The winner of the first trick takes the trump card into his hand, and his adversary takes the card immediately under it, but without showing or naming it. Each player thus restores the number of cards in his hand to thirteen. The card which is now on the top of the talon is turned up, and the winner of the next trick must take it, his adversary taking the one under it, as before, and turning up the next. In this manner it will be seen that the winner of each trick must always get a card which is known to his adversary, while the loser of the trick gets one which remains unknown. When the talon is exhausted, the thirteen cards in each hand should be known to both players if they have been observant, and the end game becomes a problem in double dummy. _=STAKES.=_ The game is usually played for so much a point, the player having won the majority of the tricks receiving the difference between the number of his tricks and those of his adversary. Each game is complete in one hand. In many respects the game resembles single-handed Hearts, except that in Hearts none of the cards drawn are shown. CHINESE WHIST.

In no-trump hands, the honours are worth 25 times the value of the tricks. If Aces are easy, neither side scores. If one has three Aces, they are all scored. Suppose the bid to have been “two at no-trumps,” then the Aces are worth 25 times 20, and three of them are worth 1,500 points. _=Coronets.=_ A sequence of three or more cards in any suit, trumps or plain, held by an individual player, is a coronet. Three or four Aces in one hand is also a coronet. When there is a trump suit, three Aces, or three of a plain suit in sequence, are worth 500 in the honour column. Each additional card is worth 500 points more. A sequence of K Q J 10 9 would be worth 1,500.

Here s a prisoner I have got. What s the prisoner done to you? Stole my watch and broke my chain. What will you take to let him out? Ten hundred pounds will let him out. Ten hundred pounds we have not got. Then off to prison he must go. --Kent (Miss Dora Kimball). VII. London Bridge is falling down, Falling down, falling down, London Bridge is falling down, My fair lady. Build it up with mortar and bricks, Mortar and bricks, mortar and bricks, Build it up with mortar and bricks, My fair lady. [Then follow verses in the same style and with the same refrain, beginning with--] Bring some water, we ll wash it away.

] [Illustration: Fig. 2.] [Illustration: Fig. 3.] [Illustration: Fig. 4.] [Illustration: Fig. 5.] This is the Deptford version. The Clapham version is almost identical; the children take hold of each others skirts and make a long line.

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MISCELLANEOUS. 34. Any one, during the play of a trick and before the cards have been touched for the purpose of gathering them together, may demand that the players draw their cards. 35. If any one, prior to his partner playing, calls attention in any manner to the trick or to the score, the adversary last to play to the trick may require the offender’s partner to play his highest or lowest of the suit led or, if he has none, to trump or not to trump the trick. 36. If any player says “I can win the rest,” “The rest are ours,” “We have the game,” or words to that effect, his partner’s cards must be laid upon the table and are liable to be called. 37. When a trick has been turned and quitted, it must not again be seen until after the hand has been played. A violation of this law subjects the offender’s side to the same penalty as in case of a lead out of turn.

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Should a correction of any offence mentioned in 37 _f_ not be made in time, or should an adversary who has looked at any of his cards be the first to call attention to the error, the deal stands, and the game proceeds as if the deal had been correct, the player to the left dealing the next. When the deal has been with the wrong cards, the next dealer may take whichever pack he prefers. 39. If, prior to the cut for the following deal, a pack be proved incorrect, the deal is void, but all prior scores stand.[7] The pack is not incorrect when a missing card or cards are found in the other pack, among the quitted tricks, below the table, or in any other place which makes it possible that such card or cards were part of the pack during the deal. 40. Should three players have their proper number of cards, the fourth, less, the missing card or cards, if found, belong to him, and he, unless dummy, is answerable for any established revoke or revokes he may have made just as if the missing card or cards had been continuously in his hand. When a card is missing, any player may search the other pack, the quitted tricks, or elsewhere for it. If before, during or at the conclusion of play, one player hold more than the proper number of cards, and another less, the deal is void. 41.

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Buff then guesses who is the holder of the wand. If he guesses rightly, the holder of the stick becomes Buff, and he joins the ring (_Winter Evening s Amusements_, p. 6). When I played at this game the ring of children walked in silence three times only round Buff, then stopped and knelt or stooped down on the ground, strict silence being observed. Buff asked three questions (anything he chose) of the child to whom he pointed the stick, who replied by imitating cries of animals or birds (A. B. Gomme). (_c_) This is a well-known game. It is also called Buffy Gruffy, or Indian Buff. The Dorsetshire version in _Folk-lore Journal_, vii.

* * * * * _=CHINESE BÉZIQUE=_ is Rubicon Bézique with six packs of cards shuffled together and used as one. The counts run into enormous figures, and 6000 is not an uncommon score for the winner. In _=CHOUETTE BÉZIQUE=_, one of several players agrees to take all bets, and has the choice of deal and seats without cutting. His adversaries may consult together in playing against him. If the chouette player wins, one of his opponents takes the loser’s place; but if he loses, the same player opposes him for the next game. The adversaries usually cut to decide which of them shall play the first game against the chouette player, the highest card having the privilege. If there are four players, two may play against two, each consulting with his partner and sharing his bets. BINOCLE. The word Binocle is spelt in many different ways, all of which, are, however, phonetic equivalents of the correct one. The word is probably derived from the French word “binage,” which was the name given to the combination known as “binocle,” and which seemed a better term than “cinq cents” as the game was no longer 500 points up.

| -- | | 2.| -- | -- |Around the green | | | | |gravel. | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.|Your grass is so |The grass is so green.|The grass is so green.| | |green. | | | | 7.

This is manifestly unfair, because there is no compensating advantage to the player that is denied the privilege to justify its being allowed to his adversary. _=Benefiting by Errors.=_ No player should be allowed to win a game by committing a breach of the laws. If a person revokes, for instance, there is a certain penalty, but in addition to the penalty it is always stipulated that the revoking player cannot win the game that hand. _=Double Penalties.=_ No person can be subjected to two penalties for one offence. If a player leads out of turn, and a suit is called, the card played in error cannot be also claimed as exposed and liable to be called. If a player revokes, and his adversary wins ten tricks, the revoke penalty adds three tricks to the ten already won; but these thirteen tricks will not entitle the player to score any points for a slam, because that would be exacting a double penalty; the tricks for the revoke, and the points for the slam. _=Intentional Error.=_ In all games it must be assumed that the player’s intentions are honest, and that any errors that arise are committed through inadvertence.

Buck i t Neucks. Buckerels. Buckey-how. Buff. Buk-hid. Bull in the Park. Bulliheisle. Bummers. Bun-hole. Bunch of Ivy.

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His infantry are just not able to come up for this duty, and consequently two cavalry-men have to be set there. The game then pauses while the players work out the cavalry melee. Red has brought up eighteen men to this; in touch or within six inches of touch there are twenty-one Blue cavalry. Red s force is isolated, for only two of his men are within a move, and to support eighteen he would have to have nine. By the rules this gives fifteen men dead on either side and three Red prisoners to Blue. By the rules also it rests with Red to indicate the survivors within the limits of the melee as he chooses. He takes very good care there are not four men within six inches of either Blue gun, and both these are out of action therefore for Blue s next move. Of course Red would have done far better to have charged home with thirteen men only, leaving seven in support, but he was flurried by his comparatively unsuccessful shooting--he had wanted to hit more cavalry--and by the gun-trail mistake. Moreover, he had counted his antagonist wrongly, and thought he could arrange a melee of twenty against twenty. Figure 5b shows the game at the same stage as 5a, immediately after the adjudication of the melee.

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♡ J 8 6 4 2; ♣ K 3 2; ♢ 10 9 2; ♠ 7 5. ♡ Q 10 2; ♣ A K 5; ♢ K Q 10 9; ♠ A Q 3. ♡ K J 8 3; ♣ A K Q 10 7 3; ♢ 3; ♠ A 7. The following are examples of hands from which trumps should not be led:-- ♡ A K Q; ♣ J 8 7 5 3; ♢ Q 4; ♠ K 4 2. ♡ Q J 10 2; ♣ 5 2; ♢ A K Q 2; ♠ 6 4 3. ♡ A Q 5 4; ♣ K Q J 6 3; ♢ A 9 2; ♠ K. If at any later stage of the hand, a player finds himself with an established suit and a card of re-entry, he should lead trumps if he has four. For instance: The player with the last example should lead trumps if the first round of Clubs either forced the Ace out of his way, or found it with his partner. _=Rules for Leading Plain Suits.=_ It is safest for the beginner to select his longest suit for the original lead; unless he has a four-card suit which is much stronger.

The baulk line is no protection, a player in hand being allowed to play on any ball on the table, even if it is behind the D. SHELL OUT. This game should not be confounded with Black Pool. It is simply English Pyramids, but instead of making the player with the lowest score at the end pay for the table, each player equally shares the expense, and the balls are pocketed for so much apiece. If the amount of the shell-out was a shilling, and there were six players, any person pocketing a ball would receive a shilling from each of the others, and would play again. A losing hazard or a miss would compel the striker to pay a shilling to each of the others, instead of putting a ball back on the table. The last ball pays double. HIGH-LOW-JACK-GAME. This game is played with a set of balls the same as used in Fifteen-Ball Pool. Any number of persons may play, the order of play being determined by the rolling of the small numbered balls.

You never know how much power there is in Psi until you use it without restraint. I threw the crowd back away from us with a lift that nearly blacked me out, and had Pheola on the wet boards of the floor before she could blink. She had only seconds to live unless I blocked all circulation to and from her arm. I found the spots in her armpit and lifted the veins and arteries into a complete block. A whiff of garlic told me that Simonetti had reached the table. He d been watching on the TV monitor, of course. He knelt down beside us. A doctor, quick, I said. She s been pinked with nerve poison. She s gone, then, he said huskily.

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--Charminster (_Notes and Queries_, ii. 517, 518). This description is almost the same as a seventeenth century version. The dance is begun by a single person (either man or woman), who, taking a cushion in his hand, dances about the room, and at the end of the tune he stops and sings:-- This dance it will no further go. The Musician answers: I pray you, good sir, why say you so? Man: Because Joan Sanderson will not come to. Musician: She must come to, and she shall come to, And she must come whether she will or no. Then he lays down the cushion before a woman, on which she kneels, and he kisses her, singing-- Welcom, Joan Sanderson, welcom, welcom. Then he rises, takes up the cushion, and both dance, singing-- Prinkum-prankum is a fine dance, And shall we go dance it once again, Once again, and once again, And shall we go dance it once again. Then, making a stop, the wo(man) sings as before-- This dance, &c. Musician: I pray you, madam, &c.

_=Lost Games.=_ If the bidder fails to make good, his adversaries score 100 times the value of the tricks as penalty, in the honour column; the scores for the tricks actually won standing at their regular value below the line. Suppose the bid to be three in diamonds, making the tricks worth 30 each, and that the bidder’s side get the odd trick only. Although the bidder has failed to make good, he scores below the line for the seven tricks he took, at 30 each, and the adversaries score for the six they took, also at 30 each. Then, as the bidder fell short by two tricks of making good, his adversaries score these two tricks at 3,000 points each, penalty, in the honour column. _=Honours.=_ The honours are the A K Q J 10 of trumps and the four Aces, the Aces being always honours; but when there is a no-trump declaration they are the only honours. This makes the Ace of trumps count double, when there is a trump suit; once as one of the five honours in trumps, and once as an Ace. Each honour is worth ten times as much as a trick. If the bid was three in clubs, the tricks would be worth 30 each and the honours 300 each.

This continues until the pot is opened; that is, until some player holds a hand as good or better than a pair of Jacks. The fattening process is followed when the dealer can make the original ante what he pleases; but if the ante for jacks is a fixed sum, such as a red counter, it is not usual to fatten the pot at all. This saves all disputes as to _=who is shy=_, one of the greatest nuisances in Poker. _=Opening Jacks.=_ As there is no age or straddle in any form of jack pot, the player to the left of the dealer has the first say, and must examine his hand to see if he has Jacks or better; that is to say, either an actual pair of Jacks, or some hand that would beat a pair of Jacks if called upon to do so, such as two pairs, a straight, or triplets. In some localities it is allowed to open jacks with a _=bobtail=_; that is, four cards of a flush or straight. If the player on the dealer’s left has not openers, or does not care to open the pot if he has, he says: “I pass;” but he does not abandon his hand. The next player on his left must then declare. In some places players are allowed to throw down their cards when they pass; but in first-class games a penalty of five white counters must be paid into the pool by any player abandoning his hand before the second round of declarations, as it gives an undue advantage to players with medium hands to know that they have only a limited number of possible opponents. For instance: If six play, and the first three not only pass, but throw down and abandon their cards, a player with a pair of Jacks will know that he has only two possible adversaries to draw against him, which will so increase his chances that it may materially alter his betting.

_=7. Shuffling.=_ Before the first deal the pack must be counted to see that it contains the proper number of cards. Should the first dealer neglect this he forfeits five counters to the pool. Before each deal the cards must be shuffled. Any player may shuffle, the dealer last. _=8. Cutting to the Dealer.=_ The dealer must present the pack to the pone, [the player on his right,] to be cut. The pone may either cut, or signify that he does not wish to do so, by tapping the pack with his knuckles.

In hands containing two pairs, “threes up” should be the highest, and “aces up” the lowest. _=ECCENTRIC HANDS.=_ In addition to the regular poker hands, which are those already given, there are a few combinations which are played in some parts of the country, especially in the South, either as matter of local custom or by agreement. When any of these are played, it would be well for the person who is not accustomed to them to have a distinct understanding in advance, just what combinations shall be allowed and what hands they will beat. There are four of these eccentric hands, and the figures on the right are the odds against their being dealt to any individual player: _=Blaze.=_ Five picture cards. Beat two pairs; but lose to three of a kind. [Illustration: 🂻 🃝 🃍 🃎 🂮] 3008 to 1 _=Tiger.=_ Must be seven high and deuce low; without a pair, sequence or flush. It beats a straight; but loses to a flush.

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Only two cards must be used to make 14. If you succeed in taking off all the cards in this manner, you win. You are at liberty to look at the underneath cards in the various piles, but you must not disturb their positions. _=HELP YOUR NEIGHBOUR.=_ Take from the pack the four aces, and lay them face upward on the table in a row. These are to be built upon in ascending sequences, following suit. Shuffle and cut the remaining forty-eight cards, and deal off four starters in a row, below the aces. These cards are to be built down on, in descending sequence, regardless of suit. The remainder of the pack is then taken in the left hand, and the cards turned up one by one from the top. Any card which can be used to build up on the ace row, or down on the second row, is placed on its proper pile at once.

Impasse, F., to finesse. Imperfect Fourchette, two cards, one immediately above the one led, and the other one remove below it; such as K 10 second hand on a Q led. Imperfect Pack, one in which there are duplicate cards, missing cards, or cards so marked that they can be identified by the backs. Indifferent Cards, cards of the same value, so far as trick taking is concerned, such as Q and J. Inside Straights, sequences which are broken in the middle. Intricate Shuffles, butting the two parts of the pack together at the ends, and forcing them into each other. Invite, F., leading a small card of the long suit. Irregular Leads, leads which are not made in accordance with the usual custom, as distinguished from forced leads.

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When can we see her? At three o clock. (Clock strikes three.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is ironing, ironing, ironing, Poor Jenny is ironing, you can t see her to-day. When can we see her? At four o clock. (Clock strikes four.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is poorly, poorly, poorly, Poor Jenny is poorly, you can t see her to-day. When can we see her? At five o clock. (Clock strikes five.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is dying, dying, dying, Poor Jenny is dying, you can t see her to-day. When shall we see her? (Come) at six o clock.

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In the case we are considering, when you have six cards of the suit, the odds are 7 to 1 against your getting a heart if you play the ace first round. That is to say, you will probably lose one pool out of every eight if you play it. Take the greatest odds in your favour, when you have only four cards of a suit; they are 22 to 1 against your getting a heart the first round, so that you would lose by it only once in 23 times. But this is a heavy percentage against you if you are playing with those who do not run such risks, for you give up every chance you might otherwise have in 5 pools out of every 110. When you have a dangerous hand in hearts, but one absolutely safe long suit, it is often good play to begin with your safe suit, retaining any high cards you may have in other suits in order to get the lead as often as possible for the purpose of continuing your safe suit, which will usually result in one or more of the other players getting loaded. When you have at least three of each plain suit it is obvious that you cannot hope for any discards, and that you must take into account the probability of having to win the third round of one or more suits, with the accompanying possibility of getting hearts at the same time. If you have the lead, this probability must be taken into account before any of the other players show their hands, and as it may be set down as about 5⅛ to 1 that you will get a heart, any better chance that the hand affords should be taken advantage of. It will often occur that a player’s attention must be so concentrated on getting clear himself that he has no opportunity to scheme for “loading” the others. But if it unfortunately happens that he is compelled to take in one or more hearts, he should at once turn his attention to taking them all, or to loading the other players, with a view to making a Jack of the pool. Should he succeed in either object, he has another chance for his money.

Two stones are then picked up together, then the other two, then one, then three together, then all four together, the marble being tossed and caught with each throw. An arch is then formed by placing the left hand on the ground, and the four stones are again thrown down, the marble tossed, and the four stones put separately into the arch, the marble being caught after it has rebounded each time; or the four stones are separately put between the fingers of the left hand in as straight a row as possible. Then the left hand is taken away, and the four stones caught up in one sweep of the hand. Then all four stones are thrown down, and one is picked up before the marble is caught. This is retained in the hand, and when the second stone is picked up the first one is laid down before the marble is caught; the third is picked up and the second laid down, the fourth picked up and the third laid down, then the fourth laid down, the marble being tossed and caught again each time. The stones have different names or marks (which follow in rotation), and in picking them up they must be taken in their proper order, or it is counted as a mistake. The game is played throughout by the right hand, the left hand only being used when arches is made. The marble should be thrown up about the same height each toss, and there should be little or no interval between the different figures.--Annie Dicker. I saw this game played in Endell Street, London, W.

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Twemlow). IV. Don t you know the muffin man? Don t you know his name? Don t you know the muffin man That lives in our lane? All around the Butter Cross, Up by St. Giles s, Up and down the Gullet Street, And call at Molly Miles s! --Burne s _Shropshire Folk-lore_, p. 571. V. Have you seen the nutting girl, The nutting girl, the nutting girl? Have you seen the nutting girl, Down in yonder lane O? --Holmfirth (H. Hardy). (_b_) A ring is formed by the players joining hands; one child, who is blindfolded and holds a stick, stands in the centre. The ring dance round, singing the verse.