|The grass is so green.| | 7.| -- | -- |Fairest damsel ever | | | | |I ve seen. | | 8.| -- |Fairest young lady | -- | | | |ever seen. | | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|Fine pencil as ever | -- | -- | | |was seen.
Where will the pigs lie, daughter? Lay them in the wash-tub, mother. What shall I wash in, wash in? Wash in a thimble, mother. A thimble won t hold my night-cap. Wash by the sea-side, mother. Suppose the clothes should blow away? Get a boat and go after them, mother. But suppose the boat should turn over? Then that would be an end of you, mother. --Bocking, Essex (_Folk-lore Record_, iii. 169). III. Mother, please buy me a milking-can, A milking-can, a milking-can! Mother, please buy me a milking-can, With a humpty-dumpty-daisy! [Then follow verses sung in the same manner, beginning--] Where s the money to come from, to come from? Sell my father s feather bed.
The player’s position at the table makes quite a difference. The leader has an advantage with a good long suit; but with tenaces it is better to be third player, and very bad to be second hand. Some pretty positions arise in the end game through the refusal of players to win tricks which would put them in the lead, and so lose them the last trick and the stock. After the first few tricks, everything must be arranged with a view to securing that last trick, but the importance of getting home with Aces must never be overlooked. These count 12 points in every hand, and the side that can get in three out of the four has 6 points the best of it. The only _=Text Book=_ on this game is the Pocket Guide, by “Cavendish”; there are some good articles in Vol. III. of the “_Westminster Papers_.” VINT. While this game is by some persons thought to be the forerunner of bridge, and might be classed as one of the whist family, it is at present so little known outside of Russia, where it is the national game, that the author has thought it best to group it with other games which are distinctly national in character.
The child in the centre says the second, fourth, and alternate verses, and the game is played as above, except that when the Mother has said the last verse the children call out, Good job, too, and run off, the Mother chasing them as above. The game does not appear to be sung. (_c_) This game is somewhat of a cumulative story, having for its finish the making angry and tormenting of a mother. All the versions point to this. One interesting point, that of milk-pails, is, it will be seen, gradually losing ground in the rhymes. Milk-pails were pails of wood suspended from a yoke worn on the milkmaid s shoulders, and these have been giving place to present-day milk-cans. Consequently we find in the rhymes only four versions in which milk-pails are used. In two versions even the sense of milking-can has been lost, and the South Shields version, sent me by little Miss Blair, has degenerated into male-scales, a thoroughly meaningless phrase. The Cowes version (Miss Smith) has arrived at wash-pan. The burden of the Chirbury version is a rea, a ria, a roses, and the Sheffield version is also remarkable: the I, O, OM refers, probably, to something now forgotten, or it may be the Hi, Ho, Ham! familiar in many nursery rhymes.
Each pair keeps its own score card, on which is put down the number of the tray, the number of the pair played against, which is always the number of the table at which they started; one of the pairs remaining there being No. 3 N & S, the other moving away, being No. 3 E & W. Each pair adds up its score card at the end, and puts down the total number of tricks they have won. The names of the players having been previously written on the blackboard, their scores are put down opposite their names, each side, N & S and E & W, is then added up in order to find the average, and all scores above average are plus, while all below average are minus. The following is an example of the averaging of a game in which five tables took part, playing 30 deals:-- N & S E & W a 201 -6 f 189 +6 b 204 -3 g 186 +3 c 211 +4 h 179 -4 d 207 = j 183 = e 212 +5 k 178 -5 --------------- --------------- 5 |1035 5 |915 +---- +--- Aver. 207, N & S. Aver. 183, E & W. The _=e=_ and _=f=_ pairs make the best scores N & S and E & W respectively; the _=f=_ pair, having won the greatest number of tricks above the average of the hands, would be the winners.
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The winner leads for the next trick, and so on. But if any player is unable to follow suit, he is not allowed to discard, but must immediately gather up the cards already played, and take them into his own hand with the cards originally dealt to him. The players following the one who renounces to the suit led do not play to the trick at all; but wait for him to lead for the next trick. Should any player fail to follow suit on the next trick, or on any subsequent trick, he gathers the cards already played, takes them into his hand and leads for the next trick. The play is continued in this manner until some player gets rid of all his cards, and so wins the game. Enflé is usually played for a pool, to which each player contributes an equal amount before play begins. The game requires considerable skill and memory to play it well, it being very important to remember the cards taken in hand by certain players, and those which are in the tricks turned down. THE LAWS OF HEARTS. 1. Formation of table.
S. O. Addy) a boy is chosen to fetch the girl away; and in the Earls Heaton version the line runs, We ll have a girl for nuts in May. (_e_) There is some analogy in the game to marriage by capture, and to the marriage customs practised at May Day festivals and gatherings. For the evidence for marriage by capture in the game there is no element of love or courtship, though there is the obtaining possession of a member of an opposing party. But it differs from ordinary contest-games in the fact that one party does not wage war against another party for possession of a particular piece of ground, but individual against individual for the possession of an individual. That the player sent to fetch the selected girl is expected to conquer seems to be implied--first, by a choice of a certain player being made to effect the capture; secondly, by the one sent to fetch being always successful; and thirdly, the crowning in the Symondsbury game. Through all the games I have seen played this idea seems to run, and it exactly accords with the conception of marriage by capture. For examples of the actual survivals in English, Scottish, Welsh, and Irish customs of marriage by capture see Gomme s _Folk-lore Relics of Early Village Life_, pp. 204-210.
As a general principle, it may be assumed that any high card led by Dummy forms part of a combination, the unseen part of which is in the declarer’s hand. If Dummy leads a Queen from Q x x, you holding A J x, it is almost a certainty that the declarer holds the King. If you have A K x, the dealer must have J 10 and several others. If you have K x x, the declarer probably holds Ace, or a long suit headed by J 10. When Dummy leads strengthening cards, they must be to give the declarer a finesse. If he leads a small card from small cards, some high-card combination must be in the declarer’s hand. In such cases it is useless for you to finesse. If you have any sequence superior to the card led, cover with the lowest. There should be no false-carding in this, because your partner is the only one that can be deceived. With A K and others, play the King, whatever Dummy leads.
This hand belongs to the non-dealer, who leads first and plays both hands, so that the dealer is practically opposed to two hands of thirteen cards each. If the dealer does not want to discard and draw, he can play _=misery=_, which is a no-trumper, but played to lose tricks, instead of to win them. If the dealer takes more than one trick, his adversary scores five points penalty for each so taken. But if the dealer succeeds in taking only one trick, or none at all, he scores five points for every trick his adversary has taken over the book of six. _=PIVOT BRIDGE.=_ This is simply a movement of the players, very popular in social games, which requires that the four originally seated at a table shall remain at that table until the game is ended, and shall not cut for partners after the first rubber, but change in regular order. The usual way is for the first dealer to sit still all the time, the three other players moving round her in a circle at the end of each rubber. This will compel the player on her left to pass behind her and take the seat on her right. At the end of three rubbers, each will have had each of the others for a partner. When there are a number of tables in play, it will be necessary to have a prize for each, giving the first choice to the player who has the highest score in the room.
_=Dealing.=_ The cards are distributed as in the ordinary game; but it is usual to agree beforehand upon a suit which shall be the trump if the Joker is turned up. _=Playing Alone.=_ The chief peculiarity in Railroad Euchre is in playing alone. Any player announcing to play alone, whether the dealer or not, has the privilege of passing a card, face down, to his partner. In exchange for this, but without seeing it, the partner gives the best card in his hand to the lone player, passing it to him face down. If he has not a trump to give him, he can pass him an ace, or even a King. Even if this card is no better than the one discarded, the lone player cannot refuse it. If the dealer plays alone, he has two discards; the first in exchange for his partner’s best card, and then another, in exchange for the trump card, after seeing what his partner can give him. In this second discard he may get rid of the card passed to him by his partner.
It is useless for the age to disguise his hand by such manœuvres as holding up an odd card to a pair, unless he raises the blind at the same time. If he draws one or two cards only, and has not raised the blind, every one will credit him for a small pair and an ace, or for a bobtail, and will inevitably call any bluff he may make. The age is the poorest position at the table for a bluff, but it is decidedly the best in which to win large pots with moderate hands. _=The Dealer=_ has the next best position to the age, and in large parties there is very little difference in the way in which the two positions should be played. The _=first bettor=_ has the worst position at the table and he should seldom come in on less than Queens. He should seldom raise the ante, even with two pairs, as he will only drive others out. In this position very little can be made out of good hands, because every one expects to find them there; but it offers many excellent opportunities for successful bluffing. A player in this position should never straddle. Many players endeavour to force their luck in this way, but it is a losing game, and the best players seldom or never straddle. Having to make the first bet after the draw, it is usual for the player in this position, if he has an average hand, to _=chip along=_, by simply betting a single counter, and waiting for developments.
If a player break up a table, the others have a prior right of entry elsewhere. SHUFFLING. 28. The pack must not be shuffled below the table nor so the face of any card be seen. 29. The dealer’s partner must collect the cards from the preceding deal and has the right to shuffle first. Each player has the right to shuffle subsequently. The dealer has the right to shuffle last, but should a card or cards be seen during his shuffling or while giving the pack to be cut, he must reshuffle. 30. After shuffling, the cards, properly collected, must be placed face downward to the left of the next dealer, where they must remain untouched until the end of the current deal.
Always remember that a double may enable an adversary to go game, and will often show the declarer which hand to finesse against. _=Free Doubles=_ are opportunities to double when the declarer will go game anyhow if he makes his contract, but they should never be made if there is any chance that he may shift. _=Free Bids=_ are anything better than a spade by the dealer, or anything that over-calls a previous bid, because no one is forced to bid on the first round. A _=Shout=_ is a bid that is a trick more than necessary to over-call the previous bid. It shows a solid suit, or five or six sure tricks in hand. In a losing suit it is a loud call for the partner to go no trumps if he can. A free bid in a losing suit shows the high cards; in a winning suit it shows the tricks in hand. _=A Forced Bid=_ is one that is necessary to over-call, such as two diamonds over a heart. This does not mean that the caller would have bid two diamonds originally. A player who must indicate a lead against a no-trumper makes a forced bid.
With Q J x, or J 10 x, one of the high cards should be played. With Q 10 x, Dummy having Ace or King, the Queen should be led. With K 10 x, Dummy having Jack, the suit should not be led. With such combinations as K x x x, Dummy having Q x, the suit should not be led. When you have a suit which is both long and strong, such as A K x x x, and Dummy has no honour in the suit, it is a common artifice to underplay, by beginning with the smallest, if playing against no-trumps and you have a card of re-entry. This should not be done unless you have the general strength to justify such a finesse. If you open a long suit, Dummy having only small cards, and your partner wins with Q, J, or 10, and does not return it, he has evidently a finesse in the suit and wants it led again. _=End Games.=_ In the end game there are several variations which are made possible by the fact that the cards on your right are exposed. With A J x, Dummy having Q x x, the small card should be led.
|daughter. | | 5.| -- | -- | -- | | 6.| -- | -- | -- | | 7.| -- | -- | -- | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|One go rush and the | -- | -- | | |other go hush.
| | . | | +-.-+---+-.-+---+-.-+---+-.-+---+ | . | | . | | . | | . | | +-.
The prize is a ball made of cork, covered with silver.--Courtney s _West Cornwall Glossary_. In Taylor s _Antiquitates Curiosæ_, p. 144, it is stated:-- The game of hurling consisted in throwing or hurling a ball of wood about three inches in diameter, and covered with plated silver, sometimes gilt. On the ball was frequently a Cornish motto allusive to the game, and signifying that fair play was best. Success depended on catching the ball dexterously when dealt, and conveying it away through all the opposition of the adverse party, or, if that was impossible, to throw it into the hands of a partner, who, in his turn, was to exert his utmost efforts to convey it to his own goal, which was often three or four miles distant from that of his adversaries. T. Durfey s _Collin s Walk through London_, 1690, p. 192, says: Hurling is an ancient sport us d to this day in the countys of Cornwall and Devon, when once a year the hardy young fellows of each county meet; and a cork ball thinly plated with silver being thrown up between em, they run, bustle, and fight for it, to the witty dislocating of many a shrew d neck, or for the sport of telling how bravely their arms or legs came to be broke, when they got home. It is fully described by Carew in his _Survey of Cornwall_, 1602, p.
86); Cornwall (_Folk-lore Journal_, v. 57); Derbyshire (_Folk-lore Journal_, i. 385); Oswestry, Ellesmere (_Shropshire Folk-lore_, p. 512). Miss Peacock sends a version which obtains at Lincoln, Horncastle, Winterton, and Anderby, Lincolnshire, and in Nottinghamshire; it is identical with the Liphook version. Two versions from Sporle, Norfolk, which vary slightly from the Leicester, have been sent by Miss Matthews. The versions given from Lancashire, Yorks., Nottingham, and North Staffs. have been selected to show the process of decadence in the game. Hopper has first become upper, and then other.
The difficulty is to get the ladle, which is up a height, and the steul wants a leg, and the joiner is either sick or dead (_Glossary North Country Words_). A sentence from _Love s Labours Lost_, While greasy Joan doth keel the pot, illustrates the use of the term keel. See Mother, Mother, the Pot Boils over. Keppy Ball In former times it was customary every year, at Easter and Whitsuntide, for the mayor, aldermen, and sheriff of Newcastle, attended by the burgesses, to go in state to a place called the Forth, a sort of mall, to countenance, if not to join in the play of Keppy ba and other sports. This diversion is still in part kept up by the young people of the town (Brockett s _North Country Words_). It is also mentioned in Peacock s _Manley and Corringham Glossary_, and in Ross and Stead s _Holderness Glossary_. Mr. Tate (_History of Alnwick_) says that a favourite pastime of girls, Keppy ball, deserves a passing notice, because accompanied by a peculiar local song. The name indicates the character of the game; kep is from _cepan_, Anglo-Saxon, kappan, Teut., to catch or capture; for when the game was played at by several, the ball was thrown into the air and kepped, or intercepted, in its descent by one or other of the girls, and it was then thrown up again to be caught by some other.
_=Revoking.=_ Any player failing to follow suit, when able to do so, may amend his error if he discovers his mistake before the trick in which it occurs has been turned and quitted. The card played in error then becomes an exposed card. Those who have played after him have the privilege of withdrawing their cards and substituting others, without penalty. Should the revoking player not discover his error in time, the hand must be played out, and if the revoke is detected and claimed the player in error must pay all the losses on that hand. Should the revoking player win the pool himself, he must pay the thirteen counters to the pool, and leave them for a _=Jack=_. Should he divide the pool with another player, he must pay his co-winner six counters, and put up the other seven for a Jack. If two or more players revoke in the same hand, each must pay the entire losses in that hand as if he were alone in error; so that if two should revoke and a third win the pool, the latter would receive twenty-six counters instead of thirteen. In Auction Hearts, the revoking player must also refund the amount put up by the bidder. A revoke must be claimed and proved before the pool is divided.
Musician: She must come to, and she shall come to, And she must come whether she will or no. Then the following words are sung as in the first example:-- Man: Welcome, Joan Sanderson, welcome, welcome. Both: Prinkum-prankum is a fine dance, And shall we go dance it once again, And once again, And shall we go dance it once again? Woman: This dance it will no further go. Musician: I pray you, madam, why say you so? Woman: Because John Sanderson will not come to. Musician: He must come to, and he shall come to, And he must come whether he will or no. And so she lays down the cushion before a man, who, kneeling upon it, salutes her, she singing-- Welcome, John Sanderson, &c. Then, he taking up the cushion, they take hands and dance round singing as before; and this they do till the whole company is taken into the ring. Then the cushion is laid down before the first man, the woman singing, This dance, &c., as before, only instead of come to, they sing go fro, and instead of Welcome, John Sanderson, &c., they sing Farewell, John Sanderson, farewell, &c.
There is no trump in Piquet, and all suits are equal in value. Two packs are sometimes used, one by each player in his proper turn to deal. The cards have a certain pip-counting value, the Ace being reckoned for 11, other court cards for 10 each, and the 7 8 9 10 for their face value. _=MARKERS.=_ As the scores are not put down until the end of the hand or play the game is usually kept on a sheet of paper, or it may be marked on a cribbage board. _=PLAYERS.=_ Piquet is played by two persons, who sit opposite each other. They are known as the dealer, and the elder hand or pone. _=CUTTING.=_ They cut for seats and cards, the lower cut having the choice, and dealing the first hand.