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D. Richardson. Hersham _Folk-lore Record_, vol. v. Redhill Miss G. Hope. SUSSEX { Parish s _Dialect_, Holloway s { _Dictionary_, Toone s _Dictionary_. Hurstmonceux Miss Chase. Shipley, Horsham, West { Miss R. H.
I ve seen more pinlighters go crazy from monkeying around with Partners than I have ever seen caught by the Rats. How many do you actually know of them that got grabbed by Rats? * * * * * Underhill looked down at his fingers, which shone green and purple in the vivid light thrown by the tuned-in pin-set, and counted ships. The thumb for the _Andromeda_, lost with crew and passengers, the index finger and the middle finger for _Release Ships_ 43 and 56, found with their pin-sets burned out and every man, woman, and child on board dead or insane. The ring finger, the little finger, and the thumb of the other hand were the first three battleships to be lost to the Rats--lost as people realized that there was something out there _underneath space itself_ which was alive, capricious and malevolent. Planoforming was sort of funny. It felt like like-- Like nothing much. Like the twinge of a mild electric shock. Like the ache of a sore tooth bitten on for the first time. Like a slightly painful flash of light against the eyes. Yet in that time, a forty-thousand-ton ship lifting free above Earth disappeared somehow or other into two dimensions and appeared half a light-year or fifty light-years off.
These three games win the rubber, for which they add 8 points, and 4 points for the little slam. This is all put down on the score-sheet:-- A-B | 0 | 2 | 4 | 4 | 0 | 0 | 0 | = 10 Score: | | | | | | | | Y-Z | 2 | 0 | 0 | 0 | 3 | 4 | 4 | 8 4 = 25 Both scores being added up, the value of the rubber won by Y-Z is found to be 15, after deducting the 10 points made by A-B. _=CUTTING IN.=_ If there are more than four persons belonging to the table, those waiting cut in, as at Whist. _=METHODS OF CHEATING.=_ In all games in which the cards are dealt in bulk, four or six at a time, there is more or less temptation for the greek to gather desirable cards in the pack, leaving them undisturbed in the shuffle. If he can pick up two tricks of the previous deal with eight good cards of the same suit in them, by placing any two tricks of other cards between them, and dealing six at a time, he can tell exactly how many of the eight located cards are in his partner’s hand. For this reason a player who does not thoroughly shuffle the cards should be carefully watched; and an immediate protest should be made against any disarrangement of the tricks as they are taken in during the play, such as placing the last trick taken under the first. If the player doing this is to be the next dealer, any one observing the movement should insist upon his right to shuffle the cards thoroughly; if not to leave the game. We are strongly opposed to dealing the cards in bulk at Cayenne, and see no reason why the methods that prevail in the very similar game of Bridge should not be adopted.
Sound your holler, Or my little dog shan t foller. --Northall s _English Folk Rhymes_, p. 357. This game is played in Wales under the name of Hunt the Fox. The Fox has a certain time given him for a start, the other players then go after him.--Beddgelert (Mrs. Williams). Harie Hutcheon A game among children, in which they hop round in a ring, sitting on their hams.--Jamieson. See Curcuddie, Cutch-a-cutchoo, Hirtschin Hairy.
1162. (_d_) The transition from a dance to a pure game is well illustrated by the different versions, and the connection of the dance with the ceremony of marriage is obvious. A curious account of the merry-makings at marriages is given in Coverdale s _Christen State of Matrimony_, 1543: After the banket and feast there beginneth a mad and unmannerly fashion; for the bride must be brought into an open dauncing-place. Then is there such a running, leaping, and flinging among them that a man might think all these dauncers had cast all shame behinde them, and were become starke mad, and out of their wits, and that they were sworne to the devil s daunce. Then must the bride keep foote with all dauncers, and refuse none, how scabbed, foule, drunken, rude, and shameless soever he be. . . . After supper must they begin to pipe and daunce again of anew. And though the young persons come once towards their rest, yet can they have no quietness.
Short suits may be risked, even with no card smaller than a 5 or 6, and it is of course a great advantage to have a suit altogether missing. _=Leading.=_ The lead is a disadvantage to the caller, because he must begin with a small card, and the adversaries can play their highest. The only satisfaction to the caller is that he can usually locate the high cards of the suit under such circumstances. For instance: Suppose he originally leads a 4; second hand playing the 9; third hand the Ace; and fourth hand the 10. The third hand is marked with whatever cards of the sequence K Q J are not in the caller’s hand. Many players fall into the error of leading the highest card of a losing sequence, such as a 6 from 6 5 4 3. This accomplishes nothing, and only discloses to the adversaries the fact that the caller is safe in that suit. The three is the better lead. _=Following Suit.
The value of simple honours is always the same as two tricks. _=Slams.=_ Little Slam is made by taking twelve of the thirteen tricks; it counts 20 points. Grand Slam is made by taking the thirteen tricks, and it counts 40. Either score must be exclusive of revoke penalties. _=PENALTIES.=_ If the declarer succeeds in making his contract, he scores below the line for tricks and above the line for honours according to the table of values already given, and he scores for as many tricks as he wins, regardless of the smaller number he may have bid. But if the declarer fails to make good on his contract he scores nothing but honours as actually held, while his adversaries score 50 points penalty in the honour column for every trick by which the declaration falls short, no matter what the declaration was, but they never score anything toward game, no matter how many tricks they win, because they are not the declarers. They may, however, score slams. If we suppose the winning declaration to be three hearts, and the declarer makes the odd trick only, holding simple honours, he scores 16 above the line, while the other side scores 100 points above the line for defeating the contract by two tricks, worth 50 each.
|You shall have a nice |You shall have a young|She shall have a nice | | |young man. |man. |young man. | | 25.| -- | -- | -- | | 26.| -- | -- | -- | | 27.|To love you for your | -- |A fighting for her | | |sake. | |sake. | | 28.| -- |Apprentice for your | -- | | | |sake.
The little wooden ball used in this game is in Yorkshire called the Nor, and the receptacle in which it is placed the Spell. Peacock (_Manley and Corringham Glossary_) gives knur, (1) a hard wooden ball, (2) the head. Addy (_Sheffield Glossary_) says knur is a small round ball, less than a billiard ball. It is put into a cup fixed on a spring which, being touched, causes the ball to rise into the air, when it is struck by a trip-stick, a slender stick made broad and flat at one end. The knur is struck by the broad part. The game is played on Shrove Tuesday. Brogden (_Provincial Words of Lincolnshire_) gives it under Bandy. It is called Knur, Spell, and Kibble in S.-W. Lincolnshire.
(9) If, after the deal has been completed and before the conclusion of the declaration, any player expose a card, each of his adversaries counts 50 points in his honour score, and the declarer, if he be not the offender, may call upon the player on his left to lead or not to lead the suit of the exposed card. If a card be exposed by the declarer after the final declaration, there is no penalty, but if exposed by an adversary of the declarer, it is subject to the same penalty as in Auction. (10) If a player double out of turn, each of his adversaries counts 100 points in his respective honour score, and the player whose declaration has been doubled may elect whether the double shall stand. The bidding is then resumed, but if the double shall be disallowed, the declaration may not be doubled by the other player. (11) The rubber continues until two games have been won by the same player; it may consist of two, three, or four games. (12) When the declarer fulfils his contract, he scores as in Auction. When he fails to do so, both of his adversaries score as in Auction. (13) Honours are scored by each player separately, _i.e._, each player who holds one honour scores the value of a trick; each player who holds two honours scores twice the value of a trick; a player who holds three honours scores three times the value of a trick; a player who holds four honours scores eight times the value of a trick; and a player who holds five honours scores ten times the value of a trick.
| -- | | 2.| -- | -- |Round the green | | | | |gravel. | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.| -- | -- | -- | | 7.| -- | -- | -- | | 8.| -- |Fairest young lady | -- | | | |ever seen. | | | 9.
* * * * * Dragons. That was what people called them. To ordinary people, there was nothing, nothing except the shiver of planoforming and the hammer blow of sudden death or the dark spastic note of lunacy descending into their minds. But to the telepaths, they were Dragons. In the fraction of a second between the telepaths awareness of a hostile something out in the black, hollow nothingness of space and the impact of a ferocious, ruinous psychic blow against all living things within the ship, the telepaths had sensed entities something like the Dragons of ancient human lore, beasts more clever than beasts, demons more tangible than demons, hungry vortices of aliveness and hate compounded by unknown means out of the thin tenuous matter between the stars. It took a surviving ship to bring back the news--a ship in which, by sheer chance, a telepath had a light beam ready, turning it out at the innocent dust so that, within the panorama of his mind, the Dragon dissolved into nothing at all and the other passengers, themselves non-telepathic, went about their way not realizing that their own immediate deaths had been averted. From then on, it was easy--almost. * * * * * Planoforming ships always carried telepaths. Telepaths had their sensitiveness enlarged to an immense range by the pin-sets, which were telepathic amplifiers adapted to the mammal mind. The pin-sets in turn were electronically geared into small dirigible light bombs.
The rank of the suits has no influence on their trick-taking powers, nor on the value of the Zahlkarten; but it increases or diminishes the value of the “game” played for. When any suit is made the trump, it takes the precedence of the three others only in so far as trumps will win other suits, and the suits which are not trumps are equal in value so far as trick-taking is concerned. As the four Wenzels are always the highest trumps, there will always be eleven cards in the trump suit, and seven in each of the plain suits; so that if clubs were trumps, the rank of the cards would be:-- [Illustration: 🃛 🂫 🂻 🃋 🃑 🃚 🃞 🃝 🃙 🃘 🃗 ] In any of the other suits the rank would be:-- [Illustration: 🂡 🂪 🂮 🂭 🂩 🂨 🂧 ] _=Matadores.=_ The club Jack is always the best trump, and every trump card in unbroken sequence with the club Jack is called a Matadore, provided the sequence is in the hand of the same player. This rule holds whether the sequence was in the hand originally dealt to him or part of it is found in the Skat, should he become possessed of the Skat cards. For instance: Clubs are trumps, and a player holds these cards:-- [Illustration: 🃛 🂻 🃋 🃑 🃚 🃘 🃗 ] He has only one Matadore; but as the Skat cards will belong to him if he has made the trump, he may find in them the spade Jack, which would complete his sequence, giving him six Matadores, instead of one. As one side or the other must have the club Jack in every deal, there must always be a certain number of Matadores, from one to eleven. If the player who makes the trump has them, he is said to play _=with=_ so many; if his adversaries hold them, he is said to play _=without=_ just as many as they hold. The difficult thing for the beginner at Skat to understand is that whether a player holds the Matadores or not, the number of them has exactly the same influence on the value of his game. If one player held these cards [Illustration: 🃛 🂫 🂱 🂺 🂷 ] and wished to make hearts trumps, he would be playing “with two.
If more than one revoke during the play of a deal is made by one side, the penalty for each revoke, after the first, is the transfer of one trick only. The revoking players cannot score more, nor their adversaries less than the average on the deal in which the revoke occurs; except that in no case shall the infliction of the revoke penalty deprive the revoking players of any tricks won by them before their first revoke occurs. In Pair Matches the score shall be recorded as made, independently of the revoke penalty, which shall be separately indicated as plus or minus revoke (“-R” for the revoking side, and “+R” for their adversaries). In such matches, the penalty for a revoke shall not increase the score of the opponents of the revoking players above the maximum, as made at the other tables, on the deal in which the revoke occurs; provided, however, that if the opponents win more tricks than such maximum, independently of the revoke penalty, their score shall stand as made. Nor shall the score of the revoking players be reduced, by the infliction of the revoke penalty, below the minimum so made at the other tables until the averages for the match and the relative scores of the other players have been determined; the score of the revoking players shall then, if necessary, be further reduced, so that in all cases they shall suffer the full penalty as provided in the first paragraph of this section. SEC. 5. A revoke cannot be claimed if the claimant or his partner has played to the following deal, or if both have left the table at which the revoke occurred. If the revoke is discovered in season, the penalty must be enforced and cannot be waived. SEC.
Wood and clay will wash away, Dance o er my lady lee, Wood and clay will wash away, With a gay lady. Build it up with stone so strong, Dance o er my lady lee, Huzza! twill last for ages long, With a gay lady. --[London][5] (Halliwell s _Nursery Rhymes_, clii.). III. London Bridge is broaken down, Is broaken down, is broaken down, London Bridge is broaken down, My fair lady. Build it up with bricks and mortar, Bricks and mortar, bricks and mortar, Build it up with bricks and mortar, My fair lady. Bricks and mortar will not stay, Will not stay, will not stay, Bricks and mortar will not stay, My fair lady. Build it up with penny loaves, Penny loaves, penny loaves, Build it up with penny loaves, My fair lady. Penny loaves will mould away, Mould away, mould away, Penny loaves will mould away, My fair lady.
For instance: You have K Q x; Dummy has A J x x, and your partner leads. Unless Dummy plays Ace, you should put on the King, and change the suit. If you hold Ace and others in a plain suit, partner leading Jack, pass it if Dummy has no honour. Perhaps by winning the second round you can give the invited force. With any other honours than the Ace, pass a partner’s Jack led. If partner leads you a suit of which he knows, or should know, you have not the best, he must have a good finesse in the suit which he does not lead, and you should take the first opportunity to lead that suit to him. In returning partner’s suits, some modification may be suggested by the condition of Dummy’s hand. For instance: With K x x; Dummy having A Q J x; if you win, third hand, on Dummy’s finesse, you may be sure your partner’s lead was a weak suit. If Dummy is weak in the two other plain suits, your partner may have a good finesse in one or both of them. When your partner wins the first round of an adverse suit, and immediately returns it, he is inviting a force.
The nurse joined in. She was a little antagonistic. Don t you want to know about the other people? They re okay, said Underhill. I knew that before I came in here. He stretched his arms and sighed and grinned at them. He could see they were relaxing and were beginning to treat him as a person instead of a patient. I m all right, he said. Just let me know when I can go see my Partner. A new thought struck him. He looked wildly at the doctor.
2). The child who is pulled over the handkerchief becomes the captured nut, and joins the side of her capturers. Then the game begins again by the second line singing the first, third, and fifth verses, while advancing to gather or capture the nuts, the first line responding with the second and fourth verses, and the same finish as before. Then the first line begins the game, and so on until all the children are in this way matched one against the other. (_c_) Other versions have been sent me, with slight variations: NUTS IN MAY, with the verses ending, On a fine summer morning, from Lincoln and Nottinghamshire (Miss M. Peacock); So early in the morning, Sporle, Norfolk (Miss Matthews); Six o clock in the morning, Nottingham (Miss Wenfield); On a cold and frosty morning, East Kirkby, Lincolnshire (Miss K. Maughan); Barnes (A. B. Gomme), Colchester (Miss G. M.
] _=Scoring.=_ The E & W hands only are scored, the card being laid aside after the original play is completed, and a new card used for the overplay. The difference in the totals of these two sets of score-cards will show which pair gained the most tricks. _=Four Pairs.=_ These should be arranged at two tables, changing adversaries after every 8 hands. The third set will exhaust the combinations, and it will then be found that each pair has played and overplayed an equal number of hands against every other pair. 1st set | 2nd set | 3rd set | | b | c | d a a | a a | a a b | c | d | | Hands:--1 to 8 | 9 to 16 | 17 to 24 | | d | b | c c c | d d | b b d | b | c Four hands are dealt at each table in each set, and then exchanged. The trump card is turned for every original deal. _=Scoring.=_ Each pair carries its own score-card with it from table to table, until the 24 hands have been played.
I would like to go on, to a large, thick book. It would be an agreeable task. Since I am the chief inventor and practiser (so far) of Little Wars, there has fallen to me a disproportionate share of victories. But let me not boast. For the present, I have done all that I meant to do in this matter. It is for you, dear reader, now to get a floor, a friend, some soldiers and some guns, and show by a grovelling devotion your appreciation of this noble and beautiful gift of a limitless game that I have given you. And if I might for a moment trumpet! How much better is this amiable miniature than the Real Thing! Here is a homeopathic remedy for the imaginative strategist. Here is the premeditation, the thrill, the strain of accumulating victory or disaster--and no smashed nor sanguinary bodies, no shattered fine buildings nor devastated country sides, no petty cruelties, none of that awful universal boredom and embitterment, that tiresome delay or stoppage or embarrassment of every gracious, bold, sweet, and charming thing, that we who are old enough to remember a real modern war know to be the reality of belligerence. This world is for ample living; we want security and freedom; all of us in every country, except a few dull-witted, energetic bores, want to see the manhood of the world at something better than apeing the little lead toys our children buy in boxes. We want fine things made for mankind--splendid cities, open ways, more knowledge and power, and more and more and more--and so I offer my game, for a particular as well as a general end; and let us put this prancing monarch and that silly scare-monger, and these excitable patriots, and those adventurers, and all the practitioners of Welt Politik, into one vast Temple of War, with cork carpets everywhere, and plenty of little trees and little houses to knock down, and cities and fortresses, and unlimited soldiers--tons, cellars-full--and let them lead their own lives there away from us.
_=Forcing.=_ A player need not use any card drawn, but if he has upon the table any combination in which it can be used, his adversary may force him with it, even after it has been declined. For instance: A player has eight cards down, two sequences of four small cards each, and in his hand a pair of Kings. Another King will make him game; but if he has to depend on his sequences to put him out, he will have to get three more cards. Suppose he draws a card that will fit one of his sequences; it is to his advantage to pass it; but upon laying it on the table his adversary may take it up and force him with it, by placing it at the end of his sequence, at the same time saying: “Discard.” In the same manner a player holding one of the cards of his adversary’s show-down sequence or triplet may force after using a card, by placing his discard on his adversary’s sequence, instead of laying it on the table. If it is laid on the table, the adversary may pass it at once, by turning it down, and it is then too late to compel him to use it. Suppose you think your adversary holds two cards of an unplayed sequence, and has a triplet on the table. If you can use one of those sequence cards in his hand to advantage, and can force him by giving him the fourth card of his triplet, which is of no use to you, you should do so; but you must remember that you cannot force except after using a card yourself, because you are not allowed to discard under any other circumstances. If a player looks at any of the cards that have been passed and turned down, his adversary may take up and examine the remainder of the stock, but without disturbing the position of the cards therein, and without showing them.
--Winterton (Miss M. Peacock). See Fox and Goose, Gled-wylie. Here comes a Lusty Wooer [Music] --Rimbault s _Nursery Rhymes_. Here comes a lusty wooer, My a dildin, my a daldin; Here comes a lusty wooer, Lily bright and shine a . Pray who do you woo? My a dildin, my a daldin; Pray who do you woo? Lily bright and shine a . For your fairest daughter, My a dildin, my a daldin; For your fairest daughter, Lily bright and shine a . Then there she is for you, My a dildin, my a daldin; Then there she is for you, Lily bright and shine a . --Ritson (_Gammer Gurton s Garland_, 1783). Northall says this game is played after the manner of the Three Dukes (_Folk Rhymes_, p.
_=Penalties.=_ Penalties can be enforced only at the time an offence is committed, and before any move is made thereafter. A player touching one of his men, when it is his turn to play, must move it. If it cannot be moved he must move his King. If the King cannot move, no penalty can be enforced. For playing two moves in succession, the adversary may elect which move shall stand. For touching an adversary’s man, when it cannot be captured, the offender must move his King. If the King cannot move, no other penalty can be enforced. But if the man touched can be legally taken, it must be captured. For playing a man to a square to which it cannot be legally moved, the adversary, at his option, may require him to move the man legally, or to move the King.
If the first two games are won by the same players, the third game is not played. SCORING. 2. A game consists of five points. Each trick, above six, counts one point. 3. Honours, _i.e._, Ace, King, Queen, and Knave of trumps, are thus reckoned: If a player and his partner, either separately or conjointly, hold-- I. The four honours, they score four points.
Special attention must be called to the use of the term _=adversaries=_ in any description of Mort. It is used exclusively to designate the two partners opposed to the Mort and Vivant. In all other cases where opposition is implied, the term _=opponents=_ must be used. When necessary to distinguish the dealer from the first, second, or third hand, it is usual to add the letters employed for that purpose in whist; placing them inside the diagram of the table, thus:-- [Illustration: V +---------+ | z | L | b a | R | y | +---------+ M ] This diagram shows that Vivant dealt, and that the adversary on the Right of Mort had the original lead. _=With Three Players.=_ Vivant having selected his seat and cards, the adversaries may select their seats. It is usual for the strongest adversary to sit Right. _=With Four Players=_, we can best describe the arrangement by numbering them 1, 2, 3, and 4, respectively, the lowest number, 1, having cut the lowest card, and the others having the right to play Vivant in their numerical order. The initial arrangement would be as follows:-- [Illustration: 4 4 +---------+ +---------+ | Mort. | | Mort.
To lose every trick, no trump suit, the single player’s cards being exposed on the table, but not liable to be called; _=Grand Spread=_. To win _=Eleven Tricks=_. To win _=Twelve Tricks=_. To win 13 tricks; _=Slam=_. To win 13 tricks, the single player’s cards exposed face up on the table, but not liable to be called; _=Spread Slam=_. The object of the bidder, if successful in securing the privilege of playing, is to win or lose the proposed number of tricks, against the combined efforts of his adversaries. Having once made a bid, he must play it unless he is over-called. _=METHOD OF BIDDING.=_ The eldest hand has the first say, and after examining his hand, and deciding on the bid most appropriate to it, if any, he makes his announcement. If his proposal is to win a certain number of tricks with a certain suit for trumps, he must name the suit, saying, “Eight Spades,” or “Seven Diamonds,” as the case may be.
Brelan Carré, F., four cards of the same denomination. Bringing in a Suit, making tricks in a plain suit after the adverse trumps are exhausted. Brûler, F., to burn a card. Bûche, F., cards that count for nothing, such as the tens and court cards in Baccara; equivalent to the G. Ladons, or Fehlkarten. Bucking the Tiger, playing against the bank at Faro. Bumblepuppy, playing Whist in ignorance or defiance of conventionality.
After the first stroke has been played, the players, in their order, may play with or at any ball upon the board. Unless the player has played on some ball upon the board before knocking down a pin, the stroke under all circumstances goes for nothing, and the pin or pins must be replaced and the player’s ball put upon the white-ball spot at the foot of the table or if that be occupied, on the nearest unoccupied spot thereto. But should two balls be in contact the player can play with either of them, direct at the pins, and any count so made is good. If a player, with one stroke, knocks down the four outside pins and leaves the black one standing on its spot, it is called a Natural, or _=Ranche=_, and under any and all circumstances it wins the game. When a player gets more than 31, he is _=burst=_, and he may either play again immediately with the same ball he has in the pool rack, starting at nothing of course, or he may take a new ball. If he takes a new ball he may either keep it or keep his old one, but he cannot play again until it comes to his turn. THE LITTLE CORPORAL. This game is the regular Three-Ball Carrom Game with a small pin added, like those used in Pin Pool, which is set up in the centre of the table. The carroms and forfeits count as in the regular Three-Ball Game, but the knocking down of the pin scores five points for the striker, who plays until he fails to effect a carrom or knock down the pin. A ball must be hit by the cue-ball before the pin can be scored; playing at the pin direct is not allowed.