Then the stone is _thrown_ back from No. 7 outside No. 1. Now it is placed on the toe, and the child walks through again, throwing up the foot when out, to catch the stone in the hand. Another way, done on the same plan, is for the player to place the stone in No. 1, leave it there, and hop into each division and back, then place it in No. 2, and repeat the hopping, and so on through all the figures. There is no _kicking_ of the stone, as is usual in London.--Roxton, St. Neots (Miss Lumley).

II. Obli, obli O, my first go; And when the nut is struck, Obli, obli onker, my nut will conquer. --_Notes and Queries_, 5th series, x. 378. III. Cobblety cuts, Put down your nuts. --Darlington s _Folk-speech of South Cheshire_. IV. Obbly, obbly onkers, my first conquers; Obbly, obbly O, my first go. --Lawson s _Upton-on-Severn Words and Phrases_.

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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This was continued until five o clock, then the game terminated. This was suppressed, I believe, in 1847. At that period it was a prevalent idea that it could not be abolished, as it was connected with an old charter. It is believed in the town that this custom was to commemorate the driving out of the Danes from the Newarkes at the time they besieged Leicester.--Leicester (Robert Hazlewood). See Bandy, Camp, Football, Hood, Hurling. Hoges The hoges, a boy s game played with peeries (peg-tops). The victor is entitled to give a certain number of blows with the spike of his peerie to the wood part of his opponent s.--Patterson s _Antrim and Down Glossary_. See Gully, Hoatie.

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” The dealer plays his remaining Nine, and calls “Twenty-eight.” The pone tells him to go, and he pegs one. These three cards are turned down. The pone then plays a Ten, and the dealer marks one for the last card. The hands and crib are then shown. If either player can reach exactly 31, he scores two points for it, whether he has been told to go or not. Suppose the pone begins with a Nine. The dealer plays a Six and pegs 2 for the fifteen. The pone pairs the Six, calls “Twenty-one,” and pegs 2 for the pair. The dealer with two Fives and a Four in his hand, plays the Four, and calls “Twenty-five,” hoping the pone has no small card, which will allow the dealer to make a run of three with one of his Fives if he is told to go.

The first Jack takes the first deal. Some note should be made of the player who gets the first deal, as the rules require that when the game is brought to an end the last deal shall be made by the player on the right of the first dealer. _=THE POOL.=_ Before play begins each player deposits one counter in the pool, and to this amount each successive dealer adds a counter until the pool is won, when all contribute equally to form a new one. In some places it is the practice for each successive dealer to put up for all the players, whether the pool is won or not. This simply makes larger pools. _=DEALING.=_ Any player has the right to shuffle the pack, the dealer last. The cards are then presented to the pone to be cut, and as many cards as there are players must be left in each packet. Beginning on his left, the dealer gives five cards to each player; two on the first round and three on the next, or three and then two.

Feed the Dove. Find the Ring. Fippeny Morrell. Fire, Air, and Water. Fivestones. Flowers. Follow my Gable. Follow my Leader. Fool, Fool, come to School. Foot and Over.

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e._, the trump) card, face downwards, on his own, or any other pack. III. Should the trump card not come in its regular order to the dealer; but he does not lose his deal if the pack be proved imperfect. IV. Should a player have fourteen cards, and either of the other three less than thirteen. V. Should the dealer, under an impression that he has made a mistake, either count the cards on the table or the remainder of the pack. VI. Should the dealer deal two cards at once, or two cards to the same hand, and then deal a third; but if, prior to dealing that third card, the dealer can, by altering the position of one card only, rectify such error, he may do so, except as provided by the second paragraph of this Law.

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What did you do with them? Gave them to the butcher, and he s behind the churchyard cracking them, and leaving you the shells. --Sporle, Norfolk (Miss Matthews). IV. Mother, mother, may I go to play? No, daughter, no! for fear you should stay. Only as far as the garden gate, to gather flowers for my wedding day. Make a fine curtsey and go your way. [They all curtsey and scamper off, and proceed to plan some mischief. Then they return.] Now where have you been? Up to Uncle John s. What for? Half a loaf, half a cheese, and half a pound of butter.

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Each player has two adversaries between himself and his partner. The dealer gives each player eight cards, four at a time, and four are dealt to the table after the first round to the players. These four cards are the widow. The successful bidder can take the widow before he names the trump, and then all the players discard down to six cards. _=SUGGESTIONS FOR GOOD PLAY.=_ There is a great diversity of opinion on bidding. Some persons always bid six on an ace, if they hold neither of the Pedroes. This is based on the sound principle that the odds are five to four in favour of your partner having one of the Pedroes, which he will immediately give up if you lead the ace. The odds are five to two that your partner will hold one or more of any three named counting cards which you do not hold. If you have no Pedro, count on him for one, and if you have King and Queen, you can risk his having a guard to it, and bid as if you were sure of getting his Pedro home.

Against the hold-out or marked cards there is no protection, because the dealer does not care how much the cards in the pack are shuffled or cut; but every method of running up hands, or stocking cards, can be made ineffective if the pone will not only cut the cards, but carefully reunite the packets. If the two parts are straightened after the cut, it will be impossible for the dealer to shift the cut, and bring the cards back to their original position. The dealer will sometimes bend the top or bottom card so as to form a _=bridge=_, which will enable him to find the place where the cards were cut. This can only be overcome by shuffling the cards instead of cutting them, which every player has the right to do. If you insist on shuffling, the greek will do the same in his turn, and will run up hands to be dealt to himself. It is perfectly useless to endeavour to protect yourself against a poker sharp; the only remedy is to leave the game. Many persons have a strong prejudice against playing with a man who shuffles his chips. The mere fact of his being an expert at chip shuffling has nothing to do with the game of poker, the accomplishment usually being the result of long experience at the faro table. The reason for the prejudice is that a chip shuffler is usually cold blooded, courageous, and seldom a loser at any game that requires nerve. _=SUGGESTIONS FOR GOOD PLAY.

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See Ball, Cuckoo, Monday. Kibel and Nerspel This game was played at Stixwold seventy years ago. It resembled Trap, Bat, and Ball. _Kibel_ = bat, _ner_ = ball of maplewood, _spel_ = trap, with a limock (pliant) stick fastened to it. The score was made by hitting the _ner_ a certain distance, but not by the striker running, as in Rounders. --Miss M. Peacock. See Nur and Spell. King by your leave A playe that children have, where one sytting blyndefolde in the midle, bydeth so tyll the rest have hydden themselves, and then he going to seeke them, if any get his place in the meane space, that same is kynge in his roome. --Huloet, 1572.

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_=Markers=_ are necessary, and are of the same patterns as those used in whist. _=Players.=_ According to the English usage, Dummy is played by three persons, and the table is complete with that number. They cut for partners and for the deal; the player cutting the lowest card takes dummy for the first rubber; the one cutting the next lowest takes dummy for the second rubber; and the one cutting the highest takes it for the last rubber. It is considered obligatory to play three rubbers, in order that each may have whatever advantage or disadvantage may be supposed to attach to the dummy. The three rubbers so played are called a Tournée. It is sometimes agreed that one player shall take dummy continuously, on condition that he concedes to his adversaries one point in each rubber. When this is done, the largest rubber that the dummy’s partner can win is one of seven; and he may win nothing; whereas his adversaries may win a rubber of nine, and must win at least two. This concession of a point is not made, as many imagine, because it is an advantage to have the (dummy) partner’s hand exposed; but because it is an advantage to have the player’s hand concealed. He knows the collective contents of the adversaries’ hands; each of them knows only the contents of dummy’s hand and his own.

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The demand must be made by the last player to the trick in which the suit is called. If it was the turn of neither to lead, the card played in error is exposed. If all have played to the false lead, the error cannot be rectified. If all have not followed, the cards erroneously played must be taken back, but are not liable to be called. _=28.=_ If an adversary of a lone player leads out of turn, the lone player may abandon the hand, and score the points. _=29.=_ If the third hand plays before the second, the fourth hand may play before his partner, either of his own volition, or at the direction of the second hand, who may say: “Play, partner.” If the fourth hand plays before the second, the third hand may call upon the second hand to play his highest or lowest of the suit led, or to trump or not to trump the trick. _=30.

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There are sixteen different ways for a card to “play,” which are simply the permutations of the stroke and the cypher arranged in rows of four at a time. If a player is betting _=three on a side=_, he will take each card as it becomes a case, and bet that it either wins three times and loses once, or loses once and wins three times. In the foregoing deal he would have bet on the A 3 4 6 9 J to lose on the fourth card out of the box, and would have bet on the case cards of the 2 7 8 10 Q K to win. The Soda, it must be remembered, is really a winning card. Of these bets he would have won 5 out of twelve, taking back his money on the 8, as that card was left in hoc. Playing _=break even=_, these bets would have been exactly reversed, as all the cards would have played either to win and lose an equal number of times, or to _=win=_ or _=lose out=_; that is, to do the same thing all four times. Another favourite system is colours. The player takes some definite card, such as the soda, or the first winner or loser, as his starter, and whatever the colour of the third card of each denomination, that is, the card that makes it a case, he plays it to win or lose, according to the system of colours he is playing. Many players reverse on the last turn. When a player bets one card to lose and another to win, and loses both bets on the same turn, he is _=whipsawed=_.

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The exchange goes round to the left. The moment any player finds himself with a flush, three cards of the same suit, regardless of their value, whether dealt to him, or made by exchange, he says: “My Ship Sails;” and all exchange is stopped, and the hands are shown. Should there be more than one flush, the pips win, counting ace for 11, and other court-cards for 10 each. If no player has secured a flush after two rounds of exchanges, the hands are shown, and the highest number of pips in the two-card flushes wins the pool. The elder hand wins ties. BOUILLOTTE, OR BRELAN. This is an old and famous French gambling game, often referred to in stories of fast life in European society. It was the rage during and long after the French Revolution, but has lately had to share public attention with Baccara, and even with Le Poker Américain. It has many points in common with three-stake Brag, and is evidently descended from the same stock. By many persons Bouillotte is considered superior to Poker, because it offers the player many opportunities to speculate on winning by the aid of cards that are not in his own hand.

Ties are decided by the possession of the ♡ 6, or the fewest cards, or the eldest hand, as already described. If the farm remains in the same hands, the farmer deals again, and collects his profits until he loses his farm. When the farm is won, it is emptied, and resold as in the beginning. QUINZE. This is a form of Vingt-et-un for two players, but the number to be reached is 15 instead of 21. Court cards are reckoned as 10, and the ace as 1 only. Each player stakes an agreed amount every time, and the dealer then gives one card to his adversary and one to himself. The pone may stand on the first card, or draw; but he does not say anything if he overdraws. The dealer then draws or stands, and both show their cards. The one nearest to 15 wins; but if the result is a tie, or if both have overdrawn, the stakes are doubled, and another hand is dealt, the deal passing from player to player in rotation.

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4--Battle of Hook s Farm. The Battle developing rapidly.] [Illustration: Fig. 5a--Battle of Hook s Farm. Red Cavalry charging the Blue Guns.] (4) Any isolated body may hoist the white flag and surrender at any time. (5) A gun is captured when there is no man whatever of its original side within six inches of it, and when at least four men of the antagonist side have moved up to it and have passed its wheel axis going in the direction of their attack. This latter point is important. An antagonist s gun may be out of action, and you may have a score of men coming up to it and within six inches of it, but it is not yet captured; and you may have brought up a dozen men all round the hostile gun, but if there is still one enemy just out of their reach and within six inches of the end of the trail of the gun, that gun is not captured: it is still in dispute and out of action, and you may not fire it or move it at the next move. But once a gun is fully captured, it follows all the rules of your own guns.

Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, Shake your left foot a little, Shake your head a little, And turn you round about. --Halliwell (_Popular Rhymes_, p. 226). III. Fal de ral la, fal de ral la, Hinkumbooby round about. Right hands in and left hands out, Hinkumbooby round about; Fal de ral la, fal de ral la, Hinkumbooby round about. Left hands in and right hands out, Hinkumbooby round about; Fal de ral la, fal de ral la, Hinkumbooby round about. Right foot in and left foot out, Hinkumbooby round about; Fal de ral la, fal de ral la, Hinkumbooby round about. Left foot in and right foot out, Hinkumbooby round about; Fal de ral la, &c. Heads in and backs out, Hinkumbooby round about; Fal de ral la, &c.

Leave that to your partner. Do not assist your partner’s suit bids with less than three tricks if second hand over-calls. _=Fourth Hand=_ bids on the bidding much more than on his cards. He should never take the dealer out of a spade that both second and third hand have passed unless he can go game. If the dealer bids a losing suit, second and third hands passing, leave him in unless you can go game and are not afraid of a shift. If the dealer bids a winning suit, second and third hands passing, make any sound declaration. If the dealer starts with no trumps, show any suit that might save the game if led at once by your partner. _=Subsequent Bids.=_ Any suit bid on the second round but not on the first, shows length without the tops. When a winning suit is taken out by the partner, a losing suit bid on the second round shows tops in it.

_=GENERAL RAMS.=_ If any player thinks he can win all five tricks, with the advantage of the first lead, he may announce a general rams, when it comes to his turn to pass or play. This announcement may be made either before or after taking the widow. When a general rams is announced, all at the table must play, and those who have passed and laid down their hands, must take them up again. If the widow has not been taken, any player who has not already refused it may take it. The player who announced general rams has the first lead. If he succeeds in getting all five tricks, he not only gets the pool but receives five counters in addition from each player. If he fails, he must double the amount then in the pool, and pay five counters to each of his adversaries. Any player taking a trick that spoils a general rams gets nothing from the pool, and it is usual to abandon the hands the moment the announcing player loses a trick. ROUNCE.

|asleep. | | |28.| -- | -- | -- | |29.| -- | -- |What has this poor | | | | |prisoner done? | |30.| -- | -- |Stole my watch and | | | | |broke my chain. | |31.| -- | -- | -- | |32.|Give him a pipe of | -- | -- | | |tobacco to smoke. | | | |33.|Suppose the pipe | -- | -- | | |should fall and break.

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If both adversaries have played to the false lead, the trick stands. If an adversary has played to his false lead, the player cannot take it back unless the other adversary permit it. 48. If an adversary of the player leads out of turn, and the player calls attention to it, the player may immediately claim his game as won and abandon the hand; or he may insist that the play proceed with a view to making the adversaries schneider or schwarz. Whether he proceeds or not his game is won, and he may either let the false lead stand, or insist on a lead from the proper hand. 49. If, during the progress of the hand, the player lays his cards on the table, face up, and announces that he has won his game by reaching 61 or 91, whichever may be necessary to make good his bid, and it is proved that he is mistaken, he loses his game, even if he could have taken up his cards again and won it. 50. If an adversary lays his cards on the table, face up, and claims to have already defeated the player’s game, all that adversary’s cards shall be taken by the player and counted with the tricks already taken in by the player. If the adversary be found to be in error, the player shall score his game as won, even if he would have lost it had it been continued.

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Handy dandy riddledy ro-- Which will you have, high or low? --Halliwell s _Nursery Rhymes_, p. 216. III. Handy pandy, Sugary candy, Which will you have-- Top or bottom? --London (A. B. Gomme). IV. Handy pandy, Jack a dandy, Which hand will you have? --Burne s _Shropshire Folk-lore_, p. 530. (_b_) The hands are closed, some small article is put in one of them behind the back of the player.