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B. Z., the letters used to distinguish the positions of the four players at Whist; A-B being partners against Y-Z., and Z. having the deal. Backgammon. If a player throws off all his men before his adversary has thrown off any, and while one or more of the adversary’s men are still on the side of the board next the winning player, it is a backgammon, or triple game. Bath Coup, holding up Ace Jack on a King led by an adversary. Battre, F., to shuffle.

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Clapham Miss F. D. Richardson. Hersham _Folk-lore Record_, vol. v. Redhill Miss G. Hope. SUSSEX { Parish s _Dialect_, Holloway s { _Dictionary_, Toone s _Dictionary_. Hurstmonceux Miss Chase. Shipley, Horsham, West { Miss R.

Another correspondent in the same journal (ii. 2) says, The game was very generally played in the midland counties under the name of Merrilpeg or Merelles. The twelve pieces I have never seen used, though I have often played with nine. We generally used marbles or draught pieces, and not pegs. The following are the accounts of this game given by the commentators on Shakespeare:-- In that part of Warwickshire where Shakespeare was educated, and the neighbouring parts of Northamptonshire, the shepherds and other boys dig up the turf with their knives to represent a sort of imperfect chess-board. It consists of a square, sometimes only a foot diameter, sometimes three or four yards. Within this is another square, every side of which is parallel to the external square; and these squares are joined by lines drawn from each corner of both squares, and the middle of each line. One party, or player, has wooden pegs, the other stones, which they move in such a manner as to take up each other s men, as they are called, and the area of the inner square is called the pound, in which the men taken up are impounded. These figures are by the country people called _nine men s morris_, or _merrils_; and are so called because each party has nine men. These figures are always cut upon the green turf, or leys as they are called, or upon the grass at the end of ploughed lands, and in rainy seasons never fail to be choked up with mud (Farmer).

Addy). (_b_) In the Enborne, Newbury, version (Miss Kimber) a ring is formed by the children (boys and girls) joining hands. Another child stands in the centre. The ring of children walk round while singing the verses. The singing is confined to the ring. When the centre child is told to choose, she selects a boy from the ring, who goes into the centre and they stand together. At the next verse these two children walk out of the ring arm-in-arm. When the next verse is sung they return, and again stand in the centre. At the next verse the boy pretends to put a ring on the girl s finger. They walk out of the ring when told to go to church (two children in the ring unclasping hands to let them walk out, and again clasping hands after they return), and kiss each other and shake hands when the two next verses are sung.

The eldest daughter cries, and promises to be more careful, and the Mother goes again to the wash-tub. The same thing occurs again. The Witch comes and asks-- Please, will you lend me your tinder-box? My fire s out. Yes, certainly, if you ll bring it back directly. You shall have it in half-an-hour. While the tinder-box is being looked for she runs off with Tuesday. Then the pot boils over, and the same dialogue is repeated. The Mother comes and finds Tuesday gone. This is repeated for all the seven children in turn, different articles, gridiron, poker, &c, being borrowed each time. Finally, the eldest daughter is taken off too.

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It is 4 to 1 against improving a four-card straight flush open in the middle, or at one end only; the odds against getting the straight flush being 46 to 1. There are several minor or speculative draws which may be of interest. Drawing to an ace and a King, it is 3 to 1 against making a pair of either. It is 4 to 1 against making a pair of aces by drawing four cards to an ace; and 12 to 1 against making aces up, or better. It is 24 to 1 against making a straight by drawing to three cards of it, open at both ends. It is 12 to 1 against making either a straight or a flush by drawing to three cards of a straight flush, open at both ends. _=HOW TO WIN AT POKER.=_ There have been many alleged infallible receipts for winning at Poker. Proctor thought that refusing to go in on less than triplets would prove a certainty; but in the same paragraph he acknowledges that the adversaries would soon learn the peculiarity, and avoid betting against the player. Triplets before the draw occur about once in every 45 hands.

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See Impair. Pairs, in Duplicate Whist, the partners sitting N and S, or E and W. Any two cards of the same denomination. Pairs Royal, any three cards of the same denomination. Partie, F., a game which requires a number of deals to decide it. Pass, to decline any undertaking in a game. Passe, F., the numbers from 19 to 36 at Roulette. Pat Hands, those which are played without discarding or exchanging any of the cards originally dealt.

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2). The children in the fortress reply, the four first verses being thus sung alternately. The soldiers then go to the King singing the fifth verse (fig. 3), the remaining verses being thus sung alternately. One of the soldiers then goes to the fortress and endeavours by throwing herself on the clasped hands of the children forming the fortress to break down the guard (fig. 4). All the soldiers try to do this, one after the other; finally the King comes, who breaks down the guard. The whole troop of soldiers then burst through the parted arms (fig. 5). [Illustration: Fig.

Whatever its origin, Euchre has always been the most respectable member of the family, and the game of all others that has best served the card-playing interest in social life. Spoil Five probably comes next in point of respectability; but Écarté has often fallen into evil hands, and the very name is in some places regarded as synonymous for gambling. The same is true of Napoleon, but in less degree. Euchre, unlike the other members of the family, is not essentially a gambling game, but belongs rather to the intellectual group of card games; a position which we hope it may long maintain. EUCHRE. _=CARDS.=_ Euchre is played with what is commonly known as the piquet pack, 32 cards, all below the 7 being deleted. In plain suits the cards rank as at Whist; but in the trump suit the Jack is the best, and it is called the _=Right Bower=_. The Jack of the same colour as the trump suit, red or black, is the second-best trump, and it is called the _=Left Bower=_; so that if clubs were trumps the rank of the nine cards in the trump suit would be as follows:-- [Illustration: 🃛 🂫 🃑 🃞 🃝 🃚 🃙 🃘 🃗 ] The rank of the cards in the other suits would be:-- [Illustration: 🂡 🂮 🂭 🂪 🂩 🂨 🂧 🂱 🂾 🂽 🂻 🂺 🂹 🂸 🂷 🃁 🃎 🃍 🃋 🃊 🃉 🃈 🃇 ] When the _=Joker=_, or blank card is used, it is always the best trump, ranking above the right bower. In cutting, the ace is low, the other cards ranking as in plain suits.

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. Suppose the bidder to hold four Aces and two honours. The adversaries must have the majority of trump honours. Then the number of their trump honours, which is three, is deducted from the number of the bidder’s Aces, four, leaving the bidder’s side only one honour to the good. Three honours on one side and three Aces on the other would be a tie, and no honours to score. If the Aces are a tie, the side that wins the most tricks scores them. Suppose the bidder has three honours and two Aces. He scores five honours if he wins the odd trick; otherwise he scores one only, the Aces being a tie and he having only one more honour than his adversaries.

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This is simply called “game,” and as it must always be either won or lost, it is a constant factor. The value of the game is 1, and each better game is numbered in regular order, the five varieties being as follows: The Game, 1. Schneider, 2. Schwarz announced or Schwarz, 3. Schwarz after announcing Schneider, 4. Schwarz announced, 5. These numbers are added to the number of Matadores, and the total thus found is multiplied by the unit value of the game. For instance: A player has obtained the privilege of playing on a bid of thirty. His game is a Solo in hearts, in which he holds the three highest Matadores and announces schneider in advance. His game multiplier is therefore 3 (for the announced schneider), to which he adds 3 more for the Matadores, 6 altogether.

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_=STAKES.=_ Rubicon Bézique is played for so much a hundred points, and in settling up, all fractions of a hundred are disregarded, unless they are necessary to decide the game. Ten cents a hundred is the usual stake; sixpence in England. Games are seldom worth less than one or two thousand points. _=PLAYERS.=_ Rubicon Bézique is played by two persons, one of whom is known as the _=dealer=_, and the other as the _=pone=_. They cut for seats and deal, the player cutting the higher card having first choice, and electing whether or not to deal himself. In cutting, the cards rank as in play, the ace being the highest. If a player exposes more than one card, he must cut again. _=DEALING.

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Each boy makes a small pyramid of three as a base, and one on the top. The players aim at these from a distant stroke with balsers, winning such of the castles as they may in turn knock down (Lowsley s _Glossary of Berkshire Words_). In London, the marble alluded to as balser was called bonsor or bouncer (J. P. Emslie). See Cockly Jock, Cogs. Cat and Dog An ancient game played in Angus and Lothian. Three play, and they are provided with clubs. These clubs are called dogs. The players cut out two holes, each about a foot in diameter, and seven inches in depth.

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Round the green gravel the grass is so green, And all the fine ladies that ever were seen; Washed in milk and dressed in silk, The last that stoops down shall be married. [Johnnie Smith] is a nice young man, And so is [Bessie Jones] as nice as he; He came to the door with his hat in his hand, Inquiring for [Miss Jones]. She is neither within, she is neither without, She is up in the garret a-walking about. Down she came, as white as milk, With a rose in her bosom as soft as silk. Silks and satins be ever so dear, You shall have a kiss [gown?], my dear, So off with the glove and on with the ring-- To-morrow, to-morrow, the wedding begins. --Forest of Dean, Gloucestershire (Miss Matthews). XVII. Around a green gravill The grass is so green, And all the fine ladies Ashamed to be seen. They wash em in milk And dress em in silk-- We ll all cou don together. My elbow, my elbow, My pitcher and my can; Isn t ---- A nice young gell? Isn t ---- As nice as her-- They shall be married with a guinea-gold ring.

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If it remains stationary and mounted and the enemy charges, one charging sabre will kill five stationary sabres and put fifteen others three feet to the rear. Dismounted cavalry charged is equivalent to infantry in extended order. If cavalry charges cavalry and the numbers are equal and the ground level, the result must be decided by the toss of a coin; the loser losing three-quarters of his men and obliged to retire, the winner losing one-quarter of his men. If the numbers are unequal, the melee rules for Little Wars obtain if the ground is level. If the ground slopes, the cavalry charging downhill will be multiplied according to the number of contours crossed. If it is one contour, it must be multiplied by two; two contours, multiplied by three; three contours, multiplied by four. If cavalry retires before cavalry instead of accepting a charge, it must continue to retire so long as it is pursued--the pursuers can only be arrested by fresh cavalry or by infantry or artillery fire. If driven off the field or into an unfordable river, the retreating body is destroyed. If infantry find hostile cavalry within charging distance at the end of the enemy s move, and this infantry retires and yet is still within charging distance, it will receive double losses if in extended order if charged; and if in two ranks or in fours, will lose at three feet two men for each charging sabre; at two feet, three men for each charging sabre. The cavalry in these circumstances will lose nothing.

Like the ache of a sore tooth bitten on for the first time. Like a slightly painful flash of light against the eyes. 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.

The name, “All Fours,” seems to have been varied at times to “All Four,” and was derived from four of the five points which counted towards game; the fifth point, for “gift” having been apparently quite overlooked. The game was originally ten points up, and the cards were dealt one at a time. According to the descriptions in some of the older Hoyles, the honours and Tens of the plain suits did not count towards game; but this is evidently an error, for we find in the same editions the advice to trump or win the adversary’s best cards in plain suits. This would obviously be a mere waste of trumps if these plain-suit cards did not count for anything. All Fours seems to have been popular with all classes of society at one time or another. Cotton’s “Compleat Gamester” gives it among the principal games in his day, 1674. Daines Barrington, writing a hundred years later, speaks of All Fours in connection with Whist. “Whist,” he says, “seems never to have been played on principles until about fifty years ago; before that time [1735] it was confined chiefly to the servants’ hall, with All Fours and Put.” Another writer tells us that Ombre was the favourite game of the ladies, and Piquet of the gentlemen _par excellence_; clergymen and country squires preferring Whist, “while the lower orders shuffled away at All Fours, Put, Cribbage, and Lanterloo.” In 1754 a pamphlet was published containing: “Serious Reflections on the dangerous tendency of the common practice of Card-playing; especially the game of All Four.

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_=10th Trick.=_ If A leads the ♢2, and hearts are led again, he must take all the remaining hearts. By taking three at once he can escape the rest. B sees that if he passes this trick A will at once lead the ♢2, and he will take all the remaining hearts; so he takes these three and throws the lead to Y, who has no chance to injure him. _11th Trick._ Z keeps two clubs, hoping that if Y gets in and leads clubs, B may discard a diamond instead of a heart, in which case Z would get clear. _=No. 4.=_ A, with his dangerous suit of spades, clears up the hearts at once. _=6th Trick.

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It is not considered _comme il faut_ for a player to wait for cases, and those who play regularly usually make a number of small bets during the early part of the deal, and then bet high on the cases as they come along. A player who goes upon the principle that the dealer can cheat those who bet high, and who follows and goes against the big bets with small ones, or who plays one-chip bets all over the board, hoping to strike a good spot to fish on, is called a piker; and when a game runs small this way, the dealers call it a _=piking game=_. _=Keeping Tab.=_ In addition to the case-keeper, score sheets are provided on which the players may keep a record of what cards win and lose on each turn. These tabs are printed in vertical columns, about five deals to a sheet. A dot indicates the soda card; a dash, hoc. All winners are marked with a down stroke, and all losers with a cypher. The diagram in the margin will give a very good idea of a faro tab for a complete deal. The Queen was soda, the Five split out, and the Eight was in hoc. A | 0 0 1 0 2 | 0 1 1 1 3 | 0 0 1 1 4 | 1 0 0 0 5 | 0 0 X 6 | 1 1 1 1 7 | 0 1 1 0 8 | 1 1 0 - 9 | 0 1 0 1 10 | 0 0 0 0 J | 1 1 1 0 Q | .

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| | 2.| -- | -- | -- | | 3.|Green meadows. | -- | -- | | 4.| -- |Green grover. | -- | | 5.| -- | -- | -- | | 6.|Your grass is so |Your grass is so |The grass is so green.| | |green. |green.

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At one corner of the battle, he felt the lustful rage of Captain Wow as the big Persian tomcat detonated lights while he approached the streak of dust which threatened the ship and the people within. The lights scored near-misses. The dust flattened itself, changing from the shape of a sting-ray into the shape of a spear. Not three milliseconds had elapsed. * * * * * Father Moontree was talking human words and was saying in a voice that moved like cold molasses out of a heavy jar, C-A-P-T-A-I-N. Underhill knew that the sentence was going to be Captain, move fast! The battle would be fought and finished before Father Moontree got through talking. Now, fractions of a millisecond later, the Lady May was directly in line. Here was where the skill and speed of the Partners came in. She could react faster than he. She could see the threat as an immense Rat coming direct at her.

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Should a player score more than he is entitled to; as, for instance, scoring 80 for four Queens, his adversary may take down the superfluous score, 20 points in this instance, and may add it to his own score for a penalty. _=CHEATING.=_ Apart from the usual weapons of false shuffles, strippers cut to locate or pull out the binocle cards, and the opportunities always offered to the greek when the cards are dealt three or four at a time, the bézique family of games are particularly adapted to the use of marked cards. These will show the philosopher the exact value of both the cards in the next draw, and will enable him to vary his play accordingly. It is for this reason that in France the top card of the stock is always drawn by the same player, no matter which wins the trick. In Rubicon Bézique, a person should be very familiar with the movements peculiar to dealing seconds before he ventures to play in a public café, or he may find his adversary with the most astonishing run of repeated combinations, and will be rubiconed almost every game. Never play with a man who cuts the pack with both hands, watches the cards closely as he deals, or looks intently at the top of the stock before he plays to the current trick. Players who have a nervous affection which makes them pass over too many counters at once will also bear watching. Colour blindness may lead them to take over a blue instead of a white in a close game. _=SUGGESTIONS FOR GOOD PLAY.

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5. +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ ] In checker notation the number of the move is never given, as it is in Chess. The moves of the black men are distinguished from those of the white men by being hyphenated, but there are no marks to show when pieces are captured. Letters or figures in the margins are used to refer to possible variations in the play. _=Openings.=_ There are a number of standard openings in Checkers which are formed by the preliminary moves on each side. These openings are known by various fanciful names, dear to all checker-players. In the following list they are arranged in alphabetical order for convenience in reference. +---------+---------+---------+---------+---------+---------+---------+ | |AYRSHIRE | | | | | | | ALMA. | LASSIE.

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