The game is scored on a cribbage board, every point being pegged immediately; that is, every spade, every Ace, the Cassinos and the sweeps. There is nothing to count at the end of the hand but the cards. Sixty-one points is game, once round the board and into the game hole. DRAW CASSINO. In this variation, no more cards are dealt after the first round, but each player keeps his hand filled to four cards by drawing one from the top of the stock as soon as he plays one from his hand. The stock is left on the table, face down, slightly spread, for convenience in slipping off the top card as it is drawn. CONQUIAN. The etymology of this word is Spanish; _con quién_, “with whom,” but of the game it stands for, little or nothing is known except that it is a great favorite in Mexico, and in all the American States bordering upon it, especially Texas. It is an excellent game for two players, quite different from any other in its principles, and requiring very close attention and a good memory to play it well. In its finer points, especially in the judgment of what the adversary holds or is playing for, it ranks with our best games, and will probably grow in popularity as it becomes better known.
Gomme. Chambers (_Popular Rhymes_, p. 128) describes this game under the title of The Craw. It was played precisely in the same way as the Barnes game. The boy who holds the end of the long strap has also a hard twisted handkerchief, called the _cout_; with this cout he defends the Craw against the attacks of the other boys, who also have similar couts. Before beginning, the Guard of the Craw must call out-- Ane, twa, three, my Craw s free. The first one he strikes becomes the Craw. When the Guard wants a respite, he calls out-- Ane, twa, three, my Craw s no free. (_b_) Jamieson defines Badger-reeshil as a severe blow; borrowed, it is supposed, from the hunting of the badger, or from the old game of Beating the Badger. Then but he ran wi hasty breishell, And laid on Hab a badger-reishill.
Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15. No matter in what proportion the other tricks may be divided between the three other players, this total payment will always be found correct. For instance: A wins 6 tricks; Y 2; B 5; and Z none. A loses 6 x 3 = 18-7 = 11, of which he gives 4 to Y; 1 to B; and 6 to Z. If two players tie for the greatest number of tricks taken, they calculate their losses in the same manner; but each pays only half the total. For instance: A and Y each take 5 tricks; B taking 1, and Z 2. The 7 red counters lost by A and Y being divided, shows a loss of 35 white counters for each of them. If three players take four tricks apiece, they each pay the fourth man a red counter. _=WINNING THE POOL.=_ Besides the white counters won and lost by the players individually, the successful caller takes the pool, provided he has made a bid of seven tricks or better, which is called _=a pool bid=_.
org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. 1.E.2. If an individual Project Gutenberg™ electronic work is derived from texts not protected by U.S. copyright law (does not contain a notice indicating that it is posted with permission of the copyright holder), the work can be copied and distributed to anyone in the United States without paying any fees or charges. If you are redistributing or providing access to a work with the phrase “Project Gutenberg” associated with or appearing on the work, you must comply either with the requirements of paragraphs 1.E.
| -- |Here comes my lord | -- | | | |Duke, let everyone | | | | |pass by but the very | | | | |last one. | | +---+----------------------+----------------------+----------------------+ (_d_) This game is universally acknowledged to be a very ancient one, but its origin is a subject of some diversity of opinion. The special feature of the rhymes is that considerable difficulty occurs in the building of the bridge by _ordinary_ means, but without exactly suggesting that extraordinary means are to be adopted, a prisoner is suddenly taken. The question is, What does this indicate? Looking to the fact of the widespread superstition of the foundation sacrifice, it would seem that we may have here a tradition of this rite. So recently as 1872, there was a scare in Calcutta when the Hooghly Bridge was being constructed. The natives then got hold of the idea that Mother Ganges, indignant at being bridged, had at last consented to submit to the insult on condition that each pier of the structure was founded on a layer of children s heads (Gomme s _Early Village Life_, p. 29). Formerly, in Siam, when a new city gate was being erected, it was customary for a number of officers to lie in wait and seize the first four or eight persons who happened to pass by, and who were then buried alive under the gate-posts to serve as guardian angels (Tylor s _Primitive Culture_, i. 97). Other instances of the same custom and belief are given in the two works from which these examples are taken; and there is a tradition about London Bridge itself, that the stones were bespattered with the blood of little children.
Merry-ma-tansa [Music] --Biggar (Wm. Ballantyne). I. Here we go round by jingo-ring, Jingo-ring, and jingo-ring, Here we go round by jingo-ring, About the merry-ma-tansa. Come name the lad you like the best, Like the best, like the best, Come name the lad you like the best, About the merry-ma-tansa. Guess ye wha s the young gudeman, The young gudeman, the young gudeman, Come guess ye wha s the young gudeman About the merry-ma-tansa. Honey s sweet and so is he, So is he, so is he, Honey s sweet and so is he, About the merry-ma-tansa. [Or-- Crab-apples are sour and so is he, So is he, so is he, Crab-apples are sour and so is he, About the merry-ma-tansa.] Can she bake and can she brew? Can she shape and can she sew, Boot a house can a things do? About the merry-ma-tansa? She can bake and she can brew, She can shape and she can sew, Boot a house can a things do, About the merry-ma-tansa. This is the way to wash the clothes, Wash the clothes, wash the clothes, This is the way to wash the clothes, About the merry-ma-tansa.
| |birds will sing. | | 36.| -- | -- | -- | | 37.|We ll all clap hands | -- |We ll clap hands | | |together. | |together. | | 38.| -- |With princes for his | -- | | | |thegan. | | | 39.| -- | -- | -- | | 40.| -- | -- | -- | | 41.
He didn t see how she could take Captain Wow so calmly. Captain Wow s mind _did_ leer. When Captain Wow got excited in the middle of a battle, confused images of Dragons, deadly Rats, luscious beds, the smell of fish, and the shock of space all scrambled together in his mind as he and Captain Wow, their consciousnesses linked together through the pin-set, became a fantastic composite of human being and Persian cat. That s the trouble with working with cats, thought Underhill. It s a pity that nothing else anywhere will serve as Partner. Cats were all right once you got in touch with them telepathically. They were smart enough to meet the needs of the fight, but their motives and desires were certainly different from those of humans. They were companionable enough as long as you thought tangible images at them, but their minds just closed up and went to sleep when you recited Shakespeare or Colegrove, or if you tried to tell them what space was. It was sort of funny realizing that the Partners who were so grim and mature out here in space were the same cute little animals that people had used as pets for thousands of years back on Earth. He had embarrassed himself more than once while on the ground saluting perfectly ordinary non-telepathic cats because he had forgotten for the moment that they were not Partners.
If the King and Ace have been led from A K x x, partner dropping the Queen on the second round, the suit should be changed, unless the original leader is strong enough to risk weakening his partner by forcing him to trump the third round. Four trumps are generally considered to be sufficiently strong to justify a force in this position. Some players will force, even with a weak hand, if the two cards played by the partner are small, and he has not availed himself of an artifice known as _=calling for trumps=_, which we shall consider presently. If the King and Ten have been led from K Q J 10, and on the second round one adversary has dropped the Eight, the other the Nine; the suit should be changed, as partner must have the Ace, and neither of the adversaries have any more. To lead such a suit again is called _=forcing both adversaries=_; as it allows one to make a small trump and the other to get rid of a losing card. If the Four has been led from J 8 6 4, and the adversaries have won the first trick with the Nine or Ten, A K Q must be against the leader and his partner, and the suit should be abandoned as hopeless, unless it is feasible to force the partner. If at any time there is a strong indication that the adversaries will have a cross-ruff, it is usually best to stop leading plain suits, and attempt to get out the trumps. _=THE LEADER’S PARTNER=_, or the Third Hand, has several conventional plays to remember; the most important of which are the following: _=When Partner Leads High Cards=_, the Third Hand has usually little to do but to play his lowest of the suit. The exceptions are: If he holds A J alone, on a King led, the Ace should be played. If he holds A Q alone on a Ten led, the Ace should be played.
=_ Piquet is played with a pack of thirty-two cards, all below the Seven being deleted. The cards rank: A K Q J 10 9 8 7, the Ace being the highest both in cutting and in play. There is no trump in Piquet, and all suits are equal in value. Two packs are sometimes used, one by each player in his proper turn to deal. The cards have a certain pip-counting value, the Ace being reckoned for 11, other court cards for 10 each, and the 7 8 9 10 for their face value. _=MARKERS.=_ As the scores are not put down until the end of the hand or play the game is usually kept on a sheet of paper, or it may be marked on a cribbage board. _=PLAYERS.=_ Piquet is played by two persons, who sit opposite each other. They are known as the dealer, and the elder hand or pone.
Another version is for one child to be blindfolded, and stand in the middle of a ring of children, holding a long wand in his hand. The ring dance round to a tune and sing a chorus [which is not given by the writer]. They then stop. Buff extends his wand, and the person to whom it happens to be pointed must step out of the circle to hold the end in his hand. Buff then interrogates the holder of the wand by grunting three times, and is answered in like manner. Buff then guesses who is the holder of the wand. If he guesses rightly, the holder of the stick becomes Buff, and he joins the ring (_Winter Evening s Amusements_, p. 6). When I played at this game the ring of children walked in silence three times only round Buff, then stopped and knelt or stooped down on the ground, strict silence being observed. Buff asked three questions (anything he chose) of the child to whom he pointed the stick, who replied by imitating cries of animals or birds (A.
Details as to the correct card to lead and the play after the opening lead have been fully covered in connection with auction bridge, which see. The discard is usually coupled with the system of opening against a doubled no-trumper. If your partner says he is “_=heart and strong=_” he means that if you double a no-trumper and he is eldest hand, he will lead you his best heart, and that he will discard his strong suit when playing against a no-trumper. If he says he is “_=heart and weak=_,” he will lead the top heart; but he will discard his weak suit. If he says he is “_=weak and weak=_,” he means that he will lead the shortest or weakest suit in his hand, if you double no-trumps, that being the almost universal custom in England. All the situations which have been covered in the play of the second, third and fourth hands at auction can be studied with advantage by the bridge player, as the manner of securing the best results from certain distributions of the cards is the same in both games. The chief difference lies in the value of the tricks, because at bridge the opponents of the declaration can score toward game, and it is therefore frequently advisable to take a finesse or make a play that would be quite unjustifiable at auction, if there is any chance that such a play may win a game that would be otherwise impossible. Close attention to the score is an important factor in bridge which does not operate in auction, because in that game any previous score toward game is seldom of any use, eighteen out of every twenty deals being game hands or nothing, and the dealer having no more advantage in the selection of the trump than any other player. In bridge, one always calculates that the dealer will go out if he is 18 or 20 up on the score, as almost any suit will do. This prompts the side that has the deal, or a chance to go game, to lose no opportunity to win at once, before the other side gets a chance at it.
As to the old practice of hiring servants, Miss Burne has noted how distinctly it stamps itself upon local custom (_Shropshire Folklore_, pp. 461, 464). That the practice forms the groundwork of this game is well illustrated by the following descriptive passage. They stay usually two or three dayes with theire friends, and then aboute the fifth or sixth day after Martynmasse will they come to theire newe masters; they will depart from theire olde services any day in the weeke, but theire desire (hereaboutes) is to goe to theire newe masters eyther on a Tewsday or on a Thursday; for on a Sunday they will seldome remoove, and as for Monday, they account it ominous, for they say-- Monday flitte, Neaver sitte; but as for the other dayes in the weeke they make no greate matter. I heard a servant asked what hee could doe, whoe made this answeare-- I can sowe, I can mowe, And I can stacke; And I can doe, My master too, When my master turnes his backe. --Best s _Rural Economy of Yorks._, 1641; _Surtees Society_, pp. 135-136. In _Long Ago_, ii. 130, Mr.
Here stands a young lady [lass] who wants a sweetheart, Wants a sweetheart, wants a sweetheart, And don t know where to find one, find one, find one. Choose the prettiest that you loves best. Now you re married I wish you joy, First a girl and then a boy, Seven years after son and daughter, Pray you come to kiss together. --Longcot, Berkshire (Miss I. Barclay). (_b_) A ring is formed by the players joining hands, one child standing in the centre. The ring dance round singing the first four lines. At the fourth line the child in the centre chooses one from the ring, who goes into the centre with her. The marriage formula or chorus is then sung, the two kiss, and the one who was first in the centre joins the ring, the second one choosing another in her turn. Played by both boys and girls.
The player cutting the next lowest has the next choice, and so on until all are seated. _=4. Ties.=_ If players cut cards of equal value they must cut again; but the new cut decides nothing but the tie. _=5. Stakes.=_ Any player may be the banker, and keep the kitty, if any. In Draw, Straight, or Stud Poker, each player may purchase as many counters as he pleases. In Freeze-out, Table Stakes, Whiskey Poker, and Progressive Poker, each player must begin with an equal amount. _=6.
Suppose the bidder has three honours and two Aces. He scores five honours if he wins the odd trick; otherwise he scores one only, the Aces being a tie and he having only one more honour than his adversaries. In no-trump hands, the honours are worth 25 times the value of the tricks. If Aces are easy, neither side scores. If one has three Aces, they are all scored. Suppose the bid to have been “two at no-trumps,” then the Aces are worth 25 times 20, and three of them are worth 1,500 points. _=Coronets.=_ A sequence of three or more cards in any suit, trumps or plain, held by an individual player, is a coronet. Three or four Aces in one hand is also a coronet. When there is a trump suit, three Aces, or three of a plain suit in sequence, are worth 500 in the honour column.
ALICE BERTHA GOMME. BARNES COMMON, S.W., _Jan. 1894_. LIST OF AUTHORITIES ENGLAND. Halliwell s _Nursery Rhymes_. Halliwell s _Dictionary_, ed. 1889. Holloway s _Dictionary_, ed.
Then the cat have eat it. Where s the cat? Up in heath. Where s the heath? The fire burnt it. [The rest is the same as in the last version, p. 393.] --Dorsetshire (_Folk-lore Journal_, vii. 221-222). VI. Mother, mother, may I (or we) go out to play? No, child! no, child! not for the day. Why, mother? why, mother? I won t stay long.
This is a variety of the three-ball game in which a cushion must be touched by the cue ball before the carrom is completed. The cushion may be struck first, and the object ball afterward, or the object ball first, and then the cushion. In the _=Three-cushion Carrom Game=_, three cushions must be touched by the cue ball before completing the count. In the _=Bank-shot Game=_, the cue ball must strike at least one cushion before touching the object ball. The _=Four-ball Game=_ is now obsolete. It was first played on a table with corner pockets, and afterward on a carrom table, two red balls being used, one spotted on the red and the other on the white spot. Two carroms could be made on one shot. The following are the most important _=LAWS=_ of the carrom game, and are copied by permission from the 1908 edition of the “Laws of Billiards,” published by the Brunswick-Balke-Collender Co. AMERICAN BILLIARD LAWS. _=1.
Ghost at the Well One of the party is chosen for Ghost (if dressed in white so much the better); she hides in a corner; the other children are a mother and daughters. The eldest daughter says:-- Mother, mother, please give me a piece of bread and butter. M. Let me (or leave me ) look at your hands, child. Why, they are very dirty. E. D. I will go to the well and wash them. She goes to the corner, the Ghost peeps up, and she rushes back, crying out-- Mother! mother! I have seen a Ghost. M.