The one left out has to repeat the same action. The game may go on for any length of time.--Keith (Rev. W. Gregor). At Barnes this game is called Gap. It is known as French Tag in the Forest of Dean, Gloucestershire (Miss Matthews), and Tap-back at Bitterne, Hants (Mrs. Adam). French and English The children choose sides under a leader, and a boundary line is made in the middle of the ground dividing the French and English territory. A handkerchief is then placed in the back part of each territory to represent a flag.
1. Hop from No. 1 to No. 5 and back. Then pick it up. So on successively. After having thrown it into No. 5, begin to reverse by throwing stone into No. 1 while standing at No. 5--return with it on your thumb.
This is exactly the same as the ordinary game, except that the dealer takes no cards, but scores whatever points are won on the hand he deals. If neither of the others score, either through each making 65, or one failing to claim 66, the dealer scores one point, and the others get nothing. The dealer cannot go out on his own deal. He must stop at six, and win out by his own play. There are two ways to settle: Each may pay a certain amount to the pool, and the first man out take it all; or, after one is out, the two remaining finish the game, and the loser pays both or settles for the refreshments, as the case may be. If the first man goes out when it will be his turn to deal, he must deal the next hand. FOUR-HANDED SIXTY-SIX This game is sometimes called _=Kreutz-mariage=_, owing to the German fashion of dealing the cards in the form of a cross; but as the cards are not dealt that way, and marriages are not scored in America, the name is not appropriate in this country. The pack is increased to thirty-two cards by the addition of the Sevens and Eights. After the cards are cut by the pone, the dealer gives three to each player on the first round, then two, and then three again, turning up the last card for the trump. In Germany the dealer first gives two cards to his partner, then two to his left hand adversary, then two to his right hand adversary, and finally two to himself.
C. W. Peach, says Miss Baker, has supplied me with the reminiscences of his own youth. He says the May garland was hung in the centre of the street, on a rope stretched from house to house. Then was made the trial of skill in tossing balls (small white leather ones) through the framework of the garland, to effect which was a triumph. See Cuck Ball, Keppy Ball, Monday. Ball and Bonnets [Illustration: Fig. 1.] [Illustration: Fig. 2.
However, if you provide access to or distribute copies of a Project Gutenberg™ work in a format other than “Plain Vanilla ASCII” or other format used in the official version posted on the official Project Gutenberg™ website (www.gutenberg.org), you must, at no additional cost, fee or expense to the user, provide a copy, a means of exporting a copy, or a means of obtaining a copy upon request, of the work in its original “Plain Vanilla ASCII” or other form. Any alternate format must include the full Project Gutenberg™ License as specified in paragraph 1.E.1. 1.E.7. Do not charge a fee for access to, viewing, displaying, performing, copying or distributing any Project Gutenberg™ works unless you comply with paragraph 1.
One of them squats on its haunches with the hands joined beneath the thighs, and being lifted by a couple of others who have hold by the bowed arms, it is swung backwards and forwards and bumped on the ground or against the wall, while continuing the words, This is the way we make cockelty bread. --Robinson s _Whitby Glossary_, p. 40. The moulding of Cocklety-bread is a sport amongst hoydenish girls not quite extinct. It consists in sitting on the ground, raising the knees and clasping them with the hand, and then using an undulatory motion, as if they were kneading dough. My granny is sick and now is dead, And we ll go mould some cocklety bread; Up with the heels and down with the head, And that is the way to make cocklety bread. --Hunter s MSS.; Addy s _Sheffield Glossary_. (_b_) The _Times_ of 1847 contains a curious notice of this game. A witness, whose conduct was impugned as light and unbecoming, is desired to inform the court, in which an action for breach of promise was tried, the meaning of mounting cockeldy-bread; and she explains it as a play among children, in which one lies down on the floor on her back, rolling backwards and forwards, and repeating the following lines:-- Cockeldy bread, mistley cake, When you do that for our sake.
=_ The baulk is no protection. _=6.=_ The player loses a life by pocketing his own ball off another, by running a coup, by missing the ball played on, by forcing his ball off the table, by playing _with_ the wrong ball, by playing _at_ the wrong ball, by playing out of his turn, by striking the wrong ball, or by having his ball pocketed by the next striker. _=7.=_ Should the striker pocket the ball he plays at, and by the same stroke pocket his own or force it over the table, _he_ loses a life and not the person whose ball he pocketed. _=8.=_ Should the player strike the wrong ball, he pays the same forfeit to the person whose ball he should have played at as he would have done if he had pocketed it himself. _=9.=_ If the striker miss the ball he ought to play at, and by the same stroke pocket another ball, _he_ loses a life, and not the person whose ball he pocketed; in which case the striker’s ball must be taken up, and both balls remain in hand until it be their several turns to play. _=10.
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. This is partly because no other cards are of the slightest use, and partly because one of the points of the game is that the number of trumps held by each player before the draw should be indicated by his discard. _=METHOD OF PLAYING.=_ The player who has named the trump suit begins by leading any card he pleases. If a trump is led, every one must follow suit if able to do so, and it must be remembered that the Left Pedro is one of the trump suit. When a plain suit is led, any player may trump if he chooses, although holding one of the suit led; but if he does not trump, he must follow suit if he can. If he has none of the suit led he may trump or discard at pleasure.
=_ The general principle of leading is to make tricks while you can. It is useless to save up tenaces in plain suits, because there are only five tricks to play, two of which are certain to fall to the trumps, and it is very improbable that any player will lead up to you a small card of a plain suit that will go round twice. It is seldom right to lead small cards of a plain suit. There is a better chance to make a trick with the King by leading it than by keeping it guarded. In the trump suit, tenaces are very strong, and should be preserved, especially if the tenace is over the turn-up trump. There is a familiar example of the importance of tenace when only two play, in which one person holds the major tenace in trumps, hearts, and must win three tricks, no matter which player leads. The cards in one hand are:-- [Illustration: 🂻 🂱 🂺 🂡 🂮 ] and those in the other hand are;-- [Illustration: 🃋 🂾 🂽 🂹 🃑 ] If the player with the major tenace has to lead first, all he has to do is to force his adversary with the plain suit, spades. Whatever the adversary leads, the player with the major tenace simply wins it, and forces again. If the player with the four trumps has the first lead, it does not matter what card he plays; the player with the major tenace wins it, and forces with the plain suit. As long as the major tenace in trumps is not led away from, it must win three tricks in trumps.
His rightmost gun is abandoned and partly masked, but not hidden, from the observer, by a tree to the side of the farmhouse. And now, what is Red to do? The reader will probably have his own ideas, as I have mine. What Red did do in the actual game was to lose his head, and then at the end of four minutes deliberation he had to move, he blundered desperately. He opened fire on Blue s exposed centre and killed eight men. (Their bodies litter the ground in figure 7, which gives a complete bird s-eye view of the battle.) He then sent forward and isolated six or seven men in a wild attempt to recapture his lost gun, massed his other men behind the inadequate cover of his central gun, and sent the detachment of infantry that had hitherto lurked uselessly behind the church, in a frantic and hopeless rush across the open to join them. (The one surviving cavalry-man on his right wing will be seen taking refuge behind the cottage.) There can be little question of the entire unsoundness of all these movements. Red was at a disadvantage, he had failed to capture the farm, and his business now was manifestly to save his men as much as possible, make a defensive fight of it, inflict as much damage as possible with his leftmost gun on Blue s advance, get the remnants of his right across to the church--the cottage in the centre and their own gun would have given them a certain amount of cover--and build up a new position about that building as a pivot. With two guns right and left of the church he might conceivably have saved the rest of the fight.
If A leads the Deuce, his partner’s nine will cinch the trick, and Z can make only the Jack. A-B score 10. The 12 actually taken make good the bid; but the 2 points won by the adversaries must be deducted, leaving 10 to be scored by A-B. _=No. 4.=_ At the third trick, a hasty or careless player would have been only too glad of the opportunity to get in his Pedro. But Y reasons that there are only two trumps unaccounted for, the Ten and Left Pedro. If B has one, it must fall to this trick. He cannot have both, for A drew only two cards. If A has both, Y must catch his Pedro, no matter how A plays; and as long as Y does not get into the lead himself, he cannot lose his own Pedro.
The remainder of the girls imitate sweeping, and sing several stanzas to the effect that they will sweep the house till the bride comes home, when the bride is now placed within the circle, and from a score to a hundred stanzas, with marching and various imitations of what the lucky bride accomplishes or undergoes, are sung. Each one closes with Down goes Merrima Tansa and the head-ducking; and this wonderful music-drama of childhood is not concluded until the christening of the bride s first-born, with-- Next Sunday morn to church she must gae, A babe on her knee, the best of a-- And down goes Merrima Tansa! Jamieson gives the game as a ring within which one goes round with a handkerchief, with which a stroke is given in succession to every one in the ring; the person who strikes, or the taker, still repeating this rhyme:-- Here I gae round the jingie ring, The jingie ring, the jingie ring, Here I gae round the jingie ring, And through my merry-ma-tanzie. Then the handkerchief is thrown at one in the ring, who is obliged to take it up and go through the same process. He also mentions another account of the game which had been sent him, which describes the game as played in a similar manner to the versions given by Chambers. Stewart, in his _Ben Nevis and Glencoe_, p. 361, records the following rhyme:-- Here we go with merry shout, Up and down and round about, And dance a merry-ma-tandy, but he does not describe the game in detail. Milking Pails [Music] --Monton, Lancashire (Miss Dendy); London (A. B. Gomme). [Music] --Earls Heaton, Yorks.
_=OBJECT OF THE GAME.=_ The play is to win tricks with cards of pip value in them, especially aces and tens, called game points, and also to meld certain combinations of cards that are found in the player’s hand. When three play, the dealer may exchange his nine cards for the nine that are left on the table, but he must surrender the turned up trump among those nine cards to any player that holds the six. If the dealer does not wish to exchange, each player in turn to the left may do so. In making the exchange, no card of the nine originally dealt to the player may be kept, not even the six of trumps. The pip value of the cards won in tricks count for the player at the end of the hand. The following values are for the melds: Four jacks are worth 200 Four aces, kings, queens, or tens 100 Five cards of any suit in sequence 100 Four cards of any suit in sequence 50 Three cards of any suit in sequence 20 King and queen of trumps 20 The melds are made after the player has played his card to the first trick, whether he wins that trick or not, but the melds are not credited to him on the slate unless he wins at least one trick during the play of the hand. _=METHOD OF PLAYING.=_ When four play it is sometimes permissible for one to pass out, each in turn to the left having the right. The first thing is for the holder of the six of trumps to exchange it for the turned-up trump.
Any player wishing to raise a mouth bet has the privilege of raising by mouth, instead of by counters; but he cannot be called upon to make the amount good after the hands are shown, or the pool has been won. _=34. Showing Hands.=_ When a call is made, all the hands must be shown to the table, and the best poker hand wins the pool. Any player declining to show his hand, even though he admits that it is not good, must pay an amount equal to the ante to each of the players at the table; or, if jack pots are played, he must put up for all of them in the next jack pot. When the hands are called, there is no penalty for mis-calling a hand; the cards, like the counters, speak for themselves. _=35. Rank of the Hands.=_ The best poker hand is a _=Royal Flush=_; A K Q J 10 of the same suit, which beats a _=Straight Flush=_; any sequence of five cards of the same suit. _=Four of a Kind=_; such as four 10’s and an odd card.
However, if you provide access to or distribute copies of a Project Gutenberg™ work in a format other than “Plain Vanilla ASCII” or other format used in the official version posted on the official Project Gutenberg™ website (www.gutenberg.org), you must, at no additional cost, fee or expense to the user, provide a copy, a means of exporting a copy, or a means of obtaining a copy upon request, of the work in its original “Plain Vanilla ASCII” or other form. Any alternate format must include the full Project Gutenberg™ License as specified in paragraph 1.E.1. 1.E.7. Do not charge a fee for access to, viewing, displaying, performing, copying or distributing any Project Gutenberg™ works unless you comply with paragraph 1.
ETIQUETTE OF AUCTION. In the game of Auction slight intimations convey much information. The code succinctly states laws which fix penalties for an offence. To offend against etiquette is far more serious than to offend against a law; for in the latter case the offender is subject to the prescribed penalties; in the former his adversaries are without redress. 1. Declarations should be made in a simple manner, thus: “one heart,” “one no trump,” “pass,” “double”; they should be made orally and not by gesture. 2. Aside from his legitimate declaration, a player should not show by word or gesture the nature of his hand, or his pleasure or displeasure at a play, bid, or double. 3. If a player demand that the cards be placed, he should do so for his own information and not to call his partner’s attention to any card or play.
| -- | -- | | 7.| -- |Says the little D. | -- | | 8.| -- | -- | -- | | 9.|My fair lady. |Fair lady. |My fair lady. | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.
_=10.=_ If the dealer reshuffles the pack after it has been properly cut, he forfeits five counters to the current pool. _=11. Dealing Before the Draw.=_ After the age, [the player on the dealer’s left,] has put up the amount of the blind, the dealer distributes the cards face down, one at a time, in rotation, until each player has received five cards. _=12.=_ The deal passes to the left, except in jack pots, when it may be agreed that the same dealer shall deal until the pot is opened. _=13. Misdealing.=_ A misdeal does not lose the deal; the same dealer must deal again.
| -- | -- | -- | | 42.| -- | -- | -- | | 43.| -- | -- | -- | | 44.| -- | -- | -- | | 45.| -- | -- | -- | | 46.| -- | -- | -- | +----+----------------------+----------------------+----------------------+ +----+----------------------+----------------------+----------------------+ | No.| Yorkshire. | Roxton. | Shropshire. | +----+----------------------+----------------------+----------------------+ | 1.
The quatrième to the Jack is not good and the four Tens are not good; so elder hand leads a card, and counts, “One.” The dealer then claims repic, 95 points, which is good, although the elder hand had an equal point. _=PIC.=_ If either player can reach 30 in hand and play combined, before his adversary scores anything, 30 are added for the pic. Pic can never be made by the dealer unless the elder hand leads a card smaller than a Nine; he must make repic if anything. To make pic the elder hand must reach 30 in the regular order of scoring. Suppose holds these cards:-- ♡ A 9; ♣ A K Q J; ♢ K Q J 10 9; ♠ K. If the dealer acknowledges the point to be good, everything else in the hand must be good also. This will give the elder hand 27 before playing a card; 5 for the point, 15 and 4 for the sequences, and 3 for the Kings. By leading out the A K and Q, 3 more points are secured, the dealer having nothing to score, and so the elder hand reaches 30 and makes the pic, counting 60, and still having the lead.
_=JOKER POKER=_, or _=MISTIGRIS=_. It is not uncommon to leave the joker, or blank card, in the pack. The player to whom this card is dealt may call it anything he pleases. If he has a pair of aces, and the joker, he may call them three aces. If he has four clubs, and the joker, he may call it a flush; or he may make the joker fill out a straight. If he has four of a kind, and the joker, he can beat a royal flush by calling his hand five of a kind. In case of ties, the hand with the mistigris wins; that is to say, an ace and the joker will beat two aces. A player holding the joker may even call it a duplicate of a card already in his hand. For instance; he might hold the A J 8 5 of hearts and the joker against the A K Q 7 3 of clubs. If he calls the joker the king of hearts, the club flush still beats him as it is queen next.
Having now the lead, and no good suit, it is evident that the play should be continued on the assumption that partner is all Spades and trumps. * * * * * _=THE AMERICAN GAME.=_ Since the revolt against the invariable opening from the longest suit, which was the style of game advocated by the old school of Pole and “Cavendish,” many systems have been tried out by the various clubs that meet at our national tournaments. E.C. Howell was the first to attempt to set the short-suit game in order, but his methods have long since been superseded by more elastic tactics. The fundamental principle of the short-suit game, as first explained to the world by the New York _Sun_, is to use the original or opening lead to indicate the general character of the hand rather than any details of the individual suit. In the long-suit game the original leader is always assuming that his partner may have something or other, and playing on that supposition. The short-suit player indicates the system of play best adapted to his own hand, without the slightest regard to the possibilities of his partner. It is the duty of the partner to indicate his hand in turn, and to shape the policy of the play on the combined indications of the two.
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. Fitzstephen, in his well-known account of London of the twelfth century, mentions that when the Tower was built the mortar was tempered with the blood of beasts. Prisoners heads were put on the bridge after execution down to modern times, and also on city gates. These traditions about London, when compared with the actual facts of contemporary savagery, seem to be sufficient to account for such a game as that we are now examining having originated in the foundation sacrifice. Mr. Newell, in his examination of the game, gives countenance to this theory, but he strangely connects it with other games which have a tug-of-war as the finish.
He places one of his pegs in the sixth hole from the left-hand end of the board. Then he makes 4, and places the second peg four holes in advance of the first, which will show that his total score is ten points. The third time he makes 2, which he scores by lifting out the back peg and putting it two holes in advance of the first one. This system of pegging not only shows the total number of points made by either player, but enables the adversary to check the count, as a glance at the distance between the two pegs will show the number of points pegged last time. When a player reaches the extreme right of the board, 30 points, he crosses over to the inner row of holes, and goes down from right to left. On reaching the end of the second row he has still one more to go to get into the game-hole, which is in the middle of the board. When one player reaches his game-hole before the other turns the corner, it is called a _=lurch=_, and counts two games. The pegs are so often lose or mislaid that it is much more convenient to use a _=pull-up=_ cribbage board, in which every hole is provided with its own peg, which may be raised to indicate the count. The back pegs can be either left standing or pushed down again. [Illustration] The board is always placed midway between the players.
Any one quitting a table prior to the conclusion of a rubber may, with consent of the other three players, appoint a substitute in his absence during that rubber. 24. A player cutting into one table, whilst belonging to another, loses his right of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate. 25. If any one break up a table, the remaining players have the prior right to him of entry into any other, and should there not be sufficient vacancies at such other table to admit all those candidates, they settle their precedence by cutting. SHUFFLING 26. The pack must neither be shuffled below the table nor so that the face of any card be seen. 27. The pack must not be shuffled during the play of the hand. 28.
He was braced for the quick vinegar thrill of planoforming, but he caught her report of it before his own nerves could register what happened. Earth had fallen so far away that he groped for several milliseconds before he found the Sun in the upper rear right-hand corner of his telepathic mind. That was a good jump, he thought. This way we ll get there in four or five skips. A few hundred miles outside the ship, the Lady May thought back at him, O warm, O generous, O gigantic man! O brave, O friendly, O tender and huge Partner! O wonderful with you, with you so good, good, good, warm, warm, now to fight, now to go, good with you.... He knew that she was not thinking words, that his mind took the clear amiable babble of her cat intellect and translated it into images which his own thinking could record and understand. Neither one of them was absorbed in the game of mutual greetings.
VIII. London Bridge is broken down, Gran says the little D, London Bridge is broken down, Fair la-dy. Build it up with lime and stone, Gran says the little D, Build it up with lime and stone, Fair la-dy. [Then follow verses beginning with the following lines--] Lime and stone would waste away. Build it up with penny loaves. Penny loaves would be eaten away. Build it up with silver and gold. Silver and gold would be stolen away. Get a man to watch all night. If the man should fall asleep? Set a dog to bark all night.