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512). III. I lost my supper last night, and the night before, And if I lose it this night, I shall never have it no more. --Berrington (_Shropshire Folk-lore_, p. 512). IV. I ve come to borrow the riddle (= sieve), There s a big hole in the middle. I ve come to borrow the hatchet, Come after me and catch it. --Chirbury (_Shropshire Folk-lore_, p. 512).
All clasp hands. The two at one end question those at the other end alternately (fig. 1). At the last line the two that have been answering hold their hands up to form a bridge, and all the others thread through, still holding hands (the bridge advancing slowly) (fig. 2). The Louth version is also sometimes played as Oranges and Lemons. This is also the case with the Belfast, South Shields, Ellesmere, and Dublin versions. Miss Burne also gives a second method of playing this game at Ellesmere: she says, The whole number of players stand in two rows facing each other, each player joining hands with the one opposite. The pair at the lower end parley with the pair at the top, and then run under the extended arms of the others, receiving thumps on the back as they go, till they reach the upper end, and become the top couple in their turn. The Hanbury version is played in a similar way.
Solo Whist, by R.F. Green. How to Play Solo Whist, by Wilks & Pardon. For the Laws of Solo Whist, see Whist Family Laws. ILLUSTRATIVE SOLO WHIST HANDS. The dealer, Z, turns up the heart 3 in both hands, and A leads. The underlined card wins the trick, and the card under it is the next one led. | T| _=A Solo.=_ | R| _=A Misère.
I guess you could call it an incantation. I got a picture of a nubile waif, too freakish to fit where she d been raised. What had her Hegira been like? In what frightful places had she found herself welcome? From her talk, it could have been an Ozark backwater. I didn t want to know what backwoods crone had taught her some mnemonic rendition of the Devil s Litany. Her hands passed up beyond my shoulder, to my neck. It s in yore haid, she said. In yore darlin haid! Fingers worked over my scalp. Oh, there! she gasped. Hit s ahurtin me! Hurtin , hurtin , and I m a draggin it off n yuh! Her backwoods twang sharpened as she aped some contemporary witch. Hurt? She didn t know what it meant.
Journ._, xlix. 327-28). I am told that in the iron districts of Staffordshire, the round bits of iron punched out in making rivet holes in boiler plates are the modern representatives of hucklebones.--_Ibid._ In Westminster four stones are held in the right hand, a marble is thrown up, and all four stones thrown down, and the marble allowed to bounce on the hearthstone or pavement, and then caught in the same hand after it has rebounded. The marble is then thrown up again, and one of the four stones picked up, and the marble caught again after it has rebounded. This is done separately to the other three, bringing all four stones into the hand. The marble is again bounced, and all four stones thrown down and the marble caught. Two stones are then picked up together, then the other two, then one, then three together, then all four together, the marble being tossed and caught with each throw.
The game may have lost some of its details in other directions, as there is no apparent reason why the oven is demolished or broken down. See Jack, Jack, the Bread s a-burning. Mother, Mother, the Pot Boils over A number of girls choose one of their number to represent a witch, and another to be a mother. The Witch stands near the corner of a wall, so that she can peep round. Then the Mother counts the children by the seven days of the week, Monday, Tuesday, &c., and appoints another girl to act as guardian over them. She then pretends to go out washing, removing to a short distance so as to be within ear-shot of the other children. As soon as the Mother has gone, the old Witch comes and says, Please, can I light my pipe? Then the children say, Yes, if you won t spit on t hearth. She pretends to light her pipe, but spits on the hearth, and runs away with the girl called Sunday. Then the Guardian, among the confusion, pretends to rush down stairs, and, failing to find Sunday, calls out, Mother, mother, t pot boils over.
_=CHEATING.=_ The methods of cheating at Écarté would fill a volume. There are many tricks which, while not exactly fraudulent, are certainly questionable. For instance: A player asks the gallery whether or not he should stand, and finally concludes to propose, fully intending all the time to draw five cards. Another will handle his counters as if about to mark the King; will then affect to hesitate, and finally re-adjust them, and ask for cards, probably taking four or five, having absolutely nothing in his hand. The pone will ask the dealer how many points he has marked, knowing perfectly well that the number is three. On being so informed, he concludes to ask for cards, as if he were not quite strong enough to risk the game by standing; when as a matter of fact he wants five cards, and is afraid of the vole being made against him. There are many simple little tricks practiced by the would-be sharper, such as watching how many cards a player habitually cuts, and then getting the four Kings close together in such a position in the pack that one of them is almost certain to be turned. Telegraphic signals between persons on opposite sides of the gallery who are nevertheless in partnership, are often translated into advice to the player, to his great benefit. Besides these, all the machinery of marked cards, reflectors, shifted cuts, wedges, strippers, and false shuffles are at the command of the philosopher, who can always handle a small pack of cards with greater freedom, and to whom the fashion of dealing in twos and threes is always welcome.
=_ Any player may ask the others to indicate the cards played by them to the current trick; but he must confine himself to the expression: “Draw cards.” _=Irregular Remarks.=_ A player calling attention in any manner to the trick or to the score, may be called upon to play his highest or lowest of the suit led; or to trump or not to trump the trick during the play of which the remark is made. _=Scoring.=_ A game consists of fifty-one points; fourteen of which must be made on every deal, as follows:-- 1 for _=High=_, or the Ace of trumps. 1 for _=Low=_, or the Deuce of trumps. 1 for the _=Jack=_ of trumps. 1 for _=Game=_, or the Ten of trumps. 5 for _=Right Pedro=_, or the Five of trumps. 5 for _=Left Pedro=_, or Five of the same colour as the trump suit.
We did at last contrive to do so; we invented what we call the melee, and our revised rules in the event of a melee will be found set out upon a later page. They do really permit something like an actual result to hand-to-hand encounters. They abolish Horatius Cocles. [Illustration: The war game in the open air] [Illustration: Fig. 1--Battle of Hook s Farm. General View of the Battlefield and Red Army] We also found difficulties about the capturing of guns. At first we had merely provided that a gun was captured when it was out of action and four men of the opposite force were within six inches of it, but we found a number of cases for which this rule was too vague. A gun, for example, would be disabled and left with only three men within six inches; the enemy would then come up eight or ten strong within six inches on the other side, but not really reaching the gun. At the next move the original possessor of the gun would bring up half a dozen men within six inches. To whom did the gun belong? By the original wording of our rule, it might be supposed to belong to the attack which had never really touched the gun yet, and they could claim to turn it upon its original side.
This game is played with a layout, divided and marked as follows:-- [Illustration: +------+--------+------+ | _U_ | _7_ | _O_ | | EVEN | 3 TO 1 | EVEN | +------+--------+------+ ] The players can bet on any of the three spaces. Two dice are thrown by the banker, and if the number thrown is _=under=_ seven he pays all bets upon the U, even money, taking all those upon 7 and O. If the throw is _=over=_ seven, he pays all bets upon the O, taking all those upon U and 7. If seven is thrown, he pays all bets upon that number, three for one, and takes all upon U and O. As there are 36 possible throws with two dice, 15 being under and 15 over seven, the percentage in favour of the banker is always 21 to 15, on U and O. As there are only 6 ways out of 36 to throw seven, the odds against it are 5 to 1; but the banker pays only 3 for 1. In spite of this enormous percentage in his favour, he frequently adds to his revenue by skilful cheating. LANSQUENET. This is a banking game for any number of players, with a pack of fifty-two cards. After the pack has been shuffled and cut, the dealer lays off two cards, face up for “hand cards.
The various counting combinations in Cribbage may arise in two ways. They may be formed by combining the cards played by one person with those played by his adversary; or they may be found in the individual hand or crib after the play is over. In the latter case the starter is considered as part of each hand and crib, increasing each of them to five available counting cards. _=Pairs.=_ A pair is any two cards of the same denomination, such as two Fives or two Queens, and its counting value is always the same, 2 points. _=Triplets=_, usually called Pairs Royal, Proils, or Prials, are any three cards of the same denomination, such as three Nines. Their value is the number of separate pairs that can be formed with the three cards, which is three, and the combination is therefore always worth 6 points. The different pairs that can be formed with three Nines, for instance, would be as follows:-- [Illustration: 🂹 🃙 🂹 🂩 🃙 🂩 ] _=Fours=_, sometimes called Double Pairs Royal, or Deproils, are any four cards of the same denomination, such as four Fours, and their counting value is the number of separate pairs that can be formed with the four cards, which is six. The combination is therefore always worth 12 points. The different combinations of four cards, arranged in pairs, is as follows:-- [Illustration: 🂴 🃔 🂴 🂤 🂴 🃄 🃔 🂤 🃔 🃄 🂤 🃄 ] Whether the foregoing combinations are formed during the play of the hand, or found in the hand or crib after the play is over, their counting value is exactly the same.
*** START OF THE PROJECT GUTENBERG EBOOK LITTLE WARS; A GAME FOR BOYS FROM TWELVE YEARS OF AGE TO ONE HUNDRED AND FIFTY AND FOR THAT MORE INTELLIGENT SORT OF GIRL WHO LIKES BOYS GAMES AND BOOKS. *** Produced by Alan D. Murray, William Jenness, and Andrew Sly. HTML version by Al Haines. Little Wars (A Game for Boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys games and books) With an Appendix on Kriegspiel By H. G. Wells CONTENTS I. OF THE LEGENDARY PAST II. THE BEGINNINGS OF MODERN LITTLE WARFARE III. THE RULES-- The Country The Move Mobility of the Various Arms Hand-to-Hand Fighting and Capturing Varieties of the Battle-Game Composition of Forces Size of the Soldiers IV.
Blackthorn! Butter-milk and barley-corn; How many sheep have you to-day? As many as you catch and carry away. --Earls Heaton, Yorkshire (Herbert Hardy). (_b_) One set of children stand against a wall, another set stand opposite, facing them. The first set sing the first line, the others replying with the second line, and so with the third and fourth lines. The two sides then rush over to each other, and the second set are caught. The child who is caught last becomes one of the first set for another game. This is the Earls Heaton version. The Lancashire game, as described by Miss Dendy, is: One child stands opposite a row of children, and the row run over to the opposite side, when the one child tries to catch them. The prisoners made, join the one child, and assist her in the process of catching the others. The rhyme is repeated in each case until all are caught, the last one out becoming Blackthorn for a new game.
If this card can be used, the card under it is available. If not, the three are left on the table and three more turned up in the same way. Let us suppose this is the appearance of the table: [Illustration: The Foundation:-- 🂷 The Stock:-- 🃔 The Layout:-- 🃖 🃁 🂢 🂹 The top card of the three:-- 🃅 ] The player can make several changes at once. The five of diamonds will go on the club six, the club four on the five, the ace of diamonds on the deuce of spades, leaving a space which must be filled from the top of the stock, using the card that was under the four of clubs. Another card is exposed and available under the five of diamonds. Cards built on the foundations must be in the same suit, and build upward, nothing but eights being available on the sevens. On the layout, sequences are built down, and must change colour each time. Any time that there is a space in the four columns of the layout, the top card of the stock may be used to fill the space, but the stock itself must never be added to. If there are only two cards in any of the four columns of the layout at any time, and the top one can be used on another pile, it may be taken for that purpose. Suppose the nine of hearts were built on down to a black six, the five of diamonds could be removed to that pile to release the six of clubs.
The horses may push and strike each other with their shoulders, but must not kick or trip up with their feet, or use their hands or elbows. The game is usually won by the Horse and Knight who throw their opponents twice out of three times (G. L. Gomme). Strutt (_Sports_, p. 84) describes this, and says, A sport of this kind was in practice with us at the commencement of the fourteenth century. He considers it to bear more analogy to wrestling than to any other sport. He gives illustrations, one of which is here reproduced from the original MS. in the British Museum. The game is also described in the Rev.
, his more urgent needs satisfied and the coffee imminent, drew a chair to this little table, sat down, examined the gun discreetly, loaded it warily, aimed, and hit his man. Thereupon he boasted of the deed, and issued challenges that were accepted with avidity.... He fired that day a shot that still echoes round the world. An affair--let us parallel the Cannonade of Valmy and call it the Cannonade of Sandgate--occurred, a shooting between opposed ranks of soldiers, a shooting not very different in spirit--but how different in results!--from the prehistoric warfare of catapult and garter. But suppose, said his antagonists; suppose somehow one could move the men! and therewith opened a new world of belligerence. The matter went no further with Mr J. K.
_Revised at Louisville, Ky., March 19-21, 1906. In effect Sept. 1, 1906._ The alleys upon which the game shall be played shall not be less than 41 nor more than 42 inches in width. The length from the centre of No. 1 pin spot to the foul line shall be 60 feet. Back of the foul line there shall be a clear run of not less than 15 feet. The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed 12 inches apart from centre to centre. They shall be 2¼ inches in diameter.
In the second, when either partner wins a trick, the melds in both hands may be scored. In both these the melds are kept separate. In the third, when a player wins a trick he may combine his melds with those of his partner to form fresh combinations, and the scores are made as if the melds of the two partners were in one hand; but cards previously played to the tricks cannot be used in these fresh combinations. The cards must still be on the table, unplayed. For this reason, in this style of game the melds are not taken up until one of the partners wins a trick. AUCTION BINOCLE. In this variation, each of three or four players is for himself. The forty-eight cards are dealt out, four at a time, but no trump is turned. Beginning on the dealer’s left, each player in turn bids a certain number of points for the privilege of naming the trump suit and of having the lead for the first trick. There are no second bids.
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.=_ The cards dealt, each player takes up his twelve cards and sorts them into suits. If the pone finds himself without a K Q or J, he should immediately claim 10 points for carte blanche.
If a lead is required, it must be called by the person on the jambone player’s left. If a card is called on a trick, it must be called by the person on the jambone player’s right. If in spite of these difficulties the jambone player succeeds in winning five tricks, he scores _=eight=_ points. If he wins three or four only, he counts _=one=_ point. If he is euchred he loses _=two=_. It is not allowable to play alone against a jambone. _=Jamboree.=_ This is the combination of the five highest trumps in one hand, and need only be announced and shown to entitle the holder to score _=sixteen=_ points. If held by the dealer, it may be made with the assistance of the turn-up trump; and any player may make it with the assistance of his partners best; but it does not count unless the holder of it has made the trump. If a player with a pat Jamboree is ordered up, all he can score is a euchre.
The forfeits are afterwards cried as usual.--Halliwell s _Nursery Rhymes_, p. 223. (_b_) This game was a general favourite at juvenile parties years ago. The hands were held in the posture described by Halliwell, but any child was pitched upon for the first finder, and afterwards the child in whose hands the ring was found had to be finder. There was no guessing; the closed hands were looked into (A. B. Gomme). Mr. Addy has collected a similar game called My lady s lost a gold ring, and Mr.
--_Useful Transactions in Philosophy_, p. 44. This rhyme is repeated when it is decided to begin any game, as a general call to the players. The above writer says it occurs in a very ancient MS., but does not give any reference to it. Halliwell quotes the four first lines, the first line reading Boys and girls, instead of Boys, boys, from a curious ballad written about the year 1720, formerly in the possession of Mr. Crofton Croker (_Nursery Rhymes_). Chambers also gives this rhyme (_Popular Rhymes_, p. 152). Branks A game formerly common at fairs, called also Hit my Legs and miss my Pegs.
_Pair Contests._ The score of a pair is compared only with other pairs who have played the same hands. A pair obtains a plus score for the contest when its net total is more than the average; a minus score for the contest when its net total is less than the average. NOTE.--Some players in America are adopting the English rule, which allows the dealer to pass, without making any declaration. The usual expression is, “No bid.” Each player to the left may then pass in turn, and if no bid is made the deal passes to the left. The lowest declaration is one club, as spades have a constant value of nine and are always “royals.” The English rule is to score 50 for little slam and 100 for grand slam, and some American players have adopted that rule. [24] See Law 50.