. It is 8 to 1 against improving _=triplets=_ by drawing two cards; 14½ to 1 against a full hand, and 23 to 1 against four of a kind. It is 12 to 1 against improving if one card is drawn; 16 to 1 against the full, and 46 to 1 against four of a kind. It is 11 to 1 against making a straight out of a sequence of four cards which is open in the middle, or at one end only.

This lead is an indication to the partner that the leader holds neither Ace nor King. There is only one combination from which the _=Ten=_ is led, regardless of the number of small cards. [Illustration: 🂾 🂻 🂺 🂵 ] The Ten led is an indication to partner that both Ace and Queen are against the leader. Combinations from which the _=Ace=_ is led contain at least five cards in suit, or both Queen and Jack. [Illustration: 🂱 🂷 🂶 🂴 🂲 | 🃑 🃝 🃛 🃖 ] This lead is an indication to partner that the leader has not the King, and that the suit is either long, or contains three honours. _=Rules for Leading Low Cards.=_ If the suit selected for the lead contains none of the combinations from which a high card should be led, it is customary with good players to begin with the 4th-best, counting from the top of the suit. This is called the card of uniformity; because it indicates to the partner that there are remaining in the leader’s hand exactly three cards higher than the one led. From any of the following combinations the proper lead would be the Four:-- [Illustration: 🃞 🃛 🃘 🃔 🃓 | 🃑 🃝 🃚 🃔 🂽 🂻 🂶 🂴 🂲 | 🂱 🂻 🂺 🂴 ] [Illustration: 🂫 🂪 🂩 🂤 🂢 | 🂮 🂨 🂧 🂤 🃊 🃉 🃈 🃄 🃃 | 🃍 🃆 🃅 🃄 ] _=Rules for Leading Short Suits.=_ It will sometimes happen that the only four-card suit in the leader’s hand will be trumps, which it is not desirable to lead.

Gomme). [Music] --Dorsetshire (Miss M. Kimber). [Music] --Sporle, Norfolk (Miss Matthews). I. Here we dance lubin, lubin, lubin, Here we dance lubin light, Here we dance lubin, lubin, lubin, On a Saturday night. Put all the right hands in, Take all the right hands out, Shake all the right hands together, And turn yourselves about. Here we dance lubin, lubin, lubin, Here we dance lubin light, Here we dance lubin, lubin, lubin, On a Saturday night. Put all your left hands in, Take all your left hands out, Shake all your left hands together, And turn yourselves about. Here we dance lubin, lubin, lubin, Here we dance lubin light, Here we dance lubin, lubin, lubin, On a Saturday night.

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Should any card be exposed by the dealer in giving out the cards, or be blown over by the wind before the player has touched it, such card must not be taken by the player under any circumstances, but must be placed with the discards on the table. A player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped. [The object of this rule is to prevent a dealer from altering the run of the cards in the draw.] Should a player ask for an incorrect number of cards and they be given him, he must take them if the next player has been helped. If too many, he must discard before seeing them. If too few, he must play them. If he has taken them up and has too many, his hand is foul, and shuts him out of that pool. If the dealer gives himself more cards than he needs he is compelled to take them. For instance: He draws three cards to a pair; but on taking up his hand he finds he had triplets, and really wanted only two cards. He cannot change his draw, and must take the three cards he has dealt off.

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There s a mad cow that way! I ll go this way. There s a mad dog that way! She then insists on entering the house to look for her children. The Witch will not admit her, and says-- Your boots are too dirty. I ll take my boots off. Your stockings are too dirty. I ll take them off. Your feet are dirty. I ll cut them off. The blood will run over the threshold. I ll wrap them up in a blanket.

_ English Dialect Society Publications. Folk-lore Society Publications, 1878-1892. BEDFORDSHIRE-- Luton Mrs. Ashdown. Roxton Miss Lumley. BERKSHIRE Lowsley s _Glossary_. Enborne Miss Kimber. Fernham, Longcot Miss I. Barclay. Newbury Mrs.

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In case of ties, the players cut to decide which shall go down, the lowest cut remaining. The winner of each pool at the head table is given one of the special chips provided for that purpose, and which are usually yellow, the others being red, white, and blue. Any player losing all his counters at any table must get a fresh stake of fifty more from the banker, and must then exchange seats with the player at the booby table who has the most counters. Three or four prizes are usually provided for: One for the player who has won the greatest number of yellow chips at the head table, and one each for the lady and gentleman winning the greatest number of counters during the evening’s play. Those who have been provided with an extra stake must be charged with it when settling up. In case of ties for the number of yellow chips, the player with the largest number of ordinary counters wins. The booby prize, if any, is usually given to the player with the smallest number of ordinary chips, or the fewest number of yellow ones. BRAG. There are two varieties of this old English game; single, and three-stake Brag. Both are played with a full pack of fifty-two cards; the positions of the players, arrangements for counters, decision of the betting limit, etc.

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DOUBLE DUMMY. Is played by two players, each having a Dummy or exposed hand for his partner. The laws of the game do not differ from Dummy Whist, except in the following special Law: There is no misdeal, as the deal is a disadvantage. THE POKER FAMILY. Properly speaking, Poker is not the founder, but simply the most famous representative of a very ancient and always very popular family of games, all of which can be traced to one source, the old French game of Gilet, which was undoubtedly of Italian origin, perhaps a variety of Primero. Gilet we find changed to Brelan in the time of Charles IX., and although Brelan is no longer played, the word is still used in all French games to signify triplets, and “brelan-carré” is the common French term for four of a kind in _le poker Américain_. From Brelan we trace the French games of Bouillotte, and Ambigu, and the English game of Brag; but the game of poker, as first played in the United States, five cards to each player from a twenty-card pack, is undoubtedly the Persian game of _as nas_. The peculiar and distinguishing characteristic of Poker we find well described by Seymour, in his chapter on “Brag,” in the “Court Gamester,” 1719: “The endeavour to impose on the judgment of the rest who play, and particularly on the person who chiefly offers to oppose you, by boasting or bragging of the cards in your hand. Those who by fashioning their looks and gestures, can give a proper air to their actions, as will so deceive an unskilful antagonist, that sometimes a pair of fives, trays or deuces, in such a hand, with the advantage of his composed countenance, and subtle manner of over-awing the other, shall out-brag a much greater hand, and win the stakes, with great applause and laughter on his side from the whole company.

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The Ten should be finessed, regardless of trump strength, as the Ace must be on the left, and the finesse is against the Jack being there also. Many varieties of this finesse occur. _=Placing the Lead.=_ This is usually a feature of the end-game A player may have an established suit, his adversary being the only person with any small cards of it. If the lead can be placed in the hand of this adversary, he must eventually lead the losing cards. A player begins with a weak suit of four cards, on the first round of which it is evident that his partner has no more, the adversaries having all the high cards. The suit is not played again, and for the last six tricks the original leader finds himself with three cards of it, and the Q x x of another suit. If the adversaries play King and Ace of the latter suit, the Queen should be given up, trusting partner for the Jack, for the Queen will force the holder of the three losing cards into the lead. It is sometimes necessary to throw away an Ace in order to avoid the lead at critical stages of the end-game. _=False Cards.

In a gambling house in Little Rock a roulette wheel with three zeros on it did not come up green for 115 rolls, and several gamblers lost all they had betting on the eagle and O’s. When the game closed the banker informed them that the green had come up more than twenty times earlier in the evening. They thought the maturity of the chances would compel the green to come; whereas the chances really were that it would not come, as it had over-run its average so much earlier in the evening. The pendulum swings as far one way as the other, but no method of catching it on the turn has ever yet been discovered. _=Compound Events.=_ In order to ascertain the probability of compound or concurrent events, we must find the product of their separate probability. For instance: The odds against your cutting an ace from a pack of 52 cards are 48 to 4, or 12 to 1; because there are 52 cards and only 4 of them are aces. The probability fraction is therefore 1/13. But the probabilities of drawing an ace from two separate packs are 1/13 × 1/13 = 1/169, or 168 to 1 against it. Suppose a person bets that you will not cut a court card, K Q or J, from a pack of 52 cards, what are the odds against you? In this case there are three favourable events, but only one can happen, and as any of them will preclude the others, they are called _=conflicting events=_, and the probability of one of them is the sum of the probability of all of them.

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_=OBJECTS OF THE GAME.=_ The chief object in Cribbage is to form and to preserve various counting combinations. 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.