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Boggle about the Stacks. Boggle-bush. Bonnety. Booman. Boss-out. Boss and Span. Boys and Girls. Branks. Bridgeboard. Broken-down Tradesmen.

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| -- | -- | -- | |26.| -- | -- | -- | |27.| -- | -- | -- | |28.| -- | -- | -- | |29.| -- | -- | -- | |30.| -- | -- | -- | |31.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Wales. | Isle of Wight. | Isle of Man.

Calling for Trumps, the ask for trumps. Cannon, (Am. carrom,) a count made at billiards by causing the cue ball to touch two object balls. Capot, F., winning all the tricks. Cards, the number of tricks over six at Whist, such as “two by cards.” The majority of cards at Cassino. Carrer, (se) to straddle the blind. Contre-carrer, to over-straddle. Carrom, see cannon.

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_=Slams.=_ If a little slam, 12 tricks, is made, but has not been bid, it is worth 1,000 points in honours. If a little slam, “six tricks,” has been bid and is made, it is worth 5,000 more for bidding it, or 6,000 altogether. If a grand slam, 13 tricks, is made but not bid, it is worth 2,000 honour points. If a little slam is bid and a grand slam made, it is worth 7,000 altogether. If a grand slam is bid and made, it is worth 12,000 altogether. _=Lost Games.=_ If the bidder fails to make good, his adversaries score 100 times the value of the tricks as penalty, in the honour column; the scores for the tricks actually won standing at their regular value below the line. Suppose the bid to be three in diamonds, making the tricks worth 30 each, and that the bidder’s side get the odd trick only. Although the bidder has failed to make good, he scores below the line for the seven tricks he took, at 30 each, and the adversaries score for the six they took, also at 30 each.

Poker probabilities, by Alleyne Reynolds, 1901. The Game of Draw Poker, Mathematically Illustrated, by H.T. Winterblossom, 1875. THE EUCHRE FAMILY. This family embraces four of the best known and most popular games in the world, each of which has been considered the national game in its own country: Écarté in France; Napoleon in England; Spoil Five in Ireland; and Euchre in America. It has always been the custom to trace the origin of Euchre to a variety of Triomphe, or French Ruff, probably introduced to America by the French of Louisiana; and to claim Écarté as its cousin, and the French survivor of the parent game. In the opinion of the author, both the game and its name go to show that Euchre is of mixed stock, and probably originated in an attempt to play the ancient Irish game of Spoil Five with a piquet pack. “Euchre” is not a French word, but the meaning of it is identical with “Spoil Five”; both names signifying that the object of the game is to prevent the maker of the trump from getting three tricks. In the one game he is “spoiled;” in the other he is “euchred.

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For instance: One player makes 6 for his first count. He places one of his pegs in the sixth hole from the left-hand end of the board. Then he makes 4, and places the second peg four holes in advance of the first, which will show that his total score is ten points. The third time he makes 2, which he scores by lifting out the back peg and putting it two holes in advance of the first one. This system of pegging not only shows the total number of points made by either player, but enables the adversary to check the count, as a glance at the distance between the two pegs will show the number of points pegged last time. When a player reaches the extreme right of the board, 30 points, he crosses over to the inner row of holes, and goes down from right to left. On reaching the end of the second row he has still one more to go to get into the game-hole, which is in the middle of the board. When one player reaches his game-hole before the other turns the corner, it is called a _=lurch=_, and counts two games. The pegs are so often lose or mislaid that it is much more convenient to use a _=pull-up=_ cribbage board, in which every hole is provided with its own peg, which may be raised to indicate the count. The back pegs can be either left standing or pushed down again.

=_ There are several methods of scoring at whist. The English game is 5 points, rubbers being always played. Besides the points scored for tricks, honours are counted; the games have a different value, according to the score of the adversaries; and the side winning the rubber adds two points to its score. In scoring, the revoke penalty counts first, tricks next, and honours last. _=The Revoke.=_ Should the adversaries detect and claim a revoke before the cards are cut for the following deal, they have the option of three penalties: 1st. To take three tricks from the revoking player, adding them to their own. 2nd. To deduct three points from his game score. 3rd.

325:-- [Illustration: +----+----+----+----+----+----+----+----+----+ | 1 | | 26 | | 45 | 53 | | 77 | | +----+----+----+----+----+----+----+----+----+ | | 10 | 28 | =3=| =2=| =5=| 62 | 79 | 83 | +----+----+----+----+----+----+----+----+----+ | 4 | 12 | | 37 | | 67 | | 90 | +----+----+----+----+----+----+----+----+----+ ] Some cards have more than three rows of figures on them, but none have more than five in one row. The cards are left on the tables in large numbers, and any number of persons may play. Each selects as many cards as he wishes, or thinks he can watch, and places upon them their price, usually twenty-five cents each. An assistant comes round and calls out the numbers of all the cards to be played, and they are “pegged” on a large board provided for the purpose. Ninety small ivory balls, with flattened surfaces to carry the numbers, are placed in a keno goose, which looks like a coffee urn with the spout at the bottom. This spout can be screwed out to put in the balls, and is controlled with a spring cut-off like a powder horn, which lets out only one ball at a time. When all the cards have been pegged, the goose is rapidly revolved several times back and forth, and then a number is taken out, and placed in a little tray with ninety depressions in it, numbered in regular order, which hold the balls as they come from the goose. The keno roller calls each number distinctly, and the players who find it on their cards cover it with a button. The first player to get a horizontal row of five numbers covered in this manner, calls out “Keno!” or bangs the table with a card, and that stops the game. An assistant comes round to the table and calls out the number of the card; if it has been paid for and pegged, he proceeds to call the numbers forming the keno, and these are checked by the roller from the balls on the tray.

_] They had shoved Bishop Bonner into a well, and were pulling him out. We find this game noticed at least as early as Chaucer s time, in the _Manciple s Prologue_: Then gan our hoste to jape and to play, And sayd, sires, what? _Dun is in the mire._ Nares (_Glossary_) says this game was a rural pastime, in which _Dun_ meant a dun horse, supposed to be stuck in the mire, and sometimes represented by one of the persons who played. Gifford (_Ben Jonson_, vol. vii. p. 283), who remembered having played at the game (doubtless in his native county, Devonshire), thus describes it:-- A log of wood is brought into the midst of the room: this is Dun (the cart horse), and a cry is raised that he is stuck in the mire. Two of the company advance, either with or without ropes, to draw him out. After repeated attempts they find themselves unable to do it, and call for more assistance. The game continues till all the company take part in it, when Dun is extricated of course; and the merriment arises from the awkward and affected efforts of the rustics to lift the log, and sundry arch contrivances to let the ends of it fall on one another s toes.

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We now multiply the scores by the number of players engaged, in this case four, and from the product we deduct the 520 already found. Then the scores balance. When Skat is played for the League stake, which is one-fourth of a cent a point, the results may be found in a still shorter way by adding up all the scores and taking an average, this average being the sum divided by the number of players. Take the results just given for example:-- ------+------+------+--------------------- A | B | C | D ------+------+------+--------------------- 186 | 42 | 344 | 116 = 688 ÷ 4 = 172 172 | 172 | 172 | 172 ------+------+------+--------------------- +14 | -130 | +172 | -56 ------+------+------+--------------------- The average is simply deducted from each score, and the remainder is the amount won or lost, in cents. _=CHEATING.=_ As in all games in which the cards are dealt in groups, the greek will find many opportunities in Skat. The clumsiest shuffler can usually locate some of the Wenzels at the top or the bottom of the pack, before presenting it to be cut, and if the players do not insist on the cards being dealt always in the same manner, the sharper can secure to himself two or more Wenzels, either in his hand or in the Skat. Any person who deals the cards sometimes three at a time, and again five at a time, should be stopped immediately, and no such excuses as changing his luck should be listened to for a moment. Any person who habitually picks up the cards with their faces towards him, and straightens them by lifting them from their positions in the pack, should be stopped at once, and requested to straighten the cards face down. Dealing seconds is very difficult when the cards have to be “pinched” in threes and fours.

4.] [Illustration: Fig. 5.] This is the Deptford version. The Clapham version is almost identical; the children take hold of each others skirts and make a long line. If the brave soldier is not able to break the clasped hands he goes to the end of the line of soldiers. The soldiers do not surround the fortress. In the Suffolk version the soldiers try to break through the girls hands. If they do they have the tower. The Cornwall version is not so completely an illustration of the capture of a fortress.

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In order properly to understand the considerations which guide them in making the trump, one should first be familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by one side do not count; but each trick above that number counts toward game according to the following table:-- When Spades are trumps, each trick counts 2 points. ” Clubs ” ” ” ” ” 4 ” ” Diamonds ” ” ” ” ” 6 ” ” Hearts ” ” ” ” ” 8 ” ” there is no trump, ” ” ” 12 ” Better to understand the importance of this variation in value, it should be noticed that the game is 30 points; so that if two partners won 3 by cards with no trump, or 4 by cards with hearts for trumps, they would win the game in one deal. On the other hand, if either of the black suits were trumps, they could not lose the game, even if a slam were made against them. It will thus be evident that two considerations influence the player whose privilege it is to make the trump: First, to win as much as possible, if he has the cards to do it. Second, to save himself, if he is weak; or the game, if it is in danger. As a general proposition, it may be said that his decision will be indicated by the colour of the trump he names. If it is red, he is strong, and plays to win; if it is black, he is taking to the woods. A further element may enter into his calculations, the state of the score. If he feels sure of the few points necessary to win the game or the rubber with a black trump, there is no necessity to risk making it red.