Suppose the clothes should float away, daughter, daughter? Take a boat and bring them in, mother, mother. Suppose the boat would go too slow, daughter, daughter? Take a steamboat and bring them in, mother, mother. Suppose the steamboat would go too fast, daughter, daughter? Then take a rope and hang yourself, mother, mother. --South Shields (Miss Blair, aged 9). (_b_) One child stands apart and personates the Mother. The other children form a line, holding hands and facing the Mother. They advance and retire singing the first, third, and alternate verses, while the Mother, in response, sings the second and alternate verses. While the last verse is being sung the children all run off; the Mother runs after them, catches them, and beats them. Either the first or last caught becomes Mother in next game. In the Shropshire game the Mother should carry a stick.
Sequences outrank one another according to the best card, if they are of equal length; so that a quinte to a King would be better than a quinte to a Queen; but a longer sequence always outranks a shorter one, regardless of the high cards. The player holding the best sequence is entitled to score it, together with any inferior sequences he may hold in other suits. Should his adversary hold intermediate sequences, they are of no value. For instance: One player holds a quinte to the Jack in spades, a tierce to the Ten in hearts, and a tierce to the Nine in clubs; while the other holds a quatrième majeure (A K Q J) in hearts, diamonds, and clubs. None of the latter are of any value; but all those in the other hand are good. If the best sequence is a tie, no sequences can be scored by either player. The value of a sequence is ten more than the number of cards that go to form it, provided that number exceeds four. A tierce counts 3 only, and a quatrième 4 only; but a quinte is worth 15, a sixième 16, and so on. _=Fours, and Triplets.=_ Any four cards of the same denomination, higher than a Nine, is called a Quatorze; three of any kind higher than the Nine is called a Trio, or sometimes a Brelan.
The checks being scattered, the player throws up the ball, takes up one check, and catches the ball as it comes down, or, as it is sometimes played, after it has bounced once from the step. This is repeated till all the checks are taken up. 2. As the last figure, but the checks are taken up two at a throw. 3. As the last, but at the first throw one check, called the Horse, is taken up, and at the second the remaining three checks at once, called the Cart. 4. As before, but all the checks taken up together. 5. Called Ups and Downs.
Page 336/7: The original work does not give a source or authority for variation XXV. Changes made to the original text: Footnotes have been moved to end of the description of the game. Sources (when printed in smaller type in the original work) have been moved to a separate line where necessary. Volume I. The Errata have already been changed in the text. Gallovidian Encyclopedia/Encyclopædia has been standardised to Gallovidian Encyclopædia. Page xvi: Conqueror changed to Conqueror or Conkers (as in text) Page xvii: Duckstone was missing from the list and has been added Page xix: Lend me your Key was missing from the list and has been added Page 19: we ll go the king changed to we ll go to the king Page 24: Hurstmonceaux changed to Hurstmonceux (as elsewhere) Page 56: he jostled away changed to be jostled away Page 128: [They pull him out. changed to [They pull him out.] Page 180 (table) row 16: [ added before Write Page 270: so that won t do changed to so _that_ won t do (as elsewhere in the song) Page 329: cul léve changed to cul levé (as in Nares s work) Page 364 uniniated changed to uninitiated Page 387: the Sheffield is changed to the Sheffield version is. *** END OF THE PROJECT GUTENBERG EBOOK THE TRADITIONAL GAMES OF ENGLAND, SCOTLAND, AND IRELAND (VOL 1 OF 2) *** Updated editions will replace the previous one—the old editions will be renamed.
If it will be the turn of the player holding the exposed card to lead for the next trick, the card, if wanted, must be called before the current trick is turned and quitted. Should a player having an exposed card and the lead, play from his hand before the previous trick is turned and quitted, the card so led may also be claimed as exposed. _=27.=_ _=LEADING AND PLAYING OUT OF TURN.=_ If a player leads when it was his partner’s turn, a suit may be called from his partner. The demand must be made by the last player to the trick in which the suit is called. If it was the turn of neither to lead, the card played in error is exposed. If all have played to the false lead, the error cannot be rectified. If all have not followed, the cards erroneously played must be taken back, but are not liable to be called. _=28.
In America, the wheel has always been popular, but Rouge et Noir is practically unknown, the reason being that in the latter game there is no variety, and therefore no chance for the player to exercise any judgment, or to play any “system” in making his bets, as he can in Faro. _=The Wheel.=_ The roulette wheel is turned by a small cross-bar rising from its axis. The surface of the wheel slopes from the axis to the outer edge, which is divided into small square pockets, coloured alternately red and black, and each having a number just above it, on the surface of the wheel. These numbers may be in any order, according to the fancy of the maker of the wheel, and they may run from 1 to 27, to 30, to 33, or to 36. In addition to the numbers there are zero marks, which are called _=single=_ and _=double 0=_, and _=Eagle Bird=_. All three of these are used in American wheels, and they are green, so that they win for neither colour. In some of the European wheels there are two zeros, the single 0 being red, and the double 0 black. The single 0 also counts as “odd,” and as below 19; while the double 0 is “even,” and above 18. Bets on odd or even, above and below, are not paid, however, but must remain on the table until the next roll, when the player either gets back twice his money or loses it all.
About one o clock the Whipping Toms appeared on the scene of action. These were three men clad in blue smock frocks, with very long waggon whips, who were accompanied by three men with small bells. They commenced driving the men and boys out of the Newarkes. It was very dangerous sometimes; they would lash the whip in such a manner round the legs of those they were pursuing as to throw them down, which produced laughter and shouting. Some would stop, and turn to the whipper and say, Let s have a pennyworth, and he would guard and parry off the lashes with his shinney stick. When the whipper was successful in lashing him he demanded his penny, and continued lashing until he paid. This was continued until five o clock, then the game terminated. This was suppressed, I believe, in 1847. At that period it was a prevalent idea that it could not be abolished, as it was connected with an old charter. It is believed in the town that this custom was to commemorate the driving out of the Danes from the Newarkes at the time they besieged Leicester.
In some places the cards are distributed one at a time until each player has five; but the plan is not popular, as the hands run better and the bidding is livelier when the cards are dealt in twos and threes. The deal passes to the left, each player dealing in turn. _=MISDEALING.=_ 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.
[Illustration: Fig. 1.] [Illustration: Fig. 2.] A number of children stoop down in a row, clasping their hands under their legs. One child stands in front of them, and acts as owner or seller; another acts as purchaser (fig. 1). The purchaser inquires-- Have you any honey pots for sale? Yes, plenty; will you walk round and taste them? The purchaser goes round, pretending to taste each one in turn, inquiring the price and weight; finds fault with several, one being too sweet and the other not fresh enough, and so on. When one honey pot is discovered to the purchaser s taste, she is lifted by the purchaser and owner, or by two children who act as weights or scales, and then swung by her arms backwards and forwards to estimate her weight and price (fig. 2).
=_ If the striker, while taking aim, inquire which is the ball he ought to play at, and should be misinformed by the marker or by any of the company, he does not lose a life. His ball must in this case be replaced and the stroke played again. _=12.=_ When a ball or balls touch the striker’s ball, or are in line between it and the ball he has to play at, so that it will prevent him hitting _any part of the object-ball_, such ball or balls must be taken up until the stroke be played, and, after the balls have ceased running, they must be replaced. _=13.=_ If a ball or balls are in the way of a striker’s cue, so that he cannot play at his ball, he can have them taken up. _=14.=_ When the striker _takes_ a life, he continues to play on as long as he can pocket a ball, or until the balls are all off the table, in which latter case he places his own ball on the spot as at the commencement. _=15.=_ The first player who loses his three lives is entitled to purchase, or _star_, by paying into the pool a sum equal to his original stake, for which he receives lives equal in number to the lowest number of lives on the board.
III. All-i-go-shee, alligoshee, Turn the bridle over my knee. My little man is gone to sea, When he comes back he ll marry me. --Warwickshire (Northall s _Folk Rhymes_, p. 394). IV. Darby s son was dressed in black, With silver buttons down his back. Knee by knee, and foot by foot, Turn about lady under the bush. --Hersham, Surrey (_Folk-lore Record_, v. 87).
And the women--or should I be so sure? You paid for your drinks if you stood up to the long mahogany bar. I turned my back to the rattle of cocktail shakers and chink of glasses, one heel hooked over the replica brass rail, and took a long careful look at the crap tables. There was a job for me at one of them. I began to shut out the distractions of sight and sound. I wanted nothing to dull my PSI powers. A blond bombshell slithered down the bar and ground herself against my leg. Wanna buy me a drink, honey? she gasped. I smuggled a lift and slipped all four of her garters off the tops of her hose. A funny, stricken look replaced the erotic face she had made at me. She headed for dry dock.
Any person who deals the cards sometimes three at a time, and again five at a time, should be stopped immediately, and no such excuses as changing his luck should be listened to for a moment. Any person who habitually picks up the cards with their faces towards him, and straightens them by lifting them from their positions in the pack, should be stopped at once, and requested to straighten the cards face down. Dealing seconds is very difficult when the cards have to be “pinched” in threes and fours. A second dealer holding back a Wenzel on the top may give his adversary two underneath without knowing it. Marked cards are of advantage only when the dealer plays, and are of little use beyond telling him what he can turn up for a trump, or what he will find in the Skat. The rule for having four in the game, if possible, is one of the greatest safeguards, unless the dealer is in secret partnership with one of the players. _=SUGGESTIONS FOR GOOD PLAY.=_ The chief things to master in Skat are the values of the hands, the principles of bidding on them, the best methods of playing them, and the proper methods of combining forces with your partner for the time being, in order to defeat the single player. _=Bidding.=_ Some persons attach a great deal of importance to the odds for and against certain cards being in the Skat.
The stakes may be pins, buttons, marbles, or anything for which children gamble. One player puts a number, one, two, three or more, of the articles to be gambled for into the hollow of the closed hand, and says, Hairry my bossie; the other answers, Knock im down, upon which he puts his closed hands down with a blow on his knees, and continues to strike them upwards and downwards on the knee, so as to give the opponent in play an idea of the number of objects concealed by the sound given forth. He then says, How many blows? and gets the reply, As many s goes. A guess is then made. If the guess is correct the guesser gets the objects. If the guess is incorrect the guesser has to make up the difference between the number guessed and the real number. The players play alternately. This game was played for the most part at Christmas.--Keith (Rev. W.
When all were ready, two of the young men left the room, returning presently, one carrying a large square cushion, the other an ordinary drinking-horn, china bowl, or silver tankard, according to the possessions of the family. The one carrying the cushion locked the door, putting the key in his pocket. Both gentlemen then went to the fiddler s corner, and after the cushion-bearer had put a coin in the vessel carried by the other, the fiddler struck up a lively tune, to which the young men began to dance round the room, singing or reciting to the music:-- Frinkum, frankum is a fine song, An we will dance it all along; All along and round about, Till we find the pretty maid out. After making the circuit of the room, they halted on reaching the fiddler s corner, and the cushion-bearer, still to the music of the fiddle, sang or recited:-- Our song it will no further go! The Fiddler: Pray, kind sir, why say you so? The Cushion-bearer: Because Jane Sandars won t come to. The Fiddler: She must come to, she shall come to, An I ll make her whether she will or no. The cushion-bearer and vessel-holder then proceeded with the dance, going as before round the room, singing Frinkum, frankum, &c., till the cushion-bearer came to the lady of his choice, before whom he paused, placed the cushion on the floor at her feet, and knelt upon it. The vessel-bearer then offered the cup to the lady, who put money in it and knelt on the cushion in front of the kneeling gentleman. The pair kissed, arose, and the gentleman, first giving the cushion to the lady with a bow, placed himself behind her, taking hold of some portion of her dress. The cup-bearer fell in also, and they danced on to the fiddler s corner, and the ceremony was again gone through as at first, with the substitution of the name of John for Jane, thus:-- The Lady: Our song it will no further go! The Fiddler: Pray, kind miss, why say you so? The Lady: Because John Sandars won t come to.
The methods of spreading, cutting, deciding ties, etc., described in connection with whist, are those employed in dummy. _=Position of the Players.=_ The players are distinguished, as at whist, by the two first and last letters of the alphabet, and their positions at the table are indicated in the same manner. There is no mark to distinguish the dummy hand; a defect which is remedied in the French system. _=Dealing.=_ At the beginning of a rubber, dummy’s partner presents the pack to his _=left-hand=_ adversary to be cut, and deals from right to left, beginning with the player on his right, and turning up the last card for dummy’s trump. When two packs are used, there is no rule as to which player shall collect and shuffle the still pack. On this point the French rules are very explicit. The general rules with regard to irregularities in the deal are the same as at whist.
Basket. Battledore and Shuttlecock. Bedlams or Relievo. Beds. Bell-horses. Bellie-mantie. Belly-blind. Bend-leather. Betsy Bungay. Bicky.
In the first group are those containing two or more of the best cards. In this and all following notation, the exact size of any card below a Ten is immaterial. [Illustration: 🂡 🂮 🂭 🂫 | 🂱 🂾 🂻 🂷 🃁 🃎 🃍 🃆 | 🃑 🃞 🃔 🃓 ] So far as trick-taking is concerned, it is of no importance which of the winning cards is first led; but good players lead the _=King=_ from all these combinations in order that the partner may be informed, by its winning, that the leader holds the Ace also. In the second group are those containing both the second and third best, but not the best. [Illustration: 🂮 🂭 🂫 🂪 | 🂾 🂽 🂺 🂸 🃎 🃍 🃋 🃄 | 🃞 🃝 🃗 🃖 ] The _=King=_ is the proper lead from these combinations. If it wins, the partner should have the Ace; if it loses, partner should know the leader holds at least the Queen. Both these groups, which contain all the King leads, may be easily remembered by observing that the King is always led if accompanied by the Ace or Queen, or both. Beginners should follow this rule for leading the King, regardless of the number of small cards in the suit. There is only one combination from which the _=Queen=_ is led, [Illustration: 🃝 🃛 🃗 🃖 ] when it is accompanied by the Jack, and there is no higher card of the suit in the hand. Whether the ten follows the Jack or not, does not matter.
Gomme). II. There lives a lady on the mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Choose one, choose two, Choose the fairest of the few. Now you re married I wish you joy, Father and mother you must obey; Love one another like sister and brother, And pray, young couple, come kiss one another. --Colchester (Miss G. M. Frances). III. Here stands a lady on a mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man.
_=Formation of Table.=_ A cinch table is complete with six players. If more than four assemble, they cut for preference, the four highest playing the first game. Partners and deal are then cut for, the two lowest pairing against the two highest. Partners sit opposite each other. The highest deals, and has the choice of seats and cards. The Ace is high, both in cutting and in play. A player exposing more than one card must cut again. _=Ties.=_ If the first cut does not decide, the players cutting equal cards cut again; but the new cut decides nothing but the tie.
=_ When the partner leads high trumps, the Third Hand should echo with four or more, by signalling in the trump suit. The universal form of the echo is to play first the third-best, then the fourth-best. When a player has called, and his partner leads, it is unnecessary for the caller to echo. Players seldom echo on adverse trump leads, even with five trumps. _=The Four-Signal.=_ There are several ways of showing four or more trumps without asking partner to lead them. Among some players the original lead of a strengthening card is an evidence of four trumps, and is called an _=Albany Lead=_. A player holding three cards of any plain suit, such as the 3, 4, 5, may show the number of his trumps by playing these small cards as follows:-- No of trumps. 1st trick. 2nd trick.
This will drive the object ball in the direction D-E; but if it is desirable that the object ball should go more in the direction G-F, so as to secure a better position for the next shot, the cue ball will have to strike at G, which will make a draw shot, bringing it back in the direction H, securing the position, but missing the count. In this position the ignorant player puts on side, but all that is necessary to compensate for this deviation in the point of impact is to approach the point of the cue toward the centre of the ball the exact distance that the point G is from the point D. The higher the point of the cue is raised, the further the ball will go from the line D-H. If struck much above the centre, it will follow through the object ball, passing beyond the ball C altogether. [Illustration] When side is put upon a ball, it spins in that direction. If it is struck on the left, and then goes to a cushion directly in front of it, it will tend to fly off the cushion toward the left, making the angle wider. If a ball spinning to the left goes to a cushion on the left, it will tend to make the angle smaller, and the effect so produced is called _=reverse English=_, which tends to slow the cue ball. THE AMERICAN GAME. In the American game every carrom counts one point, and the number of points that will constitute a game must be agreed upon before play begins. The players string for the lead, the one bringing his ball nearer the head cushion having the choice of balls and of the first shot.
_=SCORING.=_ Euchre is played for tricks. If the side that makes the trump takes three or four tricks out of the five possible, it scores one point. If the side wins all five tricks, it scores two points for a _=march=_. If the player that makes the trump fails to win three tricks, he is _=euchred=_, and his adversaries score two points for the euchre. _=When four play=_, if the player who makes the trump declares to play _=alone=_, that is, without any assistance from his partner, who must lay down his cards, the maker of the trump scores four points if he succeeds in winning all five tricks, and one point if he wins three or four tricks. But if he fails to win three tricks, he is euchred, and the adversaries score two points. _=When three play=_, a lone hand counts three if the player wins all five tricks. _=When two play=_, five tricks is simply a march, and counts two points. _=When five or seven play=_, there are special scores for lone hands.
| | 7.|And dance along with |Dance upon the grass. |To walk along with us.| | |us. | | | | 8.| -- | -- | -- | | 9.| -- | -- |We ll take her by the | | | | |hand. | | 10.| -- | -- | -- | | 11.| -- | -- |She shall go to Derby.
The most important thing in discarding is to reduce the odds against your winning the pool. Let us suppose that you have the A K Q of a plain suit. It is 5⅛ to 1 that you get a heart if this suit is led a third time. If you can get a discard, the odds are at once reduced to 2 to 1 in your favour, that being the probability that you will escape, even if you have to win two rounds. This is a very large percentage, and should never be lost sight of. If you have a choice between two discards, one being from the K Q J 2 of hearts, and the other from the K Q J of a plain suit, select the plain suit. You can improve your chances little or none in the hearts, while you not only bring the odds to your side in the plain suit, but secure a chance of discarding on the third round of it. Following the same principle, it is evidently good play to discard from a suit which has been led once or twice, if you have a dangerous card or cards in it. Even if you have a safe tenace in a suit, such as 4 and 2, the 5 and 3 being still out somewhere, it is better to discard from it if there is the slightest danger of your getting the lead. Tenaces are only safe when led up to.
The rules for play are the same as in the ordinary three and four hand. If four play as partners, two against two, the eldest hand always leads for the first trick, no matter who the successful bidder may be. The bidder always has the first count at the end of the hand, and it is usual to play this game so many deals, instead of so many points. At the end of six deals, for instance, the highest score is the winner. Sometimes this game is played with a widow, three cards when three play, four when four play. Each player is allowed three bids, and the successful bidder turns the widow face up, so that all may see what it contained. He then takes the widow into his hand and discards what he pleases, face down, to reduce his hand to the same number of cards as the other players. The trump is not named until after this discard. The bidder has the first lead and also the first count. Six deals is a game.
Magic Fly-catchers is played in precisely the same way, except that as in simple Magic, not one stone, but all are thrown up and caught--that is, if there are four on the ground one only is thrown up for the first, two for the second, three for the third, and so on until they are all picked up. This is, of course, the most difficult part of all, and, in fact, only experts were expected to do it. Every failure means out, and then your opponent has his turn. The winner is the one who gets through first. Such is the game as I remember it, but I have an uneasy suspicion that I have missed something out. I seem to remember one trick in which all the stones on the ground had to be picked up at once _where they lay_--scrambled up so to speak. Or it may be (and, in fact, I think it was) that sometimes, to add to the difficulty of the game, we picked up the groups of two, three, and four in Two-ers, Three-ers, and Four-ers in this fashion, instead of first placing them together.--Epworth, Doncaster (C. C. Bell).
PEDRO. Pedro, Pedro Sancho, Dom Pedro, and Snoozer, are all varieties of Auction Pitch, in which certain counting cards are added, and secondary bids are allowed. Everything counts to the player winning it, instead of to the one to whom it is dealt. The game point is scored by the player who wins the trick containing the Ten of trumps. If that card is not in play there is no Game. In _=Pedro Sancho=_, the Five and Nine of trumps count their pip value in scoring, so that 18 points can be bid and made on one deal; one each for High, Low, Jack, and Game, and fourteen more for the Nine and Five of trumps. These two trumps have no special rank. The Ten will win the Nine, and the Six will take the Five. In some places all the cards in the pack are dealt out, which makes a much better game in any form of Pedro. The eldest hand sells, as at Auction Pitch.
] _=22.=_ If in playing a pushing stroke the striker pushes more than once it is unfair, and any score he may make does not count. His opponent follows by breaking the balls. _=23.=_ If in the act of drawing back his cue the striker knocks the ball into a pocket, it counts three to the opponent, and is reckoned a stroke. _=24.=_ If a foul stroke be made while giving a miss, the adversary may enforce the penalty or claim the miss, but he cannot do both. _=25.=_ If either player take up a ball, unless by consent, the adversary may have it replaced, or may have the balls broken; but if any other person touches or takes up a ball it must be replaced by the marker as nearly as possible. _=26.
| +---+-.-+---+-.-+---+-.-+---+-.-+ | | . | | . | | . | | . | +---+-.-+---+-.