_=THE GALLERY.=_ In clubs that make a feature of Écarté, and in which there is a great deal of betting on the outside by the spectators, it is not usual to allow more than one game between the same players, the loser giving place to one of those who have been backing him, and who is called a _=rentrant=_. This is known as playing the _cul-levé_. Any person in the gallery is allowed to draw attention to errors in the score, and may advise the player he is backing, or even play out the game for him, if he resigns. The player need not take the advice given him, which must be offered without discussion, and by pointing only, not naming the suit or cards. If a player will not allow the gallery to back him, taking all bets himself, no one may overlook his hand nor advise him without his permission, and he need not retire if he loses the game. _=CUTTING.=_ The player cutting the highest écarté card deals the first hand, and has the choice of seats and cards. If a person exposes more than one card in cutting, the lowest is taken to be his cut. If he does not cut, or will not show his cut, he loses the first deal.

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--Chambers (_Popular Rhymes_, pp. 137-139). IV. This is the way we wash our hands, Wash our hands, wash our hands, To come to school in the morning. This is the way we wash our face, Wash our face, wash our face, To come to school in the morning. Here we come dancing looby, Lewby, lewby, li. Hold your right ear in, Hold your right ear out, Shake it a little, a little, And then turn round about. Here we come dancing lewby, Lewby, lewby, li, &c. --Eckington, Derbyshire (S. O.

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1894_. LIST OF AUTHORITIES ENGLAND. Halliwell s _Nursery Rhymes_. Halliwell s _Dictionary_, ed. 1889. Holloway s _Dictionary_, ed. 1838. Strutt s _Sports and Pastimes_, ed. 1831. Brand s _Popular Antiquities_, ed.

Players should be aware of this trap, and never cover a misère player’s own lead if they can help it, unless the card led is below a 4. _=ABUNDANCE.=_ Very few persons will risk calling an abundance which they are not pretty certain of; but a player may be forced to the call on a doubtful hand, especially if he is over-called on his original proposal to play a solo. The lead is a great advantage, because trumps can be exhausted immediately, and the suits protected. If the caller has not the lead he must calculate in advance for trumping in, and if his plain suits are not quite established, he will require more trumps than would otherwise be necessary. The greatest danger to an abundance player who has not the original lead, is that his best suit will be led through him, and trumped, either on the first or second round. The caller is often trapped into unnecessarily high trumping when suits are led through him a second or third time. _=The Adversaries=_ have little chance to defeat an abundance unless they can over-trump the caller, or ruff his good cards before he can exhaust the trumps. It is best for the Right to lead his longest suit, and for the Left to lead his shortest. A guarded King suit should not be led under any circumstances; nor a short suit Ace high.

_=SCORING.=_ When the last card has been played, each side turns over all the tricks won, and counts the points they contain; High, Low, Jack, Game, Right and Left Pedro. Everything, including Low, counts to the side winning it. The number of points won or lost is determined by deducting the lower score from the higher, the difference being the number of points won on that deal. If it is a tie, neither side scores. If either side has incurred a penalty which prevents them from scoring any points they may have won, the adversaries have nothing to deduct, and score all they make. If the side that named the trump fails to make as many points as it bid, it scores nothing, and the number of points bid are scored by the adversaries, in addition to any points that the adversaries may have made in play. For instance: A-B are partners against Y-Z. B has bid to make 8, and named hearts for trumps. A-B make 10, which is 2 more than they bid, Y-Z getting the other 4; which leaves A-B 6.

-+---+-.-+ | | . | | . | | . | | . | +---+-.-+---+-.-+---+-.-+---+-.-+ | | .

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Declared Abundance, or Slam, wins or loses 8 red counters. Each Over or Under-trick wins or loses 1 white counter. In Proposal and Acceptance, each of the partners pays one of his adversaries. In all cases in which a single player is opposed to the three others, he wins or loses the amount shown in the foregoing table with each of them individually; so that a single player calling a solo would win or lose 6 red counters. If he lost it, making only four tricks, he would also have to pay to each of his three adversaries a white counter. If he won it, making seven tricks, each of them would have to pay him two red and two white counters. Misères, Spreads, and Slams pay no odd tricks. The moment a Misère player takes a trick, or a Slam player loses one, the hands are abandoned, and the stakes paid. The usual value attached to the counters in America is 25 cents for the red, and 5 cents for the white. In England the proportion is sixpence and a penny.

If a player is lawfully called upon to lead a certain suit, or to play the highest of it, and unnecessarily fails to comply, he is liable to the penalties for a revoke. 28. Any trick once turned and quitted must not again be seen until the hand is played. Any player violating this rule is subject to the same penalties as for a lead out of turn. 29. In settling at the end of the hand, the player having taken no hearts, [each of the others having taken at least one,] wins the pool. Two players having taken none, the other two having each at least one, divide it, the odd counter remaining until the next pool. Three players having taken none, the thirteen counters remain in the pool, forming a Jack, which can be won only by one player taking no hearts, each of the others having taken at least one. During the time the Jack is played for, and until it is won, each player must add to the pool by paying for the hearts he takes in each hand. 30.

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_=GENERAL RAMS.=_ If any player thinks he can win all five tricks, with the advantage of the first lead, he may announce a general rams, when it comes to his turn to pass or play. This announcement may be made either before or after taking the widow. When a general rams is announced, all at the table must play, and those who have passed and laid down their hands, must take them up again. If the widow has not been taken, any player who has not already refused it may take it. The player who announced general rams has the first lead. If he succeeds in getting all five tricks, he not only gets the pool but receives five counters in addition from each player. If he fails, he must double the amount then in the pool, and pay five counters to each of his adversaries. Any player taking a trick that spoils a general rams gets nothing from the pool, and it is usual to abandon the hands the moment the announcing player loses a trick. ROUNCE.

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| | |14.| -- | -- |Bride with a baby. | |15.| -- |Doctor, cat, and | -- | | | |devil. | | |16.| -- | -- |Applause for the | | | | |bride. | +---+----------------------+----------------------+----------------------+ +---+----------------------+ | |Earls Heaton (Yorks.).| +---+----------------------+ | 1.|Roving life.

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If the King cannot move, no other penalty can be enforced. But if the man touched can be legally taken, it must be captured. For playing a man to a square to which it cannot be legally moved, the adversary, at his option, may require him to move the man legally, or to move the King. For illegally capturing an adversary’s man, the offender must move his King, or legally capture the man, as his opponent may elect. For attempting to Castle illegally, the player doing so must move either the King or Rook, as his adversary may dictate. For touching more than one of the player’s own men, he must move either man that his opponent may name. For touching more than one of the adversary’s men, the offender must capture the one named by his opponent, or if _either_ cannot be captured, he may be required to move the King or capture the man which can be taken, at the adversary’s option; or, if _neither_ can be captured, then the King must be moved. A player moving into check may be required, by the opposing player, either to move the King elsewhere, or replace the King and make some other move--but such other move shall not be selected by the player imposing the penalty. For discovering check on his own King, the player must either legally move the man touched, or move the King at his adversary’s option. In case neither move can be made, there shall be no penalty.

| -- | -- |Then a hundred pounds | | | | |we have not got. | |44.|Off to prison you must| -- |Then off to prison you| | |go. | |must go. | |45.| -- | -- | -- | |46.| -- | -- | -- | |47.| -- |Stamp your foot and | -- | | | |let her go. | | |48.| -- | -- | -- | |49.

_=17. Straddling.=_ During the deal, or at any time before he looks at any card in his hand, the player to the left of the age may straddle the blind by putting up double the amount put up by the age. Should he straddle, the player on his left may double the amount again, provided he has not seen any of his cards; and so on, until the limit of the straddling is reached. This limit must not exceed one-fourth of the betting limit. Should any player in his turn refuse to straddle, no other player on his left can straddle. _=18. The Ante.=_ After the cards are dealt, each player in turn, beginning with the one to the left of the age, or to the left of the last straddler, if any, must either abandon his hand or put into the pool twice the amount of the blind, or of the last straddle. When it comes to the turn of the age, and the straddlers, if any, they must either abandon their hands, or make the amount they have in the pool equal to twice the amount of the blind, or of the last straddle, if any.

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In all other games the successful bidder undertakes to win; but his success does not depend on the number of tricks he takes in, but on the total value of the counting cards contained in those tricks. The total value of all the counting cards is 120 points, and to be successful, the single player must win at least 61. If he succeeds in winning 61 or more points, he wins his game, whatever it may be. If he can get 91 points, he wins a double game, which is called _=schneider=_. If he can take every trick, he wins a treble game, which is called _=schwartz=_. It is not enough to win 120 points, for if the adversaries win a single trick, even if it contains no counting cards, they save the schwartz. If the single player fails to reach 61, he loses. If he fails to reach 31, he is schneider; and if he fails to take a trick he is schwartz. These various results increase the value of the game, as will presently be seen. There are four varieties of games in which the successful bidder plays to win, the difference being in the manner of using the skat cards, and making the trump.

1. If the third hand plays before the second, the fourth hand may also play before the second. SEC. 2. If the third hand has not played and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led, and, if he has none of that suit, to trump or not trump the trick; the penalty cannot be inflicted after the third hand has played to the trick. If the player liable to this penalty plays before it has been inflicted, waived or lost, the card so played is liable to be called. LAW X.--THE REVOKE. SEC. 1.

A player having a marriage and a penchant on the table cannot afterward score for the pair of Queens; but if he adds a Queen from his hand he can score the triplet. Pairs, triplets and fours are divided into two classes, the major being formed of court cards; the minor of cards below the Jack. Minor combinations cannot be scored if the adversary has upon the table cards which form a major combination of the same or greater value in the same class; that is, in class A. For instance: If your adversary has two Queens on the table, you cannot announce any pair below Jacks. His Queens need not have been announced as a pair; they may be parts of a marriage and a penchant. But if you have on the table a pair as good as his, you can score minor pairs. For instance: He has two Kings on the table, and you have two Aces. Your Aces cancel his Kings, and you can score any minor pair; but he can not. If you have a minor triplet to declare, such as three Eights, no major pair of his will bar it, because your triplet counts more than his pair. No minor combination on his side will bar you; it must be one of court cards, and it must be better than any that you have laid on the table yourself.

Although you may sometimes lay down a better hand than the one that takes the pool, the system will prove of immense advantage to you in two ways: In the first place, you will find it a great educator of the judgment; and in the second place, it will take almost any opponent’s nerve. Once an adversary has learned your method, it is not a question of his betting a red chip on his hand; but of his willingness to stand a raise of two blues, which he will regard as inevitable if you come in against him at all. The fear of this raise will prompt many a player to lay down a moderately good hand without a bet; so that you have all the advantage of having made a strong bluff without having put up a chip. The system will also drive all but the most courageous to calling your hand on every occasion, being afraid of a further and inevitable raise; and it is an old saying that a good caller is a sure loser. The theory of calling is to get an opportunity to compare your hand with your adversary’s. Now, if you think that after the comparison yours will prove the better hand, why not increase the value of the pool? If, on the contrary, you fear that his hand will beat yours, why throw good money after bad? If you don’t think at all about it, and have no means of forming an opinion as to the respective merits of your hands, you are not a poker player, and have no business in the game. _=BLUFFING.=_ There is nothing connected with Poker on which persons have such confused ideas as on the subject of bluffing. The popular impression seems to be that a stiff upper lip, and a cheerful expression of countenance, accompanied by a bet of five dollars, will make most people lay down three aces; and that this result will be brought about by the five-dollar bet, without any regard to the player’s position at the table, the number of cards he drew, his manner of seeing or raising the ante, or the play of his adversaries before the draw. The truth of the matter is that for a bluff to be either sound in principle or successful in practice, the player must carefully select his opportunity.

(_b_) In the Yorkshire version a ring is formed with one child in the middle as the Oary Man. Whatever he, or she, does, all in the ring must mimic, going round and singing at the same time. Any one found late in changing the action or idle in obeying the caperings of the central child becomes the Oary Man in place of the child taking that part. Both girls and boys play. In the Redhill version, Holy Gabriel kneels in the middle of the circle. He acts as leader, and always had the fiddle as his instrument, though he now usually plays the pianoforte as his first instrument. The other children choose any instrument they like. Holy Gabriel pretends to play the fiddle, and all the other children play their own instruments until Holy Gabriel changes his to one of theirs, when that one must immediately begin to play the fiddle, and continue until Holy Gabriel takes another instrument or returns to the fiddle. This is done in vigorous pantomime. In the Luton variant the children sit in a semicircle, the Drummer faces them.

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216. II. Handy dandy riddledy ro-- Which will you have, high or low? --Halliwell s _Nursery Rhymes_, p. 216. III. Handy pandy, Sugary candy, Which will you have-- Top or bottom? --London (A. B. Gomme). IV. Handy pandy, Jack a dandy, Which hand will you have? --Burne s _Shropshire Folk-lore_, p.

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Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case in Euchre. A person playing a lone hand is not liable to any penalty for exposing his cards, nor for leading out of turn, for he has no partner to derive any benefit from the information conveyed. _=Leading Out of Turn.=_ Should any person, not playing alone, lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead. The demand must be made by the person who will be the last player on the trick in which the suit is called. If all have played to the lead before discovering the error, it cannot be rectified; but if all have not played, those who have followed the false lead must take back their cards, which are not liable to be called. Any player may ask the others to _=draw cards=_ in any trick, provided he does so before the cards are touched for the purpose of gathering them. In answer to this demand, each player should indicate which card of those on the table he played. No one is allowed to see any trick that has been turned and quitted. _=Taking Tricks.

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The Cowes version (Miss Smith) has arrived at wash-pan. The burden of the Chirbury version is a rea, a ria, a roses, and the Sheffield version is also remarkable: the I, O, OM refers, probably, to something now forgotten, or it may be the Hi, Ho, Ham! familiar in many nursery rhymes. The game seems to point to a period some time back, when milking was an important phase of the daily life, or perhaps to the time when it was customary for the maids and women of a village to go to the hilly districts with the cows (summer shealings) for a certain period of time. The references to domestic life are interesting. The scarcity of beds, the best or feather bed, and the children s bed, seeming to be all those available. The feather bed is still a valued piece of household furniture, and is considered somewhat of the nature of a heirloom, feather beds often descending from mother to daughter for some generations. I have been told instances of this. Gregor, in _Folk-lore of East of Scotland_, p. 52, describes the Scottish box-bed. The truckle bed and footman s bed probably refers to the small bed under a large one, which was only pulled out at night for use, and pushed under during the day.

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The gun came out between the church and the wood into a position from which it did a considerable amount of mischief to the infantry on our right, and nearly drove our rightmost gun in upon its supports. Meanwhile, Red s two guns on his right came forward to Hook s Farm, rather badly supported by his infantry. Once they got into position there I perceived that we should be done for, and accordingly I rushed every available man forward in a vigorous counter attack, and my own two guns came lumbering up to the farmhouse corners, and got into the wedge of shelter close behind the house before his could open fire. His fire met my advance, littering the gentle grass slope with dead, and then, hot behind the storm of shell, and even as my cavalry gathered to charge his guns, he charged mine. I was amazed beyond measure at that rush, knowing his sabres to be slightly outnumbered by mine. In another moment all the level space round the farmhouse was a whirling storm of slashing cavalry, and then we found ourselves still holding on, with half a dozen prisoners, and the farmyard a perfect shambles of horses and men. The melee was over. His charge had failed, and, after a brief breathing--space for my shot--torn infantry to come up, I led on the counter attack. It was brilliantly successful; a hard five minutes with bayonet and sabre, and his right gun was in our hands and his central one in jeopardy. And now Red was seized with that most fatal disease of generals, indecision.

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--Jamieson. Halliwell (_Dictionary_) says this is a northern name for the game of Shake Cap, and Brockett (_North Country Words_) speaks of it as a game much practised among the young pitmen and keelmen. Jingo-ring Here we go by jingo-ring, jingo-ring, jingo-ring, Here we go by jingo-ring, and round by merry-ma-tansy. --Sporle, Norfolk (Miss Matthews). Sung to the Mulberry or Ivy bush tune. The children form a ring and dance round singing. At the last word they all fall down. See Merry-ma-tansa. Jinkie A game among children, in which they run round a table trying to catch one whose business is by quick turns to elude them.--Jamieson.