Kiss her once, kiss her twice, Kiss her three times three. --Wrotham, Kent (Miss D. Kimball). VI. There stands a lady on the ocean [mountain], Who she is I do not know her; All she wants is gold or silver, All she wants is a nice young man. Choose once, choose twice, Choose three times over. Now you re married I wish you joy, First a girl and then a boy; Seven years old a son and daughter, Play and cuddle and kiss together. Kiss her once, kiss her twice, Kiss her three times over. --Deptford (Miss Chase). VII.

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_=At No-trump.=_ The declarer’s first care in a no-trumper must be to select the suit that he will play for. Four simple rules cover this choice:-- 1. Always lead from the weak hand to the strong if the suit is not already established. 2. Play for the suit in which you have the greatest number of cards between the two hands, because it will probably yield the greatest number of tricks. 3. If two suits are equal in number, play for the one in which you have the greatest number of cards massed in one hand. That is, if you have two suits of eight cards each, select the one that has six of those cards in one hand, in preference to the suit with four in each hand. 4.

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If five persons play, the Jack of each suit is added; if only three play, the Queens are discarded, reducing the pack to sixteen cards. Two packs are generally used alternately. _=Counters=_ or chips are used, as in Poker, instead of money. Any player may be the banker. _=Players.=_ Three, four, or five persons may play; but four is the proper number, and all descriptions of the game suppose it to be four-handed. _=Cutting.=_ To decide the positions of the players, a sequence of cards is sorted out, equal in number with the number of players. These cards are then shuffled, face downward, and each player draws one. The highest of the sequence has the choice of positions, and so on down until all are seated.

With Ace and Queen, for instance, he must play the Ace if the King is not in the Dummy. To play the Queen would be to throw it away if the declarer has the King. If the leader has the King, third hand gets out of his way by giving up the Ace. _=FOSTER’S ELEVEN RULE.=_ In trying to win tricks as cheaply as possible, third hand may often be guided by the Eleven Rule, which can be applied to any lead of a small card. By deducting from eleven the number of pips on any low card led by his partner, the pone may ascertain to a certainty how many cards there are _=higher than the one led=_, which are not in the leader’s hand. This rule, which was invented by R.F. Foster in 1881, in connection with the game of whist, is now used by everyone with any pretensions to being a bridge player. The rule itself is this:-- When the eldest hand leads any card which is not an honour, deduct the spots on it from eleven.

, three cards of the same denomination. Tric-Trac, the European name for Backgammon. Trump-showing Leads, a system of private conventionalities in leading plain suits at Whist, to show the number of trumps held by the leader. Unblocking, getting out of your partner’s way when he has more cards of the suit than you have. Underplay, leading a card which is not the best of a suit, when the best would naturally be led; or holding up the best card to let another player win the trick. Vade, F., the pool to be played for. Vergeben, G., misdeal. Verleugnen, or Verläugnen, G.

50. If the adversaries interrupt a dealer whilst dealing, either by questioning the score or asserting that it is not his deal, and fail to establish such claim, should a misdeal occur, he may deal again. 51. Should a player take his partner’s deal and misdeal, the latter is liable to the usual penalty, and the adversary next in rotation to the player who ought to have dealt then deals. THE TRUMP CARD. 52. The dealer, when it is his turn to play to the first trick, should take the trump card into his hand; if left on the table after the first trick be turned and quitted, it is liable to be called; his partner may at any time remind him of the liability. 53. After the dealer has taken the trump card into his hand, it cannot be asked for; a player naming it at any time during the play of that hand is liable to have his highest or lowest trump called. 54.

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Telegraphic signals between persons on opposite sides of the gallery who are nevertheless in partnership, are often translated into advice to the player, to his great benefit. Besides these, all the machinery of marked cards, reflectors, shifted cuts, wedges, strippers, and false shuffles are at the command of the philosopher, who can always handle a small pack of cards with greater freedom, and to whom the fashion of dealing in twos and threes is always welcome. The honest card-player has not one chance in a thousand against the professional at Écarté. _=SUGGESTIONS FOR GOOD PLAY.=_ The French claim that any person may become an expert at a game like Piquet, simply by dint of long practice; but that the master of Écarté must be a born card-player, as no game requires in such degree the exercise of individual intelligence and finesse. While this may be true, there are many points about the game which may be learned by the novice, and which will greatly improve his play. There are two things which the beginner should master before sitting down to the table for actual play: the hands on which it is right to stand, or play without proposing, and those with which it is right to refuse, or play without giving cards. These are called stand hands, or _=jeux de règle=_, and the player should be able to recognize them on sight. In the following paragraphs the words _=dealer=_ and _=player=_ will be used to distinguish the adversaries at Écarté. The principle underlying the jeux de règle is the probable distribution of the cards in the trump suit, and the fact that the odds are always against the dealer’s holding two or more.

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. Gomme). Chacke-Blyndman Scotch name for Blindman s Buff.

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Where s my share of it? Cat ran away with it. Where s the cat? In the wood. Where s the wood? Fire burnt it. Where s the fire? Moo-cow drank it. Where s the moo-cow? Butcher killed it. Where s the butcher? Eating nuts behind the door, and you may have the nutshells. --London (Miss Dendy, from a maid-servant). II. Please, mother, may I go a-maying? Why, daughter, why? Because it is my sister s birthday. Make three pretty curtseys and walk away.

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For instance: A wants 4 points to win; B wants 10; and C wants 16. If A can see his way to win the game by cards or small honours, he should take the first opportunity of giving C the Ten; or allowing him to make it in preference to B. As the Ten counts first, cards and honours next, B may be shut out, even if he has the Jack. _=LAWS.=_ There are no special laws for Scotch Whist. The whist laws are usually enforced for all such irregularities as exposed cards, leading out of turn, etc. The most important matter is the revoke, and it should be clearly understood before play begins whether the revoke penalty is to be paid by the individual in fault, or by the side to which he belongs. Some players think there should be some regulation for penalties in such cases as that of a player taking up the wrong hand, when two or more are dealt to each player; but as no advantage can be gained by the exchange, it is hard to see what right the adversary would have to impose a penalty. ILLUSTRATIVE SCOTCH WHIST HAND. We give a simple example hand, as an illustration of the manner of playing with four persons; two being partners against the other two.

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In case the teams are composed of an odd number of pairs, each team, in making up its total score, adds, as though won by it, the average score of all pairs seated in the positions opposite to its odd pair. In making up averages, fractions are disregarded and the nearest whole numbers taken, unless it be necessary to take the fraction into account to avoid a tie, in which case the match is won “by the fraction of a point.” The team making the higher score wins the match. H. _Pair Contests._ The score of a pair is compared only with other pairs who have played the same hands. A pair obtains a plus score for the contest when its net total is more than the average; a minus score for the contest when its net total is less than the average. NOTE.--Some players in America are adopting the English rule, which allows the dealer to pass, without making any declaration. The usual expression is, “No bid.

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Cock-stride. Cockertie-hooie. Cockle-bread. Cockly-jock. Cock s-headling. Cock-steddling. Codlings. Cogger. Cogs. Common.

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This ordeal occurs in more than one folk-tale, and it usually accompanies the incident of a youth having travelled for adventures, sometimes in quest of a bride. He succeeds in finding the whereabouts of the coveted girl, but before he is allowed by the father to take his bride away he is required to perform tasks, a final one being the choosing of the girl with whom he is in love from among others, all dressed alike and disguised. Our bridal veil may probably originate in this custom. In the ballad from which Mr. Newell thinks the game may have originated, a maid has been given in marriage to another than her chosen lover. He rides to the ceremony with a troop of followers; the bride, seeing him approach, calls on her maidens to take off her gold crown and coif her in linen white, to test her bridegroom s affection. This incident, I think, is not to test affection, but the ordeal of recognising his bride, however disguised, and the fact that the hero at once recognises his love, mounts with her on horseback, and flees to Norway, may be considered to support my view. See also Brand, vol. ii. p.

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I had hoped to have covered in my collection the whole field of games as played by children in the United Kingdom, but it will be seen that many counties in each country are still unrepresented; and I shall be greatly indebted for any games from other places, which would help to make this collection more complete. The tunes of the games have been taken down, as sung by the children, either by myself or correspondents (except where otherwise stated), and are unaltered. The games consist of two main divisions, which may be called descriptive, and singing or choral. The descriptive games are arranged so as to give the most perfect type, and, where they occur, variable types in succession, followed, where possible, by any suggestions I have to make as to the possible origin of the game. The singing games are arranged so as to give, first, the tunes; secondly, the different versions of the game-rhymes; thirdly, the method of playing; fourthly, an analysis of the game-rhymes on a plan arranged by my husband, and which is an entirely novel feature in discussing the history of games; fifthly, a discussion of the results of the analysis of the rhymes so far as the different versions allow; and sixthly, an attempt to deduce from the evidence thus collected suggestions as to the probable origin of the game, together with such references to early authorities and other facts bearing upon the subject as help to elucidate the views expressed. Where the method of playing the game is involved, or where there are several changes in the forms, diagrams or illustrations, which have been drawn by Mr. J. P. Emslie, are inserted in order to assist the reader to understand the different actions, and in one or two instances I have been able to give a facsimile reproduction of representations of the games from early MSS. in the Bodleian and British Museum Libraries.

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And that s when the dice jumped straight up off the baize, a good six-inch hop into the air, and came down Snake Eyes, the old signal. Wow! I d had it! TK! somebody yelled. He might as well have screamed, Fire! the way that mob of gamblers scuttled away from the table. No dice, one of the dealers said automatically. He raked the hopping cubes sadly to him with his hoe-shaped dice-stick. I made a break for it with the rest of the crowd, trying to keep my eye on Sniffles. But she had the sure-loser s touch of slipping away from any authority. She vanished into the milling mob. My last glimpse had been of a skinny arm reaching up to pluck some more free _hors d oeuvres_ from a tray as she fled. I should have saved myself the trouble.

V. Darby and Joan were dressed in black, Sword and buckle behind their back. Foot for foot, and knee for knee, Turn about Darby s company. --Halliwell s _Nursery Rhymes_, p. 121. (_b_) The children form pairs, one pair following the other, with their arms linked behind. While the first four lines are repeated by all, they skip forward, and then skip back again. At the end of the last line they turn themselves about without loosing hands. (_c_) Miss Burne includes this among obscure and archaic games, and Halliwell-Phillips mentions it as a marching game. The three first versions have something of the nature of an incantation, while the fourth and fifth versions may probably belong to another game altogether.

The simple rule to be remembered is that no combination of cards once announced, and left on the table, can be changed, except by the addition of a card from the hand of some player. _=Taking In.=_ Any player who has made a build is obliged either to win it, when it is next his turn to play, or to win something else, or to make another build. For instance: He has built a 5 into a 9 with a 4, and holds another 4; if another 5 appears on the table before it comes to his turn to play, he may build that into a 9 also, with his other 4, announcing, “Two Nines.” Or if some player should lay out a 4 he could pair it and take it in, leaving his 9 build until the next round. In the same way a player may increase or win another player’s build instead of taking in his own. An opponent’s build may be increased by cards from the hand only. In the four-handed game, partners may take in one another’s builds, or may make builds which can be won by the card declared in the partner’s hand. For instance; One player builds an 8, and his partner holds Little Cassino. If there is a 6 on the table, the Cassino can be built on it, and “two Eights,” called, although the player has no 8 in his own hand; the 8 already built by his partner is sufficient.

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He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards. In dealing the cards for the draw, the pack is not cut again, the cards being dealt from the top, beginning where the deal before the draw left off. As each player asks for his cards he must discard those he wants replaced, and he must receive the entire number he asks for before the next player is helped. In some places it is the custom for all those who have made good the ante to discard before any cards are given out. This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for. Should any card be found faced in the pack, it must be placed on the table among the discards. Should any card be exposed by the dealer in giving out the cards, or be blown over by the wind before the player has touched it, such card must not be taken by the player under any circumstances, but must be placed with the discards on the table. A player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped. [The object of this rule is to prevent a dealer from altering the run of the cards in the draw.] Should a player ask for an incorrect number of cards and they be given him, he must take them if the next player has been helped.