B leads the top of his partner’s declared suit, and A leads a fourth round, hoping to get in with the club jack. At tricks 8 and 9, B signals control in hearts. A keeps the protection in clubs to the end and saves a trick by it. Y keeps two clubs in dummy, so that if club is led, he will have one to return after he has made his diamonds. In the second example, they are playing nullos, Y declaring. The points in the play are holding the spade queen, so as to lead a diamond or a spade at trick 6. This B prevents, hoping to force two clubs on Y and Z and set the contract. At trick 7, if the hearts are split, the queen must win the ten. If not, Z must win one heart trick. Y makes his contract, losing four odd.

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When the scores are not known, there is nothing but luck to guide one, unless a person has a very good memory, and knows which players are probably behind. _=Leading.=_ If the successful bidder wants 6 or 7 tricks, and holds the Joker, he should lead it at once. If he has not the Joker, he should begin with a low trump, and give his partners a chance to play the Joker on the first round. If the leader cannot exhaust the trumps with one or two rounds, it will sometimes be to his advantage to lead any losing card he may have in the plain suits, in order to let his partners win the trick if they can. In playing alone, it is absolutely necessary to exhaust the trumps before opening a plain suit. Partners should avail themselves of the methods common to four-handed Euchre to support one another in trumps and plain suits. The discard should invariably be from weakness if the player is the bidder’s partner; and from strength, if opposed to him. _=EUCHRE FOR FIVE PLAYERS.=_ This is practically the same as the seven-handed game, but the pack is reduced to 28 cards, all below the Eight in each suit being deleted.

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If he gets sixty-six before his adversary wins a trick, which is called _=schwartz=_, he counts three. The player first making seven points in this manner wins the game. A player may reach sixty-six by winning tricks containing certain counting cards; by holding and announcing marriages, which are the King and Queen of any suit; and by winning the last trick. The various counts for these are as follows:-- For King and Queen of trumps, _=Royal Marriage=_, 40 For King and Queen of any plain suit, _=Marriage=_, 20 For the Ace of any suit, 11 For the Ten of any suit, 10 For the King of any suit, 4 For the Queen of any suit, 3 For the Jack of any suit, 2 For the last or twelfth trick, 10 The marriages count for the player holding and announcing them; all other points for the player actually winning them. The last trick does not count unless it is the twelfth; that is, not unless every card is played. _=Method of Playing.=_ The pone begins by leading any card he pleases. The second player in any trick is not obliged to follow suit, even in trumps; but may renounce or trump at pleasure until the players cease to draw from the stock. If the second player follows suit, the higher card wins the trick. Trumps win all other suits.

Pray, mother, pray, May I go out to play? No, daughter, no, daughter, Not every fine day. Why, mother, why? I shan t be gone long. Make a fine curtsey And glad git you gone.-- Wait for your sister. --Hurstmonceux, Sussex (Miss Chase). IX. Please, mother, please, mother, may I go out to play? No, child, no, child, tis such a cold day. Why, mother, why, mother, I won t stay long. Make three pretty curtseys and off you run. --Northants (Rev.

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[Illustration: 🃅 🂥 🃕 🂽 🂭] 693 to 1 _=Fours.=_ Four cards of one kind, and one useless card. [Illustration: 🃆 🂦 🃖 🂶 🂾*] 4164 to 1 _=Straight flush.=_ Five cards of the same suit, in sequence with one another. [Illustration: 🃈 🃇 🃆 🃅 🃄] 72192 to 1 _=Royal Flush.=_ A straight flush which is ace high. [Illustration: 🃑 🃞 🃝 🃛 🃚] 649739 to 1 When hands are of the same rank, their relative value is determined by the denomination of the cards they contain. For instance: A hand without a pair, sequence, or flush is called by its highest card; “ace high,” or “Jack high,” as the case may be. As between two such hands, the one containing the highest card would be the better, but either would be outclassed by a hand with a pair in it, however small. A hand with a pair of nines in it would outrank one with a pair of sevens, even though the cards accompanying the nines were only a deuce, three and four, while those with the sevens were an ace, King and Queen.

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Stamp your foot and let her go! --Clun (Burne s _Shropshire Folk-lore_, pp. 518-19). VI. London Bridge is broken down, Broken down, broken down, London Bridge is broken down, My fair lady. Build it up with iron bars, Iron bars, iron bars, Build it up with iron bars, My fair lady. [Then follow verses with the same refrain, beginning with--] Build it up with pins and needles. Pins and needles rust and bend. Build it up with penny loaves. Penny loaves will tumble down. Here s a prisoner I have got.

| Pair. | Best. | +------------+-----------+--------------+-------+-------+ Any King and Queen is _=Matrimony=_; any Queen and Jack is _=Intrigue=_; any King and Jack is _=Confederacy=_; any two cards of the same denomination form a _=Pair=_, and the diamond ace is always _=Best=_. 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.

|We will give you pots | | |and pans. | | 14.|..... brass. | | 15.|.

O. Addy). V. How do you luby lue, How do you luby lue, How do you luby lue, O er the Saturday night? Put your right hand in, Put your right hand out, Shake it in the middle, And turn yourselves about. --Lady C. Gurdon s Suffolk _County Folk-lore_, p. 64. [Repeat this for left hand, right foot, left foot, heads, and put yourselves in. ] VI. Can you dance looby, looby, Can you dance looby, looby, Can you dance looby, looby, All on a Friday night? You put your right foot in, And then you take it out, And wag it, and wag it, and wag it, Then turn and turn about.

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3.] [Illustration: Fig. 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.

It is practically the same game as Drop Handkerchief, played without words. It is described by Strutt, p. 381, who considers Kiss-in-the-Ring is derived from this Cat and Mouse. Catchers One bicken is required in this game, and at this a lad must stand with a bat and ball in hand. He hits the ball away along the sand. Another boy picks it up and asks the striker How many? who replies-- Two a good scat, Try for the bat. The ball is then thrown to the bicken, and if it does not come within the distance named--two bats--the striker again sends the ball away, when the question is again asked-- Three a good scat, Try for the bat. And so on until the boy standing out throws the ball in to the required distance.--Old newspaper cutting without date in my possession (A. B.

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| -- | -- |You shall have a young| | | | |man. | | 25.| -- | -- | -- | | 26.|I ll take [   ] for my|Take [   ] for my | -- | | |bride. |bride. | | | 27.| -- | -- | -- | | 28.| -- | -- |Apprentice for your | | | | |sake. | | 29.| -- | -- | -- | | 30.

The high cards of short suits, and single intermediate cards, such as 5’s and 6’s, should be got rid of at every opportunity. _=Adversaries of the Misère.=_ In playing against a misère the chief difficulty is to prevent the caller from discarding, and to place the lead with the player who can probably do him the most harm. It is an axiom with solo-whist players that every misère can be defeated, if the weak spot in it can be found; because if the misère was absolutely safe, it would be played as a spread, which would pay the caller twice as much. This is not true, however, for it often happens that the cards are so distributed in the other hands that the call cannot be defeated, however risky it may have been. The weak point in a misère is usually a short suit with one high card in it; or a suit of intermediate length, without the deuce. As it is probable that the caller is short in suits in which the adversaries are long, and long in those in which they are short, he is less likely to get a discard if they lead their shortest suits first. If the misère player has over-called a proposal or a solo, he is likely to be short in the trump suit, or at least safe in it. It is not good play to lead a single Ace; but a King may be very effective; for if no one plays the Ace on it, that card may be absolutely marked in the caller’s hand. In such a case the adversary with the greatest number of that suit should keep it for the attack.

Do not attempt to get more than the number bid until that is assured. On the other hand, if it is certain that the adversary cannot make good his bid, do not let him get as close to it as possible, but play boldly to win all you can, for every point he makes is simply lost. Here are a few example hands, which will give a very good idea of some of the fine points in the game. _=No. 1.=_ | | _=No. 2.=_ A bids 8 on hearts. | T | A bids 8 on hearts. The draw: A 2; Y 2; | R | The draw: A 2; Y 3; B 4; Z 5.

_=3.=_ The Standard men, technically described as White and Black, must be light and dark (say white and red, or yellow and black), turned, and round, not less than one inch, nor more than 1⅛ inches in diameter. _=4.=_ The men shall be placed on the black squares. _=5.=_ The black men shall invariably be placed upon the real or supposed first twelve squares of the board; the white upon the last twelve squares. _=6.=_ Each player shall play alternately with the white and black men, and lots shall be cast for the colour only once, viz., at the beginning of the play--the winner to have his choice of taking black or white. _=7.

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When the next verse is sung they return, and again stand in the centre. At the next verse the boy pretends to put a ring on the girl s finger. They walk out of the ring when told to go to church (two children in the ring unclasping hands to let them walk out, and again clasping hands after they return), and kiss each other and shake hands when the two next verses are sung. The child who was first in the centre then joins the ring, and the game proceeds in the same way with the second child, who chooses in his turn. All the other versions follow the same rules, suiting their actions to the words, except Ogbourne, Wilts, in which the two children in the centre sing the verse, roast beef and plum pudding. They stand face to face, take hold of each other s hands, and sway their arms from side to side. The ring then sing the concluding verse. In those versions where say your prayers and kneel down occur, the two centre children kneel, and hold their open hands together in front of them to imitate a book. In the London version (A. B.

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The pool may be kept to pay for refreshments, like the kitty in Poker, or it may be won by the first natural shown, as may be agreed. _=Probabilities.=_ The only point in the game is for a player to know what hands to stand on, and what to draw to. The dealer is guided by the cards dealt to other players, and by what they ask for. The other players should stand on 17, but draw on 16. In practice it has been found that the odds are about 2 to 1 in favour of drawing at 16; 3 to 1 for drawing at 15. The rules for drawing, etc., are more fully described in connection with the very similar game of Baccara. MACAO. In this variety of Vingt-et-un only one card is dealt to each player; court cards and tens count nothing, and the Ace is always worth one.

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=_ The four players at the bridge table are indicated by letters; A and B are partners against Y and Z; Z always represents the dealer, who always makes the first bid, A being the second bidder, Y the third and B the fourth. [Illustration: +-----+ | Y | |A B| | Z | +-----+ ] _=DEALING.=_ The cards having been properly shuffled the dealer, Z, presents them to the pone, B, to be cut. At least four cards must be left in each packet. Beginning at his left, the dealer distributes the cards one at a time in rotation until the pack is exhausted. When two packs are used, the dealer’s partner shuffles one while the other is dealt, and the deal passes in regular rotation to the left until the rubber is finished. _=IRREGULARITIES IN THE DEAL.=_ If any card is found faced in the pack, or if the pack is incorrect or imperfect, the dealer must deal again. If any card is found faced in the pack, or is exposed in any manner; or if more than thirteen cards are dealt to any player, or if the last card does not come in its regular order to the dealer, or if the pack has not been cut, there must be a new deal. Attention must be called to a deal out of turn, or with the wrong cards, before the last card is dealt, or the deal stands.

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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. The first mention of Skat that we can find is in an article in the “Osterländer Blättern,” in 1818. Thirty years later Professor Hempel of Altenburg published the rules and principles of the game under the title: “Das Skatspiel, von J.F.L.H.” It is said that he learned the game from a friend, who had been taught it by a Wendish coachman in his employ. The game spread rapidly, and soon became popular all over Germany, but with many minor variations in the details of play. To settle these, a Skat congress was finally held in Altenburg in 1886.

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Supposing if I fall in? Good job too! --Hartley Wintney, Winchfield, Hants (H. S. May). XII. Mother, buy the milk-pail, mother, dear mother of mine. Where s the money to come from, children, dear children of mine? Sell father s feather bed, mother, dear mother of mine. Where s your father to sleep in? Father can sleep in the servant s bed. Where s the servant to sleep in? Servant can sleep in the pig-sty. Where s the pig to sleep in? The pig can sleep in the wash-tub. Where shall we wash our clothes? Wash our clothes at the sea-side.

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If an adversary of the single player revokes, he and his partners must each pay the caller just as if he had been successful, and must also pay him for three over-tricks as forfeit, provided his bid was not more than nine tricks; for the bid and the over-tricks together must not exceed thirteen tricks. In addition to this, the individual player in fault must pay four red counters as forfeit to the pool. In some places he is made to double the pool; but this is manifestly unfair, as he could not win the amount in the pool in any case, and therefore should not lose it. In a Misère Partout, the revoking player pays five red counters to each adversary, and deposits a forfeit of four red counters in the pool. The hands are immediately thrown up if the revoke is claimed and proved. _=CARDS PLAYED IN ERROR.=_ The single player is not liable to any penalty for cards played in error, or led out of turn, except those taken back to save a revoke; but his adversaries are liable to the usual whist penalties for all such irregularities. The single player can forbid the use of an exposed trump for ruffing, and can demand or prevent the play of an exposed card in plain suits, provided he does not ask the adversary to revoke. If a suit is led of which an adversary has an exposed card on the table, the single player may call upon him to play his highest or lowest of that suit. If a player has announced Little Misère, and one of the adversaries leads before the others have discarded, the caller may immediately claim the pool and stakes.

The player to the left of the dealer begins by placing the card he leads face up on the table, and in front of him. The second player follows by placing his card in front of him in the same manner; and so the third, and so the fourth. The four cards are then turned face down, and the dealer takes up the trump. The partners winning the trick place their cards lengthwise, pointing towards each other; the adversaries place theirs across. At the end of the hand, the number of tricks taken by each side can be seen by glancing at any player’s cards. If there is any discrepancy, a comparison of the turned cards will show in which trick it occurs, and the cards can be readily faced and examined. [Illustration: +--------+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | +-------++-+-+-+ +-+ | | +-+-+ | | | | | | | | | +--------+---+-+ +-----+-+ N +-------+ +----------+ | | | | +-------+ | | | | | | +-------+--+ +----------+ | | | | +----------+ +----------+ | | | | +-------+ | +----------+ | | | | | +-------+ | +--+-------+ | | | | | | +-------+ | | +-------+ | | | | | +-------+--+ W E +--+-------+ | | | | | +-------+ | | +-------+ | | | | | | +-------+--+ | +-------+ | | |X | +----------+ +----------+ | | | | +----------+ +----------+ | | | | +----------+ +--+-------+ | | | | | | +-------+ | | | | +----------+ +-------+ S +-+-----+-+-+---+--------+ | | | | | | | | | +-+-+ | | +-+ +-+-+-++-------+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+--------+ ] N & S 6; E & W 7. East has made a mistake in turning the fifth trick. _=COUNTERS.=_ In some places 13 counters are placed on the table, the winner of each trick taking down one.

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If the total is not 21, he may draw another card, and so on until he is créve or stands. The first player disposed of in this manner, the dealer goes on to the next one, and so on until he comes to himself. He turns his two cards face upward, and draws or stands to suit himself. If he overdraws, all the other players expose their first two cards to show that they have 21 or less, and he then pays each of them the amount they have staked. If he stands, either before or after drawing, the others expose their cards in the same way, and those that have the same number are tied, and win or lose nothing. Those who have less than the dealer lose their stake; those that have more than the dealer, but still not more than 21, he must pay. When the result is a tie, it is called _=paying in cards=_. _=The Banker.=_ The banker for the next deal may be decided upon in various ways. The old rule was for one player to continue to act as banker and to deal the cards until one of his adversaries held a natural, the dealer having none to offset it.