228). See Mother, Mother, the Pot Boils Over, Witch. Gled-wylie The name of a singular game played at country schools. One of the largest of the boys steals away from his comrades, in an angry-like mood, to some dykeside or sequestered nook, and there begins to work as if putting a pot on a fire. The others seem alarmed at his manner, and gather round him, when the following dialogue takes place:-- They say first to him-- What are ye for wi the pot, gudeman? Say what are ye for wi the pot? We dinna like to see ye, gudeman, Sae thrang about this spot. We dinna like ye ava, gudeman, We dinna like ye ava. Are ye gaun to grow a gled, gudeman? And our necks draw and thraw? He answers-- Your minnie, burdies, ye maun lae; Ten to my nocket I maun hae; Ten to my e enshanks, and or I gae lye, In my wame I ll lay twa dizzen o ye by. The mother of them, as it were, returns-- Try t than, try t than, do what ye can, Maybe ye maun toomer sleep the night, gudeman; Try t than, try t than, Gled-wylie frae the heugh, Am no sae saft, Gled-wylie, ye ll fin me bauld and teugh. After these rhymes are said the chickens cling to the mother all in a string. She fronts the flock, and does all she can to keep the kite from her brood, but often he breaks the row and catches his prey.
In bidding on a hand, it must be remembered that although honours will count as over-tricks in payments, they cannot be bid on. If a player has nine tricks and two by honours in his hand, he cannot bid eleven. If he bids nine and fails to make so many, he cannot count the honours at all. It is growing less and less the custom to count honours in America. A player making a bid can be compelled to play it; but it is usual to allow him to pay instead of playing, if he proposes to do so, either because he has overbid his hand or for any other reason. _=METHOD OF PLAYING.=_ No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as in Whist. Tricks should be carefully stacked, there being the same penalties as in Boston for calling attention to the score. The methods of playing misères and spreads have already been described in connection with Boston. When piccolissimo is played, the moment the single player takes more than one trick the hands are thrown up, and the stakes paid.
This will win the trick as often as it will lose it; but it betrays the hand to the adversary, and enables him to finesse deeply if the suit is returned. It may be done in order to get the lead, and in trumps the practice is very common, and generally right. With Queen and only one small card, it can be demonstrated that it is useless to play the Queen Second Hand, except as an experiment, or to get the lead in desperate cases. With any combination weaker than J 10 x, it is useless to attempt to win the trick Second Hand, and only makes it difficult for the partner to place the cards correctly. _=The Fourchette.=_ When the Second Hand has cards immediately above and below the one led, he should cover. The beginner may have some difficulty in recognising the fact that he holds fourchette if the suit has been round once or twice, and the intermediate cards have been played. Such cards as a Queen and a Seven may be fourchette over a Nine, if Jack, Ten and Eight have been played. _=Second Hand Having None=_ of the suit led, on either first or second round, must decide whether or not to trump it. If the card led is the best of the suit, he should certainly do so; but if it is not, and there is any uncertainty as to who will win the trick, it is usual for the Second Hand to pass when he has four trumps.
The successful bluffer should never show his hand. Even if he starts the game by bluffing for advertising purposes, hoping to get called on good hands later, he should not show anything or tell anything that the others do not pay to see or know. Bluffing is usually more successful when a player is in a lucky vein than when he has been unfortunate. POKER LAWS. _=1. Formation of Table.=_ A poker table is complete with seven players. If eight play the dealer must take no cards, or a sixty-card pack must be used. If there are more than seven candidates for play, two tables must be formed unless the majority decide against it. _=2.
It dates from about 1630, or earlier, and resembles that of The Hunt is up. Dancing was considered so essential at weddings (according to Grose) that if in a family the youngest daughter should chance to be married before her elder sisters, they must dance at her wedding without shoes. May not the custom of throwing of old and worn-out shoes after the bride have arisen from the practice of dancing? The danced-out shoes may have been the ones used. It is curious that the cushion is used in the marriage ceremonies of the Brahmins. Mr. Kearns, in his _Marriage Ceremonies of the Hindoos of the South of India_, p. 6, says that a stool or cushion is one of the preparations for the reception of the bridegroom, who on entering the apartment sits down on the stool which is presented to him. He says, I step on this for the sake of food and other benefits, on this variously splendid footstool. The bride s father then presents to him a cushion made of twenty leaves of cúsa grass, holding it up with both hands and exclaiming, The cushion! the cushion! the cushion! The bridegroom replies, I accept the cushion, and taking it, places it on the ground under his feet, while he recites a prayer. It is probable that we may have in the Cushion Dance the last relics of a very ancient ceremony, as well as evidence of the origin of a game from custom.
--Berrington (_Shropshire Folk-lore_, p. 512). IV. I ve come to borrow the riddle (= sieve), There s a big hole in the middle. I ve come to borrow the hatchet, Come after me and catch it. --Chirbury (_Shropshire Folk-lore_, p. 512). V. Down by the greenwood, down by the greenwood, Down by the greenwood tree, One can follow, one can follow, One can follow me. Where must I follow? where must I follow? Follow, follow me.
Neots (Miss Lumley). See Bull in the Park. Gegg To smuggle the Gegg, a game played by boys in Glasgow, in which two parties are formed by lot, equal in number, the one being denominated the Outs, the other Ins. The Outs are those who go out from the den or goal, where those called the Ins remain for a time. The Outs get the Gegg, which is anything deposited, as a key, a penknife, &c. Having received this, they conceal themselves, and raise the cry, Smugglers! On this they are pursued by the Ins; and if the Gegg (for the name is transferred to the person who holds the deposit) be taken, they exchange situations--the Outs become Ins and the Ins Outs. This play is distinguished from Hy-spy only by the use of the Gegg. One of the Ins who is touched by one of the Outs is said to be taken, and henceforth loses his right to hold the Gegg. If he who holds the Gegg gets in the den, the Outs are winners, and have the privilege of getting out again. The Outs, before leaving the den, shuffle the Gegg, or smuggle it so between each other that the Ins do not know which person has it.
=_ Should a player fail to follow suit when able to do so, it is a revoke, and the revoke is established when the trick in which it occurs is turned down and quitted by the side that won it, or when the revoking player, or his partner, in his right turn or otherwise, has led or played to the following trick. If a player ask his partner if he has none of the suit led, before the trick is turned down, the revoke may be corrected, unless the player in error replies in the negative, or has led or played to the next trick. Dummy cannot revoke under any circumstances. The penalty for the revoke depends on the side in error. If the declarer revokes he cannot score anything but honours as actually held, while the adversaries take 100 points penalty in the honour column, in addition to any they may be entitled to for defeating the declaration. If an adversary revokes, they score honours only, and the declarer may either take the 100 points, or he may take three actual tricks and add them to his own. If he takes the tricks, they may aid him in fulfilling his contract, as the score is then made up as the tricks lie, but the declarer will not be entitled to any bonus in case he was doubled. Suppose Z is the declarer, and is playing three hearts doubled. He wins the odd trick only, but detects a revoke, for which he takes three tricks. This gives him four by cards, doubled, worth 64 points toward game, but he does not get any bonus for making his contract after being doubled, or for the extra tricks, because they were taken in penalty and not in play.
_Westminster Papers_, Vols. X. and XI. BLIND HOOKEY. This game is sometimes called Dutch Bank. Any number of persons may play, and a full pack of fifty-two cards is used. The cards rank from the A K Q down to the deuce. Any player may shuffle, the dealer last. The pack is then cut, and the reunited parts are placed in the centre of the table. The players then cut it into several packets, none less than four cards, all of which remain on the table face down.
Probably the next movement may be-- This is the way they wash the clothes, Wash the clothes, wash the clothes; This is the way they wash the clothes, And round the merry-ma-tanzie. After which there is, as usual, the ring dance. They then represent washing, ironing clothes, baking bread, washing the house, and a number of other familiar proceedings. Chambers quotes a fragment of this little ballet, as practised at Kilbarchan, in Renfrewshire, which contains the following lines similar to those in this game:-- She synes the dishes three times a day, Three times a day, three times a day; She synes the dishes three times a day, Come alang wi the merry-ma-tanzie. She bakes the scones three times a day, Three times a day, three times a day; She bakes the scones three times a day, Come alang wi the merry-ma-tanzie. She ranges the stules three times a day, Three times a day, three times a day; She ranges the stules three times a day, Come alang wi the merry-ma-tanzie. This game originated, no doubt, as a marriage dance round a sacred tree or bush. As it now exists it appears to have no other character than the performance of duties such as those enumerated in the description. In no version that I am acquainted with do the elements of love and marriage or kissing occur, otherwise the resemblance it bears to the Scotch Merry-ma-tanzie would suggest that it is a portion of that game. This game possesses the centre tree, which is not preserved in Merry-ma-tansa.
The child inside then attempts to break through, and if he succeeds in breaking any of the clasped hands the one who first gives way has to take the place in the centre.--Roxton, St. Neots (Miss Lumley). See Bull in the Park. Gegg To smuggle the Gegg, a game played by boys in Glasgow, in which two parties are formed by lot, equal in number, the one being denominated the Outs, the other Ins. The Outs are those who go out from the den or goal, where those called the Ins remain for a time. The Outs get the Gegg, which is anything deposited, as a key, a penknife, &c. Having received this, they conceal themselves, and raise the cry, Smugglers! On this they are pursued by the Ins; and if the Gegg (for the name is transferred to the person who holds the deposit) be taken, they exchange situations--the Outs become Ins and the Ins Outs. This play is distinguished from Hy-spy only by the use of the Gegg. One of the Ins who is touched by one of the Outs is said to be taken, and henceforth loses his right to hold the Gegg.
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], who she goes with; after that the rest is sung. See All the Boys. Merrils See Nine Men s Morris. Merritot, or the Swing This sport, which is sometimes called Shuggy-shew in the North of England, is described as follows by Gay:-- On two near elms the slackened cord I hung, Now high, now low, my Blouzalinda swung. So Rogers, in the _Pleasures of Memory_, l. 77:-- Soar d in the swing, half pleas d and half afraid, Through sister elms that wav d their summer shade. Speght, in his _Glossary_, says, Meritot, a sport used by children by swinging themselves in bell-ropes, or such like, till they are giddy. In _Mercurialis de Arte Gymnastica_, p. 216, there is an engraving of this exercise. Halliwell quotes from a MS.
243. See Dust-Point. Bob Cherry A children s game, consisting in jumping at cherries above their heads and trying to catch them with their mouths (Halliwell s _Dictionary_). It is alluded to in Herrick s _Hesperides_ as Chop Cherry. Major Lowsley describes the game as taking the end of a cherry-stalk between the teeth, and holding the head perfectly level, trying to get the cherry into the mouth without using the hands or moving the head (_Berkshire Glossary_). It is also mentioned in Peacock s _Manley and Corringham Glossary_. Strutt gives a curious illustration of the game in his _Sports and Pastimes_, which is here reproduced from the original MS. in the British Museum. [Illustration] The Staffordshire St. Clement Day custom (Poole s _Staffordshire Customs, &c.
He then holds up so many fingers, and says-- Buck, buck, how many fingers do I hold up? The boy makes a guess. If the number guessed is wrong, the Rider gives the number guessed as well as the correct number, and again holds up so many, saying-- [Four] you say, but [two] it is; Buck, buck, how many fingers do I hold up? This goes on till the correct number is guessed, when the guesser becomes the Rider. The game was called Buck, Buck at Keith. Three players only took part in the game--the Post, the Buck, and the Rider. The words used by the Rider were-- Buck, buck, how many horns do I hold up? If the guess was wrong, the Rider gave the Buck as many blows or kicks with the heel as the difference between the correct number and the number guessed. This process went on till the correct number was guessed, when the Rider and the Buck changed places.--Rev. W. Gregor. (_b_) Dr.
|We sent letter to turn|I send letter to turn |I send letter to turn | | |your head. |your head. |round your head. | |24.| -- | -- | -- | |25.| -- | -- | -- | |26.| -- | -- | -- | |27.| -- | -- | -- | |28.| -- | -- | -- | |29.| -- | -- | -- | |30.
_=Objects of the Game.=_ The object of the game is to avoid winning any trick containing a Jack, and especially the Jack of spades, which is called _=Polignac=_. The moment any player wins a trick containing a Jack, he pays one counter into the pool. If he takes in Polignac, he pays two counters. The eldest hand begins by leading any card he pleases, and the others must follow suit if they can. The highest card played, if of the suit led, wins the trick, and the winner leads for the next trick. If a player has none of the suit led he may discard anything he pleases. The game is sometimes varied by adding a _=general=_, or _=capot=_. Any player who thinks he can win all the tricks announces capot before the first card is led. If he is successful he loses nothing; but each of the others must pay five counters into the pool, one for each Jack, and one extra for Polignac.
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. He picked up the cup and shook out his stone dice. He was lucky--he drew the Lady May. * * * * * The Lady May was the most thoughtful Partner he had ever met. In her, the finely bred pedigree mind of a Persian cat had reached one of its highest peaks of development.
Ho-go. Hoilakes. Holy Bang. Honey Pots. Hood. Hoodle-cum-blind. Hoodman Blind. Hooper s Hide. Hop-crease. Hop-frog.
The leader says the words as above while the ring is moving round, and then suddenly calls out whichever he chooses of the two sayings. If he says Hold fast! every one must immediately let go the corner of the handkerchief he holds. They should all fall to the ground at once. When he says Let go! every one should retain their hold of the handkerchief. Forfeits are demanded for every mistake. This game, called Hawld Hard, is commonly played about Christmas-time, where a number hold a piece of a handkerchief. One then moves his hand round the handkerchief, saying, Here we go round by the rule of Contrairy; when I say Hawld hard, let go, and when I say Let go, hawld hard. Forfeits are paid by those not complying with the order.--Lowsley s _Berkshire Glossary_. Cop-halfpenny The game of Chuck-farthing.
_=THE POOL.=_ Before play begins each player deposits one counter in the pool, and to this amount each successive dealer adds a counter until the pool is won, when all contribute equally to form a new one. In some places it is the practice for each successive dealer to put up for all the players, whether the pool is won or not. This simply makes larger pools. _=DEALING.=_ Any player has the right to shuffle the pack, the dealer last. The cards are then presented to the pone to be cut, and as many cards as there are players must be left in each packet. Beginning on his left, the dealer gives five cards to each player; two on the first round and three on the next, or three and then two. After all are helped, the next card is turned up on the remainder of the pack, and the suit to which it belongs is the trump for that deal. _=MISDEALING.