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Upon this Monday jumps up from her crouching or kneeling posture [the children were generally put by the Witch behind some chairs all close together in one corner of the room], and runs off, followed by all the others and their Mother. The Witch tries to catch one, and if successful that child becomes Witch next time.--A. B. Gomme. A probable explanation of this game is that it illustrates some of the practices and customs connected with fire-worship and the worship of the hearth, and that the pot is a magical one, and would only boil over when something wrong had occurred and the Mother s presence was necessary. The pot boils over directly a child is taken away, and appears to cease doing this when the Mother comes in. It is remarkable, too, that the Witch should want to borrow a light from the fire; the objection to the giving of fire out of the house is a well-known and widely-diffused superstition, the possession of a brand from the house-fire giving power to the possessor over the inmates of a house. The mention of the spitting on the hearth in the Sheffield version, and dirtying the hearth in the London version, give confirmation to the theory that the desecration of the fire or hearth is the cause of the pot boiling over, and that the spirit of the hearth or fire is offended at the sacrilege. The Witch, too, may be unable to get possession of a child until she has something belonging to the house.

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=_ If the person whose turn it is to play, holds in his hand any card of a similar denomination to any of those on the table, he may play the card from his hand, face upward, and then gather it in again, together with all similar cards, turning them face downward in front of him. For instance: He holds an Eight, and there are one or two Eights on the table. He plays the Eight from his hand, and then gathers in all of them. _=Combining.=_ If a player holds any card, not a K Q or J, the pip value of which is equal to that of two or more cards on the table, he may play the card from his hand, and then gather it in again, together with the two or three cards that collectively equal it in pip value. For instance: He holds a 9, and a 4, 3 and 2 are upon the table. He may combine these three cards, calling attention to the fact that their collective value is 9, and then play the 9 from his own hand, gathering in and turning down all four cards. An 8 and Ace, or 6 and 3 might be gathered in the same way; or two such combinations might be gathered at the same time, 3, 2, 6, 7, for instance, which would make two nines; all of which might be gathered by a player holding a 9 his hand. Pairs and combinations may be taken in together. For instance: Among the cards on the table are a 4, 6, and 10, and the player holds a 10.

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A player in this position should never straddle. Many players endeavour to force their luck in this way, but it is a losing game, and the best players seldom or never straddle. Having to make the first bet after the draw, it is usual for the player in this position, if he has an average hand, to _=chip along=_, by simply betting a single counter, and waiting for developments. With a strong hand, it is best to bet its full value at once, on the chance that the bet may be taken for a bluff, and called. _=Other Positions.=_ As the positions go round the table from the first bettor to the age, they become more desirable, and little need be said of them beyond the consideration of the average strength necessary for a player to _=go in=_ on. _=GOING IN.=_ There is a great difference of opinion as to the minimum value of a hand which should justify a player in drawing cards if he can do so for the usual ante. In close games many players make it a rule not to go in on less than tens, while in more liberal circles the players will draw to any pair. In determining which course to follow, the individual must be guided by his observation and judgment.

There are certain games of cards which do not seem to belong to any particular family, but stand apart from other games, and have been played since their first invention with only trifling variations, giving rise to no offshoots bearing other names. These are usually the most popular games with the middle and lower classes in the countries in which they are found, and may be considered as distinctly national in character. Games that become popular with the masses always last longer than others, and the rules governing them are much better understood, and more firmly established. In the course of a century the English aristocracy have run the gamut of Quadrille, Ombre, Whist, Écarté, Bézique, Piquet, Rubicon, and Bridge; while the middle classes have stuck steadily to Cribbage for nearly two hundred years. Six of these popular games are strikingly typical of the national character, both in their construction, and in the manner of playing them. These are: Skat in Germany; Cribbage in England; Piquet in France; Conquian in Mexico; Calabrasella in Italy; and Cassino in America. All these are excellent games, and have deservedly survived much more pretentious rivals. With the exception of Skat, little is known of the exact origin of any of these games, although most of them may be traced by their resemblance to more ancient forms. Skat is the most modern, and to-day the most popular, many persons thinking it superior to Whist. The game seems to have originated among the farmers of Thuringia, a province of Saxony, and was probably a variation of the Wendish game of Schapskopf.

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Tournée in diamonds 5, in hearts 6, in spades 7 and in clubs 8. Solo in diamonds 9, in hearts 10, in spades 11 and in clubs 12, Turned grand 12, gucki grand 16, solo grand 20 and open grand 24. Gucki nullo 15, open gucki nullo 30, solo nullo 20, open solo nullo 40, and revolution, if played, 60. Uno and duo, if played, shall be worth 20, or if played open 40. 2. When there are trumps, the unit value of the game shall be multiplied as follows: 1 for game; 2 for schneider; 3 for announcing schneider, or for making schwarz without having made any announcement; 4 for schwarz after having announced schneider; and 5 for announcing schwarz. To each of these multipliers shall be added one for each matadore, “with” or “without.” 3. In tournées, if the player says “passt-mir-nicht” to the first card and takes the second, he loses double if he loses his game. In guckis, whether grand or nullo, the player loses double if he loses his game.

Isabella, Isabella, Isabella, Farewell! Last night when we parted I left you broken-hearted, And on a green mountain, There stands a young man. Could you love him? Could you love him? Could you love him? Farewell! Choose one, love, Choose one, love, Choose one, love, Farewell! Take a walk, love, Take a walk, love, Take a walk, love, Farewell! In the ring, love, In the ring, love, In the ring, love, Farewell! Put the ring on, Put the ring on, Put the ring on, Farewell! Go to church, love, Go to church, love, Go to church, love, Farewell! Take a kiss, love, Take a kiss, love, Take a kiss, love, Farewell! Shake hands, love, Shake hands, love, Shake hands, love, Farewell! --Enborne, Newbury (M. Kimber). II. Isabella, Isabella, Isabella, Farewell! Last night when I departed I left her broken-hearted; Upon the steep mountain There stands a young man. Who ll you choose, love? Who ll you choose, love? Who ll you choose, love? Farewell! Go to church, love, Go to church, love, Go to church, love, Farewell! Say your prayers, love, Say your prayers, love, Say your prayers, love, Farewell! Put your ring on, Put your ring on, Put your ring on, Farewell! Come back, love, Come back, love, Come back, love, Farewell! Roast beef and plum pudding, Roast beef and plum pudding, Roast beef and plum pudding, For our dinner to-day. Kiss together, love, Kiss together, love, Kiss together, love, Farewell! --Ogbourne, Wilts (H. S. May). III.

The players draw, and the lowest card deals: ace is low. The dealer then takes any number of counters he chooses, and distributes them as he pleases on the various divisions of the layout. Each player then takes a number of counters one less than the dealer’s, and distributes them according to his fancy. The cards are then cut, and the dealer gives one to each player, face down; and then another, face up. If any of the latter should be the diamond ace, the player to whom it is dealt takes everything on the layout, and the cards are gathered and shuffled again, the deal passing to the left, the new dealer beginning a fresh pool. If the diamond ace is not turned up, each player in turn, beginning with the eldest hand, exposes his down card. The first player to discover Matrimony in his two cards, takes all that has been staked on that division of the layout. The first to discover Intrigue or Confederacy, takes all on that, and the first player to expose a Pair takes that pool. The ace of diamonds is of no value except as one of a pair, if it is one of the cards that were dealt to the players face down. The pool for it remains until the card is dealt to some player face up.

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(_b_) Mr. S. O. Addy says the following lines are said or sung in a game called T Bull s i t Barn, but he does not know how it is played:-- As I was going o er misty moor I spied three cats at a mill-door; One was white and one was black, And one was like my granny s cat. I hopped o er t style and broke my heel, I flew to Ireland very weel, Spied an old woman sat by t fire, Sowing silk, jinking keys; Cat s i t cream-pot up to t knees, Hen s i t hurdle crowing for day, Cock s i t barn threshing corn, I ne er saw the like sin I was born. Bulliheisle A play amongst boys, in which, all having joined hands in a line, a boy at one of the ends stands still, and the rest all wind round him. The sport especially consists in an attempt to heeze or throw the whole mass on the ground.--Jamieson. See Eller Tree, Wind up Jack, Wind up the Bush Faggot. Bummers A play of children.

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=_ Should a player lead out of turn, he may take back the card without penalty. If the adversary has played to the erroneous lead, the trick stands good. _=Gathering Tricks.=_ The tricks must be turned down as taken in, and any player looking at a trick once turned and quitted may be called upon to play with the remainder of his hand exposed, but not liable to be called. _=Abandoned Hands.=_ If, after taking one or more tricks, a player throws his cards upon the table, he loses the point; if he has not taken a trick, he loses two points. But if the cards are thrown down claiming the point or the game, and the claim is good, there is no penalty. If the cards are abandoned with the admission that the adversary wins the point or the game, and the adversary cannot win more than is admitted, there is no penalty. _=SCORING.=_ A game consists of five points, which are made by tricks, by penalties, and by marking the King.

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Impérial differs from Piquet in some minor details, although the leading principle is the same. There are no discards; sequences of court cards are the only ones that count; tierces are worthless; and a trump suit is added. The _=cards=_ rank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are called honours, and in all sequences the four highest cards in the suit are the only ones that count. _=Counters.=_ Each player is supplied with six white and four red counters, which are passed from left to right as the points accrue. Each red is worth six white, and when all six white counters have been passed over, they must be returned, and a red one passed over in their place. When all the counters, four red and six white, have been passed over, the game is won. _=Dealing.=_ Twelve cards are given to each player, two or three at a time, and the twenty-fifth is turned up for the trump. If this is an honour, the dealer marks one white counter for it.

When there are a number of tables in play, it will be necessary to have a prize for each, giving the first choice to the player who has the highest score in the room. When this method is adopted, it is not necessary to deduct the lower score from the higher at the end of each rubber, so that each player can keep what she gets, the comparative result being the same if the players remain at the same table. This method is open to the objection that if two strong players are opposed to weak ones all the time, it is a great advantage. It is also liable to abuse, if four players agree to double everything, so that some one at the table shall be high score. _=PROGRESSIVE BRIDGE.=_ This is simply a movement of the players from table to table, much as described under the heading of _=compass whist=_. The players may either agree that all the N & S pairs shall sit still, all the E & W pairs moving one table; or they may arrange for the winners to move in a certain direction. In all progressive games, sometimes called _=Drive Bridge=_, there are no rubbers or games, as one table would keep all the others waiting. An even number of deals, usually four, is the rule for each round before moving. _=DUPLICATE BRIDGE.

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| | | 6.| -- | -- | -- | | 7.| -- | -- | -- | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.| -- |One in a rush and two |One we go rush, two we| | | |in a bush. |go push. | |13.

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.... brass. | | 15.| -- | -- |....

Forfeits. Fox. Fox and Goose (1). Fox and Geese (2). Fox in the Fold. Fox in the Hole. French Jackie. French and English. French Blindman s Buff. Friar-rush.

Don’t expect a “strike” every time you hit the head pin. Don’t blame the pin boys if you get a split. They will spot any pin you call their attention to. Don’t throw away a “spare” because you think you were entitled to a “strike.” Don’t use any unnecessary motions. Don’t exert yourself. Take it easy. A slow accurate ball is better than a swift wild one. Don’t put your whole thumb in the finger hole. One joint is enough.

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His Queens need not have been announced as a pair; they may be parts of a marriage and a penchant. But if you have on the table a pair as good as his, you can score minor pairs. For instance: He has two Kings on the table, and you have two Aces. Your Aces cancel his Kings, and you can score any minor pair; but he can not. If you have a minor triplet to declare, such as three Eights, no major pair of his will bar it, because your triplet counts more than his pair. No minor combination on his side will bar you; it must be one of court cards, and it must be better than any that you have laid on the table yourself. _=The Last Six Tricks.=_ After the stock is exhausted, the second player must follow suit if able, and must win the trick if he can. As already explained, brisques won in the last six tricks are scored as they are taken in, and after the last card is played all the brisques are re-counted, the player holding more than six scoring ten points for each above that number. There is no score for winning the last trick.

Dr. Hyde thinks the morris, or merrils, was known during the time that the Normans continued in possession of England, and that the name was afterwards corrupted into _three men s morals_, or _nine men s morals_. If this be true, the conversion of _morrals_ into _morris_, a term so very familiar to the country people, was extremely natural. The Doctor adds, that it was likewise called _nine-penny_ or _nine-pin miracle_, _three-penny morris_, _five-penny morris_, _nine-penny morris_, or _three-pin_, _five-pin_, and _nine-pin morris_, all corruptions of _three-pin, &c, merels_ (Hyde s _Hist. Nederluddi_, p. 202). Nares says the simpler plan here represented (fig. 2), which he had also seen cut on small boards, is more like the game than the one referred to in the variorem notes of Shakespeare. [Illustration: Fig. 2.

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92. See Drop Handkerchief, French Jackie. Kit-Cat A game played by boys. Three small holes are made in the ground, triangularly about twenty feet apart, to mark the position of as many boys, each of whom holds a small stick, about two feet long. Three other boys of the adverse side pitch successively a piece of stick, a little bigger than one s thumb, called Cat, to be struck by those holding the sticks. On its being struck, the boys run from hole to hole, dipping the ends of their sticks in as they pass, and counting one, two, three, &c., as they do so, up to thirty-one, which is game. Or the greater number of holes gained in the innings may indicate the winners, as at cricket. If the Cat be struck and caught, the striking party is out, and another of his sidesmen takes his place, if the set be strong enough to admit of it. If there be only six players, it may be previously agreed that three _put outs_ shall end the innings.

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| | . | +---+-.-+---+-.-+---+-.-+---+-.-+ ] In Diagram No. 11, if you count up the men on either your own or your adversary’s system, you will find that the number is even, and as you have not the move you should force an exchange immediately, which will give it to you, and win the game. Every single exchange of man for man _=changes the move=_ when only one of the capturing pieces remains on the board, and the following rule is given for ascertaining how proposed exchanges in complicated positions will affect the move:--The capturing pieces of both black and white in both systems must first be added together, and if the number agrees--in the matter of being odd or even--with that of the number of captured pieces in each system, the move will not be changed; but if one number so found is odd, and the other is even, the move will be changed. ILLUSTRATIVE GAMES. The asterisk shows the losing move.

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SPOT-WHITE ” PINK. SPOT-RED ” SPOT-WHITE. SPOT-YELLOW ” SPOT-RED. SPOT-GREEN ” SPOT-YELLOW. SPOT-BROWN ” SPOT-GREEN. SPOT-BLUE ” SPOT-BROWN, and WHITE ” SPOT-BLUE. _=1.=_ When coloured balls are used, the players must play progressively, as the colours are placed on the pool marking-board, the top colour being No. 1. _=2.

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The following _=Illustrative Hands=_ will give the student a very good idea of the manner in which the various forms of the game are played, showing the difference in the play of a Tourné, Solo, and Grand. _=A TOURNÉ.=_ A, Vorhand, has refused ten with the following cards, Hinterhand having passed without a bid:-- [Illustration: 🃛 🂻 🂺 🂾 🃑 🃞 🃁 🃇 🂪 🂩 ] A concludes to play a Tourné, and turns the heart ♡ Q, finding the ♢ King in the Skat. He lays out the ♠ 10 and ♠ 9 in the Skat, and expects to make 12 points; a heart Tourné, with one Matadore. The play is given in the margin. A is the player, and is also Vorhand, with the lead for the first trick. Hearts are trumps. A TOURNÉ +---+-------+-------+-------+-----+ | | A | B | C | A | | | | | |wins.| +---+-------+-------+-------+-----+ | 1 | _♣J_ | ♡7 | J♢ | 4 | | 2 | ♡Q | _♡A_ | ♡8 | - | | 3 | _K♢_ | 9♢ | Q♢ | 7 | | 4 | ♡J | _J♠_ | A♠ | - | | 5 | _♡10_ | ♡9 | 7♠ | 10 | | 6 | _A♢_ | ♣7 | 8♢ | 11 | | 7 | 7♢ | K♠ | _10♢_ | - | | 8 | ♣K | _♣10_ | ♣9 | - | | 9 | _♡K_ | Q♠ | 8♠ | 7 | |10 | _♣A_ | ♣Q | ♣8 | 14 | +---+-------+-------+-------+ + | ♠10 and ♠9 in the Scat. | 10 | +---------------------------+-----+ | A wins 63 | +---------------------------------+ The manner in which A exhausts the trumps, and makes both his Ace and King of diamonds, should be carefully studied.

Four white men, the tailors, are placed upon 29 30 31 and 32; and one black man, the devil, on 1. The men can move only one square at a time, diagonally; the white men forward only, the black man forward or backward. There is no jumping or capturing, and the object of the tailors is to pin the devil in, so that he cannot move. If the black man can reach the free country behind the white men, he wins the game. The game is a certainty for the white men if properly played. At the end of four moves they should be lined up on squares 25, 26, 27, 28 and whichever end the devil attacks, the tailors should move in from the other end. There are two critical positions. [Illustration: No. 13. +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | ⛂ | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] [Illustration: No.

Low, in _Strand Magazine_, ii. 516, says the divisions are respectively named onesie, twosie, threesie, foursie, and puddings. It is called Hop-bed at Stixwold in Lincolnshire (Miss Peacock), Hop-score in Yorkshire (Halliwell, l.c.), and Hitchibed in Cleveland, Yorks. (_Glossary of Cleveland Words_). Strutt describes it (_Sports_, p. 383); and Wood s _Modern Playmate_, p. 32, gives a diagram similar to one seen on a London pavement by A. B.

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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). IV. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, On a cold and frosty morning. Where do you gather your nuts in May? On Galloway Hill we gather our nuts. Who will you gather for nuts in May? We ll gather ---- for nuts in May. Who will you send to fetch her away? We ll send ---- to fetch her away.