XIII. I had a little dog, it shan t bite you, Shan t bite you, shan t bite you, Nor you, nor you, nor you. I had a little cat, it shan t scratch you, Shan t scratch you, nor you, nor you. I wrote a letter to my love, and on the way I dropped it. And one of you have picked it up and put it in your pocket. It wasn t you, it wasn t you, nor you, nor you, but it was _you_. --London (A. B. Gomme). XIV.

Foster’s Duplicate Whist; 1894. Whist; Jan., 1892; Jan., 1894; Aug., 1894; Oct., 1894; Jan., 1895: Mar., 1895; May, 1895; July, 1895; Oct., 1895. THE LAWS OF DUPLICATE WHIST.

When neither Third nor Fourth Hand holds a card above the Ten, the major and minor tenaces are divided between the leader and the Second Hand. If it can be inferred that the leader held five cards in the suit originally, he holds the minor tenace. When a player, not an American leader, begins with a Jack and wins the trick, the adversaries may conclude that his partner had two small cards with the Ace, and had not four trumps and another winning card. When a good player changes his suit, he knows that it will not go round again, or that the command is against him. This is often a valuable hint to the adversaries. When he quits his original suit and leads trumps, without his partner having called, the adversaries may conclude that the suit has been established. When a player puts Ace on his partner’s Jack led, and does not lead trumps, the adversaries may count on him for only one small card of the suit led. When an adversary finesses freely, he may be credited with some strength in trumps. When a player changes his suit, the adversaries should note carefully the fall of the cards in the new suit. As already observed, the leader almost invariably opens the new suit with the best he has.

|Mend it up with pins | -- |Mend it up with pins | | |and needles. | |and needles. | |22.|Pins and needles they | -- |Pins and needles rust | | |will break. | |and bend. | |23.| -- | -- | -- | |24.| -- | -- | -- | |25.| -- | -- | -- | |26.| -- | -- | -- | |27.

See How many miles to Barley Bridge? King Cæsar. King o the Castle One boy is chosen as King. He mounts on any convenient height, a knoll, or dyke, or big stone, and shouts-- A m King o the Castle, An fah (who) ll ding (knock) me doon? The players make a rush at the King, and try to pull him down. A tussle goes on for a longer or a shorter time, according to the strength of the King and his skill in driving off his assailants. The boy that displaces the King becomes King, and is in his turn assaulted in the same way. 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).

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The first six tricks taken by one side, and forming a _=book=_, do not count; but all above that number count toward game. At the end of each hand, the side that has taken any tricks in excess of the book scores them, their opponents counting nothing. As soon as either side reaches five points, they win the game, but the concluding hand must be played out, and the winners are entitled to score all the points over five that they can make on that hand. For instance: The score is 4 to 3 in favor of Vivant and Mort. They win the first seven tricks, which makes them game; but they do not cease playing. If they succeed in gaining eleven tricks out of the thirteen, they win a game of 9 points, instead of 5. As already observed, Vivant loses or gains double the value of the points in each hand. In the three-handed game this must be so; but in my opinion it would be a great improvement in the four-handed game to allow the player sitting out to share the fortunes of the Vivant, as in Bridge, and in many German games of cards, notably Skat. _=SLAMS.=_ The two great differences between French and English Dummy are that honours are not counted in Mort, and that a special value is attached to slams.

The four cards which form the crib, two from each hand, always belong to the dealer, and it is usual for each player, in discarding for the crib, to slip his two cards under the end of the cribbage board opposite to that occupied by the remainder of the pack. Cards once laid out for the crib, and the hand removed from them, cannot be taken up again. A penalty of two points may be scored by the adversary for each card so taken up again, whether it is returned to the player’s hand or not. If either player confuses his cards in any manner with those of the crib, his adversary scores two points, and may also claim a fresh deal. If it is not discovered until he comes to lay out for the crib, that a player has too many cards, the same rules apply that are given for misdealing; but if he has too few cards there is no remedy, as he has lifted his hand. He must lay out two cards for the crib and play with what remain, his adversary scoring two points penalty at the same time. _=THE STARTER.=_ Both players having discarded for the crib, the non-dealer cuts the remainder of the pack, and the dealer lifts the top card from the portion left on the table, turning it face up. The two portions being again united, the turned card is placed face up on the pack, and is known as the starter, because it forms the starting-point in the count for every hand and crib. At least four cards must be left in each packet in cutting for the starter.

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--Sheffield (Miss Lucy Garnett). VIII. Mother, buy some milking-cans, Milking-cans, milking-cans. Where must our money come from? Sell our father s feather bed. [This goes on for many more verses, articles of furniture being mentioned in each succeeding verse.] --Earls Heaton (Herbert Hardy). IX. Buy me a milking-pail, my dear mother. Where s the money to come from, my dear daughter? Sell father s feather bed. Where could your father sleep? Sleep in the pig-sty.

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B. Gomme (see fig. 7). Mr. Emslie has sent me figs. 9 and 10, also from London streets. Newell (_Games_, p. 188) speaks of it as a well-known game in America. Mr. Elworthy (_West Somerset Words_) says, Several of these (diagrams marked on the ground) are still to be seen, scratched on the ancient pavement of the Roman Forum.

_=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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--Bexley Heath (Miss Morris). XII. I sent a letter to my love, And by the way I droppt it; I dee, I dee, I dee, I droppt it, And by the way I droppt it. --Keith (Rev. W. Gregor). XIII. I had a little dog, it shan t bite you, Shan t bite you, shan t bite you, Nor you, nor you, nor you. I had a little cat, it shan t scratch you, Shan t scratch you, nor you, nor you. I wrote a letter to my love, and on the way I dropped it.

1 pin spot to the foul line shall be 60 feet. Back of the foul line there shall be a clear run of not less than 15 feet. The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed 12 inches apart from centre to centre. They shall be 2¼ inches in diameter. The pin spots numbered 7, 8, 9 and 10 shall be placed 3 inches from the pit edge of the alleys, measuring from the edge to the centre of such pin spots. The pins shall be spotted on the pin spots placed upon the alleys according to the following diagram, and the pins and spots shall be known by the numbers as follows: [Illustration: 7 8 9 10 4 5 6 2 3 1 ] The pins shall be of the following design and measurements: 15 inches in height, 2¼ inches in diameter at their base, 15 inches in circumference at a point 4½ inches from their base, 11⅝ inches in circumference at a point 7¼ inches from their base, 5¼ inches in circumference at the neck, a point 10 inches from the base; 8 inches in circumference at the head, a point 13½ inches from the base. The taper from point to point shall be gradual, so that all lines shall have a graceful curve. The balls shall not in any case exceed 27 inches in circumference nor exceed 16 pounds in weight. Any sized ball of less circumference or weight may be used. Two alleys immediately adjoining each other shall be used in all games.

[Illustration: LADY L +---------+ +---------+ | N | | N | GENTLEMAN|W E|LADY G|W E|L | S | | S | +---------+ +---------+ GENTLEMAN G ] The number of hands dealt at each table must be adjusted to the number of tables filled, and the time to be devoted to play. The trays containing the hands are passed to the West, and all the gentlemen move one table to the East, the ladies sitting still. In all the changes each gentleman keeps to his original point of the compass, South or West. When he arrives at the table he started from, the round is finished. If an odd number of tables are engaged in play, the changes may take place in regular order to the end. If even, a dummy must be put in; but as that is objectionable in a social gathering, it is better to adopt one of the two systems following, unless half the number of tables is an odd number, when the method already described may be used. _=1st Method.=_ Some table in the series, which must not be either the first or the last, deals no original hands, but overplays all the hands coming from the other tables to the East of it. The four players sit still, taking no part in the progression; thus obliging those whose turn it would be to play at their table to pass on to the next. _=2nd Method.

One can knit and one can sew, And one can make the winder go. Please take one in. Now poor Nellie she is gone Without a farthing in her hand, Nothing but a guinea gold ring. Good-bye, Nellie, good-bye! --Belfast (W. H. Patterson). VI. Here comes an old woman from Baby-land, With six poor children by the hand. One can brew, one can bake, And one can make a lily-white cake; One can knit, one can spin, And one can make a bed for a king. Please will you take one in? [choose out one] Now poor ---- she is gone Without a farthing in her hand, Nothing but a gay gold ring.

_, not in secret. He gives the words of a sort of musical catch, sung in the Midlands, similar in character to this game, which may once have been used in some courting game. Mr. Newell (_Games_, p. 124) gives a version sung in the streets of New York, and considers it to be a relic of antiquity, a similar round being given in _Deuteromelia_, 1609. Jowls A game played by boys, much the same as Hockey, and taking its name, no doubt, from the mode of playing, which consists in striking a wooden ball or knorr from the ground in any given direction with a sufficiently heavy stick, duly curved at the striking end.--Atkinson s _Cleveland Glossary_. It is also given in _Yorkshire Glossary_ (Whitby). See Bandy, Doddart, Hockey. Jud A game played with a hazel nut bored and run upon a string.

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=_ The player with the original lead should have a double object in view; to secure the best results for his own hand, and to indicate to his partner where he is in need of assistance. The first matter for his consideration will be whether to begin with a trump or with a plain suit. There are two principal uses for trumps. The most attractive to the beginner is that of ruffing the adversaries’ winning cards; and the most important to the expert is leading trumps to prevent this. No matter how strong or well established a plain suit may be, it is of uncertain value as long as the adversaries have any trumps with which to stop it. A suit is established when you can probably take every trick in it. If a player with a good established suit is sufficiently strong to make it probable that he can, with his partner’s assistance, exhaust the adverse trumps, he should do so by leading trumps. If they are probably stronger than he, he must _=force=_ them, by leading the established suit which they will be compelled to trump, weakening their hands and gradually reducing their trump strength until it is possible to exhaust what remains by leading. It being to the advantage of the player with a good suit to exhaust the trumps, it must be desirable to his adversaries to keep theirs, if possible, for the purpose of ruffing this good suit. Trumps are also useful as cards of re-entry, when a player has an established suit, but has not the lead; their most important use, however, is in defending or stopping established suits.

_=RENEGING.=_ The three highest trumps have special privileges in the matter of not following suit. Any player holding the Five or Jack of the trump suit; or the ace of hearts, but having no smaller trump with them, may refuse to follow suit if any inferior trump is led; but if he has also a smaller trump, he must play one or the other. If a superior trump is led, the player must follow suit in any case. For instance: If the Five of trumps is led, no one can refuse to follow suit, no matter what trumps he holds; but if the Jack is led, and any player holds the Five alone, he need not play it to the inferior trump lead. If the heart ace is led, and one player holds the Jack alone, and another the Five alone, neither of these cards need be played, because the trump led is inferior to both of them. If a superior trump is played in following suit, such as the Five played on an Eight led, the holder of the lone Jack of trumps or ace of hearts, need not play it, because the lead was inferior. This privilege of reneging is confined to the three highest trumps. _=OBJECTS OF THE GAME.=_ In Spoil Five there are three things to play for.

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=_ That the number will be odd. 10. _=Pair.=_ That the number will be even. 11. _=Manque.=_ That the number will be from 1 to 18. 12. _=Passe.=_ That the number will be from 19 to 36.

LAW II.--CUTTING FOR THE TRUMP. SEC. 1. The dealer must present the cards to his right hand adversary to be cut; such adversary must take from the top of the pack at least four cards and place them toward the dealer, leaving at least four cards in the remaining packet; the dealer must reunite the packets by placing the one not removed in cutting upon the other. If, in cutting or in reuniting the separate packets, a card is exposed, the pack must be reshuffled and cut again; if there is any confusion of the cards or doubt as to the place where the pack was separated, there must be a new cut. LAW III.--DEALING. SEC. 1.

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If the age has not made good his ante, it will be the dealer, and so on to the right. There is no necessity for the fortunate player to show his hand; the mere fact that he is the only one holding any cards is prima facie evidence that his hand is the best. On the same principle, the player who has made a bet or raise which no other player will see, wins the pool without showing his hand, as he must be the only one with cards in his hand; for when a player refuses to see a bet he must abandon his hand, and with it all pretensions to the pool. If he wishes to call, but has not money enough, he must borrow it. He cannot demand a show of hands for what counters he has, except in table stakes. During the betting, players are at liberty to make any remarks they see fit, and to tell as many cheerful lies about their hands as they please. A player may even miscall his hand when he shows it; the cards speak for themselves, just as the counters do, and what a player says does not affect either in the slightest. If a player says: “I raise you two blues,” the statement amounts to nothing until the blues have been placed in the pool, and the owner’s hand removed from them. There is no penalty if a player, during the betting, tells his adversaries exactly what he holds; nor is he likely to lose anything by it, for no one will believe him. _=JACK POTS.

On one of the stalls in Worcester Cathedral, figured in Wright s _Archæological Essays_, ii. 117, is a carving which represents three rats busily engaged in hanging a cat on a gallows of this kind. Cat i the Hole A game well known in Fife, and perhaps in other counties. If seven boys are to play, six holes are made at certain distances. Each of the six stands at a hole, with a short stick in his hand; the seventh stands at a certain distance holding a ball. When he gives the word, or makes the sign agreed upon, all the six change holes, each running to his neighbour s hole, and putting his stick in the hole which he has newly seized. In making this change, the boy who has the ball tries to put it into an empty hole. If he succeeds in this, the boy who had not his stick (for the stick is the Cat) in the hole to which he had run is put out, and must take the ball. There is often a very keen contest whether the one shall get his stick, or the other the ball, or Cat, first put into the hole. When the Cat _is in the hole_, it is against the laws of the game to put the ball into it.

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Minor Tactics of Chess, by Young and Howell. Modern Chess Instructor, by W. Steinitz. Common Sense in Chess, by E. Lasker. Walker’s Treatise on Chess, 1841. Handbuch des Schachspiels. Lehrbuch des Schachspiels, by J. Dufresne. Teoria e Practica del Giuoco degli Schacchi.

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. . . . O ] Balls not exceeding six inches must be bowled, and they must be rolled down the alley (not cast or thrown). The rules of American Ten Pins except in St. Louis, where there is a special association with local rules, generally govern this game also, with the exception of three balls instead of two to the frame, but strikes and spares count three instead of ten, and each pin counts one as in Ten Pins. If the bowler knocks down three pins with the ball which is first bowled, in any frame in the game of Cocked Hat, it is a strike, and counts three, and is marked on the blackboard the same as in Ten Pins. What pins the bowler knocks down in the second frame with his first two balls must be reckoned as in Ten Pins, i.e.