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Nullos are quite foreign to Skat, and appear to have been introduced as a consolation for players who always hold bad cards. When _=Ramsch=_ is played, the object is to take less than either of the other players; but the cards rank as in the ordinary game, except that the four Jacks are the only trumps. In all other games the successful bidder undertakes to win; but his success does not depend on the number of tricks he takes in, but on the total value of the counting cards contained in those tricks. The total value of all the counting cards is 120 points, and to be successful, the single player must win at least 61. If he succeeds in winning 61 or more points, he wins his game, whatever it may be. If he can get 91 points, he wins a double game, which is called _=schneider=_. If he can take every trick, he wins a treble game, which is called _=schwartz=_. It is not enough to win 120 points, for if the adversaries win a single trick, even if it contains no counting cards, they save the schwartz. If the single player fails to reach 61, he loses. If he fails to reach 31, he is schneider; and if he fails to take a trick he is schwartz.

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There seems to be no other object in the game as now played except the pleasures of teasing and showing defiance to a mother s commands, and trying to escape the consequences of disobedience by flight, in order that the mother may chase them. The idea may be that, if she is out of breath, she cannot chastise so much. Mr. Newell (_Games_, p. 172) gives versions of a similar game. Mother Mop All the players, except one, stand two by two in front of each other, the inner ones forming an arch with their hands united--this is called the oven. The odd child is Mother Mop. She busies herself with a pretended mop, peel, &c., after the manner of old-fashioned bakers, making much ado in the valley between the rows of children. The oven soon gets demolished, and the last child vanquished becomes Mother Mop the next time.

Up in lower cupboard. It s not there. Then the cat have eat it. Where s the cat? Up in heath. Where s the heath? The fire burnt it. [The rest is the same as in the last version, p. 393.] --Dorsetshire (_Folk-lore Journal_, vii. 221-222). VI.

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10 on Foul Strokes. _=6.=_ If he plays with the wrong ball, except as provided in foregoing Law 10. _=7.=_ If the player touches the cue-ball more than once in any way, or hinders or accelerates it in any other way than by a legitimate stroke of the cue; or if, during a stroke or after it, he in any way touches, hinders, or accelerates an object-ball, except by the one stroke of the cue-ball to which he is entitled. _=8.=_ As touching any ball _in any way_ is a stroke, a second touch is a foul. _=9.=_ It is a foul against the striker if any ball be disturbed, hastened, or hindered by an opponent or any one but himself, whether the ball or balls are at rest while he is aiming or striking, in motion after he has struck, or at rest again after he has struck, and pending his again taking aim. _=10.

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Murray, William Jenness, and Andrew Sly. HTML version by Al Haines. *** START OF THE PROJECT GUTENBERG EBOOK LITTLE WARS; A GAME FOR BOYS FROM TWELVE YEARS OF AGE TO ONE HUNDRED AND FIFTY AND FOR THAT MORE INTELLIGENT SORT OF GIRL WHO LIKES BOYS GAMES AND BOOKS. *** Produced by Alan D. Murray, William Jenness, and Andrew Sly. HTML version by Al Haines. Little Wars (A Game for Boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys games and books) With an Appendix on Kriegspiel By H. G. Wells CONTENTS I. OF THE LEGENDARY PAST II.

of Provincialisms_) says that the game is called Huckle-bones in East Sussex and Dibs in West Sussex. Parish (_Dict. of Sussex Dialect_) mentions that huckle-bones, the small bone found in the joint of the knee of a sheep, are used by children for playing the game of Dibs; also Peacock s _Manley and Corringham Glossary_. Barnes (_Dorset Glossary_) says, A game of toss and catch, played mostly by two with five dibs or huckle-bones of a leg of mutton, or round pieces of tile or slate. Halliwell s description is clearly wrong. He says it was a game formerly played by throwing up the hip-bone of some animal, on one side of which was a head of Venus and on the other that of a dog. He who turned up the former was the winner (_Dictionary_). Miss J. Barker writes that Huckle-bones is played in Hexham; and Professor Attwell (Barnes) played the game as a boy, and is still a proficient in it; he played it recently for my benefit with his set of real huckle-bones (A. B.

The elder hand has taken in an ace, two Kings and a Jack, which are collectively worth 11. The dealer has taken in a Queen and a Ten, which are worth 12; so the dealer marks the point for Game. If both players have the same number, or if there is no Game out, which rarely happens, the non-dealer scores Game. If three play, and Game is a tie between the two non-dealers, neither scores. The non-dealer is given the benefit of counting a tie for Game as an offset to the dealer’s advantage in turning Jacks. When no trump is turned, as in Pitch, no one can count Game if it is a tie. _=METHOD OF PLAYING.=_ The eldest hand begins by leading any card he pleases. If a trump is led, each player must follow suit if able. When a plain suit is led he need not follow suit if he prefers to trump; but if he does not trump, he must follow suit if he can.

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Each side continues to throw until it fails to score, when the box must be passed to the adversary. If a combination is overlooked by one side, the other may count it if it continues the sequence on their side. HELP YOUR NEIGHBOUR. Six persons play, with three dice, and five points is Game. Each player has a number, from 1 to 6, and is provided with five counters, and the first to get rid of them wins. Each player in rotation has one throw, and no matter what he throws, the player whose number appears on the upper face of any die thrown counts one point toward game. If No. 2 should throw a four and two sixes, for instance, he would count nothing himself, but No. 4 would count 1, and No. 6 would count 2 points toward game.

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The second method is the most popular, and probably the fairest, and is now the universal rule. If the false opener does not discover his mistake until he has drawn cards, his action is at least suspicious, and he should be compelled to put up the total amount in the pool, as in case three. In some localities such a player is barred from playing the next two jacks, but compelled to ante his share in each. _=Betting Jacks.=_ When a jack pot has been properly opened, and all have declared whether or not they will stay, and have drawn cards, the players proceed to bet on their hands. As there is no age in jack pots, the rule is for the opener to make the first bet; or, if he has been raised out before the draw, the player next on his left who still holds cards. The opener may decline to bet if he pleases; but if he does so, he must show his openers, and then abandon his hand. If no bet is made, the last player holding cards takes the pool without showing his hand. If a bet is made, each player in turn on the left must abdicate, better, or call, just as in the ordinary pool. At the conclusion of the betting, if there is a call, the best poker hand wins, of course.

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He must stop at six, and win out by his own play. There are two ways to settle: Each may pay a certain amount to the pool, and the first man out take it all; or, after one is out, the two remaining finish the game, and the loser pays both or settles for the refreshments, as the case may be. If the first man goes out when it will be his turn to deal, he must deal the next hand. FOUR-HANDED SIXTY-SIX This game is sometimes called _=Kreutz-mariage=_, owing to the German fashion of dealing the cards in the form of a cross; but as the cards are not dealt that way, and marriages are not scored in America, the name is not appropriate in this country. The pack is increased to thirty-two cards by the addition of the Sevens and Eights. After the cards are cut by the pone, the dealer gives three to each player on the first round, then two, and then three again, turning up the last card for the trump. In Germany the dealer first gives two cards to his partner, then two to his left hand adversary, then two to his right hand adversary, and finally two to himself. This is continued for four rounds, so that each player receives eight cards, and the last is turned up for the trump. The turned-up trump belongs to the dealer, and cannot be exchanged. In this form of the game the players must not only follow suit, but must win the trick if they can, and must trump and over-trump if possible.

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counts 10. Should both fail, the nearest goes first. He may now lay his taw about the hole or fire at the other, on hitting which he counts another 10. He now goes for the hole again, and failing, lies where he happens to stop. If he misses, B. from his present position tries to get into the hole, and failing, lies still; but if he reaches the hole, he counts 10, and proceeds as A. had done. The one who first gets the 100 (or other number) now goes in for his pizings, which performance takes place thus:--The loser, so far, is lying about, and the winner goes back to drakes, and again tries to lodge in the hole; and if he succeeds, the game is up. If not, he lies still, and the loser tries for the hole; if he gets in he counts another 10, or if he should succeed in hitting the winner he scores his adversary s 100 to his own number, and then goes on for his pizings as the other had done. In failure of either securing the game thus, the process is repeated at drakes.

The boy who first said the rhyme has first stroke at Oswestry. The game is elsewhere called Cobbet (Meole Brace) and Cobbleticuts (Burne s _Shropshire Folk-lore_, p. 531). In Conquer-nuts obbly was probably nobbly or knobbly, expressing the appearance of the string of nuts; and onkers was probably invented as a rhyme to conquers (_Upton-on-Severn Words and Phrases_, by R. Lawson). Contrary, Rules of I. Here I go round the rules of contrary, Hopping about like a little canary. When I say Hold fast, leave go; When I say Leave go, hold fast. --Cornwall (_Folk-lore Journal_, v. 52).

Any player who has been raised in this manner may raise again in his turn; and not until each player holding cards has anted an equal amount will the game proceed. _=20. Winning the Antes.=_ Should any player have put up an amount which no other player will equal, he takes whatever counters are then in the pool, without showing his hand, and the deal passes to the next player on the dealer’s left. Should only one player come in, and the age decline to make good his ante, the player who has come in wins the blind, unless jack pots are played. Should any player have straddled the blind, or raised the ante, there can be no jack pot. _=21. Making Jacks.=_ If no player will come in, it is a Natural Jack, and all the hands must be abandoned, each player putting up for the ensuing deal the amount agreed upon. If no one has straddled the blind, or raised the ante, and only one player has come in, the age may do one of four things: He may forfeit his blind; or he may make the ante good; or he may raise it; or he may demand that the single player who has come in shall take down his ante, the age putting up twice the amount agreed upon for jack pots; once for himself, and once for the player who came in.

This need not be the trick immediately before exchanging, and he need not wait to get the lead before making the exchange. For instance: A player holding the Nine, and having to play to his adversary’s lead, may win the trick with the turn-up card, leaving the Nine in its place, provided he has won some previous trick. There is no count for dix, as in Bézique and Binocle, and the player is not obliged to exchange unless he wishes to do so. If the Nine is the last card in the stock, it is, of course, too late to exchange it, and the player drawing it must keep it. _=Marriages.=_ If a player holds both King and Queen of any suit, he may count 20 points towards 66 for the marriage, or 40 for royal marriage, by leading either of the marriage cards. It is not necessary for the King or Queen so led to win the trick; but the player declaring a marriage must have the lead, and must have won a trick, or he cannot count it. The pone may declare a marriage on his first lead; but it will not count unless he wins some subsequent trick, and if his adversary gets to 66 before the pone gets a trick, the marriage is lost, and the pone is schwartz. If the 20 or 40 claimed for the marriage is enough to carry the player’s count to 66 or beyond, the marriage need only be shown and claimed, without leading it, and the remaining cards are then abandoned, provided the count is correct. Only one marriage can be shown but not led in this manner.

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The players can bet on the zero if they choose, and they will be paid if it comes up, 35 for 1, but all other bets are lost. In wheels with two zeros, red and black, the bank wins on the colour which does not come, and the bets on the right colour are neither paid nor taken, but must remain until the next turn of the wheel. This is now the practice at Monte Carlo, with the single-zero wheels. _=Systems.=_ As at Faro, gamblers at Roulette are never tired of devising systems to beat the game; but none of them are of any further use than to afford a little passing amusement to their inventors. Persons who are interested in systems will find in the New York Sun, July 5, 1896, a very interesting tabulation of every roll of the ball at Monte Carlo for seven successive days, 4,012 in all, of which 120 were zeros. If they can find a system that will beat the wheel for seven days, and have a return ticket, Monte Carlo will take care of all their spare cash. One curious fallacy about some systems is to imagine that they will win if the player will quit when he is a certain amount ahead, and not play again until next day. Until some rule can be given by which the exact hour can be fixed to begin play, all such systems must be delusions, as there is no reason why a second man should not begin where the first left off, and therefore no reason why the first should not continue playing all the time. It is in the interest of the proprietors of all gambling houses to pretend to be afraid of systems.