--Crockham Hill, Kent (Miss Chase). VI. Drawing a bucket of water For my lady s daughter; Put it in a chestnut tree, And let it stay an hour. One of you rush, two may rush, Please, old woman, creep under the bush; The bush is too high, the bush is too low, Please, old woman, creep under the bush. --Hampshire (Miss Mendham). VII. Draw a pail of water For a lady s daughter; Give a silver pin for a golden ring-- Oh pray, young lady, pop under. --Northants (Rev. W. D.
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. All points count to the side winning them. Any trumps found among the discards at the end of the hand count for the side that made the trump. At the end of the hand, the number of points won by each side is added up, and the lower deducted from the higher, the difference being scored by the winners of the majority. If the result is a tie, neither scores. For instance: If A-B make 11, Y-Z must make the remaining 3, which deducted from 11 leaves 8 points for A-B to score. If the side naming the trump suit fails to make as many points as they bid, they score nothing for that deal, and the number bid is scored by the adversaries, in addition to any other points that the adversaries may have made in play.
They cast their nets into the sea, And the [three?] jolly fish caught we. --North Staffs. Potteries (Mrs. Thomas Lawton). (_b_) A circle is formed by joining hands, and two children stand in the centre. They walk round. At the seventh line the two in the centre each choose one child from the ring, thus making four in the centre. They then sing the remaining four lines. The two who were first in the centre then go out, and the game begins again, with the other two players in the centre. (_c_) Miss Burne says this game is more often played as Three Jolly Fishermen.
Earth had fallen so far away that he groped for several milliseconds before he found the Sun in the upper rear right-hand corner of his telepathic mind. That was a good jump, he thought. This way we ll get there in four or five skips. A few hundred miles outside the ship, the Lady May thought back at him, O warm, O generous, O gigantic man! O brave, O friendly, O tender and huge Partner! O wonderful with you, with you so good, good, good, warm, warm, now to fight, now to go, good with you.... He knew that she was not thinking words, that his mind took the clear amiable babble of her cat intellect and translated it into images which his own thinking could record and understand. Neither one of them was absorbed in the game of mutual greetings. He reached out far beyond her range of perception to see if there was anything near the ship.
Who will you have for nuts in May, Nuts in May, nuts in May? Who will you have for nuts in May, May, May, May? [Bessie Stewart] for nuts in May, Nuts in May, nuts in May, [Bessie Stewart] for nuts in May, May, May, May. Very well, very well, so you may, So you may, so you may, Very well, very well, so you may, May, may, may. Whom will you have to take her away, Take her away, take her away? Whom will you have to take her away, Way, way, way? ---- ---- to take her away, Take her away, take her away, ---- ---- to take her away, Way, way, way. --Belfast (W. H. Patterson). IV. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, On a cold and frosty morning. Where do you gather your nuts in May? On Galloway Hill we gather our nuts. Who will you gather for nuts in May? We ll gather ---- for nuts in May.
W. Gregor. ELGIN-- Fochabers Rev. W. Gregor. KIRKCUDBRIGHT-- Auchencairn Prof. A. C. Haddon. LANARKSHIRE-- Biggar Mr.
=_ Each individual must keep his own score, adding up the total tricks taken in each set of four hands. These totals must then be compared with those of the player occupying the same position, N, S, E, or W, at the other table in the set; and it will save time in the end if these are tabulated at once, on a sheet prepared for the purpose. For instance: Let this be the arrangement of eight players in the first set:-- b f a 1 c Hands 1 to 4. e 2 g d h If _=a=_ and _=c=_ take 34 tricks E & W; _=e=_ and _=g=_ taking only 30 with the same cards, either _=a=_ and _=c=_ must have gained them, or _=e=_ and _=g=_ must have lost them. It is a waste of time to put down both losses and gains, and all that is necessary is to call the top score zero, and charge all players with the loss of as many tricks as their total is short of the top score. In this case we charge _=e=_ and _=g=_ with a loss of 4 each. It must be obvious that _=f=_ and _=h=_ have also made 4 more tricks than _=b=_ and _=d=_; and that the latter must be charged with a loss of 4 on the same hands that _=e=_ and _=g=_ lose on. We give as an illustration a sheet balanced in this way, showing the losses of the various players. The totals at the end of the match show that _c_ is the winner, losing less tricks than any other player. [Illustration: +-------+----+----+----+----+----+----+----+----+ |Players| a | b | c | d | e | f | g | h | |-------+----+----+----+----+----+----+----+----+ |Set 1 | - | 4 | - | 4 | 4 | - | 4 | - | | +----+----+----+----+----+----+----+----+ | 2 | - | 2 | - | 2 | - | 2 | - | 2 | | +----+----+----+----+----+----+----+----+ | 3 | 5 | 5 | - | - | - | - | 5 | 5 | | +----+----+----+----+----+----+----+----+ | 4 | 1 | - | - | 1 | 1 | - | - | 1 | | +----+----+----+----+----+----+----+----+ | 5 | - | - | 3 | 3 | - | - | 3 | 3 | | +----+----+----+----+----+----+----+----+ | 6 | - | - | - | - | 3 | 3 | 3 | 3 | | +----+----+----+----+----+----+----+----+ | 7 | 4 | - | - | 4 | - | 4 | 4 | - | +-------+----+----+----+----+----+----+----+----+ |Totals | 10 | 11 | 3 | 14 | 8 | 9 | 19 | 14 | +-------+----+----+----+----+----+----+----+----+ ] _=Large Numbers of Individuals.
PLAYING OUT OF TURN. 25. If the third hand plays before the second, the fourth hand also may play before the second. 26. If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led or, if he has none, to trump or not to trump the trick. In _=Boston=_, and in _=Solo Whist=_, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick. If the adversary of a Misère player leads or plays out of turn, the bidder may immediately claim the stakes. In Solo Whist, the individual player in fault must pay for himself and for his partners. ABANDONED HANDS. 27.
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Any player bidding out of turn loses 20 points, and is barred from bidding on that deal. _=METHOD OF PLAYING.=_ If the game is grand, the player to the _right_ of the bidder leads any card he pleases. If the game is nullo, the player to the _left_ of the bidder leads. If no bid is made, the player to the left of the dealer leads. Either partner may take in the tricks won by his side, keeping them separate, so that they may be easily counted. _=SCORING.=_ The game is 50 points. Each trick over the first six counts four in grands, but in some places only two in nullos. This must be agreed upon before play.
=_ The cards dealt, each player in turn, beginning with the one to the right of the dealer, or to the right of the last straddler, if any, can do one of three things: Equal the amount of the ante; increase it as much as he pleases within the limits of his cave; or pass, retaining his cards but betting nothing. If any player _=opens=_ the game by making a bet, the player on his right may equal or raise it; but he cannot pass after the game is opened, unless he withdraws from the pool. Any player may call for a sight for the amount in front of him, but that does not prevent the others from continuing the betting. If no one will open, the deal is void, and each player puts five counters in the pool for the next deal. If a player opens, and no one will equal or raise him, he wins the antes and straddles, if any. If any player makes a raise which no one will meet, he takes whatever is in the pool, unless a player has called for a sight for a small part of it. _=Calling and Showing.=_ If only two players bet against each other, either may call the other, and demand a show of hands at any time; but if three or four are betting, the privilege of calling falls upon each in turn from right to left. For instance: A, B, C, and D play. D blinds five counters, and deals.
A misdeal loses the deal unless one of the other players has touched his cards, or in any way interrupted the dealer. 15. If, after the first trick is played to, any two players are found to have more or less than their correct number of cards, the pack being perfect, the one having less shall draw from the hand of the one having more, and each shall pay a forfeit of five counters into the pool. 16. If a player omits to play to any trick, and plays to the following one, he shall not be allowed to correct the error; but shall be compelled to take in the last trick, with whatever hearts it may contain. 17. Should a player be found during or at the end of a hand to be a card short, all the others having the right number, and all having played to the first trick, he shall be compelled to take in the last trick. 18. If a player leads or plays two cards to a trick, he must indicate the one intended, and leave the other face up on the table. Any card exposed, except in the proper course of play, or any card named by the player holding it, must be left face up on the table.
If he has neither of those cards he must pass, and the first player on his left who has a Five or a Nine must begin. The next player on the left must then continue the sequence in the same suit if he can, but he may play either up or down, laying the card on the right or left of the starter. If a Five is led, he may play a Four or a Six. Only one card is played at a time by each person in turn. Any person not being able to continue the sequence may start another if he has another Five, but he cannot start one with a Nine unless the first starter in the game was a Nine. He is also at liberty to start a new sequence with a Five or Nine instead of continuing the old, but he must play if he can, one or the other. If he is unable to play, he must pay one counter into the pool, which is won by the first player who gets rid of all his cards. The winner is also paid a counter for every card held by the other players. FAN TAN. This is the simplest form of Stops, and requires no layout.
Here I sit on a Cold Green Bank. Here stands a Young Man. Here we go around, around. Here s a Soldier. Hewley Puley. Hey Wullie Wine. Hickety, Bickety. Hickety-hackety. Hick, Step, and Jump. Hide and Seek (1).
In reckoning on the possibilities of the starter, it must never be forgotten that there are sixteen tenth cards in the pack, and that they are therefore the most probable starters of all. It is better to keep sequences open at both ends than those open in the middle. With two Sevens and two Eights, either a Six or a Nine will make your hand worth 24; but with two Eights and two Sixes, nothing but a Seven will improve your hand more than 4 points. Sequences are the best to keep, especially those of three cards with a duplicate. After them pairs royal are valuable, and next to them cards which will make a number of fives in various combinations, such as two Threes and two deuces. _=Leading.=_ There are two systems of playing, known as _=playing off=_, and _=playing on=_, and they are selected according to the player’s position in the score. Long experience has shown that in six-card Cribbage the average expectation of the non-dealer for his hand and play is 12 points; and for the dealer, in hand, crib, and play, is 17. This being so, each player having had a deal, their scores should be about 29. If a player is 29 or more, he is said to be _=at home=_; and if he is seven or more points ahead of his adversary on even deals, he is said to be _=safe at home=_.
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No player is allowed to look at his cards until the trump is turned, and the dealer gives the word of command: “Auf.” The seven of diamonds is always the second-best card of the trump suit, ranking next below the ace. If it is turned up, the dealer turns up the next card for a trump, and when it comes to his turn, he can take both cards into his hand, discarding others in their place. If the dealer passes, the eldest hand may take up the trump. If only two declare to play, a trump must be led for the first trick; if three play, trumps must be led twice; if four play, three times. If the leader has no trump, he must lead his smallest card, face downward, which calls for a trump from such of the other players as have one. All penalties are made by adding fresh crosses to the delinquent’s score. LOO, OR DIVISION LOO. This was at one time the most popular of all round games at cards; but its cousin Napoleon seems to have usurped its place in England, while Poker has eclipsed it in America. There are several varieties of the game, but the most common form is Three-card Limited Loo, which will be first described.
III. Up the heathery mountains and down the rushy glen We dare not go a-hunting for Connor and his men; They are all lusty bachelors but one I know, And that s [Tom Mulligan], the flower of the flock; He is the flower of the flock, he is the keeper of the glen, He courted [Kate O Neill] before he was a man; He huggled her, he guggled her, he took her on his knee, Saying, My bonnie [Kate O Neill], won t you marry me? So ---- made a pudding so nice and so sweet, Saying, Taste, love, taste, and don t say no, For next Sunday morning to church we will go. With rings on our fingers and bells on our toes, And a little baby in her arms, and that s the way she goes. And here s a clap, and here s a clap, for Mrs. ---- s daughter. --Belfast (W. H. Patterson). IV. Up the plain and down the plain, As stippy [slippery] as a glass, We will go to Mrs.
_=Dealing.=_ The cards are presented to the pone to be cut, and at least four must be left in each packet. The dealer then distributes them to the players four at a time, until each has twelve, four remaining in the stock or talon, which is left upon the table face down. No trump is turned. The deal passes to the left. There are no misdeals. If the cards are not properly distributed, or four cards are not left in the talon, the same dealer must deal again, without penalty. _=Objects of the Game.=_ The chief objects of the game are to win the last trick, and to secure counting cards in the other tricks in the course of play. There are 35 points to be played for in every deal.
26. If an active player look at the skat cards during the play, he not having laid out those cards from his own hand, his game is lost if he is the single player. If he is opposed to the player, the player’s game is won, but it may be played out to see if he can make schneider or schwarz. 27. Should an active player take one or both the skat cards into his hand by mistake, before the bidding begins, the dealer shall draw from his hand, face down, enough cards to reduce his hand to ten, and the player in fault shall be charged 25 points penalty, and be debarred from bidding for that deal. If, in three-hand, the player in fault is the dealer, Vorhand shall draw. 28. Should the successful bidder take both the skat cards into his hand together, or pick them up together, he shall be obliged to play a Gucki Grand, unless he has announced to play Nullo. Should he put the first card into his hand without showing it, he shall be obliged to turn up the second card and play Passt-mir-nicht. 29.
If you lead an Ace, or any card which is sure to win the trick, the odds against your getting a heart on it are as the following:-- If you have 4 cards of the suit, 22 to 1. ” 5 ” 15 to 1. ” 6 ” 7 to 1. ” 7 ” 4 to 1. ” 8 ” 2 to 1. These odds may be slightly increased by taking into account the fact that players who cannot follow suit do not always discard hearts, having perhaps more dangerous cards to get rid of. The odds against a suit going round a second time may be influenced by the cards played to the first round; but it sometimes happens that you have to calculate in advance for two rounds of a suit, regardless of the cards that may be played by others. This is especially the case when you fear that the suit will be led to you, and you have such cards as must win two rounds. If you have 4 cards of the suit the odds _against_ your getting a heart in two rounds are 2 to 1. The odds _in favour_ of your getting a heart in two rounds are:-- If you have 5 cards of the suit, 4 to 3.
When five play, the sevens are thrown out. When four play, the eights are also discarded. If the maker of the trump does not want a partner, he may either say “alone” or he may ask for a suit of which he holds the ace himself. If the maker of the trump and his partner get three tricks, they score 1 point each. If they win all the tricks, they score 3 points each if there are five or six in the game; 2 points if there are not more than four players. If the partnership is euchred, each of the others at the table scores 2 points. For a lone hand, winning all five tricks, the player scores a point for as many players as there are at the table, including himself. Euchres score 2 for every other player but the lone hand. A lone hand making three or four tricks only, scores 1. 500, OR BID EUCHRE.
A version familiar to me is the same as above, but ending with For tumbling over cherry stones. The mother then chased and beat those children she caught. The idea was, I believe, that the children were imitating or mocking their mother (A. B. G.). In Warwickshire the four lines of the Surrey game are concluded by the additional lines-- We don t care whether we work or no, We ll follow our mother on tipty-toe. When the mother runs after them and buffets them.--Northall s _English Folk Rhymes_, p. 393.
| -- | -- | -- | |34.| -- | -- | -- | |35.| -- | -- | -- | |36.| -- | -- | -- | |37.| -- | -- | -- | |38.| -- | -- | -- | |39.| -- | -- | -- | |40.| -- | -- | -- | |41.| -- |What will you have to |What will you take to | | | |set her free? |let him out? | |42.| -- |Fourteen pounds and a |Ten hundred pounds | | | |wedding gown.
He reached farther, faster, sensing and looking for danger, ready to fling the Lady May at danger wherever he found it. Terror blazed up in his mind, so sharp, so clear, that it came through as a physical wrench. The little girl named West had found something--something immense, long, black, sharp, greedy, horrific. She flung Captain Wow at it. Underhill tried to keep his own mind clear. Watch out! he shouted telepathically at the others, trying to move the Lady May around. 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.
No ball exceeding 4½ inches in diameter can be used in games. Each player to roll three balls to each frame, and each player to roll two frames at a time. A line shall be drawn ten feet beyond the regular foul line, and any ball delivered beyond the first named line shall be declared foul. All other rules of the American Bowling Congress govern. KINSLEY CANDLE PIN. The Count--Two balls shall be allowed for frame. Strikes--A strike is credited when a player bowls over the ten pins with the delivered ball. Spares--A spare is credited whenever a player clears the alley with the first and second ball. Breaks--A break is charged to a player at all times when neither a strike nor spare is made. The Ball--The ball shall not exceed 5½ inches in diameter in any direction, but smaller balls may be used.
The true elements of success in whist lie in the happy combination of all the resources of long and short suits, of finesse and tenace, of candour and deception, continually adjusted to varying circumstances, so as to result in the adversaries’ losing tricks. _=HOW TO STUDY WHIST.=_ Any person, anxious to become an expert whist player, may attain to considerable proficiency in a short time, if he will content himself with mastering the following general principles one at a time; putting each into practice at the whist table before proceeding to the next. The science of modern whist may be divided into two parts: 1st. _=Tactics=_; or the purely conventional rules for leading, second and third hand play, returning partner’s suits, etc., all of which may be learnt from books, or gathered from more experienced players. 2nd. _=Strategy=_; or the advantageous use of the information given by the conventional plays. This is largely dependent on personal ability to judge the situation correctly, and to select the methods of play best adapted to it. _=CONVENTIONAL PLAYS.
Boys, boys, come out to play, The moon doth shine as bright as day; Come with a whoop, come with a call, Come with a goodwill or don t come at all; Lose your supper and lose your sleep, So come to your playmates in the street. --_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).
No Partner ever questioned the superiority of the human mind, though very few of the Partners were much impressed by that superiority. The Partners liked people. They were willing to fight with them. They were even willing to die for them. But when a Partner liked an individual the way, for example, that Captain Wow or the Lady May liked Underhill, the liking had nothing to do with intellect. It was a matter of temperament, of feel. Underhill knew perfectly well that Captain Wow regarded his, Underhill s, brains as silly. What Captain Wow liked was Underhill s friendly emotional structure, the cheerfulness and glint of wicked amusement that shot through Underhill s unconscious thought patterns, and the gaiety with which Underhill faced danger. The words, the history books, the ideas, the science--Underhill could sense all that in his own mind, reflected back from Captain Wow s mind, as so much rubbish. Miss West looked at Underhill.