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The game is also called Kittie-cat. See Cat and Dog, Cudgel, Tip-cat. Horns A Horns to the Lift, a game of young people. A circle is formed round a table, and all placing their forefingers on the table, one cries, A horns to the lift! Cat s horns upmost! If on this any one lift his finger, he owes a wad, as cats have no horns. In the same manner, the person who does not raise his fingers when a horned animal is named is subjected to a forfeit.--Jamieson. Hot Cockles At Sheffield a boy is chosen for a Stump, and stands with his back against a wall. Another boy bends his back as in Leapfrog, and puts his head against the Stump. The cap of the boy who bends down is then taken off, and put upon his back upside down. Then each of the other boys who are playing puts the first finger of his right hand into the cap.

VIII. Here comes an old woman from Cumberland, With seven poor children in her hand; One can sing, the other can sew; One can sit up in the corner and cry, Alleluia! Choose the fairest you can see. The fairest one that I can see is ----, come to me. Now my daughter ---- gone, A thousand pound in her pocket and a gold ring on her finger. Good-bye, mother, good-bye! --Berkshire (Miss Thoyts, _Antiquary_, xxvii. 254). IX. There was an old woman from Sandyland With all her children in her hand. One can knit and one can sow [sew], One can make a lily-white bow. Please take one in.

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Proil, or Prial, Pairs Royal. Puits, F., 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.

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. If the dealer take the trump card into his hand before it is his turn to play, he may be desired to lay it on the table; should he show a wrong card, this card may be called, as also a second, a third, etc.

=_ The striker, when in hand, may not play at a cushion within the baulk (except by going first up the table) so as to hit balls that are within or without the line. _=21.=_ If in hand, and in the act of playing, the striker shall move his ball with insufficient strength to take it out of baulk, it shall be counted as a miss to the opponent, who, however, may oblige him to replace his ball and play again. [Failing to play out of baulk, the player may be compelled to play his stroke over again.] _=22.=_ If in playing a pushing stroke the striker pushes more than once it is unfair, and any score he may make does not count. His opponent follows by breaking the balls. _=23.=_ If in the act of drawing back his cue the striker knocks the ball into a pocket, it counts three to the opponent, and is reckoned a stroke. _=24.

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If any of the piles occupied by the descending sequences are exhausted, new cards may be placed there at any time the player thinks fit. Such new piles may be started from the pack, from the deadwood, or from any other pile. KLONDIKE. This game is sometimes mistakenly called “Canfield”, but that is a distinct game, described elsewhere, in which there are separate piles for stock and foundations. Shuffle the full pack of fifty-two cards, cut and turn up the top card. Lay six more cards in a row to the right of the first card, but all face down. Upon the second card of this row place another card face up, and then cards face down on the remaining five of the top row. On the third pile from the left, place another card face up, and then four more face down to the right. Continue this until you have seven cards face up, which will give you twenty-eight cards in your layout. Take out any aces showing, and place them in a row by themselves for “foundations.