What have you been doing there? [The answer to this is often, Washing doll s clothes, but anything may be mentioned.] What did she give you? [The reply is again left to the child s fancy.] Where s my share? The cat ate it [or, In the cat s belly]. What s in that box, mother? Twopence, my child. What for, mother? To buy a stick to beat you, and a rope to hang you, my child. --Cornwall (_Folk-lore Journal_, v. 55, 56). VII. Grandmother, grandmother grey, May I go out to play? No, no, no, it is a very wet day. Grandmother, grandmother grey, May I go out to play? Yes, yes, yes, if you don t frighten the geese away.
This is described by the Rev. J. G. Wood (_Modern Playmate_, p. 189). Newell (_Games_, p. 122) gives this with a jesting formula of initiation into knighthood. He says it was not a game of children, but belonged to an older age. See Call-the-Guse. Magical Music A pleasant drawing-room evening amusement.
With less than three aces, Dummy cannot make it no-trumps under any circumstances; but must name the longest suit. If two suits are equal, the pips on each are counted, reckoning aces as 11 each, other honours at 10 each, and the larger number of pips is the suit. If this is still equal, the more valuable suit must be declared. No one but the eldest hand may double, and no one but the dealer may redouble. In order to make this fair for both sides, it is usual to let the pone sort and declare on Dummy’s cards, so that the dealer shall not see them until the first card is led. No matter what points are made for tricks, the dealer only can score them below the line, to count toward game. If the adversaries make the odd trick, they score above the line, in the honour column, so that no one can go out except on his own deal. After the deal is finished and scored, the players move, so as to bring about a change of partners. The one on the left of the vacant place moves into it, and the player on his right deals. Three of these movements bring about the original position.
|Washed in milk, |Wash em in milk, | | |dressed in silk. |dress in silk. | |15.| -- | -- | |16.| -- | -- | |17.| -- | -- | |18.| -- | -- | |19.| -- | -- | |20.| -- | -- | |21.| -- | -- | |22.
The whiff of garlic over my shoulder told me that Simonetti had followed me, too. He didn t have any reservations about grabbing me and twisting me around and giving me a real face-full. If you know what s good for you, you ll get out of here. Freak? I said, laying it on his mitral valve. After his heart had missed about eight beats, he started to sink, and I quit the lift. Be polite, Simonetti, I said to the panic in his yellowish face. Next time I ll pinch down tight. The coroner will call it heart failure. Tough. He wanted his stiletto.
14. When four or more play at the same table, the dealer takes no cards, but gives cards to the two sitting immediately on his left and to the one next him on his right. 15. When only three play, Hinterhand shall deal the cards. 16. The deal passes in regular order to the left. 17. After being thoroughly shuffled, the pack must be presented to the pone (the player sitting on the dealer’s right) to be cut, and at least three cards must be left in each packet. Any player may demand a right to shuffle the cards before they are dealt, but the dealer shall have the last shuffle before presenting the cards to be cut. If any card is exposed in cutting, there must be a new cut.
Let us suppose this number to be 12, he having already scored 18. These 12 points can be made by winning six by cards with spades for trumps; three by cards with clubs; or two by cards with diamonds or hearts. But if the hand can be played without a trump, the odd trick wins the game. It is hardly necessary to say that a player would be very foolish to engage himself to win six by cards if the odd trick would equally answer his purpose; nor would he undertake to win three by cards with clubs for trumps, if he had as good a chance of making two by cards with diamonds or hearts. In other words, the player should not make the trump which promises the greatest number of tricks, but should select that which will yield the largest number of points. It is for this reason that every good player first considers the advisability of making it “no-trump,” and if he thinks that injudicious, hearts or diamonds, leaving the black suits as a last resort. It is the custom invariably to make it no-trump with three Aces, unless the hand is strong enough for a heart make, or holds great honour value in red. In estimating the probabilities of trick-taking, it is usual to count the partner for three tricks on the average. Conservative players do not depend on him for more than two. Generally speaking, the maker of the trump should have four pretty certain tricks in his own hand.
Cavendish on Écarté, 1886. Jeux de Cartes, (Fr.), by Jean Boussac. Règles de Tous les Jeux, (Fr.), M. Dreyfous, Edit. Académie des Jeux, (Fr.), by Van Tenac. Académie des Jeux, (Fr.), by Richard.
Elwell, 1912. Royal Auction Bridge, by R.F. Foster, 1912. Scientific Auction Bridge, by E.V. Shepard, 1913. Auction of To-day, by Milton Work, 1913. Royal Auction and Nullos, by R.F.
Then the final betting is done, and if a call is made, the down cards are shown, and the best poker hand wins the pool. Straight flushes do not count. WHISKEY POKER. The arrangements for the cards, seats, etc., are the same as in Draw Poker. Each player is provided with an equal number of white counters, which may have a value attached to them, or which may simply represent markers. If the counters represent money, each player should have at least twenty; if they are only markers, five is the usual number. If the game is played for money, each player puts one counter in the pool before the cards are dealt. There is no raising or betting of any kind. An extra hand, called _=the widow=_, is dealt face down at Whiskey Poker.
--Jamieson. Genteel Lady A player begins thus:-- I, a genteel lady (or gentleman) came from that genteel lady (or gentleman) to say that she (or he) owned a tree. The other players repeat the words in turn, and then the leader goes over them again, adding, with bronze bark. The sentence goes round once more, and on the next repetition the leader continues, with golden branches. He afterwards adds, and silver leaves, and purple fruit, and on the top a milk-white dove, and, finally, mourning for the loss of his lady-love. If a player should fail in repeating the rigmarole, there is a fine to pay. A pipe-lighter is stuck in her hair, and she must say one-horned lady instead of genteel lady. When a second horn is added, of course she says two-horned, and so forth. Some players wear half-a-dozen before the conclusion of the game. The game is called The Wonderful Tree.
. . Afield they go, where many lookers be. Then couples three be straight allotted there, They of both ends, the middle two, do fly; The two that in mid-place Hell called were Must strive, with waiting foot and watching eye, To catch of them, and them to hell to bear, That they, as well as they, may hell supply; Like some that seek to salve their blotted name Will others blot, till all do taste of shame. There may you see, soon as the middle two Do, coupled, towards either couple make, They, false and fearful, do their hands undo; Brother his brother, friend doth friend forsake, Heeding himself, cares not how fellow do, But of a stranger mutual help doth take; As perjured cowards in adversity, With sight of fear, from friends to friends do fly. Sir John Suckling also has given a description of this pastime with allegorical personages, which is quoted by Brand. In Holiday s play of the _Marriages of the Arts_, 1618, this sport is introduced, and also by Herrick (_Hesperides_, p. 44). Barley-break is several times alluded to in Massinger s plays: see the _Dramatic Works of Philip Massinger_, 1779, i. 167.
What did you do with them? Gave them to the butcher, and he s behind the churchyard cracking them, and leaving you the shells. --Sporle, Norfolk (Miss Matthews). IV. Mother, mother, may I go to play? No, daughter, no! for fear you should stay. Only as far as the garden gate, to gather flowers for my wedding day. Make a fine curtsey and go your way. [They all curtsey and scamper off, and proceed to plan some mischief. Then they return.] Now where have you been? Up to Uncle John s. What for? Half a loaf, half a cheese, and half a pound of butter.
Each successive boy, as he is touched by the pursuers, has to make for the goal under similar risks, afterwards clasping hands with the rest, and forming a new recruit in the pursuing gang, in whose chain the outside players alone have the privilege of touching and thus adding to their numbers. Should the chain at any time be broken, or should the original pursuer unclasp his hands, either by design or accident, the penalty of carrying a capturer to the goal is incurred and always enforced. In West Somerset the pursuing boys after starting were in the habit of crying out the word Brewerre or Brewarre; noise appearing to be quite as essential to the game as speed.--_Somerset and Dorset Notes and Queries_, i. 186 (1888). Another correspondent to the same periodical (i. 204) says that an almost identical game was played at the King s School, Sherborne, some fifty years ago. It was called King-sealing, and the pursuing boy was obliged by the rules to retain his hold of the boy seized until he had uttered-- One, two, three, four, five, six, seven, eight, nine, ten. You are one of the king-sealer s men. If the latter succeeded in breaking away before the couplet was finished, the capture was incomplete.
The dealer shows 12 in hand and 17 in crib, making him 54 up. In the next deal the player who wanted one could not peg, his adversary securing a fifteen and a go, and showing out with a pair and a fifteen, 61 up and game. THREE-HANDED CRIBBAGE. Five cards are dealt to each player, and then another, face down, for the foundation of the crib. Each player then lays out one card to make the dealer’s crib up to four. The starter is cut by the player on the dealer’s left, and the game proceeds as at six-card Cribbage, the eldest hand having the first show, the dealer the last. FOUR-HANDED CRIBBAGE. When four play, they cut for partners, choice of seats, and deal; the two lowest pairing against the two highest, and the lowest taking the first deal and crib. The game is usually 121 points up, or twice round the board, and only one player on each side keeps the score. Five cards are dealt to each player, one at a time, and one of these is discarded from each hand to form the crib, leaving four cards with which to play.
--Dronfield, Derbyshire (S. O. Addy). This game was also played in London. The _dramatis personæ_ were a mother, an eldest daughter, the younger children, a witch, and a pot was represented by another child. The Mother names the children after the days of the week. She tells her eldest daughter that she is going to wash, and that she expects her to take great care of her sisters, and to be sure and not let the old witch take them. She is also to look after the dinner, and be sure and not let the pot boil over. The Mother then departs, and stays at a little distance from the others. The eldest daughter pretends to be very busy putting the house to rights, sweeps the floor, and makes everything tidy; the younger children pretend to play, and get in the elder sister s way.
Suppose B bets a red counter, and C then throws down his hand. D _=sees=_ B, by putting up a red counter; and he then _=raises=_ him, by putting up two blues, increasing his bet as much as the limit will allow him. The age must now abandon his hand or put up one red and two blues to call D, without knowing what B proposes to do. Let us suppose he sees D, and raises another two blues. B must now retire, or put up four blues to call A, without knowing what D will do. He can raise the bet another two blues, or one blue, or a red, or a white even, if he is so minded. If he declines to raise, he cannot prevent D from so doing, because D still has the privilege of replying to A’s raise, and as long as a player has any _=say=_ about anything, whether it is to abdicate, better, or call, he can do any one of the three. It is only when there is no bet made, or when his own bet is either not called or not raised, that a player has nothing to say. Let us suppose B puts up the four blues to call A. It is now D’s turn.
An announced schwarz trebles it. For example: Spade solo with 1, schneider announced. His game is 1 for game, 1 for schneider, without 1, 3 × 11 = 33, doubled for announcing schneider, 66. If lost, it costs 132. If he makes schwarz after announcing schneider, it adds one multiplier, 77. The smallest possible game is a diamond with or without 1, worth 18; 36 if lost. The largest game possible to lose is a grand with four, schwarz announced, costing 1,008. THE LAWS OF SKAT. THE GAMES. 1.
It is evident to A that neither B nor Z holds either Jack or Seven of trumps; so both those cards must be with Y. As B has no more trumps the adversaries must have both Pedroes, and Y must have one, as he holds four trumps. If they are divided, A can catch both by cinching this trick with the King and leading the Ace; but if Y has both Pedroes, such a course would lose Jack, Game, and one Pedro. If A cinches this trick with the Ten, allowing Y to win with the Jack, A must catch both Pedroes, no matter how they lie, provided Y leads the trump Seven, for A will refuse to win it. Y sees his danger, and by leading a Pedro to A, forces him either to pass it, or to get into the lead and free the other Pedro. A-B score nothing: Y-Z score 7 for Jack, Game, Pedro; and 8 in addition, for points bid but not made by A-B; 15 altogether. _=No. 2.=_ At trick 2, Y sees that he cannot save Low, and the lead would be a great disadvantage, because either A has all the remaining trumps, or Y’s partner has an unguarded Pedro. At trick 3, A knows that if Y has Ace, and Z Pedro, A can still make his bid by catching Jack, and saving his own Pedro.
Unless the player has some hopes of winning the pool himself, he should trump all doubtful cards; that is, cards that may win the trick if not trumped. With two good trumps, it is better to wait for developments; even if you cannot win the last three tricks yourself, you may effectually spoil any other player. Do anything you can to prevent the possibility of a third trick being won by a player who has already won two. FORTY-FIVE, OR FIVE AND TEN. These names are given to Spoil Five when it is played by two persons only, or by four or six divided into two equal partnerships. There is no pool, as one side or the other must win three tricks every deal. The side winning the odd trick counts five points towards game, or ten points if it wins all five tricks. Forty-five points is game. In another variation, each trick counts five points, and the winners’ score is deducted from the losers’, so that if one side wins four tricks it counts fifteen towards game. When this manner of counting is adopted, the players count out; that is, if each side is 35 up, the first to win two tricks counts out.
_=Following the Queen=_, led from this combination:-- [Illustration: 🃍 🃋 🃊 🃄 🃃 ] Leading Jack on the second round shows the suit to have originally contained only four cards; the Ten would show more than four. _=Following the Ace=_, led from these combinations:-- [Illustration: 🃑 🃝 🃛 🃖 | 🂡 🂭 🂫 🂦 🂥 ] Leading the Queen shows the suit was short. Leading the Jack shows that it contained at least five cards. When a player holds both the second and third-best of a suit on the second round, he should always play one of them, whether he is First, Second, or Third Hand. This protects him, by forcing the command of the suit, if it does not win the trick. Having led the Ten from K J 10 x, if the Ace or Queen wins the first trick, the K should be next led. Having led the Four from Q J 6 4 2, if Ace or King falls to the first trick, the Queen should be led. If the Jack, Queen, and Ace fall to the first trick, a player holding both Ten and Nine should lead the Ten. After leading high cards from some combinations, and winning the trick, they may no longer contain either the best or the second and third best. Such are the following:-- [Illustration: 🂡 🂭 🂧 🂤 🂢 | 🂾 🂽 🂺 🂴 🃁 🃋 🃉 🃄 🃃 | 🂮 🂭 🂧 🂤 🃑 🃙 🃘 🃔 🃓 | 🃎 🃋 🃊 🃄 ] The rule in all such cases is to follow with the card of uniformity, the original fourth-best.
The same question is put to Foolie. If he answers, _e.g._, orange, the one so named steps out and stands beside Foolie. All not first chosen are gone over in this way. Those left unchosen take their stand beside the Namer. There is then a tug-of-war, with the Namer and Foolie as the leaders.--Keith (Rev. W. Gregor).
One child, facing them on the opposite side, represents the Rover. He sings the first, third, and fifth verses. The row of children sing the second and fourth in response. After the fifth verse is sung the Rover skips round the long row, singing the sixth verse to the tune of Nancy Dawson, or Round the Mulberry bush. He chooses one of them, who goes to the opposite side with him, and the game goes on until all are rovers like himself. See Here comes a Lusty Wooer, Jolly Hooper. Jolly Sailors I. Here comes one [some] jolly, jolly sailor boy, Who lately came on shore; He [they] spent his time in drinking wine As we have done before. We are the Pam-a-ram-a-ram, We are the Pam-a-ram-a-ram, And those who want a pretty, pretty girl, Must kiss her on the shore, Must kiss her on the shore. --Warwick (from a little girl, through Mr.
1st 2nd 1 1 1 0 0 1 0 0 That this is so may easily be demonstrated by putting down on a sheet of paper the total number of events that may happen if any agreed number of games are played, expressing wins by a stroke, and losses by a cipher. Take the case of two games only. There are four different events which may happen to Smith, as shown in the margin. He may win both games or lose both; or he may win one and lose the other, either first. Only one of these four equally probable events being favourable to his winning both games, and three being unfavourable, the odds are 3 to 1 that he does not win both; but these are the odds _=before he begins to play=_. Having won the first game, there are only two events possible, those which begin with a win, and he has an equal chance to win again. GAMES. 1st 2nd 3rd 1 1 1 1 1 0 1 0 1 1 0 0 0 0 0 0 0 1 0 1 0 0 1 1 If the agreement had been to play three games, there would have been eight possible events, one of which must happen but all of which were equally probable. These are shown in the margin. If Smith wins the first game, there are only four possible events remaining; those in which the first game was won.
The boy that carries takes firm hold of the legs of the one on his neck, and sets off at a trot, and runs hither and thither till he becomes tired of his burden. The bigger the one is who carries, the more is in the enjoyment to the one carried.--Keith (Rev. W. Gregor). See Cock s-headling. Cockle-bread Young wenches have a wanton sport, which they call moulding of Cocklebread; viz. they gett upon a Table-board, and then gather-up their knees and their coates with their hands as high as they can, and then they wabble to and fro with their Buttocks as if the[y] were kneading of Dowgh, and say these words, viz.:-- My Dame is sick and gonne to bed, And I le go mowld my cockle-bread. In Oxfordshire the maids, when they have put themselves into the fit posture, say thus:-- My granny is sick, and now is dead, And wee l goe mould some cockle-bread.
VIII. Stepping on the green grass Thus, and thus, and thus; Please may we have a pretty lass To come and play with us? We will give you pots and pans, We will give you brass, No! We will give you anything For a bonny lass. No! We will give you gold and silver, We will give you pearl, We will give you anything For a pretty girl. Yes! You shall have a goose for dinner, You shall have a darling, You shall have a nice young man To take you up the garden. But suppose this young man was to die And leave this girl a widow? The bells would ring, the cats would sing, So we ll all clap together. --Frodingham and Nottinghamshire (Miss M. Peacock). IX. Stepping up the green grass, Thus, and thus, and thus; Will you let one of your fair maids Come and play with us? We will give you pots and pans, We will give you brass, We will give you anything For a pretty lass. No! We won t take your pots and pans, We won t take your brass, We won t take your anything For a pretty lass.
Robbing, exchanging a card in the hand for the turn-up trump, or discarding several for the trumps remaining in the pack. See Cinch and Spoil Five. Rooking, hustling, inveigling a person into a game for the purpose of cheating him. Round, a round is complete when each player has had equal advantages with regard to deal, dummy, etc. Round Games, those which do not admit of partnerships. Rubber, winning two out of three games. F., Robre. Rubiconed, lurched, defeated before getting half way. Ruffing, trumping a suit.
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KEELING the Pot. Keppy Ball. Kibel and Nerspel. King by your leave. King Cæsar. King Come-a-lay. King of Cantland. King o the Castle. King Plaster Palacey. King William.