The Hanbury version is played in a similar way. Two lines stand close together holding handkerchiefs across. The questions are asked and answered by the top and bottom players. Then two children run under the line of handkerchiefs. The Dorset version is played by as many as like standing, two and two, opposite each other, each of them taking with the right hand the right hand of the other; then the two that are the King and Queen say or sing the first question, to which the others reply, and the dialogue ends in this manner. Then all the other pairs hold up their hands as high as they can, and the King and Queen run through the archway and back again, and so on with the next pair, and other pairs in turn. The Isle of Man version is played, Mr. Moore says, the same as other Thread the Needle games. (_c_) The game is evidently dramatic in form, and perhaps is illustrative of some fact of history, such as the toll upon merchandise entering a walled town. The changes in the words of the different versions are not very great, but they show the influence of modern history upon the game.
| | | | Nottinghamshire. | | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket of |See saw, a bucket of | -- | | |water. |water. | | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.|To wash my lady s |To wash my lady s | -- | | |garter. |garter.
If we distinguish the clubs by the marks O and X, and suppose 16 to be engaged on each side, they would be arranged at 8 tables, thus:-- O | O | O | O X 1 X | X 3 X | X 5 X | X 7 X O | O | O | O | | | 1st set | 2nd set | 3rd set | 4th set | | | X | X | X | X O 2 O | O 4 O | O 6 O | O 8 O X | X | X | X If apparatus is used, the players may sit still for four hands, putting the trays aside, and then exchanging them for the four trays played at the other table in their set. If not, the cards are left on the table, as already described, and the fours change places; those at table No. 1 going to table No. 2, while those at No. 2 go to No. 1, the other sets changing in the same manner. This brings them into this position:-- X | X | X | X O 1 O | O 3 O | O 5 O | O 7 O X | X | X | X | | | O | O | O | O X 2 X | X 4 X | X 6 X | X 8 X O | O | O | O The two O’s that have just played the N & S hands at table No. 1, proceed to play at table No. 2, the N & S hands which have just been played by two X’s; while the two O’s that played the E & W hands at table No. 2, overplay at table No.
=_ The great objection to the method of settling at Sweepstake Hearts is that it makes the game almost entirely one of chance. No matter how good a player one may be, good luck alone will bring success. In a four-handed game it is possible for one player to take in only 58 hearts in 60 deals, and still to be 46 counters behind; while another player may take in 500 hearts in 60 deals and be 46 counters ahead. It may be claimed that the player who has 46 counters ahead at the end was the better player, because he won; but most persons will agree that a player who takes in only 58 hearts in 60 deals is a much better player than one who has taken in 500 hearts in the same time. It was to remedy this defect, and to give skill its proper percentage of value, that Mr. E. C. Howell of Boston proposed the manner of contributing to and dividing the pools which is now known as Howell’s Settling. Each player begins with an equal number of counters, usually 100. At the end of the hand, after the hearts have been counted and announced, each player pays into the pool, for every heart he holds, as many counters as there are players besides himself.
21. There are no misdeals. No matter what happens, the same dealer must deal again if it was his proper turn to deal. 22. If a card is exposed by the dealer during the deal, there must be a new deal; or if the cards of the players become confused, so that the dealer cannot separate them. 23. If the dealer gives too many or too few cards to any player, or neglects to lay out the skat cards in their proper turn, or does not give the right number of cards in each round, or gives three to one player and four to another, or fails to present the pack to be cut, there must be a new deal, and the dealer is charged 10 points for the error. THE SKAT CARDS. 24. Any active player taking up or seeing either or both the skat cards when he is not entitled to do so shall be debarred from bidding that deal.
=_ When a ball or balls touch the striker’s ball, or are in line between it and the ball he has to play at, so that it will prevent him hitting _any part of the object-ball_, such ball or balls must be taken up until the stroke be played, and, after the balls have ceased running, they must be replaced. _=13.=_ If a ball or balls are in the way of a striker’s cue, so that he cannot play at his ball, he can have them taken up. _=14.=_ When the striker _takes_ a life, he continues to play on as long as he can pocket a ball, or until the balls are all off the table, in which latter case he places his own ball on the spot as at the commencement. _=15.=_ The first player who loses his three lives is entitled to purchase, or _star_, by paying into the pool a sum equal to his original stake, for which he receives lives equal in number to the lowest number of lives on the board. _=16.=_ If the player first out refuse to star, the second player out may do so; but if the second refuse, the third may star, and so on, until only two players are left in the pool, when the privilege of starring ceases. _=17.
_=The Echo in Trumps.=_ When the partner leads high trumps, the Third Hand should echo with four or more, by signalling in the trump suit. The universal form of the echo is to play first the third-best, then the fourth-best. When a player has called, and his partner leads, it is unnecessary for the caller to echo. Players seldom echo on adverse trump leads, even with five trumps. _=The Four-Signal.=_ There are several ways of showing four or more trumps without asking partner to lead them. Among some players the original lead of a strengthening card is an evidence of four trumps, and is called an _=Albany Lead=_. A player holding three cards of any plain suit, such as the 3, 4, 5, may show the number of his trumps by playing these small cards as follows:-- No of trumps. 1st trick.
Or this. Six.] When counters are not used, one of the standard forms of whist-marker is employed, the most legible and convenient being the “Foster Whist Marker,” in which the counting keys are always level with the surface and can be seen equally well from any position at the table. [Illustration: The Foster Whist Marker.] The four large keys on one side are used to count single points, the single large key on the opposite side being reckoned as five. The three small keys are used for counting rubber points, or games. In ten point games, the scoring to four points is the same; but beyond four, a single counter placed _=below=_ two or more others, is reckoned as three; and _=above=_ two or more others, as five. [Illustration: Five. Six. Seven.
The more complicated form of the game is to have a rough diagram of a base-ball diamond. The players take sides, and each is provided with three markers of different colours, such as red and white poker chips. Only one die is used, and it is thrown from a box. The captains of the teams throw for the first time at the bat, the higher throw winning the choice. Each player in turn of the side at the bat has one throw, and a marker is placed on the base he reaches. Ace, deuce, and trey count for first, second, and third bases respectively; four is a home run. When a five or six is thrown, the result depends on the number of men on bases, but the striker is always out. If there are no men on bases, or if all the bases are full, the player is out if he throws five or six. If there is only one man on the bases and a five is thrown, the striker is _=caught out=_, and the man on the base is also caught. If six is thrown, only the striker is caught out, and the man holds his base.
The card played to the first trick may still be reckoned in the melds. _=Playing.=_ The general rules of play are the same as in the three-handed game; players being obliged to follow suit and to win the trick if able to do so. The fourth player must win his partner’s trick if he can, and any player who cannot follow suit to a trick that is already trumped must under-trump if he is unable to over-trump. _=Scoring.=_ There are three ways to score: In the first, each player must individually win a trick in order to score his melds. In the second, when either partner wins a trick, the melds in both hands may be scored. In both these the melds are kept separate. In the third, when a player wins a trick he may combine his melds with those of his partner to form fresh combinations, and the scores are made as if the melds of the two partners were in one hand; but cards previously played to the tricks cannot be used in these fresh combinations. The cards must still be on the table, unplayed.
_=REVOKES.=_ If a player opposed to the caller revokes, but discovers his mistake in time to save himself, he may be called upon by the single player for his highest or lowest of the suit led; or the card played in error may be claimed as an exposed card. If the highest or lowest of the suit is called, the card played in error is taken up. If the caller revokes, and discovers his mistake in time, he is not liable to any penalty, unless an adversary has played to the next trick. In that case the revoking card must be left on the table, and is liable to be called. When the single player revokes, he loses the call in any case, and at least one trick besides. He must also double the pool, and add to it a revoke forfeit of four red counters. For instance: A bids eight tricks, and his adversaries detect and claim a revoke. As he is supposed to have lost his bid, and one trick more, he may be said to have bid eight, and taken only seven; losing 23 white counters to each of his adversaries, doubling the pool, and then paying a forfeit of four red counters. In some places the forfeit is omitted, and in others it takes the place of doubling the pool.
The dressing process and cleaning boots preceded school. (_c_) This game is well known, and played in almost all parts of England. It is always played in the same way. There is so little variety in the different versions that it appears unnecessary to give more than one here. In the many versions sent the only variants are: In Sporle, Norfolk, Miss Matthews says the game is sometimes called _Ivy_ Bush, or _Ivory_ Bush; and Mr. C. C. Bell, of Epworth, sends a version, Here we go round the Mulberry _Tree_ In Notts it is called Holly Bush (Miss Winfield). A version given in the _Folk-lore Record_, iv. 174, is called the _Gooseberry_ Bush, and Halliwell (_Popular Nursery Rhymes_, p.
Of these two discards, that of the 10 and 6 is better than the 10 and 9, because the 10 and 9 might help to form a sequence in the adversary’s crib, whereas the 10 and 6 are so far apart that they are very unlikely to be of any use. Cards which are likely to form parts of sequences are called _=close cards=_, and those which are too widely separated to do so are called _=wide cards=_. _=METHOD OF PLAYING.=_ The crib laid out and the starter cut, the pone begins by playing any card he pleases. The card he selects he lays face upward on the table on his own side of the cribbage board, and at the same time announces its pip value; two, five, or ten, whatever it may be. It is then the dealer’s turn to play a card from his hand, which is also laid face upward on the table, but on the dealer’s side of the cribbage board. Instead of announcing the pip value of this second card, the dealer calls out the total value of the two cards taken together. The pone then lays another card on the table face upward and on the top of the first, which is not turned face down, and at the same time announces the total pip value of the three cards so far played; the dealer plays again, and so on. If at any time the total pip value of the cards played is exactly 15 or 31, the one who plays the card that brings it to that number pegs two points for it at once. If any counting combination, such as a pair, pair royal, or sequence, is formed by the cards played, its value is pegged by the person that plays the card which completes the combination; but neither player is allowed to play a card which will make the total pip value of the cards played pass 31.
The others sit as they please. _=DEALING.=_ The cards are shuffled before every deal. The player on the left of the dealer cuts, and cards are given first to the player on the dealer’s right, dealing from right to left. The cards may be dealt one at a time, or three at a time, or four at a time, always dealing the last round singly, and turning up the last card. A misdeal loses the deal. Other irregularities are governed by the same laws as in Boston. The deal passes to the right, and the next dealer is indicated by the position of the tray containing the pool, which the dealer always passes to the player on his right, after putting in his ten or twenty counters. Forty deals is a game; the first thirty-two of which are called “simples,” and the last eight “doubles.” In the doubles, all stakes and contributions to the pool are doubled.
6 or 8 may come 5 different ways. 5 or 9 may come 4 different ways. 4 or 10 may come 3 different ways. 3 or 11 may come 2 different ways. 2 or 12 can come 1 way only. When the caster makes his first throw, he has 8 chances out of 36 to get 7 or 11, which will win for him; and 4 chances out of 36 to throw 2, 3 or 12, which will lose for him. It does not follow from this that the odds are 2 to 1 in favour of the caster, because there are only 12 throws out of the 36 possible that will bring any “action” on the bets; so that the odds are 2 to 1 that the first throw will not settle the bets either way. After the first throw, the caster’s chances vary according to his point. If his point was six, he would have 5 chances out of 36 to throw it again, while the players would have 6 chances out of 36 to get a seven. If the player’s point is four or ten, the odds will be 6 to 3 against him; because there are only three ways to get his point, while there are six ways to get a seven.
These unit values are as follows, beginning with the lowest: ---------------+------------------+------------------------- Suits Trumps:--| Jacks Trumps:-- | No Trumps:-- ----+----+-----+------------------+------------------------- |Turn| Solo| Turned Grand 12 | Gucki Nullo 15 ♢ | 5 | 9 | Gucki Grand 16 | ” if played open 30 ♡ | 6 | 10 | Solo Grand 20 | Solo Nullo 20 ♠ | 7 | 11 | Open Grand 24 | ” if played open 40 ♣ | 8 | 12 | Ramsch 20 | Revolution 60 ----+----+-----+------------------+------------------------- When one player takes no trick in a Ramsch, the player with the greater number of points loses 30. If two players take no trick, the loss is 50 points. _=All Guckis lose double if they fail=_, so that if a player announces a Gucki Nullo and loses it, he will lose 30; but if he won it he would get 15 only. If a player has a Gucki Null Ouvert, he must announce that it is to be played open before he touches the skat cards. It is then worth 30 if won; 60 if lost. _=Passt-mir-nicht tournées all lose double if they fail=_, but win the usual number of points if they succeed. _=Multipliers.=_ The foregoing are simply the standard counting values of these various games. In calculating the actual value of a player’s game, in order to see how much he may safely offer in the bidding, and how much he would win if successful in his undertaking, these standard values are multiplied as follows:-- Five classes of games are recognized, beginning with the lowest, in which the player gets the necessary 61 points, but does not make his adversaries schneider. This is simply called “game,” and as it must always be either won or lost, it is a constant factor.
=_ If any player but dummy omits to play to a trick, and does not correct the error until he has played to the next trick, the other side may claim a new deal. If the deal stands, the surplus card at the end is supposed to belong to the short trick, but is not a revoke. _=OBJECT OF THE GAME.=_ The object in auction is for the declarer to fulfil his contract, and for the adversaries to defeat it. The highest card played to the trick, if of the suit led, wins the trick, and trumps win all other suits. At the end of the hand the declarer counts up the tricks he has won over the book and if he has made good on his contract he scores the value of those tricks toward game. As soon as either side reaches 30, it is a game, but the hands are played out, and all the tricks counted. _=RUBBERS.=_ Three games, 30 points or more each, make a rubber, but if the first two are won by the same partners the third game is not played. The side that first wins two games adds 250 rubber points to its score.
| | 10.| -- | -- |Pretty [ ] come to | | | | |me. | | 11.| -- | -- | -- | | 12.| -- | -- |You shall have a duck,| | | | |my dear. | | 13.| -- | -- |I will give you pots | | | | |and pans. | | 14.| -- | -- |..
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The cards must be left in the order in which they were played until the scores of the deal have been recorded. D. _The Revoke._ A revoke may be claimed at any time before the last trick of the deal in which it occurs has been turned and quitted and the scores of that deal agreed upon and recorded, but not thereafter. E. _Error in Score._ A proved error in the trick or honour score may be corrected at any time before the final score of the contestants for the deal or deals played before changing opponents has been made up and agreed upon. F. _A New Deal._ A new deal is not allowed for any reason, except as provided in Laws of Auction 36 and 37.
Take him out of a winning suit with no trump, only to deny his suit and show strength in each of the three other suits. If the dealer bids no trump and second hand calls a suit, double if you can stop the suit twice, otherwise show any good suit of your own, but do not go two no-trumps unless you can do it all yourself. Leave that to your partner. Do not assist your partner’s suit bids with less than three tricks if second hand over-calls. _=Fourth Hand=_ bids on the bidding much more than on his cards. He should never take the dealer out of a spade that both second and third hand have passed unless he can go game. If the dealer bids a losing suit, second and third hands passing, leave him in unless you can go game and are not afraid of a shift. If the dealer bids a winning suit, second and third hands passing, make any sound declaration. If the dealer starts with no trumps, show any suit that might save the game if led at once by your partner. _=Subsequent Bids.
PRESIDENT OF THE FOLK-LORE SOCIETY, ETC. _PART I._ TRADITIONAL GAMES _BY THE SAME EDITOR._ Small 4to. In Specially Designed Cover. =ENGLISH SINGING GAMES.= A Collection of the best Traditional Children s Singing Games, with their Traditional Music harmonised, and Directions for Playing. Each Game, Text and Music, is written out and set within a Decorative Border by WINIFRED SMITH, who has also designed Full-page Illustrations to each Game, and Initials and Decorative Border to the playing directions. [_All rights reserved._] THE TRADITIONAL GAMES Of England, Scotland, and Ireland WITH TUNES, SINGING-RHYMES, AND METHODS OF PLAYING ACCORDING TO THE VARIANTS EXTANT AND RECORDED IN DIFFERENT PARTS OF THE KINGDOM COLLECTED AND ANNOTATED BY ALICE BERTHA GOMME VOL.
B. Gomme). XIV. I have a little dog and it lives in my pocket. It shan t bite you, &c. Now you re married I hope you ll enjoy First a girl and then a boy; Seven years gone, and two to come, So take her and kiss her and Send her off home. --Wolstanton, North Staffs. Potteries (Miss A. A. Keary).
_=DISCARDING AND DRAWING.=_ The trump suit named, each player discards and leaves _=face upward=_ on the table as many cards as he pleases. He must discard three, to reduce his hand to six cards. If he discards more than three he must draw from the remainder of the pack to restore the number of his cards to six; so that after the discard and draw each player at the table will have exactly six cards, although nine were originally dealt him. The dealer, beginning on his left, gives to each player in turn as many cards from the top of the pack as may be necessary to restore the number in his hand to six. When it comes to the dealer’s turn, instead of taking cards from the top of the pack, he may search the remainder of the pack, and take from it any cards that he pleases. This is called _=robbing the deck=_. Should he find in his own hand and the remainder of the pack more than six trumps, he must discard those he does not want, showing them face up on the table with the other discards. Should any player discard a trump, his partner has the right to call his attention to it, and if the player has not been helped to cards, or has not lifted the cards drawn, the trump erroneously discarded may be taken back; otherwise it must remain among the discards until the hand has been played, when, if it is of any counting value, it must be added to the score of the side making the trump. Although there is no law to that effect, it is considered imperative for each player except the dealer to discard everything but trumps.
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