This will win the trick as often as it will lose it; but it betrays the hand to the adversary, and enables him to finesse deeply if the suit is returned. It may be done in order to get the lead, and in trumps the practice is very common, and generally right. With Queen and only one small card, it can be demonstrated that it is useless to play the Queen Second Hand, except as an experiment, or to get the lead in desperate cases. With any combination weaker than J 10 x, it is useless to attempt to win the trick Second Hand, and only makes it difficult for the partner to place the cards correctly. _=The Fourchette.=_ When the Second Hand has cards immediately above and below the one led, he should cover. The beginner may have some difficulty in recognising the fact that he holds fourchette if the suit has been round once or twice, and the intermediate cards have been played. Such cards as a Queen and a Seven may be fourchette over a Nine, if Jack, Ten and Eight have been played. _=Second Hand Having None=_ of the suit led, on either first or second round, must decide whether or not to trump it. If the card led is the best of the suit, he should certainly do so; but if it is not, and there is any uncertainty as to who will win the trick, it is usual for the Second Hand to pass when he has four trumps.

Hattie. Hawkey. Headicks and Pinticks. Heads and Tails. Hecklebirnie. Hen and Chicken. Here comes a Lusty Wooer. Here comes One Virgin. Here I sit on a Cold Green Bank. Here stands a Young Man.

” As each combination is admitted to be good, the elder hand adds it to his count. For instance: His point is 51, good; his sequence is five to the Ace, good; and his triplet of Aces is good. These are worth 5, 15, and 3 respectively, and his total count is 23, if he has no minor sequences or trios. This is not put down, but simply announced. The strict rules of the game require the player whose combination is acknowledged to be good, to show it; but among good players this is quite unnecessary, for each usually knows by his own cards what his adversary should and probably does hold. The elder hand having finished his declarations, and announced their total value in points, leads any card he pleases. If this card is a Ten or better, he claims one point for leading it, even if he does not win the trick, and he adds this point to his score. An illustration will probably make the foregoing processes clearer. The elder hand, after the draw, holds these cards:-- ♡ A K Q J: ♣ A K Q: ♢ A K Q 7: ♠ A. He announces: “Forty-one.

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(_b_) Dr. Tylor says: It is interesting to notice the wide distribution and long permanence of these trifles in history when we read the following passage from Petronius Arbiter, written in the time of Nero:-- Trimalchio, not to seem moved by the loss, kissed the boy, and bade him get up on his back. Without delay the boy climbed on horseback on him, and slapped him on the shoulders with his hand, laughing and calling out, Bucca, bucca, quot sunt hic? --_Petron. Arbitri Satiræ_, by Buchler, p. 84 (other readings are _buccæ_ or _bucco_). --_Primitive Culture_, i. 67. Buck i t Neucks A rude game amongst boys.--Dickinson s _Cumberland Glossary_. Buckerels A kind of play used by boys in London streets in Henry VIII.

12, for instance, the black King could capture all six of the white men by going over the first one only, and then turning to the left, and continuing to turn to the left after every capture, as shown by the squares with the numbers on them, which indicate his five successive turning-points. [Illustration: No. 12. +---+---+---+---+---+---+---+---+ | | | | 5 | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | 1 | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | ⛀ | | 4 | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | 2 | | | | ⛀ | | | | +---+---+---+---+---+---+---+---+ | | ⛀ | | | | | | ⛃ | +---+---+---+---+---+---+---+---+ | | | 3 | | | | | | +---+---+---+---+---+---+---+---+ ] _=DEVIL AMONG THE TAILORS.=_ This is hardly a variation of the game of Draughts, although it is played on a checker board. Four white men, the tailors, are placed upon 29 30 31 and 32; and one black man, the devil, on 1. The men can move only one square at a time, diagonally; the white men forward only, the black man forward or backward. There is no jumping or capturing, and the object of the tailors is to pin the devil in, so that he cannot move. If the black man can reach the free country behind the white men, he wins the game. The game is a certainty for the white men if properly played.

If the demand is accepted, the proposer and his partner make no change in their positions at the table, but must make eight tricks, just as in Solo Whist. If a player cannot propose, he says: “Je passe,” and each of the others in turn from right to left have the opportunity to make a proposal. When any player proposes, any player in turn after him may accept, although such a one may have already passed. If the fourth player proposes, the three others having passed, and no one will accept him he is bound to play solo against three such weak adversaries, and must make five tricks, either in belle or in petite. He is not allowed to play in a plain suit if he has made a simple “demand.” The only solo bids allowed are those for six, eight, or nine tricks, which outrank one another. A player cannot bid seven to over-call six; he must go to eight; and a player cannot _=bid=_ five tricks without a partner, although, as we have just seen, he may be forced to _=play=_ in that manner. When six, eight, or nine tricks are bid, the suits outrank one another for equal numbers of tricks; but as the suit called need not be the bidder’s true intention, nor the same as the card laid on the table, the proposer must be careful that his play will be as good as his bid. For instance: He intends nine tricks in spades, but proposes eight in diamonds. He cannot bid nine in diamonds, for that would be a better bid than he intends to play; but the ruse may succeed in inducing a player not to bid against him, hoping diamonds is the true suit.

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If a player revokes who has called a misère or a slam, he immediately loses the stakes. If a revoke is made by any adversary of a player who has called misère or slam, the player in fault must individually pay all the stakes. _=CARDS PLAYED IN ERROR.=_ In the simple proposal and acceptance, the rules with regard to cards played in error, or led out of turn, are the same as at Whist. In the case of a single player against three adversaries, the caller is not liable to any penalty for cards played in error, or led out of turn; but his adversaries are subject to the usual whist penalties for all such irregularities, such as having the cards laid on the table as exposed, or a suit called, or the highest or lowest of a suit led demanded from an adversary who has followed suit out of turn. For the better protection of the single player, who is much more liable to be injured by irregularities than partners would be, he is allowed to prevent the use of an exposed trump for ruffing, and to demand or _=to prevent=_ the play of any exposed card in plain suits. If a suit is led of which an adversary has an exposed card on the table the single player may call upon him to play his highest or lowest of that suit. If any adversary of a misère player leads out of turn, or exposes a card, or plays before his proper turn in any trick, the caller may immediately claim the stakes, and the individual player in fault must pay for himself, and for his partners. _=METHODS OF CHEATING.=_ While the practice of dealing three cards at a time gives a little more opportunity to the greek than would occur if they were dealt as at Whist, there is little to be feared if two packs are used, unless two greeks are in partnership.

_=31.=_ A revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted, unless the revoking player or his partner, whether in his right turn or otherwise, has led or played to the following trick. _=32.=_ If a player corrects his mistake in time to save a revoke, the card played in error is exposed; but any cards subsequently played by others may be taken back without penalty. _=33.=_ _=PLAYING ALONE.=_ No one but the individual maker of the trump can play alone. _=34.=_ The dealer must announce his intention to play alone by passing his discard over to his partner. Any other player intending to play alone must use the expression “alone” in connection with his ordering up or making the trump; as, “I order it, alone;” or “I make it hearts, alone.

_) gives this as a sport of children. [Illustration: Fig. 1. Fig. 2.] See Dump, Green Grass, Hot Cockles. Doddart A game played in a large level field with a bent stick called doddart. Two parties, headed by two captains, endeavour to drive a wooden ball to their respective boundaries (Halliwell s _Dictionary_). Brockett (_North Country Words_) adds to this that the captains are entitled to choose their followers by alternate votes. A piece of globular wood called an orr or coit is thrown down in the middle of the field and driven to one of two opposite hedges--the alley, hail-goal, or boundary.

Discards give great information to the adversaries if the rule is followed to discard the highest of a suit; because all cards higher than those discarded must be between the two other adversaries and the caller, and each adversary is thus furnished with a guide. It is useless to discard a suit of which the caller is void; and it is best to keep discarding from one suit until it is exhausted, or only the deuce remains. The trump signal is frequently used in discarding to indicate that the signaller wishes to get into the lead. _=Returning Suits.=_ Whether or not to return a partner’s lead may often be decided by inferences from the fall of the cards. It is frequently an easy matter to locate the cards in the various suits, if it is borne in mind that adversaries who play after the caller get rid of their highest cards. For instance: Right leads the 9; caller plays the 5; left the 10; and the last player finds he holds K Q J 6 of the suit. He should know that the caller has nothing between the 5 and the 9, and must have the Ace; so his cards were probably A 5 4 3 2. While it is manifestly impossible to catch him on that suit, it may still be led three times, in order to give the partners discards, as both of them must be short. If this estimate of the caller’s cards is wrong in anything, it is not with regard to the Ace, so there is not the slightest danger in continuing the suit.

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If the side that makes the trump takes three or four tricks out of the five possible, it scores one point. If the side wins all five tricks, it scores two points for a _=march=_. If the player that makes the trump fails to win three tricks, he is _=euchred=_, and his adversaries score two points for the euchre. _=When four play=_, if the player who makes the trump declares to play _=alone=_, that is, without any assistance from his partner, who must lay down his cards, the maker of the trump scores four points if he succeeds in winning all five tricks, and one point if he wins three or four tricks. But if he fails to win three tricks, he is euchred, and the adversaries score two points. _=When three play=_, a lone hand counts three if the player wins all five tricks. _=When two play=_, five tricks is simply a march, and counts two points. _=When five or seven play=_, there are special scores for lone hands. When all five tricks are taken by one side, but not by an individual playing a lone hand, it is simply a march, and counts two points, no matter how many are playing. When two or three are playing, a march must of course be a lone hand, as there are no partnerships.

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14, if White moves 26 22, or 19 15, he loses immediately. In the first case Black will run to 15 and 11, and either get round or double back to 18. In the second case Black will get round by way of 7, or get through. CHECKER LAWS. _=1.=_ The Standard board must be of light and dark squares, not less than fourteen inches nor more than fifteen inches across said squares. _=2.=_ The board shall be so placed that the bottom corner square, on the left hand, shall be black. _=3.=_ The Standard men, technically described as White and Black, must be light and dark (say white and red, or yellow and black), turned, and round, not less than one inch, nor more than 1⅛ inches in diameter.

She cries out as above, the Mother saying, Nonsense, child! it s only some of the boiling clothes. The child goes again, and the game proceeds as above. It is generally played now as Ghost. --A. B. Gomme. It is mentioned by Newell (_Games_, p. 223). Giants A Giant is chosen, and he must be provided with a cave. A summer-house will do, if there is no window for the Giant to see out of.

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=_ As in all French games, the cards are cut by the player on the dealer’s left, and are dealt from right to left. Three cards are given to each player, one at a time, face down, and the thirteenth is then turned face up on the pack. This card is called the _=retourne=_. _=Misdeals.=_ If any card is exposed during the deal, either in the pack or in giving it to a player, it is a misdeal; but the distribution of the cards is continued until each player has received three cards, the exposed card being given out in its regular order. If any player can show triplets, he receives one white counter from each of the other players, and the hands are then abandoned. 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.

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| | | 5.| -- | -- | -- | | 6.| -- |Put it in a chestnut | -- | | | |tree. | | | 7.| -- |Let it stay an hour. | -- | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.

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| R| A leads for first trick. | I| ------+-------+-------+-------+ C+-------+------+------+-------- A Y B Z | K| A Y B Z ------+-------+-------+-------+--+-------+------+------+-------- 10♠ | Q♠ | 8♠ | _K♠_ | 1| _♣A_ | ♣K | ♣10 | ♣Q ♣J | _♣A_ | ♣4 | ♣K | 2| ♣5 | ♣2 | ♣9 | _♣J_ 6♢ | _A♢_ | J♢ | Q♢ | 3| 10♢ | J♢ | 9♢ | _A♢_ 5♢ | _K♢_ | 10♢ | 9♢ | 4| Q♢ | 8♢ | _K♢_ | 4♢ 4♢ | 3♢ | 2♢ | _8♢_ | 5| 2♠ | J♠ | _A♠_ | 9♠ ♣9 | ♣7 | ♣3 | _♣Q_ | 6| Q♠ | 10♠ | _K♠_ | 8♠ ♣6 | ♣5 | ♣2 | _♣10_ | 7| ♡A | _7♢_ | 3♢ | ♡Q 3♠ | 6♠ | 4♠ | _J♠_ | 8| _♡10_ | ♡4 | ♡3 | ♡5 2♠ | 5♠ | ♡K | 9♠ | 9| ♣4 | ♡K | ♣6 | _♣7_ _♡A_ | ♡Q | ♡10 | ♡5 |10| ♡9 | _7♠_ | ♡J | 5♠ ♡7 | _♡J_ | ♡9 | 7♠ |11| ♡7 | ♡2 | ♣8 | _♡8_ ♡6 | _♡8_ | ♡4 | ♣8 |12| ♡6 | _6♠_ | 6♢ | 4♠ A♠ | ♡2 | _♡3_ | 7♢ |13| ♣3 | _5♢_ | 2♢ | 3♠ ------+-------+-------+-------+--+-------+------+------+-------- A 4 Y 6 B 2 Z 1 A 4 Y 5 B 0 Z 4 Making it a Jack. B wins the Pool. _=No. 1. 2nd Trick.=_ Z sees that with such a hand escape is impossible. As his chief danger is in being loaded with hearts at the end, he clears his hand as rapidly as possible. _=9th Trick.=_ The ♠A being held up, it looks as if A were safe in that suit with A 5 2.

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Tricks score next. Honours last. 6. Honours, unless claimed before the trump card of the following deal is turned up, cannot be scored. 7. To score honours is not sufficient; they must be called at the end of the hand; if so called, they may be scored at any time during the game. 8. The winners gain-- I. A treble, or game of three points, when their adversaries have not scored. II.

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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. British Chess Magazine. Chess Player’s Chronicle.