The winners of the rubber add two points to the value of their games, and deduct the points made by the losers, if any; the remainder being the value of the rubber. _=4.=_ _=FORMING THE TABLE.=_ A Euchre table is complete with six players. If more than four assemble, they cut for the preference, the four lowest playing the first rubber. Partners and deal are then cut for, the two lowest pairing against the two highest. The lowest deals, and has the choice of seats and cards. _=5.=_ _=Ties.=_ Players cutting cards of equal value cut again, but the new cut decides nothing but the tie.
--Ireland (Miss Keane). This game is known in and near London as Cross Touch. Cry Notchil This is an old game where boys push one of their number into a circle they have made, and as he tries to escape push him back, crying, No child of mine! (Leigh s _Cheshire Glossary_). He adds, This may be the origin of the husband s disclaimer of his wife when he notchils her. To cry notchil is for a man to advertise that he will not be answerable for debts incurred by his wife. Cuck-ball A game at ball. The same as Pize-ball. It is sometimes called Tut-ball. --Addy s _Sheffield Glossary_. See Ball.
10. _=Pair.=_ That the number will be even. 11. _=Manque.=_ That the number will be from 1 to 18. 12. _=Passe.=_ That the number will be from 19 to 36. 13.
It couldn t have been in greater contrast to the contrived hominess of the casino if they d thought about it for a year. Then, for the last twist, the furnishings were straight out of the old Southwest--Navajo rugs, heavy, Spanish oak desks, and a pair of matching couches or divans of whole steer leather stretched over oak frames. * * * * * Peno Rose came quickly toward me the moment Fowler Smythe showed me into the office, spurs jingling. Hey! There he is! The boy they had to rule off the track! How s a boy, Lefty? Long time no see. He had his hand stuck way out ahead of him. His sharp, dried-out features repelled me twice as much as they had ten years before. That hatchet face of his was gashed with what he thought was a smile. I ve seen sharks with a pleasanter gape. Naturally, I didn t take his hand. Hi, Peno, I said.
If both players have their right number, and the crib is short, it must be shown for what it is worth; but the non-dealer pegs two holes for the evident misdeal. _=Irregular Announcements.=_ There is no penalty if a player announces a wrong number as the total of the cards played, provided he does not peg an erroneous fifteen or thirty-one. If the following player does not correct the announcement, but plays and adds to it, the error cannot be rectified. If any holes are pegged for an erroneous announcement, the adversary may demand that they be taken down again, and may add the number to his own score. _=Miscounting.=_ If a player over-counts his hand, crib, or play, and pegs the points erroneously claimed, his adversary may call attention to the error, demand that the superfluous points be taken down again, and may add them to his own score as penalty. Should a player neglect to peg the full value of his hand, crib, or play, his adversary may add the neglected points to his own score, after pointing out the omission. Should a player be mistaken in exacting either of these penalties, he must not only take down what he pegged, but allow his adversary to peg the same number as penalty. None of these corrections can be claimed until the player in error has pegged and quitted the score; that is, removed his fingers from the front peg.
In no case can a player be compelled to play a card which would oblige him to revoke. 65. The call of a card may be repeated until such card has been played. 66. If a player called on to lead a suit have none of it, the penalty is paid. CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK. 67. If the third hand play before the second, the fourth hand may play before his partner. 68. Should the third hand not have played, and the fourth play before his partner, the latter may be called on to win, or not to win the trick.
Who ll you have, love? Who ll you have, love? Who ll you have, love? Farewell! Go to church, love, Go to church, love, Go to church, love, Farewell! Come back, love, Come back, love, Come back, love, Farewell! Shake hands, love, Shake hands, love, Shake hands, love, Farewell! Take a kiss, love, Take a kiss, love, Take a kiss, love, Farewell! --Platt School, near Wrotham, Kent (Miss Burne). VI. Isabella, Isabella, Isabella, Farewell! Last night when we parted I left you broken-hearted, And on the green meadow You was standing alone. Choose a sweetheart, choose a sweetheart, Choose a sweetheart, fair maid. Take her hand, love, take her hand, love, Take her hand, love, fair maid. Kneel down, love, kneel down, love, Kneel down, love, fair maid. Take a kiss, love, take a kiss, love, Take a kiss, love, fair maid. Now you re married I wish you joy, First a girl and then a boy, Seven years after son and daughter; Pray, young couple, come kiss together. Kiss her once, kiss her twice, kiss her three times over. --From a London nursemaid, 1878 (A.
The best baulking cards are a King with a 10, 9, 8, 7, 6 or A. Never lay out a Jack, nor two cards which form a five, nor any pair, nor any two close cards. In laying out for your own crib, Fives, Sevens and Eights are the best. Any pair, any two cards that make five or fifteen, and any close cards are also good. Keep pairs royal and runs in your hand, and do not forget that a flush of three counts in the hand; but the starter must agree to make a flush in the crib. _=Playing Off and On.=_ The pegging in play is usually small; 2 for the dealer, and an average of 1½ for the non-dealer, hence the importance of the go. The average hand is a little less than 5, and the crib about 5. The player is at home if he has pegged 17 in two deals, his own and his adversary’s. He is safe at home if he is 7 ahead, or his adversary is 7 behind.
Foster. * Gist of Whist, by C.E. Coffin. x Howell’s Whist Openings, by E.C. Howell. Laws and Principles of Whist, by “Cavendish.” Modern Scientific Whist, by C.D.
If the Tenter can catch him he becomes Tenter, and puts his stone on the Duckstone, and the original Tenter takes his turn in throwing. One rule of the game is that the Tenter s stone must always be on the Duck-table when he is trying to catch a boy, so if it is knocked off it must be replaced before he can try to catch the boy running home. The chance of getting home is increased for the boy who knocks it off.--North-West Lincolnshire (Rev. ---- Roberts and Miss Peacock). (_b_) Similar versions are from Earls Heaton (Herbert Hardy), Ireland (_Folk-lore Journal_, ii. 265), Peacock (_Mauley and Corringham Glossary_). Addy (_Sheffield Glossary_) gives this game with the following addition: If a duck falls short of the Duckstone, and the one whose duck is on the stone sees that he can _wand_ or _span_ with his hand the distance between the duck thus thrown and the Duckstone, he shouts out Wands, and if he can wand or span the distance he takes his duck off, and the duck thus thrown is put on. Holland (_Cheshire Glossary_), Darlington (South Cheshire), Baker (_Northants Glossary_), and Brogden (_Provincial Words, Lincolnshire_), also give this game. Elworthy (_West Somerset Words_) calls it Duck, and Ducks off and Cobbs off in Dorsetshire.
Further inquiry by Miss Hope elicited the fact that the cousin had learned the game, when a boy, in his native place in Lancashire. He did not know whether it was a well-known game there. This information points perhaps to a modern origin, but in such cases it must be borne in mind that people are very fond of suggesting recent circumstances as the cause of the most ancient traditions or customs. The obvious analogy to the incident in the myth of the Pied Piper, and to the Welsh custom at St. Almedha Church, near Brecknock, recorded by Giraldus Cambrensis, where the imitation of a frenzied leader is carried out as a religious ceremony, rather suggests that in this game we may have a survival of a ceremonial so common among early or uncultured people, the chief incident of which is the frenzied dancing of a god-possessed devotee. [3] A variant of the second line is, Ranting, roaring, heely man. I suppose he was Irish, said my informant, as he was named Healey (Miss G. Hope). Follow my Leader This is a boys game. Any number can take part in it.
In playing on, you should make all the sequences possible, taking chances of your adversary’s being able to continue the run. If you think he is leading you on, you must be guided by the state of the score as to how much you can risk. Toward the end, you must reckon pretty closely how many points you can afford to risk your adversary’s making without putting him out. If you have enough in your hand to get out on the show, you should not attempt to make a single point in play. Pair nothing, for he might come out with a pair royal; make no runs, for he might extend them. But if you have not enough to show out, you must take every chance to peg the difference, because if you cannot get out in play and first show, the dealer has not only both hand and crib against you, but the first show on the next deal. In six-card Cribbage, the usual pegging for the play is five holes for the dealer, and four or five for the non-dealer. By adding this expectation to your show, you can see how many you can hope to peg yourself, and how many the dealer will probably be on hand, crib and peg altogether. The hands should average 7 points, and the cribs 5. FIVE-CARD CRIBBAGE.
17). The addition of the incongruous elements from other games (Nos. 27-31) is a frequent occurrence in modern games, and is the natural result of decadence in the original form of the game. Altogether this game-rhyme affords a very good example of the condition of traditional games among the present generation of children. +---+----------------------+----------------------+----------------------+ |No.| Belfast. | Shropshire. | Derbyshire. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel.
A misdeal loses the deal. Other irregularities are governed by the same laws as in Boston. The deal passes to the right, and the next dealer is indicated by the position of the tray containing the pool, which the dealer always passes to the player on his right, after putting in his ten or twenty counters. Forty deals is a game; the first thirty-two of which are called “simples,” and the last eight “doubles.” In the doubles, all stakes and contributions to the pool are doubled. If anything remains in the pool at the end, it is divided equally, unless a player demands that it shall be played for until won. Such extra deals are simples. _=RANK OF THE SUITS.=_ The suit turned on the first deal is called “belle” for that game. The suit turned on each succeeding deal is called “petite.
In Joker Hearts the heart deuce is replaced by the Joker. 4. When two packs are used, the player next but one on the dealer’s left must collect and shuffle the cards for the next deal, placing them on his right. The dealer has the privilege of shuffling last. 5. The dealer must present the pack to his right-hand adversary to be cut. Not less than four cards shall constitute a cut. 6. In case of any confusion or exposure of the cards in cutting, or in reuniting them after cutting, the pack must be shuffled and cut again. 7.
SEC. 8. If on the overplay of a deal, the dealer turns a trump card other than the one recorded on the trump slip, and such error is discovered and corrected before the play of the deal is commenced, the card turned in error is liable to be called. SEC. 9. If such error is not corrected until after the overplay has begun and more than two tables are engaged in play, the players at that table shall take the average score for the deal; if less than three tables are in play there must be a new deal. SEC. 10. Should a player record on the trump slip a different trump from one turned in dealing and the error be discovered at the next table, there must be a new deal. If the deal has been played at one or more tables with the wrong trump, the recorded trump must be taken as correct and the players at the original table take the average score for the deal; if less than three tables are in play, there must be a new deal.
His game is 1 for game, 1 for schneider, without 1, 3 × 11 = 33, doubled for announcing schneider, 66. If lost, it costs 132. If he makes schwarz after announcing schneider, it adds one multiplier, 77. The smallest possible game is a diamond with or without 1, worth 18; 36 if lost. The largest game possible to lose is a grand with four, schwarz announced, costing 1,008. THE LAWS OF SKAT. THE GAMES. 1. The following are the unit values of the various games:-- Frage shall not be allowed. Tournée in diamonds 5, in hearts 6, in spades 7 and in clubs 8.
Goodwife sings--What ll ye gie for Janet jo, Janet jo, Janet jo? What ll ye gie for Janet jo, Janet, my jo? Wooer--I ll gie ye a peck o siller, A peck o siller, peck o siller, I ll gie ye a peck o siller, For Janet, my jo. Goodwife says--Gae awa , ye auld carle! Then sings--Ye se never get Janet jo, Janet jo, Janet jo, Ye se never get Janet jo, Janet, my jo. The wooer hereupon retires, singing a verse expressive of mortification, but soon re-enters with a reassured air, singing-- I ll gie ye a peck o gowd, A peck o gowd, a peck o gowd, I ll gie ye a peck o gowd, For Janet, my jo. The matron gives him a rebuff as before, and he again retires discomfited, and again enters, singing an offer of twa pecks o gowd, which, however, is also refused. At his next entry he offers three pecks o gowd, at which the good wife brightens up and sings-- Come ben beside Janet jo, Janet jo, Janet jo, Ye re welcome to Janet jo, Janet, my jo. The suitor then advances gaily to his sweetheart, and the affair ends in a scramble for kisses.--_Popular Rhymes_, pp. 141, 142. On the other hand, it must not be overlooked that this game-drama and the game of Janet Jo have no connection beyond the name of the heroine and the wooing incident; so that the borrowing, if borrowing there be, might have been by Scotland, who improved the commonplace Jenny Jones into the pretty sweetness of her Scottish namesake. The Scottish version of the game leaves out the question of the colours for mourning, but, on the other hand, it contains the very important incident of the restoration of the dead.
There are two principal uses for trumps. The most attractive to the beginner is that of ruffing the adversaries’ winning cards; and the most important to the expert is leading trumps to prevent this. No matter how strong or well established a plain suit may be, it is of uncertain value as long as the adversaries have any trumps with which to stop it. A suit is established when you can probably take every trick in it. If a player with a good established suit is sufficiently strong to make it probable that he can, with his partner’s assistance, exhaust the adverse trumps, he should do so by leading trumps. If they are probably stronger than he, he must _=force=_ them, by leading the established suit which they will be compelled to trump, weakening their hands and gradually reducing their trump strength until it is possible to exhaust what remains by leading. It being to the advantage of the player with a good suit to exhaust the trumps, it must be desirable to his adversaries to keep theirs, if possible, for the purpose of ruffing this good suit. Trumps are also useful as cards of re-entry, when a player has an established suit, but has not the lead; their most important use, however, is in defending or stopping established suits. _=Rules for Leading Trumps.=_ With five or more trumps, the beginner should always begin by leading them, regardless of the rest of his hand.
The same opening is never again used by the same pair, the object being to diversify the play and drive contestants out of their favourite ruts. _=The Players=_ are designated by the colour of the men with which they play, White or Black, and Black always has the first move. In a series of games each player in turn takes the black men and the move. It is usual to draw for the first game, one player concealing in each hand a man of different colour, and offering the choice of hands to his adversary. Whichever colour the chosen hand contains the chooser must take for the first game. _=The Moves.=_ The men never leave the colour of the squares on which they are originally set up, so that they always move diagonally. At the beginning of the game the men move only one square at a time, and always forward, and can be placed only on squares which are unoccupied. If an adverse piece stands upon a square to which a man might be moved, and there is a vacant square beyond, the man must jump over the adverse piece to the unoccupied square, at the same time removing from the board the piece so jumped over. In the position shown in Diagram No.
When the dealer bids no trump, third hand should take him out with any weak five card suit and nothing else, simply to warn him that there are no winning cards in the hand. Always take him out with five cards in a winning suit, no matter how strong the rest of the hand. Take the dealer out of one suit with another suit only to deny his suit. Take him out of a winning suit with no trump, only to deny his suit and show strength in each of the three other suits. If the dealer bids no trump and second hand calls a suit, double if you can stop the suit twice, otherwise show any good suit of your own, but do not go two no-trumps unless you can do it all yourself. Leave that to your partner. Do not assist your partner’s suit bids with less than three tricks if second hand over-calls. _=Fourth Hand=_ bids on the bidding much more than on his cards. He should never take the dealer out of a spade that both second and third hand have passed unless he can go game. If the dealer bids a losing suit, second and third hands passing, leave him in unless you can go game and are not afraid of a shift.
When it was Black Cap s turn, I think the ball was thrown by this player to some one else; whoever was hit by the ball had to chase and capture one, who became questioner; but my recollection of the game is too slight for me to be certain either of the dialogue or the way the game terminated (A. B. Gomme). A game described in _Suffolk County Folk-lore_, p. 62, is apparently a version of this. It is there described as a forfeit game. King William [Music] --Earls Heaton, Yorks. (H. Hardy). I.
=_ If a player opposed to the caller revokes, but discovers his mistake in time to save himself, he may be called upon by the single player for his highest or lowest of the suit led; or the card played in error may be claimed as an exposed card. If the highest or lowest of the suit is called, the card played in error is taken up. If the caller revokes, and discovers his mistake in time, he is not liable to any penalty, unless an adversary has played to the next trick. In that case the revoking card must be left on the table, and is liable to be called. When the single player revokes, he loses the call in any case, and at least one trick besides. He must also double the pool, and add to it a revoke forfeit of four red counters. For instance: A bids eight tricks, and his adversaries detect and claim a revoke. As he is supposed to have lost his bid, and one trick more, he may be said to have bid eight, and taken only seven; losing 23 white counters to each of his adversaries, doubling the pool, and then paying a forfeit of four red counters. In some places the forfeit is omitted, and in others it takes the place of doubling the pool. It is not usual to play the hand out after a revoke is claimed and proved.
See Tig. Capie-Hole A hole is made in the ground, and a certain line drawn, called a Strand, behind which the players must take their stations. The object is at this distance to throw the bowl into the hole. He who does this most frequently wins. It is now more generally called The Hole, but the old designation is not quite extinct. It is otherwise played in Angus. Three holes are made at equal distances. He who can first strike his bowl into each of these holes thrice in succession wins the game (Jamieson). It is alluded to in _The Life of a Scotch Rogue_, 1722, p. 7.
” By so doing, a player intimates that he has four probable tricks also, but in the plain suits, and that he is willing to try for eight tricks with the proposer for a partner. All the other calls are made by a single player with the intention of playing against the three others. Any player except the eldest hand having once said, “I pass,” cannot afterwards make or accept any proposal. The eldest hand, after passing once, can accept a proposal, but he cannot make one. It is the custom in some places, when no one will make a proposal of any sort, to turn down the trump, and play the hands without any trump suit, each man for himself, the winner of the last trick losing to each of the others the value of a solo. This is called a _=Grand=_. _=RANK OF THE PROPOSALS.=_ The various calls outrank one another in the order in which we have given them. If one player says, “I propose,” and another calls “Solo,” the solo call shuts out the proposal, even though it has been accepted by a second player. The call of a misère would in turn shut out a solo; abundance would take precedence of misère; and abundance in trumps would be a better call than simple abundance.
Brown, is Nellie within? --Parish s _Dictionary of the Sussex Dialect_. Hustle Cap A boys game, played by tossing up halfpence. It is mentioned in _Peregrine Pickle_, cap. xvi. Cope (_Hampshire Glossary_) says, Halfpence are placed in a cap and thrown up, a sort of pitch-and-toss. Hynny-pynny A peculiar game at marbles, sometimes called Hyssy-pyssy, played in some parts of Devon and Somerset. A hole of some extent was made in an uneven piece of ground, and the game was to shoot the marbles at some object beyond the hole without letting them tumble into it. The game occasionally commenced by a ceremony of no very delicate description, which sufficed to render the fallen marble still more ignominious.--Halliwell s _Dictionary_. Isabella [Music] --Ogbourne, Wilts (H.
p. 49). XIV. I love Antimacassar, Antimacassar loves me. Put your left foot in, Put your right foot out, Shake it a little, a little, a little, And turn yourself about. --Dorsetshire (Miss M. Kimber). (_b_) A ring is formed and the children dance round, singing the first verse. They then stand till, sing the next verse, and, while singing, suit the action to the word, each child turning herself rapidly round when singing the last line. The first verse is then repeated, and the fourth sung in the same way as the second, and so on.
SUSSEX { Parish s _Dialect_, Holloway s { _Dictionary_, Toone s _Dictionary_. Hurstmonceux Miss Chase. Shipley, Horsham, West { Miss R. H. Busk (_Notes and Grinstead { Queries_). Ninfield Mr. C. Wise. { Northall s _Folk Rhymes_, _Notes and WARWICKSHIRE { Queries_, _Northants Notes and { Queries_, Mr. C.
, plain suits. Next, the suit of the same colour as the turned trump at Euchre. Diamonds are “next” to hearts. Nick, a natural at Craps; 7 or 11 on the first throw. Nicknames for Cards: The ♢9 is the curse of Scotland; the ♣4 is the devil’s bedposts; the ♣A is the Puppy-foot; the Jack of trumps at Spoil Five is the Playboy, and the Five of trumps is the Five Fingers. N. E. S. W., letters used to distinguish the players at Duplicate Whist.
--Hanwell, Middlesex, 1878 (A. B. Gomme). VII. We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is washing, washing, washing, Poor Jenny is washing, washing hard to-day. What time can we see her? At one o clock. (Clock strikes one.) We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is starching, starching, starching, Poor Jenny is starching, you can t see her to-day. When can we see her? At two o clock. (Clock strikes two.