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It must be fastened in such a way that the whistle hangs loosely, and will not knock against his back. The whistle is then blown by the player who attached it, and the kneeling boy is told to rise and search for the Magic Whistle. The players who are seated in the chairs must all hold their hands in such a way that the victim suspects it is in their possession, and proceeds to search. The whistle must be blown as often as possible, and in all directions, by those players only who can do so without the victim being able to either see or feel that he is carrying the whistle with him.--London (A. B. Gomme). This game is also called Knight of the Whistle. The boy who is to be made a Knight of the Order of the Whistle, when led up between the two rows of players, has a cloak put round his shoulders and a cap with a feather in it on his head. The whistle is then fastened on to the cloak.

The Rider then leaps on the back of the boy at the end of the row of stooping boys, and from his back to that of the one in front, and so on from back to back till he reaches the boy next the Post. He then holds up so many fingers, and says-- Buck, buck, how many fingers do I hold up? The boy makes a guess. If the number guessed is wrong, the Rider gives the number guessed as well as the correct number, and again holds up so many, saying-- [Four] you say, but [two] it is; Buck, buck, how many fingers do I hold up? This goes on till the correct number is guessed, when the guesser becomes the Rider. The game was called Buck, Buck at Keith. Three players only took part in the game--the Post, the Buck, and the Rider. The words used by the Rider were-- Buck, buck, how many horns do I hold up? If the guess was wrong, the Rider gave the Buck as many blows or kicks with the heel as the difference between the correct number and the number guessed. This process went on till the correct number was guessed, when the Rider and the Buck changed places.--Rev. W. Gregor.

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She drew Captain Wow. When she saw who it was, she smiled. I _like_ him, she said. He s such fun to fight with. He feels so nice and cuddly in my mind. Cuddly, hell, said Woodley. I ve been in his mind, too. It s the most leering mind in this ship, bar none. Nasty man, said the little girl. She said it declaratively, without reproach.

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The only hope for the man who is behind is that he can pick up some of his opponent’s men, setting them back, and in order to do this he must keep behind his adversary, so as to meet as many of his men as possible. This enables us to formulate the great principle of the American game, which is that when a player is ahead he should go ahead as fast as he can; and when he is behind, he should stay behind as long as he can. In the first place he is playing a forward, and in the second place a backward game. _=The Forward Game.=_ The great point in this game, after having obtained the advantage of several good throws in the opening, is to get home as rapidly as possible without unnecessarily exposing your men by leaving blots. Do not take up your adversary’s men if you can help it, because by so doing you place obstacles in your own path, and assist him by allowing him to stay behind, which is just his game. Get past all his men if possible, especially if he has moved his two men out of your home table. _=The Backward Game.=_ Exactly the opposite tactics are of course the best for the player who is behind. He should keep two or three men in his adversary’s home table, preferably on the ace and deuce points, in the hope of catching some of the enemy, and setting them back.

, to lead trumps. Fourchette, the two cards immediately above and below the one led, such as K J in the second hand on a Q led. Four Signal, a method of showing four trumps, without asking for them; usually made by playing three small cards, such as 4 6 2, in that order. Fourth-best, the fourth card of a suit, counting from the top. The modern substitute for the terms penultimate, and antepenultimate. Front Stall, one who makes acquaintances for gamblers to fleece. Frozen, balls touching at billiards. Frozen Out, a player who has lost his original stake, and cannot continue in the game. Fuzzing, milking the cards instead of shuffling them. Gallery, the spectators who are betting on the game.

No one is ever dead, and the game may be continued indefinitely, although half an hour is the usual limit. The players share the expense of the table, as at Shell-out. ENGLISH BILLIARDS. This game is played with three balls, one red and two white. Every winning hazard off the red counts 3; hazards off the white count 2, and all carroms count 2. If a player makes a carrom and a losing hazard on the same stroke, it counts 5 if the red was the object ball; 4 if the white was the object ball. A player may make 10 on one stroke by playing on the red, making a carrom, and pocketing all three balls. A miss counts one for the adversary; but if the player who makes a miss runs into a pocket or jumps off the table, his adversary counts 3. The secret of success in the English game is not in gathering shots or rail nursing, but in repeated position; that is, playing shots so that the object ball returns to its position, the cue ball falling into a pocket and being played again from an advantageous position in the D. If the red ball is left in a good position for a losing hazard in either of the side pockets, the player should place his own ball in such a position in the D that he can drive the red to the bottom cushion and back again, leaving himself another easy hazard in the side pockets.

--Monton, Lancashire (Miss Dendy). See Buff, Dinah, Muffin Man. Friar-rush A Christmas game, mentioned in the _Declaration of Popish Impostures_, 1603. Frincy-francy A game played between the dances at balls in farm-houses. A chair was placed in the middle of the barn or room; the master of the ceremonies led to the chair a young woman, who sat down and named the young man whom she was willing should kiss her. This he did, and then took the seat which the lady vacated. He then called out the name of some favourite girl, who was led up to him; there was another kiss. The girl then took the seat, and so on (county of Down). The same game is called Frimsey-framsey in parts of the county of Antrim.--Patterson s _Antrim and Down Glossary_.

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If the dealer bids no trump and second hand calls a suit, double if you can stop the suit twice, otherwise show any good suit of your own, but do not go two no-trumps unless you can do it all yourself. Leave that to your partner. Do not assist your partner’s suit bids with less than three tricks if second hand over-calls. _=Fourth Hand=_ bids on the bidding much more than on his cards. He should never take the dealer out of a spade that both second and third hand have passed unless he can go game. If the dealer bids a losing suit, second and third hands passing, leave him in unless you can go game and are not afraid of a shift. If the dealer bids a winning suit, second and third hands passing, make any sound declaration. If the dealer starts with no trumps, show any suit that might save the game if led at once by your partner. _=Subsequent Bids.=_ Any suit bid on the second round but not on the first, shows length without the tops.

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For instance: Hearts are trumps, and A leads a club. B follows suit, but neither C nor D has a club. Suppose C trumps with the King, and that the only trump D has is the Queen, he must play it on the trick, losing it to C’s King. When a player can neither follow suit nor trump, he may discard any card he pleases. The winner of the trick leads for the next trick, and so on until all five tricks have been played. _=PENALTIES.=_ There is only one penalty in Rams; to win nothing on the deal, and to forfeit five counters to the next pool. This is inflicted for playing with more or less than five cards; for exposing any card; for leading or playing out of turn; for renouncing; and for refusing to head or trump a trick when able to do so. _=DIVIDING THE POOL.=_ Pools may be simple or double.

, only one to go, the whiskey hole. Punters, those who play against the banker. Puppy-foot, the ace of clubs. Quart, the English equivalent of the French word quatrième, a sequence of four cards. Quart Major, A K Q J of any suit. Quatorze, F., four cards of the same denomination. Quatrième, F., a sequence of four cards. Queue, F.

Yet in that time, a forty-thousand-ton ship lifting free above Earth disappeared somehow or other into two dimensions and appeared half a light-year or fifty light-years off. At one moment, he would be sitting in the Fighting Room, the pin-set ready and the familiar Solar System ticking around inside his head. For a second or a year (he could never tell how long it really was, subjectively), the funny little flash went through him and then he was loose in the Up-and-Out, the terrible open spaces between the stars, where the stars themselves felt like pimples on his telepathic mind and the planets were too far away to be sensed or read. Somewhere in this outer space, a gruesome death awaited, death and horror of a kind which Man had never encountered until he reached out for inter-stellar space itself. Apparently the light of the suns kept the Dragons away. * * * * * Dragons. That was what people called them. To ordinary people, there was nothing, nothing except the shiver of planoforming and the hammer blow of sudden death or the dark spastic note of lunacy descending into their minds. But to the telepaths, they were Dragons. In the fraction of a second between the telepaths awareness of a hostile something out in the black, hollow nothingness of space and the impact of a ferocious, ruinous psychic blow against all living things within the ship, the telepaths had sensed entities something like the Dragons of ancient human lore, beasts more clever than beasts, demons more tangible than demons, hungry vortices of aliveness and hate compounded by unknown means out of the thin tenuous matter between the stars.

_=CARDS.=_ Skat is played with a pack of thirty-two cards, all below the Seven being deleted. The rank of the cards differs according to whether the players are attempting to win or to lose tricks. If the object is to win tricks, it is known as a “game;” if the object is to lose, it is called a “nullo.” In nullo the cards rank in their natural order; A K Q J 10 9 8 7, the Ace being the highest. In the various “games,” the four Jacks are always the best trumps, and are known as _=Wenzels=_. The other cards follow the usual German rank; A 10 K Q 9 8 7, the Ace being the highest in plain suits. The German names for the cards are as follows;--_=Jack=_: Wenzel, Bauern, Bube, Jungen, or Unter. _=Ace=_: As, or Daus. _=Ten=_, Zehn.

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Overhead was the day nursery, with a wide extent of smooth cork carpet (the natural terrain of toy soldiers), a large box of bricks--such as I have described in Floor Games--and certain large inch-thick boards. It was an easy task for the head of the household to evict his offspring, annex these advantages, and set about planning a more realistic country. (I forget what became of the children.) The thick boards were piled up one upon another to form hills; holes were bored in them, into which twigs of various shrubs were stuck to represent trees; houses and sheds (solid and compact piles of from three to six or seven inches high, and broad in proportion) and walls were made with the bricks; ponds and swamps and rivers, with fords and so forth indicated, were chalked out on the floor, garden stones were brought in to represent great rocks, and the Country at least of our perfected war game was in existence. We discovered it was easy to cut out and bend and gum together paper and cardboard walls, into which our toy bricks could be packed, and on which we could paint doors and windows, creepers and rain-water pipes, and so forth, to represent houses, castles, and churches in a more realistic manner, and, growing skilful, we made various bridges and so forth of card. Every boy who has ever put together model villages knows how to do these things, and the attentive reader will find them edifyingly represented in our photographic illustrations. There has been little development since that time in the Country. Our illustrations show the methods of arrangement, and the reader will see how easily and readily the utmost variety of battlefields can be made. (It is merely to be remarked that a too crowded Country makes the guns ineffective and leads to a mere tree to tree and house to house scramble, and that large open spaces along the middle, or rivers without frequent fords and bridges, lead to ineffective cannonades, because of the danger of any advance. On the whole, too much cover is better than too little.

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(Rev. W. S. Sykes). IX. Here we come gathering nuts to-day, Nuts to-day, nuts to-day, Here we come gathering nuts to-day, So early in the morning. Pray, whose nuts will you gather away, Gather away, gather away? Pray, whose nuts will you gather away, So early in the morning? We ll gather Miss A---- s nuts away, Nuts away, nuts away, We ll gather Miss A---- s nuts away, So early in the morning. Pray, who will you send to take them away, To take them away, take them away? Pray, who will you send to take them away, So early in the morning? We ll send Miss B---- to take them away, To take them away, take them away, We ll send Miss B---- to take them away, So early in the morning. --Symondsbury, Dorsetshire (_Folk-lore Journal_, vii. 226-7).

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Cards which are likely to form parts of sequences are called _=close cards=_, and those which are too widely separated to do so are called _=wide cards=_. _=METHOD OF PLAYING.=_ The crib laid out and the starter cut, the pone begins by playing any card he pleases. The card he selects he lays face upward on the table on his own side of the cribbage board, and at the same time announces its pip value; two, five, or ten, whatever it may be. It is then the dealer’s turn to play a card from his hand, which is also laid face upward on the table, but on the dealer’s side of the cribbage board. Instead of announcing the pip value of this second card, the dealer calls out the total value of the two cards taken together. The pone then lays another card on the table face upward and on the top of the first, which is not turned face down, and at the same time announces the total pip value of the three cards so far played; the dealer plays again, and so on. If at any time the total pip value of the cards played is exactly 15 or 31, the one who plays the card that brings it to that number pegs two points for it at once. If any counting combination, such as a pair, pair royal, or sequence, is formed by the cards played, its value is pegged by the person that plays the card which completes the combination; but neither player is allowed to play a card which will make the total pip value of the cards played pass 31. The method of forming and pegging these various combinations in play will be better understood if they are described separately.

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With A Q and others, Dummy having nothing higher than the 9, play the Ace. With K Q 10, play the Queen on a small card led, unless Dummy has the Jack. With A J 10 x, play Ace if Dummy has no honour in the suit. But if Dummy leads the 9, cover with the 10; if it loses, you lie tenace over the declarer. With A J x, play the Jack on a 9 led. This prevents the finesse of the 9, and retains command of the suit. If Dummy has both K and Q, play your Ace. It is useless to play the Bath coup, for the declarer knows your cards, and your partner only is deceived. With K x x, if Dummy has not the Ace, do not play the King, no matter what is led. With Q x x, unless Dummy has both A and K, do not play the Queen.

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A summer-house will do, if there is no window for the Giant to see out of. The others then have to knock at the door with their knuckles separately. The Giant rushes when he thinks all the children have knocked, and if he succeeds in catching one before they reach a place of safety (appointed beforehand) the captured one becomes Giant.--Bitterne, Hants (Mrs. Byford). See Wolf. Giddy Giddy, giddy, gander, Who stands yonder? Little Bessy Baker, Pick her up and shake her; Give her a bit of bread and cheese, And throw her over the water. --Warwickshire. _(b)_ A girl being blindfolded, her companions join hands and form a ring round her. At the word Yonder the blindfolded girl points in any direction she pleases, and at line three names one of the girls.

The different combinations of four cards, arranged in pairs, is as follows:-- [Illustration: 🂴 🃔 🂴 🂤 🂴 🃄 🃔 🂤 🃔 🃄 🂤 🃄 ] Whether the foregoing combinations are formed during the play of the hand, or found in the hand or crib after the play is over, their counting value is exactly the same. _=Sequences.=_ Any three or more cards, following one another in numerical order, will form a sequence. A sequence may also run into the court cards, such as 9 10 J, 10 J Q, or J Q K; but Q K A is not a sequence in Cribbage. The counting value of a sequence is one point for each card in it. Sequences formed in the course of play must always be single, although the cards forming them need not fall in regular order. Those found in the hand or crib may be double, and those formed with the aid of the starter may be treble or quadruple. The method of computing the value of double and treble sequences should be thoroughly understood, in order that such combinations may be counted at sight. A few examples will show that each combination belongs to a certain class, to which the same counting value is always attached. These classes are distinguished by the number of duplicates of the sequence cards.

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Mouth Bets, those made without putting up the money. One who fails to pay mouth bets is a welcher. Muggins, to take a score which has been overlooked by an adversary, especially in Cribbage and Dominoes. Natural, anything which wins the stake immediately; 7 or 11 at Craps; 21 at Vingt-et-un; 8 or 9 at Baccara. Natural Points, those which must be made every deal, such as big and little cassino, high, low, etc. Navette, F., a cross ruff. Neben Farbe, G., plain suits. Next, the suit of the same colour as the turned trump at Euchre.

Although the bidder has failed to make good, he scores below the line for the seven tricks he took, at 30 each, and the adversaries score for the six they took, also at 30 each. Then, as the bidder fell short by two tricks of making good, his adversaries score these two tricks at 3,000 points each, penalty, in the honour column. _=Honours.=_ The honours are the A K Q J 10 of trumps and the four Aces, the Aces being always honours; but when there is a no-trump declaration they are the only honours. This makes the Ace of trumps count double, when there is a trump suit; once as one of the five honours in trumps, and once as an Ace. Each honour is worth ten times as much as a trick. If the bid was three in clubs, the tricks would be worth 30 each and the honours 300 each. The side that has the majority of Aces and of honours scores for all they hold; not for the majority or difference. Suppose the bidder’s side has three honours in clubs and three Aces; the other side must have only two honours and one Ace; therefore the bidder scores for six honours, at 300 each. If the Aces and honours in trumps are so divided that each side has a majority of one or the other, they offset.

|The grass is so green.| | 7.| -- |Fairest damsel ever |Fairest damsel ever | | | |seen. |seen. | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.|Such beautiful flowers| -- | -- | | |ever seen. | | | |11.| -- | -- | -- | |12.

Such a statement as that the Dummy player may not overlook his adversary’s hand is not a law, because there is no penalty if he does so. The author is not responsible for the peculiar grammar employed in both the American and English Laws. THE GAME. 1. A game consists of seven points, each trick above six counting one. The value of the game is determined by deducting the losers’ score from seven. In _=Boston=_, the game is finished in twelve deals. In _=Cayenne=_, a game consists of ten points, each trick above six counting towards game according to the table of values. Honours and Slams also count towards game. Every hand must be played out, and all points made in excess of the ten required to win the game are counted on the next game; so that it is possible to win two or three games in one hand.

If the dummy give such information to the declarer, either adversary of the declarer may call a lead. A player, however, at any time may ask what declaration is being played and the question must be answered. 52. A declaration legitimately made cannot be changed after the next player pass, declare, or double. Prior to such action a declaration inadvertently made may be corrected. If, prior to such correction, an adversary call attention to an insufficient or impossible declaration, it may not thereafter be corrected nor may the penalty be avoided. DOUBLING AND REDOUBLING. 53. Doubling and redoubling doubles and quadruples the value of each trick over six, but it does not alter the value of a declaration; _e.g.

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--Brand s _Pop. Antiq._, ii. 394. (_b_) It is spelt balloo in Ben Jonson, iii. 216, and baloome in Randolph s _Poems_, 1643, p. 105. It is also mentioned in Middleton s _Works_, iv. 342, and by Donne. Tis ten a clock and past; all whom the mues, _Baloun_, tennis, diet, or the stews Had all the morning held.