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One of them sings, You re the lock, the other sings, and I m the key, and as they sang the words they unclasped their hands and dropped their companion on the ground. Mr. J. P. Emslie writes, My mother learned this from her mother, who was a native of St. Laurence, in the Isle of Thanet. The game possibly belongs to Kent. Bicky In Somersetshire the game of Hide and Seek. To _bik ee_ is for the seekers to go and lean their heads against a wall, so as not to see where the others go to hide.--Elworthy s _Dialect_.
The first deal, and every deal in which the pool contains only the three red counters put up by the dealer, is known as a _=simple=_, and no trump card is turned up until one or two tricks have been played to. If there are more than three red counters in the pool, it is known as a _=double=_, and an extra hand must be dealt for the _=widow=_, and after all have been helped, the next card in the pack is turned up for a trump. The dealer gives cards to the widow just before helping himself in each round. _=Irregularities in the Deal.=_ If the pack is found to be imperfect, or any card except the trump is found faced in the pack, the same dealer must deal again without penalty. If the dealer neglects to have the pack cut; reshuffles it after it has been properly cut; deals a card incorrectly and fails to correct the error before dealing another; exposes a card in dealing; gives any player too many or too few cards; or deals a wrong number of hands, it is a misdeal, and he loses his deal, and forfeits three red counters to the current pool. The new dealer adds his three counters as usual, and the pool becomes a double. _=METHOD OF PLAYING.=_ A description of the method of playing will be better understood if it is divided into two parts, as it varies in simple and in double pools. _=In Simple Pools=_, no trump is turned, and no widow dealt.
Codlings A game among youngsters similar to Cricket, a short piece of wood being struck up by a long stick instead of a ball by a bat. Also called Tip and Go or Tip and Slash. --Robinson s _Whitby Glossary_. See Cudgel. Cogger A striped snail shell. It is a common boyish pastime to hold one of these shells between the last joints of the bent fingers, and forcibly press the apex against another held in a similar manner by an opponent, until one of them, by dint of persevering pressure, forces its way into the other; and the one which in these contests has gained the most victories is termed the Conqueror, and is highly valued (Northamptonshire, Baker s _Glossary_). The game is known as Fighting Cocks in Evans _Leicestershire Glossary_. In London it was played with walnut shells. Cogs The top stone of a pile is pelted by a stone flung from a given distance, and the more hits, or cogglings off, the greater the player s score.--Robinson s _Whitby Glossary_.
Gregor). See Hats in Holes. Ball in the Decker A row of boys caps is set by a wall. One boy throws a ball into one of the caps. The owner of the cap runs away, and is chased by all the others till caught. He then throws the ball.--Dublin (Mrs. Lincoln). Ball of Primrose [Music] We ll wear yellow ribbons, yellow ribbons, yellow ribbons, We ll wear yellow ribbons at the Ball of Primrose; We ll all go a-waltzing, a-waltzing, a-waltzing, We ll all go a-waltzing at the Ball of Primrose. --Epworth, Doncaster; and Lossiemouth, Yorkshire (Charles C.
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The game may have lost some of its details in other directions, as there is no apparent reason why the oven is demolished or broken down. See Jack, Jack, the Bread s a-burning. Mother, Mother, the Pot Boils over A number of girls choose one of their number to represent a witch, and another to be a mother. The Witch stands near the corner of a wall, so that she can peep round. Then the Mother counts the children by the seven days of the week, Monday, Tuesday, &c., and appoints another girl to act as guardian over them. She then pretends to go out washing, removing to a short distance so as to be within ear-shot of the other children. As soon as the Mother has gone, the old Witch comes and says, Please, can I light my pipe? Then the children say, Yes, if you won t spit on t hearth. She pretends to light her pipe, but spits on the hearth, and runs away with the girl called Sunday. Then the Guardian, among the confusion, pretends to rush down stairs, and, failing to find Sunday, calls out, Mother, mother, t pot boils over.
In order properly to understand the considerations which guide them in making the trump, one should first be familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by one side do not count; but each trick above that number counts toward game according to the following table:-- When Spades are trumps, each trick counts 2 points. ” Clubs ” ” ” ” ” 4 ” ” Diamonds ” ” ” ” ” 6 ” ” Hearts ” ” ” ” ” 8 ” ” there is no trump, ” ” ” 12 ” Better to understand the importance of this variation in value, it should be noticed that the game is 30 points; so that if two partners won 3 by cards with no trump, or 4 by cards with hearts for trumps, they would win the game in one deal. On the other hand, if either of the black suits were trumps, they could not lose the game, even if a slam were made against them. It will thus be evident that two considerations influence the player whose privilege it is to make the trump: First, to win as much as possible, if he has the cards to do it. Second, to save himself, if he is weak; or the game, if it is in danger. As a general proposition, it may be said that his decision will be indicated by the colour of the trump he names. If it is red, he is strong, and plays to win; if it is black, he is taking to the woods. A further element may enter into his calculations, the state of the score. If he feels sure of the few points necessary to win the game or the rubber with a black trump, there is no necessity to risk making it red.
All scores for dix, melds, and the last trick, are counted as soon as made; but the players are not allowed to keep any record of the score for cards, nor to go back over their tricks to refresh their memory. Any player going back further than the last trick turned and quitted, forfeits his entire score for cards. The player first correctly announcing that he has reached 1000 points, wins the game, no matter what his adversary’s score may be; but if the announcement is incorrect, he loses the game. Should a player score more than he is entitled to; as, for instance, scoring 80 for four Queens, his adversary may take down the superfluous score, 20 points in this instance, and may add it to his own score for a penalty. _=CHEATING.=_ Apart from the usual weapons of false shuffles, strippers cut to locate or pull out the binocle cards, and the opportunities always offered to the greek when the cards are dealt three or four at a time, the bézique family of games are particularly adapted to the use of marked cards. These will show the philosopher the exact value of both the cards in the next draw, and will enable him to vary his play accordingly. It is for this reason that in France the top card of the stock is always drawn by the same player, no matter which wins the trick. In Rubicon Bézique, a person should be very familiar with the movements peculiar to dealing seconds before he ventures to play in a public café, or he may find his adversary with the most astonishing run of repeated combinations, and will be rubiconed almost every game. Never play with a man who cuts the pack with both hands, watches the cards closely as he deals, or looks intently at the top of the stock before he plays to the current trick.
Twenty-fifth degree? Since when could a gambling casino afford a full-time Twenty-fifth? TK s in the upper degrees come high. I had already figured my fee at a hundred thousand a day, if I straightened out the casino s losses to the cross-roader. Wally Bupp, I said at last, deciding there was no point to trying some cover identity. My gimpy right wing was a dead giveaway. Thirty-_third_ degree, I added. He had a crooked grin, out of place beneath his scholarly glasses. I ve heard of Wally Bupp, he admitted. Well, he should have. There aren t so many Thirty-thirds hanging around. And you are young, smug and snotty enough to play the part, he concluded without heat.
A player winning three tricks out of the five possible, counts one point toward game; winning all five tricks, which is called _=the vole=_, counts two points. The player holding or turning up the King of trumps may mark one point for it, but he is not compelled to do so. If the pone plays without proposing, and makes three or four tricks, he counts one point; if he makes the vole he counts two points; but if he fails to make three tricks the dealer counts two. If the dealer refuses the first proposal, he must make three tricks to count one point; if he makes the vole he counts two points; but if he fails to win three tricks the player who was refused counts two points. If the dealer accepts the first proposal, and gives cards, subsequent proposals and refusals do not affect the score; the winner of the odd trick scoring one point, and the winner of the vole two points. In no case can a player make more than two points in one hand by tricks. If the dealer refuses the first proposal, and the pone makes the vole, it counts two points only. If the pone should play without proposing, and the dealer should mark the King and win the vole, it would count him only three points altogether. The player first reaching five points wins the game. If a player has four scored, and turns the King, that wins the game, provided the King was the eleventh card.
Hardy says some sing this game, Follow my game an holy man. Mr. Hardy once thought it was the remnant of a goblin story of a hoary man of the gable or house-roof, who presided over the destinies of poor cottagers, and he had begun to make out the folk tale. The fairy would sometimes come down, and, playing his antics, compel whomsoever observed him to follow him in a mimicking procession. Miss Hope writes of Holy Gabriel that the game is played at Mead Vale, a small village in Surrey, but is unknown at larger villages and towns a few miles off. Some of the women who played it in their youth say that it began in the Primitive Methodist school at Mead Vale. It is played at Outword, also a remote village, and was introduced there by a stonemason, who stated that he had learned it from a cousin who had been in America. Further inquiry by Miss Hope elicited the fact that the cousin had learned the game, when a boy, in his native place in Lancashire. He did not know whether it was a well-known game there. This information points perhaps to a modern origin, but in such cases it must be borne in mind that people are very fond of suggesting recent circumstances as the cause of the most ancient traditions or customs.
43. Angel and Devil One child is called the Angel, another child the Devil, and a third child the Minder. The children are given the names of colours by the Minder. Then the Angel comes over and knocks, when the following dialogue takes place. Minder: Who s there? Answer: Angel. Minder: What do you want? Angel: Ribbons. Minder: What colour? Angel: Red. Minder retorts, if no child is so named, Go and learn your A B C. If the guess is right the child is led away. The Devil then knocks, and the dialogue and action are repeated.
This pays 5 for 1. Limit is 1,200 francs. 6. _=Bas.=_ At the bottom of any of the three vertical columns, taking in the twelve numbers. This pays 2 for 1. Limit is 3,000 francs. 7. _=Bas à cheval=_, between any two of these columns. This pays ½ for 1.
For instance: A player may make bets covering twenty-one different combinations of cards, all of which would play the Ten to win, as follows:-- [Illustration: 🂥 🂤 🂣 20 12 13 21 18 3 19 14 15 16 17 🂨10 🂩 2 8🂪9 4 🂫 11🂭 6 5 7 ] If the first bet is supposed to be flat upon the Ten itself, 2, 3 and 4 would take in the card next the Ten; 5 the cards on each side with the Ten; 6 and 7 the three cards behind which the bets are placed, the Ten being one in each instance; 8 and 9 take in the Ten and the card one remove from it in either direction; 10 and 11 are the same thing, but placed on the other card; 12 to 17 inclusive take in the various triangles of which the bet is the middle card; 18 and 19 take in the four cards surrounding them; 20 and 21 are _=heeled=_ bets, the bottom counter being flat on the corner of the card, and the remainder being tilted over toward the card diagonally across from the one on which the bet is placed, playing both cards to win. In addition to these twenty-one bets, others might be made by heeling bets that would take certain cards to lose, and the Ten to win. Bets may also be _=strung=_ behind odd or even cards on the side next the dealer. These show that the player bets the next case card that comes will win if it is an even card, and lose if it is odd; that is, if he places his string behind an even card. If the player thinks a card will win, he bets it _=open=_, that is, with nothing but his counters. If he wants to play a card to lose, he _=coppers=_ it, by placing a checker or button on his chips. If a player wishes to reach two cards widely separated, such as the deuce and Seven, and has not money enough to bet on both; he can ask the dealer for a _=marker=_, which is a flat oblong piece of ivory. This is placed on the card to be played with the same money, and the dealer may either trust his memory for the bet, or place another marker on it. After the dealer has waved his hand preparatory to pushing the top card from the box, no bet can be made or changed. After the turn is made, the dealer first picks up all the bets he wins, and then pays all he loses, after which he waits for the players to rearrange their bets for the next turn.
[Illustration: Fig. 8--Battle of Hook s Farm. The Red Army suffers Heavy Loss.] [Illustration: Fig. 9--Battle of Hook s Farm. Complete Victory of the Blue Army.] Blue then pounds Red s right with his gun to the right of the farm and kills three men. He extends his other gun to the left of the farm, right out among the trees, so as to get an effective fire next time upon the tail of Red s gun. He also moves up sufficient men to take possession of Red s lost gun. On the right Blue s gun engages Red s and kills one man.
Then--] Please, will black do, black do, black do? Black s for the funeral, black will do. --Northamptonshire (Rev. W. D. Sweeting). XII. I ve come to see how Jenny Jones is to-day. You can t see her, she s washing. I ve come to see how Jenny Jones is to-day. You can t see her, she s ironing [she s starching, she s brewing, she s baking, _successively_].
XIII. Friskee, friskee, I was and I was A-drinking of small beer. Right arms in, right arms out, Shake yourselves a little, and little, And turn yourselves about. --Cornwall (_Folk-lore Journal_, v. p. 49). XIV. I love Antimacassar, Antimacassar loves me. Put your left foot in, Put your right foot out, Shake it a little, a little, a little, And turn yourself about. --Dorsetshire (Miss M.
What shall we lay her in, lay her in, lay her in? What shall we lay her in? Shall it be black? Black is for mourners, mourners, mourners, Black is for mourners, and that won t do. Very well, ladies, ladies, ladies, Very well, ladies, and gentlemen too. What shall we lay her in, lay her in, lay her in? What shall we lay her in? Shall it be white? White s what the dead wear, dead wear, dead wear, White s what the dead wear, and that will just do. --Hanwell, Middlesex, 1878 (A. B. Gomme). VII. We ve come to see poor Jenny Jones, poor Jenny Jones, poor Jenny Jones, We ve come to see poor Jenny Jones, how is she to-day? Poor Jenny is washing, washing, washing, Poor Jenny is washing, washing hard to-day. What time can we see her? At one o clock. (Clock strikes one.
(_See_ Law 61.) CALLING FOR NEW CARDS. 83. Any player (on paying for them) before, but not after, the pack be cut for the deal, may call for fresh cards. He must call for two new packs, of which the dealer takes his choice. GENERAL RULES. 84. Where a player and his partner have an option of exacting from their adversaries one of two penalties, they should agree who is to make the election, but must not consult with one another which of the two penalties it is advisable to exact; if they do so consult, they lose their right; and if either of them, with or without consent of his partner, demand a penalty to which he is entitled, such decision is final. [This rule does not apply in exacting the penalties for a revoke; partners have then a right to consult.] 85.
_=Counters.=_ Each of the players should be provided with a certain number of counters, all of which must be sold and redeemed by the banker or his assistant. _=Cards.=_ Three packs of fifty-two cards each are shuffled together and used as one. The players shuffle as much as they please, the banker last, and the banker then presents them to any player he pleases to have them cut. The banker may burn one or two cards if he pleases; that is, turn them face upward on the bottom of the pack. _=Object of the Game.=_ The court cards and Tens count nothing, but all others, including the Ace, are reckoned at their face value. The object is to secure cards whose total pip value will most closely approach the number 8 or 9. An 8 made with two cards is better than a 9 made with three.
He then had a go at the recumbent top (I forget what this was called), and sent his own top against it so as to push it towards the Gully. If he missed, he tried again and again, until his own top could spin no longer. If he did not hit the top with his own while it was spinning, his top had to be laid down and the other one taken up, and its owner took his turn at pegging. When a spinning-top showed signs of exhaustion, and the taking it up might kill it, and it was not very far from the down-lying top, its owner would gently push it with his finger, so as to make it touch the other top, and so avoid putting it into the other s place. This was called kissing, and was not allowed by some players. When one player succeeded in sending the top into the Gully, he took it up and fixed it by its peg into a post, mortar of a wall, or the best place where it could be tolerably steady. Holding it by one hand, he drove the peg of his own top as far as he could into the crown of the victim top. This was called taking a grudge. He then held either his own or the victim top and knocked the other against the wall, the object being to split the victim. He was allowed three grudges.