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4. If three players cut cards of equal value, they cut again. If the fourth has cut the highest card, the two lowest of the new cut are partners, and the lowest deals. If the fourth has cut the lowest card, he deals, and the two highest of the new cut are partners. 5. At the end of a game, if there are more than four belonging to the table, a sufficient number of the players retire to admit those awaiting their turn to play. In determining which players remain in, those who have played a less number of consecutive games have the preference over all who have played a greater number; between two or more who have played an equal number, the preference is determined by cutting, a lower cut giving the preference over all cutting higher. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, at the end of a game a new table must be formed, those already in having no preference over fresh candidates. 6. To entitle one to enter a table, he must declare his intention to do so before any one of the players has cut for the purpose of commencing a new game or of cutting out.

When all the pieces are laid down they are played backwards and forwards in any direction that the lines run, but can only move from one spot to another at one time. He that takes off all his antagonist s pieces is the conqueror. 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.

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A shrewd greek can often help a silent partner who is playing under the disguise of a single caller, especially in misère. Persons who play in the many public cafés of Europe should be especially careful to avoid this style of partnership, where it is very common. _=SUGGESTIONS FOR GOOD PLAY.=_ Apart from the general principles common to all forms of Whist, such as the play of high or low cards, trumps or plain suits, etc., there are several points peculiar to Solo Whist which require attention. _=Proposing.=_ It is better to propose on two or three sure tricks, with strong probabilities of several more, than on a certainty of four only. For instance: The two highest trumps and two suits containing Aces, with no other trick probable, is not such a good hand for a proposal as one containing four average trumps, with one plain suit of K Q J x x, and another of K Q x x. It is not improbable that the latter may be good for seven or eight tricks. Nothing but experience will teach a player what combinations of cards are “probably” good for tricks; but K x x, or Q J 10 x or K Q, may be counted on.

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A card exposed by the leader, after the final declaration and before the lead, is subject to call. CARDS EXPOSED DURING PLAY. 67. After the original lead, all cards exposed by the declarer’s adversaries are liable to be called and must be left face upward on the table. 68. The following are exposed cards: (1) Two or more cards played simultaneously; (2) a card dropped face upward on the table, even though snatched up so quickly that it cannot be named; (3) a card so held by a player that his partner sees any portion of its face; (4) a card mentioned by either adversary as being held in his or his partner’s hand. 69. A card dropped on the floor or elsewhere below the table, or so held that it is seen by an adversary but not by the partner, is not an exposed card. 70. Two or more cards played simultaneously by either of the declarer’s adversaries give the declarer the right to call any one of such cards to the current trick and to treat the other card or cards as exposed.

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The French know nothing about Euchre in any form. Auction Euchre is exactly the same as the ordinary four or six-handed game, except that the trump is not turned up, the players bidding in turn for the privilege of naming the trump suit. The bidder names the number of tricks he proposes to take. There is no second bid, and the player who has made the highest bid names the trump suit. No matter who is the successful bidder, the eldest hand leads for the first trick. The number of points won or lost on the deal are the number of points bid, even if the bidder accomplishes more. If a player has bid 3, and he and his partner take 4 or 5 tricks, they count 3 only. If they are euchred, failing to make the number of tricks bid, the adversaries count the number of points bid. Fifteen points is usually the game. This is probably the root of the much better games of five and seven-handed Euchre, which will be described further on.

2 is worth 21 points on account of the three runs of three and the pair royal, while No. 3 is worth only 16; a double run of four and a single pair. No. 4 contains four fifteens in addition to the four runs of three and two single pairs, and is therefore worth 24 points. The best combination that can be held in hand or crib is three Fives and a Jack, with the Five of the same suit as the Jack for a starter. We have already seen that the four Fives by themselves are worth 20, to which we must add the four extra fifteens made by combining the Jack with each Five separately, and one more point for his nobs, 29 altogether. If the Jack was the starter, the combination would be worth 30 to the dealer, but his heels would have to be counted before a card was played. _=Flushes.=_ In addition to the foregoing combinations, if all four cards in the hand are of the same suit the player can peg four points for the flush; if the starter is also the same suit, five points. A flush does not count in the crib unless the starter is the same suit, and then it counts five points.

Many varieties of this finesse occur. _=Placing the Lead.=_ This is usually a feature of the end-game A player may have an established suit, his adversary being the only person with any small cards of it. If the lead can be placed in the hand of this adversary, he must eventually lead the losing cards. A player begins with a weak suit of four cards, on the first round of which it is evident that his partner has no more, the adversaries having all the high cards. The suit is not played again, and for the last six tricks the original leader finds himself with three cards of it, and the Q x x of another suit. If the adversaries play King and Ace of the latter suit, the Queen should be given up, trusting partner for the Jack, for the Queen will force the holder of the three losing cards into the lead. It is sometimes necessary to throw away an Ace in order to avoid the lead at critical stages of the end-game. _=False Cards.=_ It requires more than ordinary skill to judge when a false card will do less harm to the partner than to the adversaries.

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_=STAKES.=_ Before play begins, or a card is dealt, the value of the counters must be decided, and a _=limit=_ must be agreed upon. There are four limitations in Draw Poker, and they govern or fix the maximum of the four principal stakes: the blind; the straddle; the ante; and the bet or raise. The _=blind=_ is the amount put up by the age before he sees anything, and should be limited to one white counter, as the blind is the smallest stake in the game. In some places it is permissible for the age to make the blind any amount he pleases within half the betting limit; but such a practice is a direct violation of the principles of the game, which require that the amount of the blind shall bear a fixed proportion to the limit of the betting. The _=straddle=_ is a double blind, sometimes put up by the player to the left of the age, and like the blind, without seeing anything. This allows the player on the left of the straddler to double again, or put up four times the amount of the original blind. This straddling process is usually limited to one-fourth of the betting limit; that is, if the betting limit is fifty counters, the doubling of the blind must cease when a player puts up sixteen, for another double would carry it to thirty-two, which would be more than half the limit for a bet or raise. The _=ante=_ is the amount put up by each player after he has seen his cards, but before he draws to improve his hand. The terms “ante” and “blind” are often confused.

| |29.|What has this great |O, what has my poor |What s the prisoner | | |prisoner done? |prisoner done? |done to you? | |30.|Stole a watch and lost| -- |Stole my watch and | | |the key. | |broke my chain. | |31.| -- |Robbed a house and | -- | | | |killed a man. | | |32.| -- | -- | -- | |33.| -- | -- | -- | |34.| -- | -- | -- | |35.

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_=POSITION OF THE PLAYERS.=_ The partners sit opposite each other, and the players are distinguished, as at Whist, by the letters A-B and Y-Z. Z is the dealer, and A has the original lead. _=DEALING.=_ One pack of cards is shuffled and cut as at Whist. The dealer then gives four cards to each player, beginning on his left; then four more, and finally five, no trump being turned. In many places six cards are first dealt to each player, and then seven; but the 4-4-5 system is better, and is the rule in the very similar game of Boston. The general rules with regard to irregularities in the deal are the same as at Whist; except that a misdeal does not lose the deal. The misdealer must deal again, and with the same pack. _=CAYENNE.

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_Reprinted and Copyrighted, 1913, by permission of The Whist Club of New York._ THE RUBBER. 1. The partners first winning two games win the rubber. When the first two games decide the rubber, a third is not played. SCORING. 2. Each side has a trick score and a score for all other counts, generally known as the honour score. In the trick score the only entries made are points for tricks won (see Law 3), which count both toward the game and in the total of the rubber. All other points, including honours, penalties, slam, little slam, and under-tricks, are recorded in the honour score, which counts only in the total of the rubber.

--Baker s _Northamptonshire Glossary_. Hoodman Blind Name for Blind Man s Buff. Mentioned in _Hamlet_, iii. 4; _Merry Devil of Edmonton_; and _Wise Women of Hogsden_. Hooper s Hide Name for Blind Man s Buff. --Nares _Glossary_. Hop-crease The game of Hop-scotch. --Halliwell s _Dictionary_. Hop-frog The players bend as though about to sit on a _very low_ stool, then spring about with their hands resting on their knees.--Dorsetshire (_Folk-lore Journal_, vii.

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At the beginning of the game the men move only one square at a time, and always forward, and can be placed only on squares which are unoccupied. If an adverse piece stands upon a square to which a man might be moved, and there is a vacant square beyond, the man must jump over the adverse piece to the unoccupied square, at the same time removing from the board the piece so jumped over. In the position shown in Diagram No. 1, for instance, it being White’s turn to move, he must jump over the black man, removing it from the board. Black will then have a choice of two jumps, over one man or over two, and will of course select the jump toward the right of the board first, and then over the second man, removing both from the board. A man may jump over and capture several men at one move, provided there are vacant squares between them, and beyond the last man. [Illustration: No. 1. +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛂ | | ⛀ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | | | ⛀ | | +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ ] _=Huffing.=_ If a player who can capture a piece neglects to do so, his adversary has the choice of three things:--To compel the player to take back his move and capture the piece; to huff (remove from the board,) the man that should have captured the piece; or to let the move stand, and go on with his own move.

If he passes, he throws his cards face downward on the table in front of the player whose turn it will be to deal next. Should the opener be raised, and not care to see that raise, he must show his hand to the table before abandoning it, in order to demonstrate that he had openers. Some players show only the cards necessary to open, but the strict rules require the whole hand to be shown before the draw. When once the jack is opened, the betting before the draw proceeds exactly as in the ordinary pool. Any player on the right of the opener, who passed on the first round, may come in after the pot is opened. For instance: E deals. A and B pass, but hold their hands. C opens, and D throws down his hand. E sees the opener’s bet, and it then becomes the turn of A and B, who have passed once, to say whether or not they will play, now that the pot is opened. When all those who have declared to stay have deposited an equal amount in the pool, they draw cards to improve their hands, just as in the ordinary pool, the player on the dealer’s left being helped first.

These are all entered under the head of “honour scores,” or “above the line.” _=Honours=_ are the five highest cards in the trump suit, A K Q J 10; when there is no trump, they are the four Aces. The partners holding three, four or five honours between them, or four honours in one hand, or four in one hand and the fifth in the partner’s, or all five in one hand, are entitled to claim and score them, according to the following table. It will be seen that their value varies according to the trump suit; and it must be remembered that this value cannot be increased by doubling. TABLE OF HONOUR VALUES. Royal spades are indicated by “R.” -------------------------------+---+---+---+---+---+------- Declaration | ♠ | ♣ | ♢ | ♡ | R | No | | | | | | trump -------------------------------+---+---+---+---+---+------- Each Trick Above 6 | 2 | 6 | 7 | 8 | 9 | 10 -------------------------------+---+---+---+---+---+------- H { 3 Honours | 4 |12 |14 |16 |18 | 30 O { 4 Honours | 8 |24 |28 |32 |36 | 40 N { 4 Honours (All in 1 hand) |16 |48 |56 |64 |72 |100 O { 5 Honours |10 |30 |35 |40 |45 | U { 5 Honours (4 in 1 hand) |18 |54 |63 |72 |81 | R { 5 Honours (All in 1 hand) |20 |60 |70 |80 |90 | S { Rubber 250, Grand Slam 40, Little Slam 20. When one side has nothing but the odd honour, three out of the five, it is called _=simple honours=_. The value of simple honours is always the same as two tricks. _=Slams.

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The miller s dog lay on the wall, And Bingo was his name Oh! B-i-n-g-o, And Bingo was his name Oh! --Maxey, Northants (Rev. W. D. Sweeting). VII. The shepherd s dog lay on the hearth, And Bingo was his name O. B i n g o, Bi, n, g, o, Bi-n-g-o, And Bingo was his name O. --Eckington, Derbyshire (S. O. Addy).

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|Such beautiful flowers| -- | -- | | |ever seen. | | | |11.| -- | -- | -- | |12.| -- | -- | -- | |13.| -- | -- | -- | |14.| -- | -- | -- | |15.| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.|Sweetheart is dead.

A player in this position should never straddle. Many players endeavour to force their luck in this way, but it is a losing game, and the best players seldom or never straddle. Having to make the first bet after the draw, it is usual for the player in this position, if he has an average hand, to _=chip along=_, by simply betting a single counter, and waiting for developments. With a strong hand, it is best to bet its full value at once, on the chance that the bet may be taken for a bluff, and called. _=Other Positions.=_ As the positions go round the table from the first bettor to the age, they become more desirable, and little need be said of them beyond the consideration of the average strength necessary for a player to _=go in=_ on. _=GOING IN.=_ There is a great difference of opinion as to the minimum value of a hand which should justify a player in drawing cards if he can do so for the usual ante. In close games many players make it a rule not to go in on less than tens, while in more liberal circles the players will draw to any pair. In determining which course to follow, the individual must be guided by his observation and judgment.

--Nottingham (Miss Winfield). X. Here we come looby, looby, Here we come looby light, Here we come looby, looby, All on a Saturday night. --Belfast (W. H. Patterson). XI. Here we come looping, looping [louping?], Looping all the night; I put my right foot in, I put my right foot out, I shake it a little, a little, And I turn myself about. --Hexham (Miss J. Barker).

| -- | -- | -- | |22.| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn| -- | | |your head. |your head. | | |24.| -- | -- |She s left off her | | | | |wedding to turn back | | | | |her head. | |25.| -- | -- | -- | |26.| -- | -- |Mother, is it true; | | | | |What shall I do? [Then| | | | |repeat Nos. 14 & 16.

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Merritot, or the Swing This sport, which is sometimes called Shuggy-shew in the North of England, is described as follows by Gay:-- On two near elms the slackened cord I hung, Now high, now low, my Blouzalinda swung. So Rogers, in the _Pleasures of Memory_, l. 77:-- Soar d in the swing, half pleas d and half afraid, Through sister elms that wav d their summer shade. Speght, in his _Glossary_, says, Meritot, a sport used by children by swinging themselves in bell-ropes, or such like, till they are giddy. In _Mercurialis de Arte Gymnastica_, p. 216, there is an engraving of this exercise. Halliwell quotes from a MS. _Yorkshire Glossary_, as follows:-- Merrytrotter, a rope fastened at each end to a beam or branch of a tree, making a curve at the bottom near the floor or ground in which a child can sit, and holding fast by each side of the rope, is swung backwards and forwards. Baker (_Northamptonshire Glossary_) calls Merrytotter the game of See-saw, and notes that the antiquity of the game is shown by its insertion in Pynson, Myry totir, child s game, oscillum. Chaucer probably alludes to it in the following lines of the _Miller s Tale_-- What eileth you? some gay girle (God it wote) Hath brought you thus on the merry tote.