They will spot any pin you call their attention to. Don’t throw away a “spare” because you think you were entitled to a “strike.” Don’t use any unnecessary motions. Don’t exert yourself. Take it easy. A slow accurate ball is better than a swift wild one. Don’t put your whole thumb in the finger hole. One joint is enough. Don’t use a large finger hole. Big holes make a ball lop-sided.
One of the wakers takes a stool in his hand, another mounts that one s back, then Father Doud begins rearing and plunging, and if he unhorses his rider with a dash he does well. There is another play (at these wakes) called Kicking the Brogue, which is even ruder than Riding Father Doud, and a third one called Scuddieloof. --Mactaggart s _Gallovidian Encyclopædia_. Patterson (_Antrim and Down Glossary_) mentions a game called Leap the Bullock, which he says is the same as Leap-frog. Dickinson s _Cumberland Glossary Supplement_, under Lowp, says it means a leap or jump either running or standing. The various kinds include Catskip --one hitch, or hop, and one jump; Hitch steppin --hop, step, and lowp; a hitch, a step, and a leap; Otho --two hitches, two steps, and a leap; Lang spang --two hitches, two steps, a hitch, a step, and a leap. See Accroshay, Knights, Leap-frog. Lubin [Music] --Hexham (Miss J. Barker). [Music] --Doncaster (Mr.
W. S. Sykes). IX. Here we come gathering nuts to-day, Nuts to-day, nuts to-day, Here we come gathering nuts to-day, So early in the morning. Pray, whose nuts will you gather away, Gather away, gather away? Pray, whose nuts will you gather away, So early in the morning? We ll gather Miss A---- s nuts away, Nuts away, nuts away, We ll gather Miss A---- s nuts away, So early in the morning. Pray, who will you send to take them away, To take them away, take them away? Pray, who will you send to take them away, So early in the morning? We ll send Miss B---- to take them away, To take them away, take them away, We ll send Miss B---- to take them away, So early in the morning. --Symondsbury, Dorsetshire (_Folk-lore Journal_, vii. 226-7). [Illustration: Fig.
Green Grow the Leaves (1). Green Grow the Leaves (2). Gully. HAIRRY my Bossie. Half-Hammer. Han -and-Hail. Hand in and Hand out. Handy-Croopen. Handy Dandy. Hap the Beds.
And in all ages a certain barbaric warfare has been waged with soldiers of tin and lead and wood, with the weapons of the wild, with the catapult, the elastic circular garter, the peashooter, the rubber ball, and such-like appliances--a mere setting up and knocking down of men. Tin murder. The advance of civilisation has swept such rude contests altogether from the playroom. We know them no more.... II THE BEGINNINGS OF MODERN LITTLE WARFARE THE beginning of the game of Little War, as we know it, became possible with the invention of the spring breechloader gun. This priceless gift to boyhood appeared somewhen towards the end of the last century, a gun capable of hitting a toy soldier nine times out of ten at a distance of nine yards. It has completely superseded all the spiral-spring and other makes of gun hitherto used in playroom warfare.
65. And he says, in p. 56: Get campers a ball, To camp therewithall. Ray says that the game prevails in Norfolk, Suffolk, and Essex. The Rev. S. Arnot, in _Notes and Queries_, 8th series, vol. ii. p. 138, who was rector of Ilket s Hall, in the county of Suffolk, says the ball was about the size of a cricket-ball, and was driven through a narrow goal; and from the evidence of the parish clerk it seems certain that it was not Football.
This is popularly supposed to be the progenitor of the American game of pinochle, and is still very popular in Switzerland. _=CARDS.=_ Jass is played with the thirty-six card pack, the 5 4 3 2 of each suit being thrown out. The cards rank from the A K Q down to the 6, both in cutting and in play. The cards have a pip value in scoring, aces 11, tens 10, kings 4, queens 3 and jacks 2. In the trump suit, the jack is the highest card, and is worth 20 points instead of 2. The nine of trumps comes next, being worth 14 points, and is called “Nell.” The remaining trumps rank as in plain suits. The jack of trumps has the special privilege of being allowed to renege, even when the holder of the jack can follow suit. _=MARKERS.
The Jack has nothing to do with it. In the second, the Ten does not form any part of the combination, and the Queen is the card to play Second Hand. Some players will not play a high card second hand with K Q x x unless weak in trumps. An exception is generally made with these combinations, from which the proper lead is the Ace. [Illustration: 🃑 🃝 🃘 🃔 🃓 | 🂡 🂩 🂨 🂧 🂤 ] Many will not play Ace Second Hand in any case, and will play the Queen with the first combination only when they are weak in trumps. The reason for this exception is the importance of retaining command of the adverse suit as long as possible. _=On the Second Round=_, the Second Hand should follow the usual rule for playing the best of the suit if he holds it; or one of the second and third best, if he holds them. He should also be careful to estimate, by the eleven rule, how many cards are out against the leader, which will sometimes guide him to a good finesse. For instance: first player leads Ace, then Eight. If the Second Hand holds K J 9 2, instead of playing the best card to the second round, which would be King, he should finesse the Nine.
|under the bush. | | |15.|My bush is too high, | -- | -- | | |my bush is too low. | | | |16.|Please, young lady, | -- | -- | | |come under my bow. | | | |17.|Stir up the dumpling. | -- | -- | |18.| -- | -- |And out you go. | +---+----------------------+----------------------+----------------------+ The analysis shows that the majority of the variants retain four principal incidents of what must have been the original form of the game, and the fact of the Gloucestershire version having come down with only two of the incidents, namely, the two most common to all the variants (12 and 14), shows that the game has been in a state of decadence.
Hardy). II. O, have you seen the muffin man, The muffin man, the muffin man; O, have you seen the muffin man Who lives in Drury Lane O? --N. W. Lincolnshire (Rev. ---- Roberts). III. Have you seen the muffin girl, The muffin girl, the muffin girl? O have you seen the muffin girl Down in yonder lane? --Congleton Workhouse School (Miss A. E. Twemlow).
10. Should a player record on the trump slip a different trump from one turned in dealing and the error be discovered at the next table, there must be a new deal. If the deal has been played at one or more tables with the wrong trump, the recorded trump must be taken as correct and the players at the original table take the average score for the deal; if less than three tables are in play, there must be a new deal. SEC. 11. By the unanimous consent of the players in any match, a trump suit may be declared and no trump turned. LAW V.--IRREGULARITIES IN THE HAND. SEC. 1.
The bids outrank one another according to their order in the foregoing table, and the rank of the suits in which they are made. The players bid against one another, until all but one declare to pass, he then becomes the single player against the three others. A player having once passed cannot come into the bidding again, even to call a misère. In this respect the game differs from Boston. A player is not compelled to bid the full value of his hand, but it is to his interest to do so, and he should make the full announcement the first time he bids, because if he has had a good hand for ten tricks, and begins with a bid of seven, he cannot increase his proposal unless some player bids over him. _=PARTNERS.=_ Before playing, the successful bidder may call for a partner if he chooses to do so. The player accepting him undertakes that the two together shall win three tricks more than the number bid. For instance: A has successfully bid seven in diamonds, and asks for a partner. If Y accepts him they make no change in their positions at the table, but play into each other’s hands, just as at Solo Whist, B and Z being partners against them.
Then D withdraws his superfluous 65, and it is a call. No one has a brelan, so all the hands are shown, and the cards lie thus:-- [Illustration: 🂮 🃉 🃈 +-------+ | B | 🂡 🂭 🂩 |C A| 🃑 🃞 🃙 | D | +-------+ 🂱 🂾 🃝 🂹 ] The point is exactly even for clubs and spades, 40 in each. In case of ties, the dealer, or the player nearest him on the right wins. In this case A wins on account of his position, so clubs is the winning suit, and A has the best card of it. But he can win from C and D only the amount for which he called a sight, _i.e._ 35 counters. He therefore takes down 105 as his share of the pool, leaving 170 to be decided between C and D. Now, although C has a better point than D, it is one of the principles of the game that the suit that wins cannot lose at the same time; and as D has a card of the winning suit, while C has not, D wins the remainder of the pool. If neither C nor D had a card of the winning suit, C would win from D on account of his better point.
_=GOING IN.=_ There is a great difference of opinion as to the minimum value of a hand which should justify a player in drawing cards if he can do so for the usual ante. In close games many players make it a rule not to go in on less than tens, while in more liberal circles the players will draw to any pair. In determining which course to follow, the individual must be guided by his observation and judgment. Suppose five play, and A observes that B and C constantly draw to small pairs, while D and E never come in on less than tens. If A has the age, B, D, and E having anted, A may be sure that there are at least two good hands against him, and will guide himself accordingly. But if B and C are the only players in, A may safely draw to a small pair. It can be mathematically demonstrated that what is called an _=average go-in hand=_ should be at least a pair of tens; but a player who waits for tens in a liberal game, in which others are drawing to ace high, will ante himself away if there are many jack pots, and will get no calls when he gets a hand. _=BETTING.=_ Good players are guided by the general character of the game in which they take part.
What shall we dress her in, Dress her in, dress her in? What shall we dress her in, Dress her in white? White s what the dead wear, The dead wear, the dead wear; White s what the dead wear, And that will do. --Liphook, Hants (Miss Fowler). XV. Come to see Jinny Jones, Jinny Jones Come to see Jinny Jones, And where is she now? Jinny is washing, is washing, Jinny is washing, And you can t see her now. Very well, very well, lady, lady, Very well, lady, That will do. [Then follow-- (1) starching, (2) ironing, (3) dying, (4) dead.] What shall we follow in, follow in? What shall we follow in? We ll follow in blue. Blue is for sailors, for sailors, Blue is for sailors, And that won t do. [_or_, You can t follow her so.] [Then follow-- Red is for soldiers, White is for weddings, Yellow is for babies.
R. Emslie says the game is known at Beddgelert as Horses, Wild Horses, he believes, but is not quite certain. Northall (_Rhymes_, p. 401) describes a game very similar to this under Buck, in which the rhyme and method of play is the same as in that game. He continues, This is closely allied to a game called in Warwickshire Jack upon the Mopstick. But in this there is no guessing. The leaping party must maintain their position whilst their leader says-- Jack upon the mopstick, One, two, three, four, five, six, seven, eight, nine, ten, Count em off again. Bunting Name for Tip-cat. --Cole s _S. W.
=_ The player to the left of the dealer makes the first bid. He may offer to play grand or nullo or he may pass. The moment either grand or nullo is named, the bidding ends. If the first player passes, the next to the left must declare himself. If all pass without a bid, the hand is played as a nullo. Any player bidding out of turn loses 20 points, and is barred from bidding on that deal. _=METHOD OF PLAYING.=_ If the game is grand, the player to the _right_ of the bidder leads any card he pleases. If the game is nullo, the player to the _left_ of the bidder leads. If no bid is made, the player to the left of the dealer leads.
1. Long Suits=_; | T| _=No. 3. Short Suits=_; ♡5 turned. | R| ♡Q turned. | I| --------------------------------+ C+-------------------------------- A Y B Z | K| A Y B Z +-------+-------+-------+-------+--+-------+-------+-------+-------+ | _♣K_ | ♣5 | ♣7 | ♣3 | 1| Q♢ | K♢ | _A♢_ | 2♢ | | ♡10 | ♡J | _♡Q_ | ♡5 | 2| 2♠ | _A♠_ | J♠ | 5♠ | | _♣Q_ | ♣J | ♣2 | ♣10 | 3| 4♢ | 10♢ | 3♢ | _J♢_ | | ♡7 | ♡3 | _♡9_ | ♡8 | 4| ♡2 | ♡5 | ♡3 | ♡Q | | _J♠_ | 9♠ | 2♠ | 5♠ | 5| ♡6 | _♡A_ | ♡4 | ♡J | | ♣A | ♡4 | _♡6_ | 5♢ | 6| ♣8 | ♣2 | ♣3 | ♣K | | 4♠ | _♡K_ | A♠ | 6♠ | 7| _♡7_ | 8♢ | 5♢ | 7♢ | | J♢ | 7♢ | 2♢ | _K♢_ | 8| _♡K_ | 4♠ | 6♢ | ♡9 | | _♡2_ | 3♢ | 4♢ | A♢ | 9| _K♠_ | 7♠ | 6♠ | 8♠ | | _♣9_ | 6♢ | 3♠ | 8♢ |10| _Q♠_ | ♣4 | ♣5 | 10♠ | | _♣8_ | 9♢ | 7♠ | 8♠ |11| 9♠ | ♣Q | ♣6 | ♡10 | | _♣6_ | 10♢ | K♠ | 10♠ |12| _♡8_ | 9♢ | ♣7 | ♣J | | _♣4_ | Q♢ | _♡A_ | Q♠ |13| _3♠_ | ♣A | ♣10 | ♣9 | +-------+-------+-------+-------+--+-------+-------+-------+-------+ --------------------------------+ +-------------------------------- _=No. 2. American Game=_; | T| _=No. 4. Play to Score=_; ♡8 turned.
Lubin [Music] --Hexham (Miss J. Barker). [Music] --Doncaster (Mr. C. Bell). [Music] --London (A. B. Gomme). [Music] --Dorsetshire (Miss M. Kimber).
Northall, in his _English Folk Rhymes_, p. 363, has some verses of a similar import, but not those of the game. W. Allingham seems to have used this rhyme as the commencement of one of his ballads, Up the airy mountain. (_d_) The game is clearly a marriage game. It introduces two important details in the betrothal ceremony, inasmuch as the huddling and cuddling is typical of the rude customs at marriage ceremonies once prevalent in Yorkshire, the northern counties, and Wales, while the making of the pudding by the bride and the subsequent eating together, are clearly analogies to the bridal-cake ceremony. In Wales, the custom known as bundling allowed the betrothing parties to go to bed in their clothes (Brand, ii. 98). In Yorkshire, the bridal cake was always made by the bride. The rudeness of the dialogue seems to be remarkably noticeable in this game.
Whichever method is employed, each die must lie flat upon one of its own faces after the throw, neither resting upon nor _=cocked=_ against any other die or any obstruction upon the table or the ground. If any of the dice are cocked, all of them must be taken up and thrown again. RAFFLING. In a raffle for prizes of any kind, each player has three throws with three dice. The rules already given for throwing dice from a box must be followed, the scorer placing the dice in the box before each throw, and lifting the box after it. The total of the three throws is recorded opposite the name of each player, and the highest throw wins. The odds against throwing a certain number or higher are shown in the margin. +--------------------------------+ |IT IS ABOUT AGAINST THROWING| +---------------------+----------+ | Even |32 or more| | 9 to 7 |33 ” | | 11 to 6 |34 ” | | 28 to 11 |35 ” | | 3 to 1 |36 ” | | 5 to 1 |37 ” | | 7 to 1 |38 ” | | 10 to 1 |39 ” | | 16 to 1 |40 ” | | 24 to 1 |41 ” | | 39 to 1 |42 ” | | 66 to 1 |43 ” | | 116 to 1 |44 ” | | 215 to 1 |45 ” | | 422 to 1 |46 ” | | 886 to 1 |47 ” | | 2016 to 1 |48 ” | | 5032 to 1 |49 ” | | 14093 to 1 |50 ” | | 45809 to 1 |51 ” | | 183229 to 1 |52 ” | | 1007768 to 1 |53 ” | | 10077695 to 1 |54 | +---------------------+----------+ Suppose the prize in a raffle is a horse which would be worth a hundred dollars to you. The highest throw so far is 42, and there are only twenty more chances to be thrown. It is 2 to 1 that 42 is not beaten or equalled because it is 39 to 1 that 42 is not thrown, and there are only 20 more chances to throw it.
His adversary then draws the next card, and the cards are played and drawn in this manner until the pack is exhausted. The thirteen cards remaining in the hands of the two adversaries are then played, and after the last trick has been won, each turns over his cards and counts the number of hearts he has taken in. The object of the game is to take fewer hearts than your opponent, and the method of settling is either for the greater number to pay the lesser the difference; or, for the first six hearts taken by the loser to count nothing, but all above six to be paid for. The most popular way is to peg up the difference on a cribbage board, and to settle at the end of the sitting. _=THREE-HANDED HEARTS.=_ The deuce of spades is discarded, and seventeen cards are dealt to each player, one at a time, after which the game proceeds in the usual way. There are several methods of settling. Howell’s method is undoubtedly the best, but Sweepstakes is very common. An excellent way is for the player who takes the largest number of hearts to pay the two others as many counters as he has hearts in excess of theirs. If two have an equal number, both pay the low man.
If any player makes a bid, such as six tricks, and any other player thinks he can make the same number of tricks with a trump of the same colour as the turn-up, that is, Second Preference, he over-calls the first bidder by saying “_=I keep=_;” or he may repeat the number bid, saying “_=Six here=_.” This is simply bidding to win the number of tricks _=in colour=_. The original caller may hold his bid, or a third player may overbid both, by saying; “_=I keep over you=_,” or “_=Six here=_.” This means that he will undertake to win the number of tricks already bid, with the _=turn-up=_ suit for trumps. In order to over-call such a bid as this, any other player would have to announce a greater number of tricks. For instance; Z deals, and turns a heart. A calls six tricks, intending to name hearts trumps; but not saying so. B passes; Y says “I Keep.” This announces to the table that Y will play with a red trump, and A knows he is bidding on diamonds. Z passes, and A says; “I keep over you.
These are to be built upon in ascending sequences, following suit. Shuffle and cut the remaining forty-eight cards, and deal off four starters in a row, below the aces. These cards are to be built down on, in descending sequence, regardless of suit. The remainder of the pack is then taken in the left hand, and the cards turned up one by one from the top. Any card which can be used to build up on the ace row, or down on the second row, is placed on its proper pile at once. If the card is unavailable for either purpose, it must be placed in a separate and ninth pile, known as the talon, or deadwood. The ascending sequences may be built up from any of the three sources; cards from the top of the pack, those on the top of the various descending sequences, or those on the top of the deadwood. The top card in any descending sequence may be moved from one pile to another, or a card may be taken from an ascending sequence and placed on a descending, always provided that such a card continues the sequence in the pile to which it is removed. If any of the piles occupied by the descending sequences are exhausted, new cards may be placed there at any time the player thinks fit. Such new piles may be started from the pack, from the deadwood, or from any other pile.
After the pack has been shuffled and cut, the dealer lays off two cards, face up for “hand cards.” He then deals a card for himself and one for the players, also face up. If either of these is of the same denomination as either of the hand cards, it must be placed with them, and another card dealt; because all bets must be made on single cards. Having two cards, one for the players and one for himself, the banker turns up cards one at a time. If he draws the same denomination as the players’ card, he wins all the bets upon it. If he draws his own denomination, he loses all bets upon the other card. If he draws a card that matches neither, and is not in the hand cards, it is placed on the table, and the players can bet upon it. As soon as the players’ card is matched, the banker withdraws both cards, but he cannot withdraw his own card. All cards matching the hand cards must be placed with them. TABLE GAMES.