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We ve come to see poor Jenny Jones. Poor Jenny Jones is washing, you can t see her. We ve come to see poor Jenny Jones. Poor Jenny Jones is drying, you can t see her. We ve come to see poor Jenny Jones. Poor Jenny Jones is starching, you can t see her. We ve come to see poor Jenny Jones. Poor Jenny Jones is ironing, you can t see her. We ve come to see poor Jenny Jones. Poor Jenny Jones is dead, you can t see her.

=_ A misdeal does not lose the deal in Napoleon, because the deal is a disadvantage. For this reason, if any player begins to deal out of turn, he must finish, and the deal stands good. If any card is found faced in the pack, or is exposed by the dealer; or if too many or too few cards are given to any player; or if the dealer does not give the same number of cards to each player in the same round; or if he fails to have the pack cut, it is a misdeal, and the misdealer must deal again with the same pack. _=BIDDING.=_ Beginning on the dealer’s left, each player in turn bids for the privilege of naming the trump suit, stating the number of tricks he proposes to win, playing single-handed against the three other players, and leading a trump for the first trick. In bidding, the trump suit is not named, only the number of tricks. If a player proposes to win all five tricks he bids _=nap=_, which is the highest bid possible, and precludes any further bidding, except in some of the variations which will be described later on. If a player will not make a bid, he says “_=I pass=_,” A bid having been made, any following player must either increase it or pass. If all pass until it comes to the dealer, he is bound to bid at least one trick, and either play or pay. The hands are never abandoned except in case of a misdeal.

=_ One pack of cards is shuffled and cut as at Whist. The dealer then gives four cards to each player, beginning on his left; then four more, and finally five, no trump being turned. In many places six cards are first dealt to each player, and then seven; but the 4-4-5 system is better, and is the rule in the very similar game of Boston. The general rules with regard to irregularities in the deal are the same as at Whist; except that a misdeal does not lose the deal. The misdealer must deal again, and with the same pack. _=CAYENNE.=_ After the cards are all dealt, the player to the left of the dealer cuts the still pack, which is shuffled and presented to him by the dealer’s partner, and the top card of the portion left on the table is turned up for Cayenne. This card is not a trump, but is simply to determine the rank of the suits. _=STAKES.=_ In Cayenne the stake is a unit, so much a point.

Partners are chosen, and the two walk round outside the ring. The first two walk together till there is a third, then the three walk together till there is a fourth, then they go in couples. In the Northants version, from Raunds, four boys stand in the centre of the ring. When the verses are sung they choose four girls, and then take their places in the ring. The four girls then choose four lads, and so on. At Earls Heaton the children stand against a wall in a line. Another child walks up and down singing the verses, and chooses a partner. He spreads a handkerchief on the ground, and they kneel and kiss. (_c_) The Shipley version is a Kiss in the Ring game. A version sent by the Rev.

See London Bridge. Hats in Holes A boys game. The players range their hats in a row against the wall, and each boy in turn pitches a ball from a line at some twenty-five feet distance into one of the hats. The boy into whose hat it falls has to seize it and throw it at one or other of the others, who all scamper off when the ball is packed in. If he fails to hit he is out, and takes his cap up. The boy whose cap is left at the last has to cork the others, that is, to throw the ball at their bent backs, each in turn stooping down to take his punishment.--Somerset (Elworthy s _Dialect_). See Balls and Bonnets. Hattie A game with preens, pins, on the crown of a hat. Two or more may play.

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IV. Here comes four jolly sailor boys, Just lately come ashore; They spend their days in many merry ways, As they have done before. Round, round the ring we go, Round, round the ring, And he that choose his bonny, bonny lass Must kiss her on the floor. --Raunds (_Northants Notes and Queries_, i. 232). V. Here come three jolly, jolly, jolly boys As lately come from shore; We will spend our time on a moonlight night As we have done before. We will have a round, a round, a round, We will have a round, a round, a round; Let the lad that delights in a bonny, bonny lass, Let him kiss her on the ground. --Earls Heaton, Yorks. (Herbert Hardy).

He may announce schneider or schwarz after discarding for the skat. If he makes an announced schneider, it doubles the value of his game, instead of simply adding a multiplier. An announced schwarz trebles it. For example: Spade solo with 1, schneider announced. 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.

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_=Players.=_ According to the English usage, Dummy is played by three persons, and the table is complete with that number. They cut for partners and for the deal; the player cutting the lowest card takes dummy for the first rubber; the one cutting the next lowest takes dummy for the second rubber; and the one cutting the highest takes it for the last rubber. It is considered obligatory to play three rubbers, in order that each may have whatever advantage or disadvantage may be supposed to attach to the dummy. The three rubbers so played are called a Tournée. It is sometimes agreed that one player shall take dummy continuously, on condition that he concedes to his adversaries one point in each rubber. When this is done, the largest rubber that the dummy’s partner can win is one of seven; and he may win nothing; whereas his adversaries may win a rubber of nine, and must win at least two. This concession of a point is not made, as many imagine, because it is an advantage to have the (dummy) partner’s hand exposed; but because it is an advantage to have the player’s hand concealed. He knows the collective contents of the adversaries’ hands; each of them knows only the contents of dummy’s hand and his own. _=Cutting.

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Green s forsaken, forsaken, forsaken, Green s forsaken, so _that_ won t do. You can come in white, in white, in white, You can come in white, that s how you can dress. White s for weddings, weddings, weddings, White s for weddings, so _that_ won t do. You can come in black, in black, in black, You can come in black, that s how you can dress. Black is for funerals, funerals, funerals, Black is for funerals, so black will do. --Colchester (from Miss G. M. Frances, Colchester, through Miss Morris). IX. We ve come to see Jenny Jones, Jenny Jones, We ve come to see Jenny Jones.

When he has captured one, the two join hands and hunt for another. When another is caught, he joins the two. This goes on till all are hunted down.--Keith (Rev. W. Gregor). [Illustration] See Chickidy Hand, Whiddy. Hunting [Music] --Earls Heaton (Herbert Hardy). [Music] --Epworth (C. C.

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The object is to strike the ball to the farther end to touch the fence of the opposing party s side, when the party so striking the ball scores one, and, supposing nine to be the game, the party obtaining that number first of course wins the game.--West Sussex (Holloway s _Dict. of Provincialisms_). See Bandy, Doddart, Hockey. Headicks and Pinticks This game was played only at Christmas. The number of players was two. The stakes were pins. One player laid in the hollow of the hand, or on one of the forefingers, a pin, and then placed the other forefinger over it so as to conceal it. He then held up his hand to his opponent and said, Headicks or pinticks? His opponent made a guess by pointing with his finger and saying Headicks, or Pinticks. If the guess was correct he gained the pin, but if it was incorrect he forfeited one.

| -- | -- | |20.| -- | -- | |21.| -- | -- | |22.|Last to stoop down |We ll all cow down | | |shall be married. |together. | |23.| -- | -- | |24.| -- | -- | |25.|He came to inquire, |They shall be married | | |down she came, so off |with gold ring. | | |with glove and on with| | | |ring, to-morrow the | | | |wedding begins.

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If Black succeeds in picking up this man, he should then complete his home table as rapidly as possible, still keeping his outside men spread, and not disturbing the two men on White’s trey point until necessary. _=Throwing Off.=_ Always throw off every man possible; never move up instead of throwing off, unless there are some adverse men in your home table. If you make a throw which will not take off a man, do not move two men, but move up and take off one man if possible. _=Chances.=_ Some players profess to attach great importance to the chances of the dice, but such matters are of little practical value except in a general way. It may be interesting to know that the odds were thirty-five to one against a certain throw, but that knowledge does not prevent your adversary from winning the game. It should always be remembered that it is more difficult for your adversary to hit a man that is very close to him or very far from him, than one that is about half way. The odds against being hit by a given number, either on one or on both dice, are given in the margin. The throws given in the second column cannot be made without counting both dice, and a player is therefore safer when it takes “double dice” to hit him.

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Fippeny Morrell Twice three stones, set in a crossed square, where he wins the game that can set his three along in a row, and that is fippeny morrell I trow. --_Apollo Shroving_, 1626. See Nine Men s Morice, Noughts and Crosses. Fire, Air, and Water The players seat themselves in a circle. One of the players has a ball, to which a string is fastened. He holds the string that he may easily draw the ball back again after it is thrown. The possessor of the ball then throws it to one in the circle, calling out the name of either of the elements he pleases. This player must, before ten can be counted, give the name of an inhabitant of that element. When Fire is called, strict silence must be observed or a forfeit paid.--Cork, Ireland (Miss Keane).

See Neiveie-nick-nack. Hap the Beds A singular game, gone through by hopping on one foot, and with that foot sliding a little flat stone out of an oblong bed, rudely drawn on a smooth piece of ground. This bed is divided into eight parts, the two of which at the farther end of it are called the Kail-pots. If the player then stands at one end, and pitches the smooth stone into all the divisions one after the other, following the same on a foot (at every throw), and bringing it out of the figure, this player wins not only the game, but is considered a first-rate daub at it; failing, however, to go through all the parts so, without missing either a throw or a hop, yet keeping before the other gamblers (for many play at one bed), still wins the curious rustic game.--Mactaggart s _Gallovidian Encyclopædia_. A game called The Beds, mentioned by a writer in _Blackwood s Magazine_, August 1821, p. 36, as played in Edinburgh when he was a boy by girls only, is described as a game where a pitcher is kicked into chalked divisions of the pavement, the performer being on one leg and hopping. See Hop-scotch. Hard Buttons Several boys place one button each close together on a line. The game consists in hitting a particular button out of this line with the nicker without touching the others.

If a revoke is made by any adversary of a player who has called misère or slam, the player in fault must individually pay all the stakes. _=CARDS PLAYED IN ERROR.=_ In the simple proposal and acceptance, the rules with regard to cards played in error, or led out of turn, are the same as at Whist. In the case of a single player against three adversaries, the caller is not liable to any penalty for cards played in error, or led out of turn; but his adversaries are subject to the usual whist penalties for all such irregularities, such as having the cards laid on the table as exposed, or a suit called, or the highest or lowest of a suit led demanded from an adversary who has followed suit out of turn. For the better protection of the single player, who is much more liable to be injured by irregularities than partners would be, he is allowed to prevent the use of an exposed trump for ruffing, and to demand or _=to prevent=_ the play of any exposed card in plain suits. If a suit is led of which an adversary has an exposed card on the table the single player may call upon him to play his highest or lowest of that suit. If any adversary of a misère player leads out of turn, or exposes a card, or plays before his proper turn in any trick, the caller may immediately claim the stakes, and the individual player in fault must pay for himself, and for his partners. _=METHODS OF CHEATING.=_ While the practice of dealing three cards at a time gives a little more opportunity to the greek than would occur if they were dealt as at Whist, there is little to be feared if two packs are used, unless two greeks are in partnership. When such partners sit next each other, there is more or less danger, if only one pack is used, that one may shuffle so that the other may cut understandingly; or that a good shuffler may run up six cards for a dealer that is not embarrassed by the cards being cut.

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At the last word they all fall down. See Merry-ma-tansa. Jinkie A game among children, in which they run round a table trying to catch one whose business is by quick turns to elude them.--Jamieson. Jock and Jock s Man A juvenile sport in which the _bon camarada_ is to repeat all the pranks which the leader can perform.--Brockett s _North Country Words_. See Follow my Gable, Follow my Leader. Jockie Blind-man Scotch name for Blind Man s Buff. --Jamieson. See Blind Man s Buff.

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One boy lays his chestnut upon the turf, and the other strikes at it with his chestnut; and they go on striking alternately till one chestnut splits the other. The chestnut which remains unhurt is then conqueror of one. A new chestnut is substituted for the broken one, and the game goes on. Whichever chestnut now proves victorious becomes conqueror of two, and so on, the victorious chestnut adding to its score all the previous winnings. The chestnuts are often artificially hardened by placing them up the chimney or carrying them in a warm pocket; and a chestnut which has become conqueror of a considerable number acquires a value in schoolboys eyes; and I have frequently known them to be sold, or exchanged for other toys (Holland s _Cheshire Glossary_). The game is more usually played by one boy striking his opponent s nut with his own, both boys standing and holding the string in their hands. It is considered bad play to strike the opponent s _string_. The nut only should be touched. Three tries are usually allowed. (_c_) For information on various forms of this game, see _Notes and Queries_, 1878.

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C. Bell). XIII. How many miles to London? Three score ten. Can I get there by candle-light? Yes, and back again. Open the gate and let me through. Not unless you re black and blue. Here s my black and here s my blue, Open the gates and let me through. Dan, Dan, thread the needle; Dan, Dan, sew. --_Suffolk County Folk-lore_, p.

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If a bet is made and called, those in the call do not show their down cards, but are each given another card, face up, and the same betting process is gone through, the best hand showing face up making the first bet in each round. As long as two or more players remain in the pool they are given more cards until they have five. Then the final betting is done, and if a call is made, the down cards are shown, and the best poker hand wins the pool. Straight flushes do not count. WHISKEY POKER. The arrangements for the cards, seats, etc., are the same as in Draw Poker. Each player is provided with an equal number of white counters, which may have a value attached to them, or which may simply represent markers. If the counters represent money, each player should have at least twenty; if they are only markers, five is the usual number. If the game is played for money, each player puts one counter in the pool before the cards are dealt.

[See Minneapolis Lead.] If a suit is led, and neither Third nor Fourth Hand has a card in it above a Nine, the original leader must have A Q 10, and the second player K J. When neither Third nor Fourth Hand holds a card above the Ten, the major and minor tenaces are divided between the leader and the Second Hand. If it can be inferred that the leader held five cards in the suit originally, he holds the minor tenace. When a player, not an American leader, begins with a Jack and wins the trick, the adversaries may conclude that his partner had two small cards with the Ace, and had not four trumps and another winning card. When a good player changes his suit, he knows that it will not go round again, or that the command is against him. This is often a valuable hint to the adversaries. When he quits his original suit and leads trumps, without his partner having called, the adversaries may conclude that the suit has been established. When a player puts Ace on his partner’s Jack led, and does not lead trumps, the adversaries may count on him for only one small card of the suit led. When an adversary finesses freely, he may be credited with some strength in trumps.

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A probable explanation of this game is that it illustrates some of the practices and customs connected with fire-worship and the worship of the hearth, and that the pot is a magical one, and would only boil over when something wrong had occurred and the Mother s presence was necessary. The pot boils over directly a child is taken away, and appears to cease doing this when the Mother comes in. It is remarkable, too, that the Witch should want to borrow a light from the fire; the objection to the giving of fire out of the house is a well-known and widely-diffused superstition, the possession of a brand from the house-fire giving power to the possessor over the inmates of a house. The mention of the spitting on the hearth in the Sheffield version, and dirtying the hearth in the London version, give confirmation to the theory that the desecration of the fire or hearth is the cause of the pot boiling over, and that the spirit of the hearth or fire is offended at the sacrilege. The Witch, too, may be unable to get possession of a child until she has something belonging to the house. The journey of the Mother to the Witch s house in search of her children, the obstacles put in her path, and the mention of the spilling of blood on the threshold, are incidents which have great significance. Why the keeling or skimming of the contents of the pot should be so difficult a task for the eldest daughter that the Mother is obliged to come herself, is not so clear; the skimming is of course to prevent the pot boiling over, and the pot may be supposed to take the place of the Mother or Guardian of the hearth, and tell when misfortune or trouble is at hand. Or the boiling over (which, if continued, would extinguish the fire and sully the stone) may be an offence to the hearth spirit, who ceases then to protect the inmates of the house. Fairies are said to have power over the inmates of a house when the threshold and kitchen utensils are left dirty and uncared for. Thus on the theories accompanying the ancient house ritual, this extraordinary game assumes a rational aspect, and it is not too much to suggest that this explanation is the correct one.

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The full-faced type show the words used by the players in calling their bids. It will be noticed that the order is not the same as in Boston, and that an additional bid is introduced, called Piccolissimo. To win 5 tricks, _=Boston=_. To win _=Six Tricks=_. To lose 12 tricks, after having discarded a card which is not to be shown; _=Little Misère=_. To win _=Seven Tricks=_. To win one trick, neither more nor less, after having discarded a card which is not to be shown, there being no trump suit; _=Piccolissimo=_. To win _=Eight Tricks=_. To lose every trick, no trump suit, _=Grand Misère=_. To win _=Nine Tricks=_.