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” Duplicate Whist; by John T. Mitchell, 1896. Foster’s Duplicate Whist; 1894. Whist; Jan., 1892; Jan., 1894; Aug., 1894; Oct., 1894; Jan., 1895: Mar., 1895; May, 1895; July, 1895; Oct.

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It resembles bridge in the making of the trump, and whist in the manner of the play. _=Cards.=_ Vint is played with the full pack of fifty-two cards, which rank from the A K Q down to the deuce. Two packs are generally used. _=Players.=_ A table is complete with four players, and if there are more than four candidates for play the selection must be made by cutting. All the rules for formation of tables, cutting, ties, etc., are the same as at bridge. The lowest cut takes the deal. Partners sit opposite each other.

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Mother, Mother, the Pot boils over. Mount the Tin. Mouse and the Cobbler. Muffin Man. Mulberry Bush. Munshets. Musical Chairs. NACKS. Namers and Guessers. Neighbour.

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Weak Trumps, not enough to justify a player in passing a doubtful trick. Wedges, cards trimmed to taper toward one end, so that if certain ones are reversed they can be easily pulled out. Welcher, one who makes mouth bets, and afterward fails to pay. Whipsawed, losing two different bets on the same turn. Whiskey Hole, only one to go. Whitewashed, defeated without having scored a point. Wide Balls, those which are near the corner of the table, and are almost sure to be hit by a ball coming from either cushion. Wide Cards, those which are too far apart to be likely to form sequences. See Close Cards. Widow, any extra hand dealt in any game.

| | 37.|So we ll all clap | -- |Come clap your hands | | |hands together. | |together. | | 38.| -- | -- | -- | | 39.| -- |Don t you think [   ] | -- | | | |a nice young man? | | | 40.| -- |Don t you think [   ] | -- | | | |as handsome as he? | | | 41.| -- |Then off with the | -- | | | |glove, on with the | | | | |ring. | | | 42.| -- |You shall be married | -- | | | |when you can agree.

[10] 47_a_. When the declarer fails to win as many tricks as he declares, neither he nor his adversaries score anything toward the game, but his adversaries score in their honour column 50 points for each under-trick (_i.e._, each trick short of the number declared). If the declaration be doubled, the adversaries score 100 points; if redoubled, 200 points for each under-trick. 48. The loss on the dealer’s original declaration of “one spade” is limited to 100 points, whether doubled or not, unless redoubled. Honours are scored as held. 49. If a player make a declaration (other than passing) out of turn, either adversary may demand a new deal, or may allow such declaration to stand, in which case the bidding shall continue as if the declaration had been in turn.

The player must then decide whether he will play to give each of the others hearts, or will take them all himself. If he succeeds in either object he has a chance to win back his money in the ensuing Jack. In deciding on his chances to get clear without taking a single heart, the player must first consider the advisability of beginning with a heart, or with a plain suit. If hearts, he should know the probability of the heart he leads not winning the trick; if a plain suit, he should know the probability of the suit going round one or more times without hearts being discarded on it, especially if he intends to lead high cards. These chances must then be balanced one against the other and the more favourable selected. _=LEADING HEARTS ORIGINALLY.=_ When your hearts are so small as to be absolutely safe, such as the 7 5 3 2, it might be supposed that the best play would be to lead them at once, in order to get a large number of hearts out of your way. But with such cards it is usually much better play, unless you have a very dangerous hand in plain suits, to reserve these small hearts until you have a more definite idea, from the fall of the cards, to whom you are giving them. Such cards are particularly useful for getting rid of the lead at dangerous stages in the end-game. When the plain-suit cards are high or dangerous, but the hearts are reasonably safe, it is usually better to lead the hearts, and to continue leading them every time you get in.

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VII. Draw a pail of water For a lady s daughter; Give a silver pin for a golden ring-- Oh pray, young lady, pop under. --Northants (Rev. W. D. Sweeting). VIII. Draw a bucket of water For my lady s daughter; One go rush, and the other go hush, Pretty young lady, bop under my bush. --Sporle, Norfolk (Miss Matthews). IX.

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] Cockertie-hooie This game consists simply of one boy mounting on the neck of another, putting a leg over each shoulder and down his breast. The boy that carries takes firm hold of the legs of the one on his neck, and sets off at a trot, and runs hither and thither till he becomes tired of his burden. The bigger the one is who carries, the more is in the enjoyment to the one carried.--Keith (Rev. W. Gregor). See Cock s-headling. Cockle-bread Young wenches have a wanton sport, which they call moulding of Cocklebread; viz. they gett upon a Table-board, and then gather-up their knees and their coates with their hands as high as they can, and then they wabble to and fro with their Buttocks as if the[y] were kneading of Dowgh, and say these words, viz.:-- My Dame is sick and gonne to bed, And I le go mowld my cockle-bread.

One of the bézique cards forms a marriage with the spade King, and as the combinations belong to different classes, both may be scored, although the same card is used in each; but the player cannot score the second combination until he wins another trick. Under such circumstances it is usual to declare both combinations, scoring the more valuable, and repeating the one left over until an opportunity arises to score it. In this case the player would say: “Forty for bézique, and twenty to score.” If he lost the next trick he would continue to repeat at every trick: “Twenty to score,” until he won a trick. A player having a score in abeyance in this manner is not obliged to score it if he has anything else to announce. A player with twenty to score might pick up the sequence in trumps before he won another trick, and he would be very foolish to lose the chance to score 250 for the sake of the 20 already announced. If he had time, he would probably declare: “Royal Marriage, forty, and twenty to score.” On winning another trick he would add the A 10 J of trumps, and announce, “Two-fifty in trumps, and twenty to score,” still carrying on the small score for a future opportunity. A player may lay down and score eighty Kings, and afterward sixty Queens, the remaining Kings forming marriages. In such a case he would score the sixty points first, and declare the two or three marriages remaining.

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This ball must be pocketed by banking it to one or more cushions. The player who pockets the ball wins the game. FORTY-ONE POOL. Forty-One Pool is played with a regular Fifteen-Ball Pool set of balls, the object of play being to pocket a sufficient number of the pool balls which added to the private small ball shall score exactly 41. CHICAGO POOL. This game is played with the numbered pool balls from 1 to 15 and a white cue-ball, as in Fifteen-Ball Pool, the object being to play upon and pocket the balls in their numerical order. The table is laid out for the game by placing the one ball against the end cushion at the first right-hand diamond sight at the foot of the table, the two-ball is placed at the centre diamond sight on same cushion; the remaining thirteen balls are placed in the order of their numbers at the succeeding diamond sights. The three sights on the end rail at head of the table are not occupied by any ball. The opening stroke _must_ be to strike the _one_-ball. If that ball is holed it is placed to the credit of the player, and he continues his hand until he fails to score, but in continuing he must play each time upon the ball bearing the lowest number on the table.

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That is to say, if several cards of a suit, not including a King, Queen or Jack, are played to a trick, the highest card will win if the suit is red; and the lowest if the suit is black. This will give us the following order for the plain suits, beginning with the highest card in each:-- No change. | Highest in red. ♡ K Q J | 10 9 8 7 6 5 4 3 2 ♢ K Q J | 10 9 8 7 6 5 4 3 2 A | | Lowest in black. ♣ K Q J | A 2 3 4 5 6 7 8 9 10 ♠ K Q J | A 2 3 4 5 6 7 8 9 10 In the trump suit the same order of cards is retained, except that four cards are always the best trumps. These are the Five, Jack, and ace of the suit itself, and the ace of hearts, the latter being always the third best. This gives us the rank of the cards as follows, when the suit is trump:-- No change. | Highest in red. ♡ 5 J ♡ A K Q | 10 9 8 7 6 5 4 3 2 ♢ 5 J ♡ A ♢ A K Q | 10 9 8 7 6 5 4 3 2 | | Lowest in black. ♣ 5 J ♡ A ♣ A K Q | 2 3 4 5 6 7 8 9 10 ♠ 5 J ♡ A ♠ A K Q | 2 3 4 5 6 7 8 9 10 _=COUNTERS.

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A small ring is put upon the string, the ends of which are then tied. Then one of the players gets up from his chair and stands in the centre. The players sitting on the chairs take the string into their hands and pass the ring round from one to another, singing the lines. If the person standing in the centre can find out in whose hand the ring is, he sits down, and his place is taken by the one who had the ring. The game is sometimes played round a haycock in the hayfield. Miss Dendy sends a similar rhyme from Monton, Lancashire, where it is known simply as a marching game. For similar rhymes, see Halliwell s _Nursery Rhymes_, p. 3. See Paddy from Home, Tip it. Fippeny Morrell Twice three stones, set in a crossed square, where he wins the game that can set his three along in a row, and that is fippeny morrell I trow.

For touching more than one of the adversary’s men, the offender must capture the one named by his opponent, or if _either_ cannot be captured, he may be required to move the King or capture the man which can be taken, at the adversary’s option; or, if _neither_ can be captured, then the King must be moved. A player moving into check may be required, by the opposing player, either to move the King elsewhere, or replace the King and make some other move--but such other move shall not be selected by the player imposing the penalty. For discovering check on his own King, the player must either legally move the man touched, or move the King at his adversary’s option. In case neither move can be made, there shall be no penalty. While in check, for touching or moving a man which does not cover the check, the player may be required to cover with another piece, or move the King, as the opposing player may elect. _=Touching the Squares.=_ While the hand remains upon a man, it may be moved to any square that it commands, except such squares as may have been touched by it during the deliberation on the move; but if all the squares which it commands have been so touched, then the man must be played to such of the squares as the adversary may elect. _=Counting Fifty Moves.=_ If, at any period during a game, either player persist in repeating a particular check, or series of checks, or persist in repeating any particular line of play which does not advance the game; or if “_a game-ending_” be of doubtful character as to its being a win or a draw, or if a win be possible, but the skill to force the game questionable, then either player may demand judgment of the Umpire as to its being a proper game to be determined as drawn at the end of fifty additional moves, on each side; or the question: “Is, or is not the game a draw?” may be, by mutual consent of the players, submitted to the Umpire at any time. The decision of the Umpire, in either case, to be final.

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Each boy in his turn stands first on one leg and makes a hop, then strides or steps, and lastly, putting both feet together, jumps. The boy who covers the most ground is the victor.--Halliwell s _Dictionary_. Han -and-Hail A game common in Dumfries, thus described by Jamieson. Two goals called hails, or dules, are fixed on at about a distance of four hundred yards. The two parties then place themselves in the middle between the goals or dules, and one of the players, taking a soft elastic ball, about the size of a man s fist, tosses it into the air, and, as it falls, strikes it with his palm towards his antagonists. 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.

I told Rose no dice. We need another TK like we need a hole in the head. You think I _want_ to be in this trap? I snapped at him. Say the word, Tex, and I m gone. You re fired, he said huskily. Scram! I started for the door, glad to be rid of the lot of them. Peno Rose beat me to it. He showed me several rows of teeth, the way sharks will. Half of this joint is mine, he snarled, holding a hand lightly against my chest. He knew me better than to push.

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=_ Play the best card you have second hand, and cover everything led if you can. With King and another or Queen and another, it is usually best to put up the honour second hand, on a small card led. _=Trumping.=_ It is seldom right to trump partner’s winning cards, unless he has ordered up the trump, and you think you can lead through the dealer to advantage. In playing against a lone hand, it is sometimes good play to trump your partner’s ace with an unguarded left bower or ace of trumps, as it may prevent the dealer from getting into the lead with a small trump, and may save a King or Queen of trumps in your partner’s hand. If you don’t trump, the dealer will probably get in and swing the right bower, and your trump will be lost. If your partner has ordered, made, or taken up the trump, and you have only one trump, even a bower, trump with it at the first opportunity. Trump everything second hand, unless it takes the right bower for a doubtful trick, or breaks into the major tenace in trumps. _=Discarding.=_ It is best to throw away singletons, unless they are aces.

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Any player having none of the suit led may either trump it or throw away a card of another suit, which is called _=discarding=_. When it is the dealer’s turn to play to the first trick, he should take the trump card into his hand. After it has been taken up it must not be named, and any player naming it is subject to a penalty, (see Laws;) but a player may ask what the trump _=suit=_ is. If all follow suit, the highest card played wins the trick; trumps win against all other suits, and a higher trump wins a lower. The winner of the trick may lead any card he pleases for the next trick, and so on until all thirteen tricks have been played. _=Cards Played in Error=_, or dropped face upward on the table, or two or more played at once, are called _=exposed cards=_, and must be left on the table. They can be _=called=_ by the adversaries; but the fact of their being exposed does not prevent their being played when the opportunity offers. Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case. _=Leading out of Turn.=_ Should a player lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead.

| Northants. | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket o |Drawing a bucket of |Draw a pail of water. | | |water. |water. | | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.|For a lady s daughter.|For my lady s |For a lady s daughter.

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In two or three moves the guns are flickering into action, a cavalry melee may be in progress, the plans of the attack are more or less apparent, here are men pouring out from the shelter of a wood to secure some point of vantage, and here are troops massing among farm buildings for a vigorous attack. The combat grows hot round some vital point. Move follows move in swift succession. One realises with a sickening sense of error that one is outnumbered and hard pressed here and uselessly cut off there, that one s guns are ill-placed, that one s wings are spread too widely, and that help can come only over some deadly zone of fire. So the fight wears on. Guns are lost or won, hills or villages stormed or held; suddenly it grows clear that the scales are tilting beyond recovery, and the loser has nothing left but to contrive how he may get to the back line and safety with the vestiges of his command.... But let me, before I go on to tell of actual battles and campaigns, give here a summary of our essential rules.

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If there is no straight flush, the best point wins. The deal passes to the left, and a misdeal loses the deal, as the deal is an advantage, owing to the trade for ready money. If the dealer does not win the pool, he must pay one white counter to the player who does. If the dealer holds a combination of the same rank as the one that wins the pool, he must pay one white counter to every other player at the table. For instance: No triplet is shown, and a straight flush, Jack high, wins the pool. The dealer has a straight flush, 9 high, and must pay one counter to every player at the table. If the dealer had no sequence flush, he would pay the winner of the pool only. _=With a Widow.=_ This is almost three-card Whiskey Poker. Each player is provided with three counters only, which are of no value, and three cards are dealt to each player and to the widow, face down, and one at a time.