(Rev. W. S. Sykes). VII. O what has this poor prisoner done, Poor prisoner done, poor prisoner done? O what has this poor prisoner done, So early in the morning? She stole my watch and lost my key, Lost my key, lost my key, She stole my watch and lost my key, So early in the morning. How many pounds to set her free, Set her free, set her free? How many pounds to set her free, So early in the morning? Five hundred pounds to set her free, Set her free, set her free, Five hundred pounds to set her free, So early in the morning. Five hundred pounds we have not got, Have not got, have not got, Five hundred pounds we have not got, So early in the morning. So off to prison she must go, She must go, she must go, So off to prison she must go, So early in the morning. If she go then I ll go too, I ll go too, I ll go too, If she go then I ll go too, So early in the morning.
| -- | -- | -- | | 37.|We ll all clap hands | -- |We ll clap hands | | |together. | |together. | | 38.| -- |With princes for his | -- | | | |thegan. | | | 39.| -- | -- | -- | | 40.| -- | -- | -- | | 41.| -- | -- | -- | | 42.| -- | -- | -- | | 43.
” The original Edmund Hoyle wrote on very few games, but his work was the first attempt to put together the rules for the most popular indoor games in one volume. Although Hoyle died more than a hundred years ago, his work has been constantly added to as new games came into vogue, which has led many to believe that he is the authority for games that he never heard of, such as pinochle and poker. Persons who have never given the subject much attention may be surprised to learn how little authority there is for the rules governing the majority of our popular games. If we except the table games, such as chess, checkers, billiards, backgammon and ten pins, and such card games as whist, bridge, auction, and skat, all of which are regulated by well-defined codes of laws, agreed upon by associations of prominent clubs, to govern championship contests, etc., we have very few games left which are not played in different ways in various localities. This is undoubtedly because such games are learnt at the card table and not from books. A person who is shown a new game cannot remember all its details, some of which may not have been explained to him even. If he tries to teach it to others while his knowledge is in this imperfect state, he will naturally invent rules of his own to cover the points he has forgotten, or has never learnt, usually borrowing ideas from games with which he is more familiar. The pupils of such a teacher pass on to others the game thus imperfectly learnt, and in a short time we have a number of corruptions creeping in, and the astonishing part of it is the insistence with which some persons will maintain that they alone have the right idea of the rules, just because so-and-so showed them the game, or because they and their immediate friends have “always played it that way.” This does not alter the fact that the fundamental principles of every game are known and can be readily found if one knows where to look for them.
| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn|He sent letter to turn| | |your head. |your head. |your head. | |24.| -- | -- | -- | |25.| -- | -- | -- | |26.| -- | -- | -- | |27.| -- |True love not dead, he| -- | | | |sends letter to turn | | | | |your head. | | |28.
IV. How many miles to Babylon? Three score and ten. Can we get there by candle-light? Yes, and back again. Open your gates as wide as you can, And let King George and his family go through. Not without a back, not without a bow, Not without a curtsey, and then I ll let you through. --South Shields (Miss Blair). V. How many miles to Babylon? Three score and ten. Can I get there o candle-light? There and back again. Here s my black [raising one foot], And here s my blue [raising the other], Open the gates and let me through.
Figure 4 shows the affair developing rapidly. Red s cavalry on his right have taken his two guns well forward into a position to sweep either side of the farm, and his left gun is now well placed to pound Blue s infantry centre. His infantry continue to press forward, but Blue, for his second move, has already opened fire from the woods with his right gun, and killed three of Red s men. His infantry have now come up to serve this gun, and the cavalry who brought it into position at the first move have now left it to them in order to gallop over to join the force attacking the farm. Undismayed by Red s guns, Blue has brought his other two guns and his men as close to the farm as they can go. His leftmost gun stares Red s in the face, and prevents any effective fire, his middle gun faces Red s middle gun. Some of his cavalry are exposed to the right of the farm, but most are completely covered now by the farm from Red s fire. Red has now to move. The nature of his position is becoming apparent to him. His right gun is ineffective, his left and his centre guns cannot kill more than seven or eight men between them; and at the next move, unless he can silence them, Blue s guns will be mowing his exposed cavalry down from the security of the farm.
=_ Two players sit opposite each other. Three, five or seven sit according to their choice. Four sit as at Whist, the partners facing each other. Six, playing in two partnerships, sit alternately, so that no two partners shall be next each other. Six, playing in three partnerships of two each, sit so that two adversaries shall be between each pair of partners. Eight, playing in two sets of four each, or as four pairs of partners, arrange themselves alternately. 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.
Any _=principal=_ so acting, after having been warned of the consequence and requested to desist, shall forfeit the game. _=21.=_ While a game is pending, neither player is permitted to leave the room without giving a sufficient reason, or receiving the other’s consent or company. _=22.=_ A player committing a breach of any of these laws must submit to the penalty, which his opponent is equally bound to exact. _=23.=_ Any spectator giving warning, either by sign, sound, or remark, on any of the games, whether played or pending, shall be expelled from the room. _=24.=_ Should any dispute occur, not satisfactorily determined by the preceding laws, a _=written statement of facts=_ must be sent to a disinterested arbiter having a knowledge of the game, whose decision shall be final. TEXT BOOKS.
If the dealer gives himself more cards than he wants, he loses the point and the right to mark the King, unless he turned it up. If he gives himself less cards than he wants, he may make the deficiency good without penalty; but if he does not discover the error until he has played a card, all tricks for which he has no card to play must be considered as won by his adversary. If the pone asks for more cards than he wants, the dealer can play the hand or not, as he pleases. If he plays, he may draw the superfluous card or cards given to the pone, and look at them if the pone has seen them. If the dealer decides not to play, he marks the point. In either case the pone cannot mark the King, even if he holds it. If the pone asks for less cards than he wants, he must play the hand as it is, and can mark the King if he holds it; but all tricks for which he has no card to play must be considered as won by his adversary. If a player plays without discarding, or discards for the purpose of exchanging, without advising his adversary of the fact that he has too many or too few cards, he loses two points, and the right of marking the King, even if turned up. If either player, after discarding and drawing, plays with more than five cards, he loses the point and the privilege of marking the King. Should the dealer forget himself in dealing for the discard, and turn up another trump, he cannot refuse his adversary another discard, if he demands it, and the exposed card must be put aside with the discards.
_=Method of Playing.=_ Beginning on the dealer’s left, each player in turn plays a card from his hand, placing it face upward on the table. Only one card can be played at a time, and each person must play in his proper turn until all four of his cards are exhausted. After receiving fresh cards, the eldest hand again plays first, and so on for every round. Under certain conditions, each player in his proper turn may take up certain cards from the table, together with the one played from his hand, turning them face downward in front of him. He is entitled to count all the points contained in the cards taken in or won in this manner. These conditions are: that he can match or _=pair=_ a card or cards on the table; that he can _=combine=_ two or more cards on the table so as to make their total pip value equal to that of the card he plays; or that he can _=build=_ a card in his hand upon one on the table, so as to make their total pip value agree with that of a second card, still in his hand. _=Pairing.=_ If the person whose turn it is to play, holds in his hand any card of a similar denomination to any of those on the table, he may play the card from his hand, face upward, and then gather it in again, together with all similar cards, turning them face downward in front of him. For instance: He holds an Eight, and there are one or two Eights on the table.
All the players but one sit on the floor in a circle with their legs crossed (Turkish fashion), one acting as Chief, all pretending to work at making or mending shoes. The other player brings a slipper to the Chief Cobbler, and desires it to be mended, saying-- Cobbler, cobbler, mend my shoe, Get it done by half-past two. The child walks away, and returns in a few moments and asks whether the shoe is ready. The Cobbler says, Not quite; call again in an hour s time, or makes any other excuse which occurs to him. When the child calls again, she is told it has been sent home. After several pretences the child declares an intention to search for it. The Cobblers in the ring then all place their hands under their knees, and pass the slipper secretly from one to another in such a way as to prevent the owner of the shoe getting it for some time. The Cobbler from whom the slipper is taken becomes the owner next time (Barnes, A. B. Gomme).
_=Irregularities in Dealing.=_ If the pack is proved to be imperfect the deal is void, but all previous scores or cuts made with that pack stand good. A misdeal does not lose the deal under any circumstances. If a card is found faced in the pack there must be a fresh deal with the same cards. If a player deals out of turn, and detects the error himself before he sees any of his cards, he may insist on his adversary’s dealing, even if the adversary has seen his cards. As the deal is a disadvantage the adversary is not bound to correct the player in error. If the dealer gives too many or too few cards to either player a new deal is at the option of the adversary. The error will of course be detected when it is found that there are only seven cards in the talon. If the non-dealer elects to have the deal stand, the error in the player’s hand must be remedied in the discard, as will presently be described, and the stock must be divided 4-3 or 5-2, according to which player has too many cards. _=Carte Blanche.
That is why four Kings and four Queens are never worth 240, but only 220. A player cannot meld cards which have already been used to form higher combinations in the same class; but he may use cards melded in lower combinations to form more valuable ones in the same class, provided he adds at least one fresh card from his hand. The principle is that cards may be _=added=_ to melds already shown, but they cannot be _=taken away=_ to form other combinations in the same class. For example: Royal marriage has been melded and scored. The player may _=add=_ to this the Ace, Ten, and Jack of trumps to make the sequence, which is a more valuable combination in the same class. But if the first meld is the sequence, he cannot _=take away=_ from the sequence the card or cards to form a marriage. A new Queen added to the King already in the sequence will not make a marriage; because it is not the Queen that is added to the sequence, but the King that is taken away. The same rule applies to the binocles. If a player has scored double binocle, he can not afterward take away two cards to meld a single binocle; but if the single binocle has been melded and scored first, he may add two more cards, and score the double binocle. He cannot score the second single, and then claim the double, because some new card must be added to form a new meld in the same class.
=_ No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as in Whist. Tricks should be carefully stacked, there being the same penalties as in Boston for calling attention to the score. The methods of playing misères and spreads have already been described in connection with Boston. When piccolissimo is played, the moment the single player takes more than one trick the hands are thrown up, and the stakes paid. _=REVOKES.=_ The rules governing these and cards played in error, are the same as at Boston. In piccolissimo, the penalties are the same as in misère. _=PAYMENTS.=_ If the caller succeeds in winning the proposed number of tricks, he is paid by each of his adversaries according to the value of his bid, as shown in Table No. 1.
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An opponent of the declarer should not lead until the preceding trick has been turned and quitted; nor, after having led a winning card, should he draw another from his hand before his partner has played to the current trick. 5. A card should not be played with such emphasis as to draw attention to it, nor should a player detach one card from his hand and subsequently play another. 6. A player should not purposely incur a penalty because he is willing to pay it, nor should he make a second revoke to conceal a first. 7. Conversation during the play should be avoided, as it may annoy players at the table or at other tables in the room. 8. The dummy should not leave his seat to watch his partner play. He should not call attention to the score nor to any card or cards that he or the other players hold.
The four jacks, or Wenzels, which are always the four best trumps, shall outrank one another in the same order. 13. In Nullo, the cards rank: A K Q J 10 9 8 7, and the suits and jacks are all of equal rank. DEALING. 14. When four or more play at the same table, the dealer takes no cards, but gives cards to the two sitting immediately on his left and to the one next him on his right. 15. When only three play, Hinterhand shall deal the cards. 16. The deal passes in regular order to the left.
A tussle goes on for a longer or a shorter time, according to the strength of the King and his skill in driving off his assailants. The boy that displaces the King becomes King, and is in his turn assaulted in the same way. The game may go on for any length of time. Another form of words is-- I m the King o the Castle, An nane can ding me doon. --Keith (Rev. W. Gregor). Other words sung by the Scotch children are-- I, Willy Wastle, Stand on my castle, And a the dogs o your toon Will no drive Willie Wastle doon. Chambers (_Popular Rhymes_, p. 114) records the tradition that when Oliver Cromwell lay at Haddington he sent to require the governor of Home Castle, in Berwickshire, to surrender; the governor is said to have replied in the above quatrain of juvenile celebrity.
If three play in a pool the point should be very strong to follow beyond the first raise; and if four players are engaged, it is almost a certainty that brelans will be shown. When a player with a brelan has frightened off his opponents with a big bet, it is usual to _=stifle=_ the brelan, as it is considered more to the player’s advantage to leave his adversaries under the impression that he may have been bluffing than to show the hand for the sake of the one white counter to which it entitles him. With three cards of one suit to the King, it is usual to bet high, in order to drive out anything but a brelan. Any player holding ace and another of the suit will of course abandon his hand, as his point is worth only 21 at the most, and the player with three to the King will get the benefit of his cards when the point is counted. AMBIGU. _=Cards.=_ Ambigu is played with a pack of forty cards, the K Q J of each suit being deleted. The cards rank in the order of their numerical value, the 10 being the highest, and the ace the lowest. Two packs may be used alternately. _=Players.
30. The dealer’s partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack. 31. Each player after shuffling must place the cards properly collected, and face downwards, to the left of the player about to deal. 32. The dealer has always the right to shuffle last; but should a card or cards be seen during his shuffling, or whilst giving the pack to be cut, he may be compelled to reshuffle. THE DEAL. 33. Each player deals in his turn; the right of dealing goes to the left. 34.
Gurdon s _Suffolk County Folk-lore_ (p. 62) is the same as previous versions, except that it ends-- Now you re married you must be good Make your husband chop the wood; Chop it fine and bring it in, Give three kisses in the ring. Other versions are much the same as the examples given. (_d_) This game has probably had its origin in a ballad. Miss Burne draws attention to its resemblance to the Disdainful Lady (_Shropshire Folk-lore_, p. 561), and Halliwell mentions a nursery rhyme (No. cccclxxix.) which is very similar. Mr. Newell (_Games_, p.
| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.|Your grass is so |The grass is so green.|The grass is so green.| | |green. | | | | 7.|The fairest damsel | -- | -- | | |ever seen. | | | | 8.| -- |The fairest young lady| -- | | | |ever seen.
For instance: Four play, A has 8 points, B 24, C 18, and D 54. As 8 points is the lowest, B pays A 16, C pays him 10, and D pays him 46. If A and B had 8 each, C 32, and D 56, C would pay 24, and D 48; and A-B would divide the amount between them. The chief variation in play arises from the fact that one who must win a heart trick cannot always afford to play his highest heart as in the ordinary game. _=JOKER HEARTS.=_ In this variation, the heart deuce is discarded, and the Joker takes its place. The Joker occupies a position between the Jack and the Ten in value, with the added peculiarity that it cannot be discarded on a plain suit; for if it is, it wins the trick unless there is a higher heart in the same trick. If a player has the Joker dealt to him, his only chance to get rid of it is to play it on a trick in which hearts are led, or to discard it on a plain suit on which some other player has already discarded a higher heart than the Ten. Under such circumstances, the holder of the Joker is allowed to discard it, even if he has one of the suit led, and the Joker being in the trick compels the player who discarded the higher heart to take it in. In settling, the Joker is worth five counters.
=_ When a revoke is detected and claimed, the hands are immediately abandoned, and the individual player in fault must pay all the counters depending on the result. If he is the bidder, he pays each adversary; if he is opposed to the bidder, he pays for himself and for each of his partners. In England it is the rule to take back the cards and play the hand over again, as at Écarté, the revoking player paying all the stakes according to the result. This is often very unfair to the bidder, and leads to endless disputes as to who held certain cards which have been gathered into tricks. Sometimes the difference between a seven and an eight in a certain player’s hand will change the entire result. _=PAYMENTS.=_ If the bidder succeeds in winning the specified number of tricks, each adversary pays him a counter for every trick bid. If he bid three tricks, they pay him three counters each; four counters each for four tricks bid; and the value of three tricks for a misère. If he fails to win the specified number of tricks, he pays each adversary; three counters if he bid three tricks, or a misère; four if he bid four. Any player bidding nap, and succeeding in winning all five tricks, receives ten counters from each adversary; but if he fails, he pays only five to each.
--Earls Heaton, Yorks. (Herbert Hardy). See Mount the Tin. Nine Holes Nine round holes are made in the ground, and a ball aimed at them from a certain distance; or the holes are made in a board with a number over each, through one of which the ball has to pass.--Forby s _Vocabulary_. A rural game, says Nares, played by making nine holes in the ground, in the angles and sides of a square, and placing stones and other things upon, according to certain rules. Moor (_Suffolk Words and Phrases_) says: This is, I believe, accurate as far as it goes, of our Suffolk game. A hole in the middle is necessary. In Norfolk, Holloway (_Dict. Prov.
3rd. Trumping good cards played by the adversaries. This is called _=ruffing=_. When two partners each trump a different suit, it is called a _=cross-ruff=_, or _=saw=_. 4th. Taking advantage of the _=tenace=_ possibilities of the hand by placing the lead with a certain player; or by avoiding the necessity of leading away from tenace suits. For example: A player holds A Q 10 of a suit, his right hand adversary holding K J 9. These are known as the _=major=_ and _=minor=_ tenaces. Whichever leads makes only one trick; but if the holder of the major tenace can get the suit led twice, he makes all. This is called the _=short-suit game=_, or _=finesse and tenace=_.
_, a declaration that has been passed by both of the others, plays his own hand and that of the dummy against the two others, who then, and for that particular hand, assume the relationship of partners. (8) It is advisable that the game be played at a round table so that the hand of the dummy can be placed in front of the declarer without obliging any player to move; but, in the event of a square table being used, the two players who become the adversaries of the declarer should sit opposite each other, the dummy being opposite the declarer. At the end of the play the original positions should be resumed. (9) If, after the deal has been completed and before the conclusion of the declaration, any player expose a card, each of his adversaries counts 50 points in his honour score, and the declarer, if he be not the offender, may call upon the player on his left to lead or not to lead the suit of the exposed card. If a card be exposed by the declarer after the final declaration, there is no penalty, but if exposed by an adversary of the declarer, it is subject to the same penalty as in Auction. (10) If a player double out of turn, each of his adversaries counts 100 points in his respective honour score, and the player whose declaration has been doubled may elect whether the double shall stand. The bidding is then resumed, but if the double shall be disallowed, the declaration may not be doubled by the other player. (11) The rubber continues until two games have been won by the same player; it may consist of two, three, or four games. (12) When the declarer fulfils his contract, he scores as in Auction. When he fails to do so, both of his adversaries score as in Auction.
See Nur and Spell. King by your leave A playe that children have, where one sytting blyndefolde in the midle, bydeth so tyll the rest have hydden themselves, and then he going to seeke them, if any get his place in the meane space, that same is kynge in his roome. --Huloet, 1572. See Hide and Seek. King Cæsar One player is chosen to be King Cæsar by lot or naming. All the others stand in two rows, one row at each end of the ground. A line is drawn on the ground in front of them to mark dens. All the players must keep within this line. King Cæsar stands in the middle of the ground. Any number of the players can then rush across the ground from one den to another.