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A joker once moved cannot be moved again. Suppose some player has laid out the 6 7 joker of clubs. The joker stands for the 8 of clubs. Another player holding the actual 8 of clubs could move the joker to the position of the 5 and add his 8. Or if he had the 4 of clubs, he could move the joker to represent the 5 and add his 4 to the sequence, or he might add both 8 and 4 if he held those cards. On account of the privilege of laying out as many cards at a time as the player pleases, and adding as many as he can to other combinations, this is a much livelier game than the ordinary single-pack rum. The settling is the same, the winner getting the pip value of each player’s hand. In case no one has all his cards down before the stock is exhausted, which is very unusual, however, the discards are turned face down and drawn from again. CANFIELD. This form of solitaire is often confused with Klondike, but there is a marked difference both in the layout and the play.

When only two play, the game may be scored on a pull-up cribbage board, and settled for at the end. _=PLAYERS.=_ Any number from two to six persons may play, but four is the usual number, each playing for himself against all the others. The players on the dealer’s right and left are known as the _=pone=_ and the _=eldest hand=_, respectively. _=STAKES.=_ The value of the counters must be agreed upon before play begins, and the method of settling should also be understood, Sweepstake Hearts and Howell’s Settling being entirely different games, and requiring totally different methods of play. _=CUTTING.=_ If seven players assemble, it is usual to make up a table in which the dealer takes no cards. If there are more than seven candidates for play, two tables must be formed. Players draw from an outspread pack for the choice of seats and cards, the lowest cut having the first choice, and the others following in their order.

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Another version is for one child to be blindfolded, and stand in the middle of a ring of children, holding a long wand in his hand. The ring dance round to a tune and sing a chorus [which is not given by the writer]. They then stop. Buff extends his wand, and the person to whom it happens to be pointed must step out of the circle to hold the end in his hand. Buff then interrogates the holder of the wand by grunting three times, and is answered in like manner. Buff then guesses who is the holder of the wand. If he guesses rightly, the holder of the stick becomes Buff, and he joins the ring (_Winter Evening s Amusements_, p. 6). When I played at this game the ring of children walked in silence three times only round Buff, then stopped and knelt or stooped down on the ground, strict silence being observed. Buff asked three questions (anything he chose) of the child to whom he pointed the stick, who replied by imitating cries of animals or birds (A.

| -- | -- | -- | |12.|One and a hush, two |One of you rush, two | -- | | |and a rush. |may rush. | | |13.| -- | -- |Give a silver pin for | | | | |a golden ring. | |14.|Please, young lady, |Please, old woman man,|Pray, young lady, pop | | |come under my bush. |creep under the bush. |under. | |15.

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The game may go on for any length of time. Another form of words is-- I m the King o the Castle, An nane can ding me doon. --Keith (Rev. W. Gregor). Other words sung by the Scotch children are-- I, Willy Wastle, Stand on my castle, And a the dogs o your toon Will no drive Willie Wastle doon. Chambers (_Popular Rhymes_, p. 114) records the tradition that when Oliver Cromwell lay at Haddington he sent to require the governor of Home Castle, in Berwickshire, to surrender; the governor is said to have replied in the above quatrain of juvenile celebrity. The London version is for the boys to run up a hillock, when one of them declares as follows-- I m the King of the Castle; Get down, you dirty rascal, whereupon he pushes down his companions. If another boy succeeds in getting his place he becomes King, and repeats the doggerel (G.

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=_ If the third hand plays before the second, the fourth hand may play before his partner, either of his own volition, or at the direction of the second hand, who may say: “Play, partner.” If the fourth hand plays before the second, the third hand may call upon the second hand to play his highest or lowest of the suit led, or to trump or not to trump the trick. _=30.=_ _=REVOKING.=_ A revoke is a renounce in error, not corrected in time; or non-compliance with a performable penalty. If a revoke is claimed and proved, the hand in which it occurs is immediately abandoned. The adversaries of the revoking player then have the option of adding two points to their own score, or deducting two points from his score. If both sides revoke, the deal is void. If one person is playing alone, the penalty for a revoke is as many points as would have been scored if the lone hand had succeeded. _=31.

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The number of cards in hand after the discard and draw must be exactly twelve. Only one discard is allowed, and having been made it cannot be changed after the stock has been touched. If the pone does not take all the cards to which he is entitled, he is allowed to look at those that remain of the first five that were on the talon; but on no account may he look at any of the dealer’s three. If the dealer leaves any cards in the stock, he has a right to look at them, but the pone may not see them until he has led for the first trick, or announced the suit he will lead. If he announces a suit, and after seeing the cards in the stock does not lead that suit, the dealer may call a suit. If the dealer does not look at the remaining cards the pone cannot see them either. Each player keeps his discards separate from those of his adversary, and is allowed to refer to them at any time during the play of the hand, but on no account can he see his adversary’s discards, unless that adversary has mixed with them one or more of the unseen cards that were left in the stock, and afterward picks up and looks at his discard, including the card which the other is entitled to see. For instance: The dealer leaves a card without looking at it. This he afterward mixes with his discard. Now, if he looks at his discard, of course he sees the card left in the stock, and the pone may demand to see not only the card left, but the entire discard.

233. Nine Men s Morris, in Gloucestershire called Ninepenny Morris, was, says a correspondent in the _Midland Garner_, largely practised by boys and even older people over thirty years ago, but is now, as far as I know, entirely disused. Two persons play. Each must have twelve pegs, or twelve pieces of anything which can be distinguished. The Morris was usually marked on a board or stone with chalk, and consists of twenty-four points. The pegs are put down one at a time alternately upon any point upon the Morris, and the first person who makes a consecutive row of three impounds one of his opponent s pegs. The pegs must only be moved on the lines. The game is continued until one or other of the players has only two pegs left, when the game is won (1st ser., i. 20).

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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. Don’t use a large finger hole. Big holes make a ball lop-sided. Don’t roll a ball down the alley when there is a ball in the pit. Don’t use a wide grip if you have a small hand, or two narrow for a big hand. Don’t use chalk on your shoes. It not only cracks the leather, but leaves the runway in bad condition for whoever follows you.

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We called it Earth, Air, Fire, and Water. A forfeit had to be paid for every mistake.--London (A. B. Gomme). It seems probable that a survival of fire-worship is shown by this game. Fivestones This game was played by a newspaper boy at Richmond Station for me as follows:--He had five square pieces of tile or stone about the size of dice. He took all five pieces in the palm of the hand first, then threw them up and caught them on the back of the hand, and then from the back of the hand into the palm. Four of the stones were then thrown on the ground; the fifth was thrown up, one stone being picked up from the ground, and the descending fifth stone caught in the same hand; the other three pieces were next picked up in turn. Then two were picked up together in the same manner twice, then one, then three, then all four at once, the fifth stone being thrown up and caught with each movement.

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The rustics, when they have not materials at hand to make a table, cut the lines in the same form upon the ground and make a small hole for every dot. They then collect stones of different forms or colours for the pieces, and play the game by depositing them in the holes in the same manner that they are set over the dots on the table. Hence Shakespeare, describing the effects of a wet and stormy season, says-- The folds stand empty in the drowned field, And crows are fatted with the murrain flock-- The Nine Men s Morris is filled up with mud. --_Midsummer Nights Dream_, act ii. sc. 2. Miss Baker (_Northamptonshire Glossary_), in describing Merell or Morris, says:-- On the inclosing of open fields this game was transferred to a board, and continues a fireside recreation of the agricultural labourer. It is often called by the name of Mill or Shepherd s Mill. She says the mode of playing now observed is this. Each of the players has nine pieces, or men, differing in colour, or material, from his adversary, for distinction s sake; which they lay down on the spots alternately, one by one, each endeavouring to prevent his opponent from placing three of his pieces in a line, as whichever does so is entitled to take off any one of his antagonist s men where he pleases, without breaking a row of three, which must not be done whilst there is another man on the board.

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If a player has drawn two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself. If he has not seen it, he may put it back without penalty. If he draws out of turn, he must restore the card improperly drawn; and if it belongs to his adversary the player in error must show his own card. If both players draw the wrong cards there is no remedy. If the loser of any trick draws and looks at two cards from the stock, his adversary may look at both cards of the following draw, and may select either for himself. If he chooses the second card, he need not show it. If, on account of some undetected irregularity, an even number of cards remain in the stock, the last card must not be drawn. The winner of the trick takes the last but one, and the loser takes the trump card. _=Irregular Announcements.=_ Should a player announce four of a kind, having only three; as, for instance, laying down three Kings and a Jack, and declaring four Kings, his adversary can compel him not only to take down the score erroneously marked, but to lead or play one of the three Kings.

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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. Any of the pools which are not won must remain until the following deal, and may be added to.