Journ._, xlix. 322), where diagrams of this game are given which have been found cut in several places on the benches of the cloisters at Gloucester, Salisbury, and elsewhere. See Noughts and Crosses. Nip-srat-and-bite A children s game, in which nuts, pence, gingerbread, &c, are squandered.--Addy s _Sheffield Glossary_. Nitch, Notch, No-Notch Children cut a number of slices from an apple, extending from the eye to the tail, broader on the outside than on the inner, which reaches nearly to the core; one piece has a part cut out, making a notch--this is called Notch; another is not cut at all--this is called No-Notch; while a third has an incision made on it, but not cut out--this is called Nitch. The pieces when thus marked are replaced, and the game consists in one child holding the apple, and pointing to one of the pieces, asking another child which he will have, Nitch, Notch, or No-Notch; if he guesses right, he has it and eats it; if wrong, the other eats it.--Sussex (Holloway s _Dict. of Provincialisms_).

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_=SCORING.=_ The result of the hand is entered upon the score sheets, which the opposing players at each table should then compare, and turn them face down, leaving them on the table when they change places. Let us suppose the N & S partners of the O team to make 7 tricks at table No. 1; the E & W partners of the X team making 6. Each pair enters on its own score-card the number it makes. The E & W partners of the O team now come to table No. 1, and play the 26 cards which the other members of their team did not hold. They are not permitted to look at the score-card until the hand has been overplayed. Then they enter the result, which should be 6 tricks. If the total of the tricks taken by the same team on the N & S and the E & W hands is not 13, it must be a loss or a gain.

These numbers may be chalked on the cloth in front of each particular pin. Neither carroms nor hazards count; for pocketing a ball (when playing on a pocket table), or causing it to jump off the table or lodge on the cushion, or for missing altogether, nothing is forfeited other than the stroke. The only penalty is that the ball so offending shall be spotted upon the white-ball spot at the foot of the table, or if that be occupied then on the nearest spot thereto unoccupied. When the pins are arranged, the rotation of the players is determined in like manner as in Fifteen-Ball Pool, after which each player receives from the marker a little numbered ball which is placed in the player’s cup on the pool board, and the number of which is not known to any of his opponents. The object of the player is to knock down as many pins as will count exactly thirty-one when the number on the small ball held by him is added to their aggregate; thus, if the small ball is No. 9, the player will have to gain twenty-two points on the pins before calling game, and whoever first gets exactly thirty-one points in this manner wins the pool. A white ball is spotted five inches from the lower end of the table, on a line drawn down the centre; and the red ball placed upon its own spot at the foot of the table. Player No. 1 must play with the remaining white ball from any point within the string-line at the head of the table at either the red or white ball, or place his own on the string spot. Player No.

Now my daughter Mary s gone, With her pockets all lined with gold; On my finger a gay gold ring-- Good-bye, Mary, good-bye. Now this poor widow is left alone, Nobody could marry a better one; Choose one, choose two-- Choose the fairest daughter. --Sheffield (S. O. Addy). XVI. Round the green gravel the grass is so green, And all the fine ladies that ever were seen; Washed in milk and dressed in silk, The last that stoops down shall be married. [Johnnie Smith] is a nice young man, And so is [Bessie Jones] as nice as he; He came to the door with his hat in his hand, Inquiring for [Miss Jones]. She is neither within, she is neither without, She is up in the garret a-walking about. Down she came, as white as milk, With a rose in her bosom as soft as silk.

Let her be old or let her be young, For her beauty she must come. In her pocket a thousand pounds, On her finger a gay gold ring. Good-bye, good-bye, my dear. --Hurstmonceux, Sussex (Miss Chase). One child stands by herself, and the rest of the players range themselves in line. The child sings the first verse and the line replies, the four succeeding verses being alternately sung. After the last line the girl tries to pull one whom she has chosen from the line toward her. If not successful, she must try again. If she is, they both stand in the middle, and commence singing the words again with-- Here come _two_ virgins on their knees, &c. Probably a degraded version of Three Lords from Spain.

The holder of the best trump at the end takes the pool. OLD MAID. Strange to say, this oft-quoted and continually derided game is not mentioned in any work on cards, a singular omission which we hasten to supply. Any number of young ladies may play, and a pack of fifty-one cards is used, the Queen of hearts having been deleted. Any player can deal the cards, which are distributed one at a time until the pack is exhausted; if every player has not the same number it does not matter. Beginning with the eldest hand, each player sorts her cards into pairs of the same denomination; such as two Fives, two Jacks, etc., and all pairs so formed are laid upon the table face down, without showing them to the other players. All the cards laid out in this manner are left in front of the player, in order to discover errors, if any. Three of a kind cannot be discarded, but four of a kind may be considered as two pairs. The discarding of pairs complete, the dealer begins by spreading her remaining cards like a fan, and presenting them, face downward, to her left-hand neighbour, who must draw one card at random.

The laws provide a severe penalty for drawing attention to the score in this manner. Suppose a player has called eight tricks. An adversary hesitates in his play, and another reaches over and counts the tricks in front of the caller, finding he has seven. This is tantamount to saying to the player who hesitates: “If you don’t win that trick, the call succeed.” In such a case, the single player may at once demand the play of the highest or lowest of the suit; or that the adversaries trump or refrain from trumping the trick. In all calls except misères and slams, the hands should be played out, in order to allow the players to make what over-tricks they can; but the moment a misère player takes a trick, or a slam player loses one, the hands are thrown up, and the stakes paid. It is usual to show the cards to the board, in order to satisfy each player that no revoke has occurred. When Little Misère is called, each player discards one card, which must not be shown, and the hand is then played out with the remaining twelve cards. When Spreads are called, the caller’s cards must be placed face upwards on the table before a card is played. If it is a Little Spread, the discard of each player must remain unknown.

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The side first pegging out on a cribbage-board, or getting rid of its fifty-one counters, wins the game. When the game is counted on a pull-up cribbage marker, it is usual to start with ten up, and peg out to the game-hole, or 61. _=VARIATIONS.=_ There are quite a number of minor differences in the manner of playing Cinch. Sometimes, instead of discarding and drawing, after the successful bidder has been ascertained, but before he names the trump, four more cards are given to each player, including the dealer. Having seen thirteen cards, the bidder names the trump suit, and the hands are then reduced to six cards each. This method gives no clue to the number of trumps originally held, and deprives the dealer of one of the greatest advantages of his position, robbing the deck. Another method is to discard and draw after the trump is named, but to make the dealer take his cards from the top of the pack to complete his hand, without seeing what he is to get. This often leaves counting cards in the remainder of the pack, which must remain face down, and be kept separate from the discards. Such points count for neither side; but any points found among the discards may be counted by the side making the trump, as in the ordinary game.

, a trick. (Tric, is the odd trick.) Liées, F., to play rubbers. Limit, the amount by which one player may increase his bet over that of another. Long Cards, the dregs of a suit which has been led several times, and exhausted in the hands of the other players. Long Suits, those containing four or more cards, at Whist. Lose Out, a card that loses four times in one deal, at Faro. Losing Cards, those that would lose tricks if they were led. Losing _Hazard_, pocketing the cue ball.

Where are the ducks? Butcher killed them. Where is the butcher? Behind the churchyard, cracking nuts, and leaving you the shells. --Sporle, Norfolk (Miss Matthews). III. Please, mother, may we go out to play? Yes, if you don t frighten the chickens. No, mother, we won t frighten the chickens. [They all go out and say, Hush! hush! to pretended chickens.] Where have you been? To grandmother s. What for? To go on an errand. What did you get? Some plums.

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=_ Cribbage is distinctly a game for two players, although three may play, each for himself, or four, two being partners against the other two. When two play, one is known as the _=dealer=_, and the other as the non-dealer, or the _=pone=_. _=CUTTING.=_ The players cut for the choice of seats, and for the first deal. The lowest cut has the choice, and deals the first hand. The Ace is low. If a player exposes more than one card he must cut again. Ties are also decided by cutting again. _=STAKES.=_ Cribbage is played for so much a game, lurches counting double.

=_ If two cards of the same denomination win and lose on the same turn, it is a split, and the dealer takes half the bets on the split card, no matter whether it is bet to win or lose. Splits should come about three times in two deals if the cards are honestly dealt. _=Keeping Cases.=_ As the cards are withdrawn from the box they are marked on a case-keeper, which is a suit of thirteen cards, with four buttons running on a steel rod opposite each of them. As the cards come out, these buttons are pushed along, so that the player may know how many of each card are still to come, and what cards are left in for the last turn. In brace games, when the cards are pulled out two at a time to change the run of them, the case-keeper is always a confederate of the dealer, and is signalled what cards have been pulled out under the cards shown, so that he can secretly mark them up. A bet placed or left upon a card of which none are left in the box is called a _=sleeper=_, and is public property; the first man that can get his hands on it keeps it. When only one card of any denomination is in the box, it is obvious that such a card cannot be split, and that the bank has no advantage of the player. Such cards are called _=cases=_, and the betting limit on cases is only half the amount allowed on other cards. It is not considered _comme il faut_ for a player to wait for cases, and those who play regularly usually make a number of small bets during the early part of the deal, and then bet high on the cases as they come along.

[Illustration: No. 6. +---+---+---+---+---+---+---+---+ | | | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | ⛂ | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | | | | | ⛂ | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] [Illustration: No. 7. +---+---+---+---+---+---+---+---+ | | ⛀ | | | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛂ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | ⛂ | | | | +---+---+---+---+---+---+---+---+ ] In No. 6, White will play 19 16, forcing you to jump, and will then play 27 23, forcing you to jump again. In No. 7, White will play 30 26, making your man a King. He will then play 32 28, and wait for your newly made King to jump. This will give him three of your men, and he will catch the other before it gets to the king row.

Carte Roi, F., the best card remaining of a suit. Cases, when three cards of one denomination have been withdrawn from the box at Faro, the fourth is a case. Case-keeper, a board for recording the cards as they are withdrawn from the box at Faro. The word is sometimes applied to the person who keeps cases. Cat-hop, two cards of the same denomination left in for the last turn at Faro. Cave, F., the amount a player places in front of him at the beginning of play; table stakes. Checks, the counters at Poker are checks; at Faro they are chips. Chelem, F.

The object of the game is for either party to drive the ball beyond the goal which lies before them, while their opponents do all in their power to prevent this. As soon as the ball is gowf t, that is, struck away, the opposite party endeavour to intercept it in its fall. This is called keppan the ba . If they succeed in this attempt, the player who does so is entitled to throw the ball with all his might towards his antagonists. If he kep it in the first bound which it makes off the ground, called a stot, he is allowed to haunch, that is, to throw the ball by bringing his hand with a sweep past his thigh, to which he gives a stroke as his hand passes, and discharging the ball at the moment when the stroke is given. If the ball be caught in the second bounce, the catcher may hoch the ball, that is, throw it through below one of his houghs. If none of the party catch the ball, it must be gowf t in the manner before described. As soon as either of the parties succeed in driving the ball, or, as it is called, hailin the dules, the game then begins by one of the party which was successful throwing the ball towards the opposing goal and the other party striving to drive it back. Hand in and Hand out A game played by a company of young people who are drawn up in a circle, when one of them, pitched upon by lot, walks round the band, and, if a boy, hits a girl, or, if a girl, she strikes a boy whom she chooses, on which the party striking and the party struck run in pursuit of each other till the latter is caught, whose lot it then becomes to perform the same part. A game so called was forbidden by statute of Edward IV.

They advance and retire singing the first, third, and alternate verses, while the Mother, in response, sings the second and alternate verses. While the last verse is being sung the children all run off; the Mother runs after them, catches them, and beats them. Either the first or last caught becomes Mother in next game. In the Shropshire game the Mother should carry a stick. In the Norfolk version the Mother sits on a form or bank, the other children advancing and retiring as they sing. After the last verse is sung the children try to seat themselves on the form or bank where the Mother has been sitting. If they can thus get home without the Mother catching them they are safe. The Kentish game is played with two lines of children advancing and retiring. This was also the way in which the London version (A. B.

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| | +-.-+---+-.-+---+-.-+---+-.-+---+ | . | | . | | . | | . | | +-.-+---+-.

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S. May). XII. Mother, buy the milk-pail, mother, dear mother of mine. Where s the money to come from, children, dear children of mine? Sell father s feather bed, mother, dear mother of mine. Where s your father to sleep in? Father can sleep in the servant s bed. Where s the servant to sleep in? Servant can sleep in the pig-sty. Where s the pig to sleep in? The pig can sleep in the wash-tub. Where shall we wash our clothes? Wash our clothes at the sea-side. If our clothes should swim away? Then take a boat and go after them.

In the Hurstmonceux version, when the last verse is sung, the girl in the middle rises and picks a boy out of the ring; he goes in the middle with her, and they kiss. The version given by Halliwell is played in the same way as the Barnes version. (_c_) Halliwell (_Game Rhymes_, p. 219) gives a version of a Swedish ballad or ring dance-song, entitled Fair Gundela, he considers this may be a prototype of the English game, or that they may both be indebted to a more primitive original. The Swedish game rather gives the idea of a maiden who has sought supernatural assistance from a wise woman, or witch, to ask after the fate of those dear to her, and the English versions may also be dramatic renderings of a ballad of this character. Mr. Jacobs _More English Fairy Tales_, p. 221, considers this game to have originated from the Tale of the Golden Ball. Mary mixed a Pudding up Mary mixed a pudding up, She mixed it very sweet, She daren t stick a knife in Till John came home at neet [ = night]. Taste John, taste John, don t say nay, Perhaps to-morrow morning will be our wedding-day.

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In Ross and Stead s _Holderness Glossary_ this is described as a girls game, in which two carry a third as a pot of honey to market. It is mentioned by Addy (_Sheffield Glossary_) and by Holland (_Cheshire Glossary_). Mr. Holland adds, If the hands give way before twenty is reached it is counted a bad honey pot; if not, it is a good one. In Dublin the seller sings out-- Honey pots, honey pots, all in a row, Twenty-five shillings wherever you go-- Who ll buy my honey pots? --Mrs. Lincoln. The game is mentioned by a writer in _Blackwood s Magazine_, August 1821, p. 36, as being played in Edinburgh when he was a boy. Hood A game played at Haxey, in the Isle of Axholme, on the 6th of January. The Hood is a piece of sacking, rolled tightly up and well corded, and which weighs about six pounds.

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The player need not take the advice given him, which must be offered without discussion, and by pointing only, not naming the suit or cards. If a player will not allow the gallery to back him, taking all bets himself, no one may overlook his hand nor advise him without his permission, and he need not retire if he loses the game. _=CUTTING.=_ The player cutting the highest écarté card deals the first hand, and has the choice of seats and cards. If a person exposes more than one card in cutting, the lowest is taken to be his cut. If he does not cut, or will not show his cut, he loses the first deal. _=STAKES.=_ Écarté is played for so much a game. If the gallery is betting, all money offered must be placed on the table, and if the bets are not taken by the players, they may be covered by the opposing gallery. _=DEALING.

|Mend it up with penny |Build it up with penny|Build it up with penny| | |loaves. |loaves. |loaves. | |16.|Penny loaves will wash|Penny loaves ll get |Penny loaves will | | |away. |stole away. |tumble down. | |17.| -- | -- | -- | |18.| -- | -- | -- | |19.

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5. On arriving at the exact number of 90 points, the contestant must next obtain 10 more points by carroms only; and having arrived at the score of 100, the last point must be obtained by playing the cue ball onto the No. 1 ball and thence into any pocket he may designate, without touching either of the other balls, however, and should the cue ball enter any other pocket, the hand is out and the run, if any, lost. 6. Any point made by a player and scored for him by either the marker or himself at the completion of any hand can never be lost; but should a player at any time make a scratch, miss or foul, any points previously made by him in that hand shall be lost and the hand shall pass. 7. At the completion of the first 90 points all the balls must come to rest on the table before the player makes his next stroke; otherwise the following stroke shall be a foul. 8. At the completion of 100 points the balls must all come to rest before the player makes his next stroke; otherwise the stroke is foul. 9.

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--Nairn (Rev. W. Gregor). See Hats in Holes. Ball in the Decker A row of boys caps is set by a wall. One boy throws a ball into one of the caps. The owner of the cap runs away, and is chased by all the others till caught. He then throws the ball.--Dublin (Mrs. Lincoln).