vii. On page 62, last line, _insert_ vol. xix. _after_ _Journ. Anthrop. Inst._ On page 66, line 4, _delete_ Move All. On page 224, fig. 3 of Hopscotch should be reversed. On page 332, diagram of London omitted.
216. III. Handy pandy, Sugary candy, Which will you have-- Top or bottom? --London (A. B. Gomme). IV. Handy pandy, Jack a dandy, Which hand will you have? --Burne s _Shropshire Folk-lore_, p. 530. (_b_) The hands are closed, some small article is put in one of them behind the back of the player. The closed fists are then turned rapidly round one another while the rhyme is being said, and they are then placed one on top of the other.
Three balls (not exceeding 6 inches in size) are bowled. One pin of the frame must be left standing, or the inning goes for nothing. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the player. The maximum is 10. FIVE BACK. [Illustration: O O O O . . O .
_, orange, the one so named steps out and stands beside Foolie. All not first chosen are gone over in this way. Those left unchosen take their stand beside the Namer. There is then a tug-of-war, with the Namer and Foolie as the leaders.--Keith (Rev. W. Gregor). In Hants the children stand _vis-à-vis_, as in a country dance. One of the number is sent out of earshot, and the others decide with the Captain as to the name of the bird each wishes to personate. The Captain then calls to the child who is out, Tom Fool, Tom Fool, come home from school, and pick me out a blackbird, cuckoo, or other bird.
At the start the men are placed in an enclosure at the corner of the board, called a “yard.” The object of the player is to get his men out of his own yard and into his adversary’s. The men move one square at a time, like a king at chess, unless a man gets to the square adjoining that occupied by another man with a space beyond it. Whether the adjoining man is his own or his adversary’s, the player can hop over it into the vacant space beyond, and he can make as many hops as there are men and spaces. This being so, a player will try to make “ladders” with his own men, placing them in a line diagonally, with a space between each, and will then hop his men over them all. As soon as he gets all his men into his adversary’s yard the game is ended. Special directions always come with the apparatus. GO-BANG. This is played on a board of 361 squares. Each player has his own coloured counters, and they draw for the first move.
Thoyts); and Dorsetshire, Gathering nuts away (_Folk-lore Journal_, vii. 225). From Longcot, Berks, a version sent me by Miss I. Barclay has no fourth line to the verses. (_d_) This game is probably, unless we except Mulberry Bush, the most popular and the most widely played of any singing game. It might almost be called universal. This is shown by the fact that there are few counties where it is not known, and also that important variants, either in the words or in the method of playing, are rarely met with. In all the versions which have been sent there are only the following variations in the words, and these are principally in the refrain, or last line of each verse: On a cold and frosty morning ends by far the greater number of versions; On a fine summer s morning, So early in the morning, All on a summer s morning, Five o clock in the morning, On a cold and sunny morning, coming next in number. The Belfast version ends, May! May! May! and a Newbury and Marlborough fourth line is simply a repetition of the second, Nuts in May, nuts in May. In the first line of the verse the only important variant seems to be the Symondsbury Gathering nuts away and Gathering nuts to-day.
A pack must not be shuffled during the play of a hand, nor so as to expose the face of any card. CUTTING TO THE DEALER. 10. The dealer must present the pack to his right hand adversary to be cut; the adversary must take a portion from the top of the pack and place it toward the dealer; at least four cards must be left in each packet; the dealer must reunite the packets by placing the one not removed in cutting upon the other. 11. If, in cutting or reuniting the separate packets, a card is exposed, the pack must be reshuffled by the dealer, and cut again; if there is any confusion of the cards, or doubt as to the place where the pack was separated, there must be a new cut. In _=Boston=_, the pack must be cut again; but not shuffled. 12. If the dealer reshuffles the pack after it has been properly cut, he loses his deal. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, the misdealer must deal again.
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Failure to follow suit when able is a _=revoke=_, if the error is not discovered and corrected before the trick in which it occurs is turned and quitted. If the player discovers his mistake in time, the card played in error must be left on the table, and is liable to be called. When a revoke is discovered and claimed by the adversaries, it is usual to abandon the hand, and the adversaries of the revoking player can either deduct two points from his score, or add two to their own score, for every revoke made during the hand. The penalty cannot be divided. If both sides revoke, the deal is void, and the same dealer must deal again. Any player having none of the suit led may either trump, or throw away a card of another suit. The highest card played, if of the suit led, wins the trick, trumps winning against all other suits, and a higher trump winning a lower. The winner of the trick may lead any card he pleases for the next trick, and so on, until all five tricks have been played. If the dealer takes the trump into his hand, any player naming it is liable to have his highest or lowest trump called; but a player may ask and must be informed what the trump suit is. _=Cards Played in Error.
| | . | | . | | +-.-+---+-.-+---+-.-+---+-.-+---+ | . | | . | | . | | .
His two effective guns have between them bowled over two cavalry and six infantry in the gap between the farm and Blue s right gun; and then, following up the effect of his gunfire, his cavalry charges home over the Blue guns. One oversight he makes, to which Blue at once calls his attention at the end of his move. Red has reckoned on twenty cavalry for his charge, forgetting that by the rules he must put two men at the tail of his middle gun. His infantry are just not able to come up for this duty, and consequently two cavalry-men have to be set there. The game then pauses while the players work out the cavalry melee. Red has brought up eighteen men to this; in touch or within six inches of touch there are twenty-one Blue cavalry. Red s force is isolated, for only two of his men are within a move, and to support eighteen he would have to have nine. By the rules this gives fifteen men dead on either side and three Red prisoners to Blue. By the rules also it rests with Red to indicate the survivors within the limits of the melee as he chooses. He takes very good care there are not four men within six inches of either Blue gun, and both these are out of action therefore for Blue s next move.
Beginning at his left, the dealer distributes the cards one at a time in rotation, until the pack is exhausted. The last card is turned face up on the table, and the suit to which it belongs is the trump for that hand. When two packs are used, one is shuffled by the dealer’s partner while the other is dealt, and the shuffled pack is placed on the left of the player whose turn it will be to deal next. Each player deals in turn until the conclusion of the game or rubber. _=IRREGULARITIES IN THE DEAL.=_ The following rules regarding the deal should be strictly observed:-- If any card is found faced in the pack, the dealer must deal again. Should the dealer turn over any card but the trump, while dealing, the adversaries may, if they please, demand a new deal. A player dealing out of turn may be stopped before the trump card is turned; but after that, the deal must stand, afterwards passing to the left in regular order. On the completion of the deal, each player should take up and count his cards to see that he has thirteen; if not, it is a misdeal, and unless the pack is found to be imperfect, the deal passes to the player on the misdealer’s left. The dealer loses the deal:--if he neglects to have the pack cut; if he deals a card incorrectly, and fails to remedy the error before dealing another; if he counts the cards on the table, or those remaining in the pack; if he looks at the trump card before the deal is complete; or if he places the trump card face down, on his own or on any other player’s cards.
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Buhle. 1891. Deutsche Skatordnung, by K. Buhle. 1888. Scatspiel. (Anon.) Von Posert, Quedlinburg. 1879. Encyclopædia der Spiele, by Fr.
The pool is then taken down by the player or players winning it, and the deal passes to the left. The game is at an end any time the players wish to stop, after a hand has been settled for; but it is usual to agree upon some definite hour. There are two ways of settling at the end of the hand, each of which has its good points. _=SWEEPSTAKE HEARTS.=_ After the hand has been played, each player announces the number of hearts he has taken in, and pays into the pool one counter for each. All thirteen hearts having been paid for, any player having taken no hearts wins the entire pool; two having taken none, divide it. If all the players have taken hearts, or if one player has taken all thirteen, the pool remains, and forms a _=Jack=_. This can be won only by a single player in some subsequent deal taking no hearts, all the others having taken at least one. These jack pools are of course increased thirteen counters every deal until some player wins the whole amount. Some clubs make it a Jack after two players have divided a pool, using the odd counter as a starter.
| -- | -- | -- | |31.| -- | -- | -- | |32.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+ |No.| Forest of Dean. | Wakefield. | +---+----------------------+----------------------+ | 1.| -- | -- | | 2.|Round the green |Around the green | | |gravel. |gravill. | | 3.
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. The honest card-player has not one chance in a thousand against the professional at Écarté. _=SUGGESTIONS FOR GOOD PLAY.
A thimble is not large enough. You can wash them in an egg-shell. An egg-shell would not hold them. You can wash them by the river side. But what if I should fall in? We ll get a rope and pull you out, To me, I, O, OM. --Sheffield (S. O. Addy). V. Mother, come buy me two milking-pails, Two milking-pails, two milking-pails, Mother, come buy me two milking-pails, O sweet mother o mine.
4. (As the cards happen to lie, had A been the successful bidder and made it clubs, Z would have won the pool.) ILLUSTRATIVE HANDS. _=No. 1.=_ Sweepstake Hearts. | T| _=No. 2.=_ Sweepstake Hearts. A leads for first trick.
, a slam. Chip Along, to bet a single counter and wait for developments. Chouette, à la, taking all the bets. Close Cards, those which are not likely to form sequences with others, especially at Cribbage. Club Stakes, the usual amount bet on any game in the club. Cogging Dice, turning one over with the finger after they have been fairly thrown. Cold Deck, a pack of cards which has been pre-arranged, and is surreptitiously exchanged for the one in play. Colours, a system of playing Faro according to the colour of the first winner or loser in each deal. Command, the best card of a suit, usually applied to suits which the adversary is trying to establish. Couper, F.
| -- |Wood and clay will | -- | | | |wash away. | | |25.| -- |Build it up with stone| -- | | | |so strong. | | |26.|Get a man to watch all| -- | -- | | |night. | | | |27.|Perhaps that man might| -- | -- | | |fall asleep. | | | |28.| -- | -- | -- | |29.| -- | -- |What has this poor | | | | |prisoner done? | |30.
Lawson). Contrary, Rules of I. Here I go round the rules of contrary, Hopping about like a little canary. When I say Hold fast, leave go; When I say Leave go, hold fast. --Cornwall (_Folk-lore Journal_, v. 52). II. Here we go round the rules of contrary, When I say Hold fast! let go, and when I say Let go! hold fast. --London (A. B.
The medium left in the room causes the others to think of this person without letting them know that they are not choosing of their own free will. The medium then says, Brother Ebenezer, come in, and asks him in succession, Was it William, or Jane, &c., mentioning several names before saying the right one, Ebenezer saying No! to all until the one is mentioned who last spoke.--Bitterne, Hants (Mrs. Byford). Bubble-hole A child s game, undescribed.--Halliwell s _Dictionary_. Bubble-justice The name of a game probably the same as Nine Holes. --Halliwell s _Dictionary_. Buck, Buck A boy stoops so that his arms rest on a table; another boy sits on him as he would on a horse.
He might declare marriage in hearts, and afterward play three more heart Queens, scoring each marriage, and then three heart Kings, scoring three more marriages. These would all be new combinations. _=Double Declarations.=_ These are carried forward in the manner already described for the ordinary game. Suppose a player has two spade Kings on the table, and shows double bézique. He of course marks the more valuable score, 500, and simply claims the marriages by saying: “With twenty and twenty to score.” On winning another trick he is not compelled to score the previous announcement if he has any other or better to make. He might have two more Queens, and would announce: “Sixty Queens, with twenty and twenty to score.” If he scores one of the announcements held over, he still carries on the other. When announcements are carried forward in this manner, it must be remembered that the cards must still be on the table when the time comes to score them.
=_ At the end of each hand, each player or side should claim all honours won, and cards taken in. One player should keep the score, and announce it distinctly, in order that it may be known how many points each player or side requires to win the game. In the case of ties, the Ten counts out first; then cards; then A K Q of trumps in their order, and the Jack last. A revoke, if detected and claimed before the cards are cut for the next deal, immediately ends the game. _=METHODS OF CHEATING.=_ When only one pack is used, the greek can often succeed in dealing himself the Jack of trumps, and usually loses no time in marking the Ten, so that he can at least distinguish the player to whom it is dealt. A player should be carefully watched who keeps his eyes on the pack while shuffling, or who rivets his attention on the backs of the cards as he deals. Two packs should be used in all round games of cards. _=SUGGESTIONS FOR GOOD PLAY.=_ The chief counting elements that are affected by the play being the trump Ten and the cards, it is usual to devote particular attention to winning them.
The cards are dealt by twos and threes until each has ten, two cards remaining for the talon. The dealer may lay out any two cards in exchange for these, but no other player is allowed to touch them, nor to see the discards. The elder hand makes the first declarations. He makes repic and counts 90 if he can reach 20 without playing a card; and he makes pic, 60, if he can reach 20 in hand and play, under the same conditions as in the game for two players. The majority of tricks counts 10; if it is a tie, each counts 5. Capot counts 40 if all the tricks are taken by one player; but if two take them all between them, they count 20 each. The game may be played for a pool, first man out to take all; or it may be agreed that after one has retired the others shall decide it between them by playing it out at the ordinary two-handed game. PIQUET VOLEUR, FOR FOUR PLAYERS. The players cut for partners, the two lowest pairing against the two highest, and the lowest cut taking the first deal. Partners sit opposite each other.
1. When the pack has been properly cut and reunited, the cards must be dealt, one at a time, face down, from the top of the pack, the first to the player at the left of the dealer, and each successive card to the player at the left of the one to whom the last preceding card has been dealt. The last, which is the trump card, must be turned and placed face up on the tray, if one is used; otherwise, at the right of the dealer. SEC. 2. There must be a new deal-- (a) If any card except the last is faced or exposed in any way in dealing; (b) If the pack is proved incorrect or imperfect; (c) If either more or less than thirteen cards are dealt to any player; (d) If, after the first trick has been turned and quitted on the original play of a deal, one or more cards are found to have been left in the tray. LAW IV.--THE TRUMP CARD. SEC. 1.
One child, facing them on the opposite side, represents the Rover. He sings the first, third, and fifth verses. The row of children sing the second and fourth in response. After the fifth verse is sung the Rover skips round the long row, singing the sixth verse to the tune of Nancy Dawson, or Round the Mulberry bush. He chooses one of them, who goes to the opposite side with him, and the game goes on until all are rovers like himself. See Here comes a Lusty Wooer, Jolly Hooper. Jolly Sailors I. Here comes one [some] jolly, jolly sailor boy, Who lately came on shore; He [they] spent his time in drinking wine As we have done before. We are the Pam-a-ram-a-ram, We are the Pam-a-ram-a-ram, And those who want a pretty, pretty girl, Must kiss her on the shore, Must kiss her on the shore. --Warwick (from a little girl, through Mr.