A man stands within the inner circle, quite near to it. The men try and grasp the arm of the girl in front of them, and the man in the centre also tries to grasp one; the man he displaces taking his place as Miller. Then the three last lines are sung. [Illustration: Fig. 1.] [Illustration: Fig. 2.] (_c_) Versions of this game, almost identical with the Leicester version given here (with the exception that the word wealth ends the second line instead of pelf ), have been sent me from East Kirkby, Lincolnshire (Miss K. Maughan); Epworth, Doncaster (Mr. C.

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--Sporle, Norfolk (Miss Matthews). Sung to the Mulberry or Ivy bush tune. The children form a ring and dance round singing. At the last word they all fall down. See Merry-ma-tansa. Jinkie A game among children, in which they run round a table trying to catch one whose business is by quick turns to elude them.--Jamieson. Jock and Jock s Man A juvenile sport in which the _bon camarada_ is to repeat all the pranks which the leader can perform.--Brockett s _North Country Words_. See Follow my Gable, Follow my Leader.

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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. C.

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Such points count for neither side; but any points found among the discards may be counted by the side making the trump, as in the ordinary game. Owing to the uncertainty as to the number of points actually in play, the result is controlled more largely by luck than skill. In some places the _=first lead=_ from the successful bidder must be a _=trump=_. This makes the game too much like Auction Pitch, and spoils some of the finer points in leading. _=Low=_ is sometimes counted for the person to whom it is dealt. Such a rule causes endless confusion and disputes. The old method of _=scoring=_ has already been mentioned. Another variation is that if the bidder’s side do not make at least 8 points they cannot score anything, no matter what they bid. If both sides score 7, neither having bid more than 7, neither scores. If one side bids 6, and makes 8, it scores 8; but the adversaries score the 6 they make.

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|love. | | | 8.| -- | -- |Asking to marry. | | 9.|Wife makes a pudding. |Girl makes a pudding. |Girl makes a pudding. | |10.|Husband cuts a slice. |Boy cuts a slice.

_=LEADING HEARTS ORIGINALLY.=_ When your hearts are so small as to be absolutely safe, such as the 7 5 3 2, it might be supposed that the best play would be to lead them at once, in order to get a large number of hearts out of your way. But with such cards it is usually much better play, unless you have a very dangerous hand in plain suits, to reserve these small hearts until you have a more definite idea, from the fall of the cards, to whom you are giving them. Such cards are particularly useful for getting rid of the lead at dangerous stages in the end-game. When the plain-suit cards are high or dangerous, but the hearts are reasonably safe, it is usually better to lead the hearts, and to continue leading them every time you get in. By following these tactics it is quite possible for you to take almost every trick in the plain suits, and yet to win the pool by rapidly exhausting the hearts. If you lead the ♡ 4, the only chance for it to win is that one player has no hearts, and that the 2 and 3 are divided. The odds against this combination of circumstances will vary with the number of hearts you hold with the 4, but may be generally stated on the average as about 50 to 1. It is usually considered a safer lead than a high card of a plain suit, even if you have only three of the suit. If your only heart is the 5, and you propose to lead it, the chances that the 2, 3, and 4 are not each in separate hands are about 19 in 25, or 19 to 6 against it, which is about 3 to 1.

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Fluke, making a count that was not played for. Flush, cards of the same suit. Flux, F., only one suit in the player’s hand; a flush. Force, to compel a player to trump a trick in order to win it. Forced Leads, leads which are not desirable, but which are forced upon the player to avoid those which are still less advantageous. Fordern, G., to lead trumps. Fourchette, the two cards immediately above and below the one led, such as K J in the second hand on a Q led. Four Signal, a method of showing four trumps, without asking for them; usually made by playing three small cards, such as 4 6 2, in that order.

In some places he is made to double the pool; but this is manifestly unfair, as he could not win the amount in the pool in any case, and therefore should not lose it. In a Misère Partout, the revoking player pays five red counters to each adversary, and deposits a forfeit of four red counters in the pool. The hands are immediately thrown up if the revoke is claimed and proved. _=CARDS PLAYED IN ERROR.=_ The single player is not liable to any penalty for cards played in error, or led out of turn, except those taken back to save a revoke; but his adversaries are liable to the usual whist penalties for all such irregularities. The single player can forbid the use of an exposed trump for ruffing, and can demand or prevent the play of an exposed card in plain suits, provided he does not ask the adversary to revoke. If a suit is led of which an adversary has an exposed card on the table, the single player may call upon him to play his highest or lowest of that suit. If a player has announced Little Misère, and one of the adversaries leads before the others have discarded, the caller may immediately claim the pool and stakes. If any adversary of a misère player leads out of turn, or exposes a card, or plays before his proper turn in any trick, the bidder may at once claim the pool and stakes. In all such cases it is usual for the individual in fault to pay a forfeit of four red counters toward the next pool.

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For instance: If your adversary has shown one or two Kings, but no Ace, and you have three of each, you are more likely to get 100 Aces than 80 Kings. If you hold duplicate cards, especially in trumps, play the one on the table, not the one in your hand. _=Brisques.=_ Beginners often overlook the importance of brisques. Every time you allow your adversary to take in a brisque which you might have won, you make a difference of twenty points in the score. While you are hugging three Aces, waiting for a fourth, your adversary may get home all his Tens, and then turn up with your fourth Ace in his hand. _=Discarding.=_ It is usually best to settle upon one of two suits or combinations, and to discard the others, for you cannot play for everything. Having once settled on what to play for, it is generally bad policy to change unless something better turns up. Your adversary’s discards will often be a guide as to the combinations he hopes to make, and will show you that you need not keep certain cards.

The battle is a small, compact game of the Fight-to-a-Finish type, and it was arranged as simply as possible in order to permit of a full and exact explanation. [Illustration: Fig. 6b--Battle of Hook s Farm. Position of Armies at end of Blue s third move.] [Illustration: Fig. 7--Battle of Hook s Farm. Red s Left Wing attempting to join the Main Body.] Figure 1 shows the country of the battlefield put out; on the right is the church, on the left (near the centre of the plate) is the farm. In the hollow between the two is a small outbuilding. Directly behind the farm in the line of vision is another outbuilding.

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--Bottesford and Anderly (Lincolnshire), and Nottinghamshire (Miss M. Peacock). (_b_) This is virtually the same game as Ambassador, described by Grose as played by sailors on some inexperienced fellow or landsman. Between the two chairs is placed a pail of water, into which the victim falls. Cashhornie A game played with clubs by two opposite parties of boys, the aim of each party being to drive a ball into a hole belonging to their antagonists, while the latter strain every nerve to prevent this.--Jamieson. Castles A game at marbles. Each boy makes a small pyramid of three as a base, and one on the top. The players aim at these from a distant stroke with balsers, winning such of the castles as they may in turn knock down (Lowsley s _Glossary of Berkshire Words_). In London, the marble alluded to as balser was called bonsor or bouncer (J.

The raised portion or hinge of the board, which divides the inner from the outer tables, is known as the _bar_, and the points, or flèches, in each player’s home table are numbered from 1 to 6, reckoning from the outer edge toward the bar. These six points are spoken of as the Ace, Deuce, Trey, Four, Five and Six points respectively, and they correspond to the six faces on a single die. The points in the outer tables have no numbers, but the one next the bar on each side is called the _=bar point=_. In giving the moves of the men in a game, the names of the six points in the home tables are disregarded, and each player, Black and White, numbers the board from 1 to 24, starting from the square on which he has only two men. The notation for the black moves would be as shown in the margin; that for white being exactly opposite, of course. [Illustration: +---+---+---+---+---+---++---+---+---+---+---+---+ | ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ | | ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ | | | | | | | ⛀ || | ⛀ | | | | ⛂ | | | | | | | ⛀ || | | | | | ⛂ | | | | | | | ⛀ || | | | | | ⛂ | | 1 2 3 4 5 6 || 7 8 9 10 11 12 | |24 23 22 21 20 19 ||18 17 16 15 14 13 | | | | | | | ⛂ || | | | | | ⛀ | | | | | | | ⛂ || | | | | | ⛀ | | | | | | | ⛂ || | ⛂ | | | | ⛀ | | ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ | | ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ | +---+---+---+---+---+---++---+---+---+---+---+---+ ] The men on each side are always moved in the direction of their notation numbers. In all the following illustrations the black men move round the board from right to left, like the hands of a clock, while the white men go in the opposite direction; so that the two opposing forces are continually meeting and passing, like the people in the street. The _=Object of the Game=_ is for each player to move his men from point to point in order to get them all into his home table. It does not matter what part of the home table they reach, so that they get across the bar. The men are moved according to the throws of the dice, each player in turn having a throw and a move.

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. Now in all the English examples it is remarkable that the tug-of-war does not appear to be a part of the game; and if this evidence be conclusive, it would appear that this incident got incorporated in America.

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He then counts one, two, three, four, &c., up to forty, having his eyes covered by his hands, and the others hide while he is saying the nominy. At the conclusion he uncovers his eyes, and if he sees any boys not yet hidden they have to stand still. He seeks the rest, but if he moves far away from his place, called the stooil (stool), one of the hidden boys may rush out and take it, provided he can get there first. Should he fail in this he also has to stand aside; but if any one succeeds, then all run out as before, and the same boy has to say the nominy again. On the other hand, if he finds all the boys without loosing his stooil, the boy first caught has to take his place and say the nominy. The game was thus played in 1810, and is so still, both here and at Lepton.--Easther s _Almondbury and Huddersfield Glossary_. Gipsy I charge my children, every one, To keep good house while I am gone. You, and you [points], but specially you [or sometimes, but specially Sue], Or else I ll beat you black and blue.

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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._, p.

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If the scores are very nearly equal, being within one or two hundred points of each other, the tricks taken in by each player are turned over, and the brisques are counted, each player adding to his score ten points for every brisque he has won. Suppose that after the last trick had been played and scored, A’s total was 1260, and B’s 1140. This is close enough to justify B in demanding a count of the brisques. It is found that A has seven only, while B has twenty-five. This shows B to be the winner of the game, with a total score of 1390 to A’s 1330. If the difference between the final scores is less than 100 points, after adding the brisques and throwing off the fractions, the player with the higher score adds 100 points for bonus. In the case just given, B’s final score is equal to A’s, after dropping the fractions from both; so he would add 100 for bonus to the 500 for game, and win 600 points altogether. _=Rubicons.=_ If the lower score is less than 1000, no matter what the higher score may be, the loser is rubiconed, and all the points he has scored are _added_ to the score of the winner, instead of being deducted. In addition to this, the winner adds a double game, or 1000 points, for the rubicon, and 300 points for all the brisques, no matter who actually won them.

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W. Gregor. Same game as Harie Hutcheon. See Curcuddie, Cutch-a-cutchoo, Hop-frog. Hiry-hag A boys game, in which several, joining hands, endeavour to catch another, who, when caught, is beaten with caps, the captors crying out-- Hiry-hiry-hag, Put him in a bag, &c. --Ross and Stead s _Holderness Glossary_. Hiss and Clap All the boys are requested to leave the room, when the girls take their seats, leaving a vacant place on the right side of each girl for the gentleman of her choice. Each boy in turn is then summoned by another who acts as doorkeeper, and asked to guess which lady he imagines has chosen him for her partner. Should he guess rightly he is allowed to take his seat by the lady who has chosen him, while the other girls loudly clap hands. Should he guess wrongly he is hissed, and sent out of the room by the doorkeeper.