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=_ The Germans call this Wimmeln, or “swarming” the points together in one trick. It is always advisable to get rid of Tens in this way, or Aces of suits in which you hold both Ace and Ten; but it is bad play to fatten with the Ace of a suit of which you have not the Ten, unless the trick wins the game from the player, or saves a very probable schneider. The following _=Illustrative Hands=_ will give the student a very good idea of the manner in which the various forms of the game are played, showing the difference in the play of a Tourné, Solo, and Grand. _=A TOURNÉ.=_ A, Vorhand, has refused ten with the following cards, Hinterhand having passed without a bid:-- [Illustration: 🃛 🂻 🂺 🂾 🃑 🃞 🃁 🃇 🂪 🂩 ] A concludes to play a Tourné, and turns the heart ♡ Q, finding the ♢ King in the Skat. He lays out the ♠ 10 and ♠ 9 in the Skat, and expects to make 12 points; a heart Tourné, with one Matadore. The play is given in the margin. A is the player, and is also Vorhand, with the lead for the first trick. Hearts are trumps. A TOURNÉ +---+-------+-------+-------+-----+ | | A | B | C | A | | | | | |wins.

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Here the centre child runs in and out between the others until the one who was touched catches her, when they change places, the first joining the children in the ring.--Sharleston (Miss Fowler). At Beddgelert, Wales (Mrs. Williams), this game is called Tartan Boeth. It is played in precisely the same manner as the English game, but the words used are: Tartan Boeth, Oh ma en llosgi, Boeth iawn Hot Tart. Oh, it burns! very hot! At the words, Very hot! the handkerchief is dropped. (_b_) In this game no kissing takes place, and that this is no mere accidental omission may be shown by Mr. Udal s description of the Dorsetshire game. He was assured by several persons who are interested in Dorset Children s Games that the indiscriminate kissing (that is, whether the girl pursued runs little or far, or, when overtaken, whether she objects or not) with which this game is ordinarily associated, as played now both in Dorset and in other counties, was not indigenous to this county, but was merely a pernicious after-growth or outcome of later days, which had its origin in the various excursion and holiday fêtes, which the facilities of railway travelling had instituted, by bringing large crowds from the neighbouring towns into the country. He was told that thirty years ago such a thing was unknown in the country districts of Dorset, when the game then usually indulged in was known merely as Drop the Handkerchief (_Folk-lore Journal_, vii.

The Witch will not admit her, and says-- Your boots are too dirty. I ll take my boots off. Your stockings are too dirty. I ll take them off. Your feet are dirty. I ll cut them off. The blood will run over the threshold. I ll wrap them up in a blanket. The blood will run through. This enrages the Mother, and she pushes her way into the supposed house, and looks about, and calls her children.

_=Compass Whist.=_ When we come to handle large numbers, the changes of position become too complicated, and the simplest plan is to arrange them at as many tables as they will fill, and to place on each table an equal number of trays. At the Knickerbocker Whist Club, New York, which is still famous for its compass games, they play a minimum of 24 trays, or get as near that number as possible. If there are 14 tables, they play two deals at each. If there are only 10 tables, they play 30 trays. All the N & S players sit still, and at the end of each round, two or three deals as the case may be, all the E & W players move up one table, 2 going to 1, 3 to 2, etc. Each pair keeps its own score card, on which is put down the number of the tray, the number of the pair played against, which is always the number of the table at which they started; one of the pairs remaining there being No. 3 N & S, the other moving away, being No. 3 E & W. Each pair adds up its score card at the end, and puts down the total number of tricks they have won.

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Addy. At Cork a handkerchief is tied over the eyes of one of the company, who then lays his head on a chair, and places his hand on his back with the palm uppermost. Any of the party come behind him and give him a slap on his hand, he in the meantime trying to discover whose hand it is that strikes.--Miss Keane. Hot Cockles is an old game, practised especially at Christmas. One boy sits down, and another, who is blindfolded, kneels and lays his head on his knee, placing at the same time his open hand on his own back. He then cries, Hot cockles, hot! Another then strikes his open hand, and the sitting boy asks who strikes. If the boy guessed wrongly, he made a forfeit; but if rightly, he was released.--_Notes and Queries_, 4th series, ix. 262.

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If we distinguish the partners by the letters A, B, C, D, the diagram will show the arrangement of the tables. [Illustration: B C A B A B +------+ +------+ +------+ | | D| |C B| |A A| |A | | | | | | C| |D A| |B +------+ +------+ +------+ C B B A B A THREE PAIRS. FOUR PAIRS. TWO FOURS. ] The player to the left of the dealer is the original leader. _=DEALING.=_ The method of dealing varies with the number of players engaged. When only one pack is used, any player may shuffle, the dealer last. The pack must be presented to the pone to be cut, and the entire pack is then dealt out, one card at a time. When two play, the dealer gives each six cards, one at a time.

A line shall be drawn ten feet beyond the regular foul line, and any ball delivered beyond the first named line shall be declared foul. All other rules of the American Bowling Congress govern. KINSLEY CANDLE PIN. The Count--Two balls shall be allowed for frame. Strikes--A strike is credited when a player bowls over the ten pins with the delivered ball. Spares--A spare is credited whenever a player clears the alley with the first and second ball. Breaks--A break is charged to a player at all times when neither a strike nor spare is made. The Ball--The ball shall not exceed 5½ inches in diameter in any direction, but smaller balls may be used. A FEW DON’TS. Don’t try to learn in a day.

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T for Thurm, or Rook. L for Läufer, or Bishop. S for Springer, or Knight. The Pawn is called a Bauer, but when it is moved no initial is given, simply the square it comes from. In Diagram No. 12, for instance, the English notation for the first two moves made by white would be:--P-K 4, and K Kt-B 3, or, Kt-K B 3. The German notation would be:--e 2-e 4; and S g 1-f 3. The move of the Knight, it will be observed, gives the initial of the piece and the square upon which it stands, and then the square to which it is moved. A capture is indicated by the letter “n” taking the place of the dash. If the white Knight took the black King’s Pawn in Diagram No.

This is not true, however, for it often happens that the cards are so distributed in the other hands that the call cannot be defeated, however risky it may have been. The weak point in a misère is usually a short suit with one high card in it; or a suit of intermediate length, without the deuce. As it is probable that the caller is short in suits in which the adversaries are long, and long in those in which they are short, he is less likely to get a discard if they lead their shortest suits first. If the misère player has over-called a proposal or a solo, he is likely to be short in the trump suit, or at least safe in it. It is not good play to lead a single Ace; but a King may be very effective; for if no one plays the Ace on it, that card may be absolutely marked in the caller’s hand. In such a case the adversary with the greatest number of that suit should keep it for the attack. If this player can get into the lead, he is not only sure of preventing the caller from discarding, but of allowing the other adversaries to discard to advantage. With an honour and one small card, a player on the left should lead the small card first; if on the right, the honour should be led first. A long suit containing the deuce should be avoided as long as possible. The caller’s cards may sometimes be inferred if there has been a previous call on the hand.

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This is called _=raising the ante=_. If he does not care to pay twice the amount of the blind or straddle for the privilege of drawing cards to improve his hand, he must throw his cards face downward on the table in front of the player whose turn it will be to deal next. Reasonable time must be allowed for a player to make his decision; but having made it, he must abide by it; a hand once thrown down cannot be taken up again, and counters once placed in the pool, and the hand removed from them, cannot be taken out again, even though placed in the pool by mistake. The player who has the first say having made his decision, the player next him on the left must then decide. He must put into the pool an amount equal to that deposited by the first player, or abandon his hand. Suppose there has been no straddle, and that all conclude to _=stay=_, as it is called. They each in turn put up two white counters until it comes to the age. The one white counter he has already put up as a blind belongs to the pool, but by adding one to it he can make his ante good, and draw cards, always provided no player has raised the ante. If any player has put more counters into the pool than the amount of the ante, all the other players must put up a like amount, or throw down their hands. Suppose five play, and A has the age.

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[23] This hand is generally dealt opposite to the dealer. THE LAWS OF DUPLICATE AUCTION. Duplicate Auction is governed by the Laws of Auction, except in so far as they are modified by the following special laws: A. _Scoring._ In Duplicate Auction there are neither games nor rubbers. Each deal is scored just as in Auction, with the addition that whenever a pair makes 30 or more for tricks as the score of one deal, it adds as a premium 125 points in its honour column. B. _Irregularities in the Hands._ If a player have either more or less than his correct number of cards, the course to be pursued is determined by the time of the discovery of the irregularity. (1) When the irregularity is discovered before or during the original play: There must be a new deal.

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If more than one triplet is shown, the inferior does not pay the higher. If no triplet is shown, the cards are redealt. A misdeal does not lose the deal. The deal passes to the right; but should the player whose turn it is to deal have lost everything on the previous deal, and have just purchased another stake, the deal passes to the player beyond him. If a player withdraws from the table when it is his turn to deal, the deal passes any newcomer who may take his place. _=Betting.=_ The cards dealt, each player in turn, beginning with the one to the right of the dealer, or to the right of the last straddler, if any, can do one of three things: Equal the amount of the ante; increase it as much as he pleases within the limits of his cave; or pass, retaining his cards but betting nothing. If any player _=opens=_ the game by making a bet, the player on his right may equal or raise it; but he cannot pass after the game is opened, unless he withdraws from the pool. Any player may call for a sight for the amount in front of him, but that does not prevent the others from continuing the betting. If no one will open, the deal is void, and each player puts five counters in the pool for the next deal.