The Mother then departs, and stays at a little distance from the others. The eldest daughter pretends to be very busy putting the house to rights, sweeps the floor, and makes everything tidy; the younger children pretend to play, and get in the elder sister s way. She gets angry with them, and pretends to beat them. Now, the girl who personates the Witch comes and raps with her knuckles on a supposed door. The Witch stooped when walking, and had a stick to help her along. Come in, says the eldest sister. What do you want? Let me light my pipe at your fire? My fire s out. Yes! if you ll not dirty the hearth. No, certainly; I ll be careful. While the eldest sister pretends to look on the shelf for something, the Witch dirties the hearth, catches hold of Monday and runs off with her; and at this moment the pot boils over.
Checks, the counters at Poker are checks; at Faro they are chips. Chelem, F., 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.
Ho-go. Hoilakes. Holy Bang. Honey Pots. Hood. Hoodle-cum-blind. Hoodman Blind. Hooper s Hide. Hop-crease. Hop-frog.
Z keeps ♢9 and ♣Q in order to be sure of getting a lead, as he is the only player who can load A by putting him in on spades at the end making him take in his own hearts. _=8th Trick.=_ B cannot risk playing the high clubs while there is any chance for him to win the pool. He can count A to be safe in diamonds, with two hearts and two spades. _=10th Trick.=_ A clears his hand of the very dangerous spade before leading his tenace in diamonds. _=12th Trick.=_ A will not give up the heart until he is sure that B has not the ♣7. * * * * * _=Text Books.=_ There are at present only two text-books on the game; _Foster on Hearts_, and _Hearts and Heartsette_.
If she go then I ll go too, I ll go too, I ll go too, If she go then I ll go too, So early in the morning. So round the meadows we must go, We must go, we must go, So round the meadows we must go, So early in the morning. --Sporle, Norfolk (Miss Matthews). (_b_) In the Deptford version two girls join hands, holding them up as an arch for the other players to tramp through. The first two verses are sung first by one and then by the other of the two girls. At the finish of these the girl then going through the arch is stopped, and the third, fourth, and fifth verses are sung by the two girls alternately. Then finally both girls sing the last verse, and the child is sent as prisoner behind one or other of the two girls. The verses are then begun again, and repeated afresh for each of the troop marching through the arch until all of them are placed behind one or other of the two girls. The two sides thus formed then proceed to tug against each other, and the strongest side wins the game. The Belfast version is practically the same, except that the verses are not sung as a dialogue, but by all the players together, and the prisoner, when caught, has the choice of sides, by being asked, Which will you have, a golden apple or golden pear? and according to the answer given is sent behind one of the leaders.
They are said to have been formerly made of different coloured alabaster. See also Murray s _New English Dict._ For the different games played with marbles, see Boss Out, Bridgeboard, Bun-hole, Cob, Hogo, Holy Bang, Hundreds, Lag, Long-Tawl, Nine Holes, Ring Taw. Mary Brown I. Here we go round, ring by ring, To see poor Mary lay in the ring; Rise up, rise up, poor Mary Brown, To see your dear mother go through the town. I won t rise, I won t rise [from off the ground], To see my poor mother go through the town. Rise up, rise up, poor Mary Brown, To see your dear father go through the town. I won t rise, I won t rise [from off the ground], To see my dear father go through the town. Rise up, rise up, poor Mary Brown, To see your dear sister go through the town. I won t rise, I won t rise from off the ground, To see my dear sister go through the town.
It is played thus by two or more boys. Each boy in his turn stands first on one leg and makes a hop, then strides or steps, and lastly, putting both feet together, jumps. The boy who covers the most ground is the victor.--Halliwell s _Dictionary_. Han -and-Hail A game common in Dumfries, thus described by Jamieson. Two goals called hails, or dules, are fixed on at about a distance of four hundred yards. The two parties then place themselves in the middle between the goals or dules, and one of the players, taking a soft elastic ball, about the size of a man s fist, tosses it into the air, and, as it falls, strikes it with his palm towards his antagonists. The object of the game is for either party to drive the ball beyond the goal which lies before them, while their opponents do all in their power to prevent this. As soon as the ball is gowf t, that is, struck away, the opposite party endeavour to intercept it in its fall. This is called keppan the ba .
To win _=Six Tricks=_. To win _=Seven Tricks=_. To lose twelve tricks, after having discarded a card which is not to be shown; _=Little Misère=_. To win _=Eight Tricks=_. To win _=Nine Tricks=_. To lose every trick; _=Grand Misère=_. To win _=Ten Tricks=_. To win _=Eleven Tricks=_. To lose twelve tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called; _=Little Spread=_. To win _=Twelve Tricks=_.
Z is the dealer in both instances, but Y makes the winning declaration, so that B leads for the first trick. The first illustration is straight auction; the second is a nullo. The underlined card wins the trick and the card under it is the next one led. +------+-----+-----+----+ +------+-----+-----+-----+ | A | Y | B | Z | | A | Y | B | Z | +------+-----+-----+----+ +------+-----+-----+-----+ | _Q♠_| 2♠ | 9♠ |♣2 | 1 | _A♢_| Q♢ | J♢ | 9♢ | | _A♠_| 6♠ | 8♠ |♡3 | 2 | _K♢_| 6♢ | 8♢ | 5♢ | | _K♠_| 10♠ | 4♠ |♡7 | 3 | _10♢_| 4♢ | ♡A | 3♢ | | 5♠ | _J♠_| 3♠ |♡J | 4 | J♠ | 3♠ | 9♠ | _A♠_| | 2♢ | _Q♢_| 4♢ | 5♢ | 5 | 5♠ | Q♠ | _K♠_| 6♠ | | 10♢ | 9♢ | 7♢ |_J♢_| 6 | ♣Q | ♣6 | ♣J |_♣K_ | | ♡ 4 | 3♢ | 8♢ |_A♢_| 7 | 7♢ |_♡J_ | ♡5 |♡10 | | 7♠ | ♡5 |♡ 9 |_K♢_| 8 | 10♠ | ♡7 |_♡Q_ |♡ 9 | | ♡ 8 | ♣3 |♡ 2 |_6♢_| 9 |_♣ 5_ | ♣4 | ♣2 |♣ 3 | | ♣ 4 |_♣Q_ |♣10 |♣9 | 10 | _7♠_| 2♠ | 4♠ |♡ K | | ♣ 5 |_♣A_ |♡ 6 |♣7 | 11 | ♣10 | ♡4 |_♣A_ |♡ 8 | | ♣ 8 |_♣K_ |♡10 |♡Q | 12 | ♣ 8 | ♡3 |_♣9_ |♡ 6 | |_♣ J_ | ♣6 |♡ A |♡K | 13 | ♣ 7 | 2♢ | 8♠ |♡ 2 | +------+-----+-----+----+ +------+-----+-----+-----+ In the first example the dealer, Z, bids a heart. A says one royal and Y two clubs. This bid of Y’s denies any support for his partner’s hearts, but shows a supporting minor suit, in case Z is strong enough to go on with the hearts. B bids two royals as he can stop the hearts twice and ruff the clubs. Z cannot pursue the hearts, but shows his supporting minor suit, bidding three diamonds. This says to Y, “Go no trumps if you can stop the spades.” When A passes, having bid his hand on the first round, Y goes two no trumps and makes game.
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5. No player should play a card in any manner so as to call particular attention to it, nor should he demand that the cards be placed in order to attract the attention of his partner. 6. No player should purposely incur a penalty because he is willing to pay it, nor should he make a second revoke in order to conceal one previously made. 7. No player should take advantage of information imparted by his partner through a breach of etiquette. 8. No player should object to referring a disputed question of fact to a bystander who professes himself uninterested in the result of the game, and able to decide the question. 9. Bystanders should not in any manner call attention to, or give any intimation concerning the play or the state of the game, during the play of a hand.
_=BRIDGE FOR THREE.=_ Sometimes called _=Dummy Bridge=_, or _=Cut-Throat=_. The lowest cut deals the first hand and plays the Dummy. If the dealer will not declare on his own cards, he passes, and Dummy must declare according to a fixed schedule. With three or four aces; no-trumps, no matter what the rest of the hand may be. With less than three aces, Dummy cannot make it no-trumps under any circumstances; but must name the longest suit. If two suits are equal, the pips on each are counted, reckoning aces as 11 each, other honours at 10 each, and the larger number of pips is the suit. If this is still equal, the more valuable suit must be declared. No one but the eldest hand may double, and no one but the dealer may redouble. In order to make this fair for both sides, it is usual to let the pone sort and declare on Dummy’s cards, so that the dealer shall not see them until the first card is led.
An imperfect pack is one in which there are duplicate or missing cards, or cards so torn or marked that they can be identified by the backs. 20. Should a player deal out of his turn, the deal must stand if it is complete; otherwise there must be a new deal by the right dealer. When the deal stands, the next deal must be by the player who should have dealt, and subsequent deals must be so arranged that there shall be the right number to each round. A player dealing out of turn may be penalized 10 points. ERRORS IN DEALING. 21. There are no misdeals. No matter what happens, the same dealer must deal again if it was his proper turn to deal. 22.
The children sang with rather mincing and refined voices, evidently making an effort in this direction. They walked, with their hands clasped behind their backs, up and down the road. Each child was crowned with rushes, and also had sashes or girdles of rushes. Mr. Ballantyne says in his boyhood it was played by a row of boys on one side and another of girls opposite. The boys selected a girl when singing the third verse. In the Roxton version, one child at the end of the line of children acts as mother. One child advances as suitor, and says the three first verses. The mother replies with the next line. The suitor chooses a girl and says the next verse, and then all the children sing the last verse.
A player cannot bid seven to over-call six; he must go to eight; and a player cannot _=bid=_ five tricks without a partner, although, as we have just seen, he may be forced to _=play=_ in that manner. When six, eight, or nine tricks are bid, the suits outrank one another for equal numbers of tricks; but as the suit called need not be the bidder’s true intention, nor the same as the card laid on the table, the proposer must be careful that his play will be as good as his bid. For instance: He intends nine tricks in spades, but proposes eight in diamonds. He cannot bid nine in diamonds, for that would be a better bid than he intends to play; but the ruse may succeed in inducing a player not to bid against him, hoping diamonds is the true suit. It is a common artifice to bid the true suit, because few will believe it to be such. If clubs are belle, and diamonds petite, and a player who “demands” is over-called by a demand in belle, or a call of six tricks, the first caller cannot advance his bid to six tricks except in the suit which he has already laid on the table; but he may accept the player over-calling him, instead of bidding against him. After a player has once accepted or passed, he cannot bid misère. If no one makes a proposition of any kind, the hands are thrown up; the next dealer contributes to the pool, and a fresh hand is dealt. _=METHOD OF PLAYING.=_ As in Boston, the eldest hand has the first lead, and the others must follow suit if they can, except in the misère des quatre as.
| | +-.-+---+-.-+---+-.-+---+-.-+---+ ] [Illustration: No. 11. +---+-.-+---+-.-+---+-.-+---+-.
Each of the other players in turn to the left then lays down his hand and pushes aside all combinations held. If the pip value of his deadwood is more than that of the player calling for the show-down, he pays the difference. If any player has less than the caller, then he is the winner, and each one at the table pays him, the caller paying him double as a penalty. In case of ties for low, they divide the losses of the others. POKER GIN. This is a variety of poker rum in which the deadwood must not exceed ten points and each player is allowed not only to put aside his own combinations after the call for a show-down comes, but may add any of his odd cards to the combinations laid out by the one who calls for a show-down. Suppose that in the example given for poker rum, the caller showing 6 7 8 9 of hearts, J Q K of clubs, and nine in his deadwood, another player has in his ten cards the 7 8 9 of diamonds; 6 7 8 of spades, two fours and the tens of clubs and hearts. When the show-down is called for, he has twenty-eight points in his deadwood; but by adding his club ten to the caller’s sequence of J Q K, and the heart ten to the caller’s 6 7 8 9 in that suit, he reduces his deadwood to eight points, the pair of fours, and beats the caller out by a point. _=PENALTIES.=_ If any player turns out to have less in his deadwood than the caller, as in the example just given, the caller forfeits ten points to him, in addition to having to pay for the difference.
It was always disappointing to the cats to find out that their enemies whom they sensed as gigantic space Rats disappeared at the moment of destruction. Then he felt her hurt, the pain and the fear that swept over both of them as the battle, quicker than the movement of an eyelid, had come and gone. In the same instant, there came the sharp and acid twinge of planoform. Once more the ship went skip. He could hear Woodley thinking at him. You don t have to bother much. This old son of a gun and I will take over for a while. Twice again the twinge, the skip. He had no idea where he was until the lights of the Caledonia space board shone below. [Illustration] With a weariness that lay almost beyond the limits of thought, he threw his mind back into rapport with the pin-set, fixing the Lady May s projectile gently and neatly in its launching tube.
Two of the players join hands, and stand face to face, with their hands in front as if forming a gate. Each of these has a secret name. The other players form themselves into a line by clasping each other round the waist from behind. They go up to the two that form the gate, and the leader asks the first question, as in version No. 2. The dialogue then proceeds to the end. The two then lift their arms as high as they can, still joined, and the line of players passes through. All at once the two bring their arms down on one and make him (or her) prisoner. The prisoner is asked in a whisper, so as not to disclose the secret name, which of the two is to be chosen. The one so captured takes his (or her) stand behind the one chosen.
Should such a combination occur there must be a new deal. If the player exposes cards himself, he has no remedy. _=15.=_ Should any player receive more or less than his proper number of cards, and discover the error before he looks at any card in his hand, or lifts it from the table, he may demand a new deal if no bet has been made; or he may ask the dealer to give him another card from the pack if he has too few, or to draw a card if he has too many. Cards so drawn must not be exposed, but should be placed on the top of the pack. If a bet has been made, there must be a new deal. Should the player take up his hand, or look at any card in it, he has no remedy. _=16.=_ Should a player take up a hand containing more or less than five cards, or look at any card in it, such a hand is foul, and he must abandon it, forfeiting any interest he may have in that pool. If one player has six cards and his neighbour four, neither having lifted or looked at any card, the dealer may be called upon to draw a card from the six hand and give it to the four hand.
58. The Westmoreland version is given by Ellis in his edition of Brand as follows:-- My grandy s seeke, And like to dee, And I ll make her Some cockelty bread, cockelty bread, And I ll make her Some cockelty bread. The term Cockelty is still heard among our children at play. One of them squats on its haunches with the hands joined beneath the thighs, and being lifted by a couple of others who have hold by the bowed arms, it is swung backwards and forwards and bumped on the ground or against the wall, while continuing the words, This is the way we make cockelty bread. --Robinson s _Whitby Glossary_, p. 40. The moulding of Cocklety-bread is a sport amongst hoydenish girls not quite extinct. It consists in sitting on the ground, raising the knees and clasping them with the hand, and then using an undulatory motion, as if they were kneading dough. My granny is sick and now is dead, And we ll go mould some cocklety bread; Up with the heels and down with the head, And that is the way to make cocklety bread. --Hunter s MSS.
Should a player while upon his carroms pocket any ball, the hand is out, and he loses any points he may have made on that run. 11. Whenever, except on the final stroke, the cue ball is pocketed or forced off the table, the hand is out, the points scored on that run are lost, and the cue ball is in hand for the following player, who must play on a ball outside the string line, or else on some point of the cushion outside the line. 12. Should the spot on which any pocketed ball belongs be occupied, said ball shall be left off the table until the spot is free and the balls are at rest, with this exception--that should the 1 ball be pocketed, and its spot occupied, any player who is exactly 100, and whose turn it is to play, may demand that all the object balls be spotted and he shall play with ball in hand. 13. It is a foul if the player touch any ball with his person or clothing. It is a foul if he strike the cue ball twice or with anything but the point of the cue. It is a miss if he shoot without causing the cue ball to strike any object ball. It is a scratch if he cause the cue ball to enter a pocket except on the 101st point, or leave the table.
If single-head cards are not at hand, the lower part of the double-head cards must be cancelled in some manner. The following are the interpretations of the various cards, the initial _=R=_ meaning that the card is reversed, or standing on its head. _=HEARTS.=_ Ace. The house, or home. King. A benefactor. _=R.=_ He will not be able to do you much good, although he means well. Queen.
| | 34.| -- | -- | -- | | 35.| -- | -- |Bells shall ring, | | | | |birds shall sing. | | 36.| -- | -- | -- | | 37.| -- | -- |We ll all clap hands | | | | |together. | | 38.| -- | -- | -- | | 39.| -- | -- | -- | | 40.| -- | -- | -- | | 41.
In Cornwall the leader, when at fault, says-- Uppa, uppa, holye! If you don t speak My dogs shan t folly. --Courtney (_Folk-lore Journal_, v. 73). Other versions of this holloa are-- Whoop, whoop, and hollow! Good dogs won t follow Without the hare cries, Peewit. --Halliwell s _Nursery Rhymes_, p. 66. 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.
In piccolissimo, the penalties are the same as in misère. _=PAYMENTS.=_ If the caller succeeds in winning the proposed number of tricks, he is paid by each of his adversaries according to the value of his bid, as shown in Table No. 1. Over-tricks if any, and honours, if played, are always paid at the uniform rate of five white counters each. If the caller fails, he must pay each adversary the amount he would have won if successful, with the addition of five white counters for every trick that he falls short of his proposal. For instance: He bids nine hearts, and wins six tricks only. He must pay each adversary 115 white counters. TABLE No. 1.