The others have to follow him as they can. This steeplechase continues till the followers are all tired out.--Keith (Rev. W. Gregor). This is a very general game among schoolboys, but in Hereford it was a town custom occurring once in seven years on 11th October (_Folk-lore Journal_, v. 75). Fool, Fool, come to School This game is played under the name of Foolie, Foolie at Duthil, Strathspey. The players are placed in a row, either standing or sitting. Two are chosen, the one as Namer and the other as Foolie.
The third variant is evidently an imitation of the song, John Brown. Green Grow the Leaves (2) [Music] --Northants (R. S. Baker). Green grow the leaves on the hawthorn tree, Green grow the leaves on the hawthorn tree, We jangle and we wrangle and we never can agree, But the tenor of our song goes merrily, merrily, merrily, The tenor of our song goes merrily. --R. S. Baker (_Northants Notes and Queries_, ii. 161). (_b_) One couple is chosen to lead, and they go off, whither they will, followed by a long train of youths and maidens, all singing the refrain.
| -- | -- | | 6.| -- | -- | | 7.| -- | -- | | 8.|All fine ladies ever | -- | | |were seen. | | | 9.| -- | -- | |10.| -- | -- | |11.| -- |All fine ladies | | | |ashamed to be seen. | |12.| -- | -- | |13.
While the object of the proposing player is to win or lose the declared number of tricks, that of his adversaries is to prevent him from doing so, if possible. There are no honours, and the only factor in the count is the number of tricks actually taken. The highest card played of the suit led wins the trick, and trumps, if any, win against all other suits. _=METHOD OF DECLARING.=_ The eldest hand has the first say, and after examining his cards he may make any of the several propositions just enumerated. The smallest proposal he can make is to take 8 tricks with the assistance of a partner. To do this he should have four reasonably sure tricks in his own hand. Some players say he should be strong in trumps; while others claim that the eldest hand should propose only on general strength. The former is the better plan. No other player should propose on trumps alone.
This is called _=Misère=_, or Nullo. 4th. To win 9 of the 13 tricks against the three other players combined; the single player to name the trump suit. This is called _=Abundance=_. 5th. To win 9 of the 13 tricks against the three other players combined, with the trump suit that is turned up. This is called _=Abundance in Trumps=_. 6th. To take no tricks, there being no trump suit, and the three other players being opposed; the single player’s cards being exposed face up on the table after the first trick is complete. This is called Misère sur table, or _=A Spread=_.
Mr. Newell (_Games_, pp. 190-93) describes a similar game to Fivestones played in Boston under the name of Otadama, or Japanese Jacks. This game is of Japanese origin, Tedama (that is, Handballs ) being its proper name. He says there can be no doubt that the two forms of this amusement are branches of the same root; and we thus have an example of a game which, having preserved its essential characteristics for thousands of years, has fairly circumnavigated the globe, so that the two currents of tradition, westward and eastward, from Europe and Asia, have met in America. See Checkstones, Dibs, Hucklebones, Jackstones. Flowers Sides are chosen; each side must have a home at the top and bottom of the ground where the children are playing. One side chooses a flower and goes over to the other side, the members of which stand in a row facing the first side. The first side states the initial letters of the flower it has chosen, and when the second side guesses the right flower they run and try to catch as many of the opposite side as they can before they reach their home. The captives then become members of the side which captured them.
Is at the option of the adversaries, who at the end of the hand may either take three tricks from the revoking player or deduct three points from his score, or add three to their own score; II. Can be claimed for as many revokes as occur during the hand; III. Is applicable only to the score of the game in which it occurs; IV. Cannot be divided, _i.e._, a player cannot add one or two to his own score and deduct one or two from the revoking player; V. Takes precedence of every other score--_e.g._, the claimants two, their opponents nothing; the former add three to their score, and thereby win a treble game, even should the latter have made thirteen tricks, and held four honours. 73.
_=20.=_ The striker, when in hand, may not play at a cushion within the baulk (except by going first up the table) so as to hit balls that are within or without the line. _=21.=_ If in hand, and in the act of playing, the striker shall move his ball with insufficient strength to take it out of baulk, it shall be counted as a miss to the opponent, who, however, may oblige him to replace his ball and play again. [Failing to play out of baulk, the player may be compelled to play his stroke over again.] _=22.=_ If in playing a pushing stroke the striker pushes more than once it is unfair, and any score he may make does not count. His opponent follows by breaking the balls. _=23.=_ If in the act of drawing back his cue the striker knocks the ball into a pocket, it counts three to the opponent, and is reckoned a stroke.
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Ten cards must remain in the stock for the last deal. _=Irregularities.=_ After the first card is dealt no bets can be made or changed. The cards must be so held that they shall be at all times in full view of the players. Any card found faced in the pack is thrown in the waste basket. Any card once separated from the pack must be taken. If neither of the players want it, the dealer must take it himself. If the cards are dealt irregularly the error may be rectified if they have not been looked at; but any player may amend or withdraw his bet before the cards are seen. If the error is not detected in time, the player who holds cards may play the coup or not as he pleases, and all bets on his side of the table are bound by his decision. If a player holds one card too many, he may refuse the coup, or retain whichever two of the three cards he pleases, throwing the third into the waste basket, not showing it.
] [Illustration: Fig. 9--Battle of Hook s Farm. Complete Victory of the Blue Army.] Blue then pounds Red s right with his gun to the right of the farm and kills three men. He extends his other gun to the left of the farm, right out among the trees, so as to get an effective fire next time upon the tail of Red s gun. He also moves up sufficient men to take possession of Red s lost gun. On the right Blue s gun engages Red s and kills one man. All this the reader will see clearly in figure 9, and he will also note a second batch of Red prisoners--this time they are infantry, going rearward. Figure 9 is the last picture that is needed to tell the story of the battle. Red s position is altogether hopeless.
---- To find a pretty lass. [Annie] with her rosy cheeks, Catch her if you can, And if you cannot catch her I ll tell you who s the man. [Annie] made a pudding, She made it very sweet; She daren t stick a knife in Till George came home at neet [night]. Taste [George], taste, and don t say Nay! Perhaps to-morrow morning ll be our wedding day. [The bells shall ring, and we shall sing, And all clap hands together.][2] --Earls Heaton (Herbert Hardy). (_b_) A full description of this game could not be obtained in each case. The Earls Heaton game is played by forming a ring, one child standing in the centre. After the first verse is sung, a child from the ring goes to the one in the centre. Then the rest of the verses are sung.
_=Kings.=_ When a man arrives at any of the four squares on the edge of the board farthest from the side on which he started, he becomes a King, and is _=crowned=_ by putting another man of the same colour on the top of him. In diagrams, kings are distinguished by putting a ring round the single man. ⦾ ⦿. Kings can move either backward or forward, but only one square at a time. If a man arrives at the king-row by capturing an adverse piece, that ends the move, and the newly made king cannot move again, even to capture another piece, until his adversary has moved. [See notes to Diagram No. 7.] _=The Object of the Game=_ is to confine your adversary’s pieces so that he cannot move any of them; or to capture all of them, so that he has none to move. You may succeed in confining the whole twelve of your adversary’s men, without capturing any of them, as in Diagram No.
For instance: Age makes it a blue, and three others stay with him. After the draw C puts up three blues against the field. D and A call it, and all show hands. If any of the three, A, B or D can beat C they divide the pool, B getting his third, although he did not contribute to the call. This game is a pure gamble; except that a bold player may occasionally bluff the field off. _=METHODS OF CHEATING.=_ Poker and its congeners have received more attention from the greeks than any other family of card games. In fact it is generally believed that the term greek, as applied to a card sharper, had its origin in the Adam of the poker family, which was a gambling game introduced by the Greeks in Italy. So numerous and so varied are the methods of cheating at Poker that it is an axiom among gamblers that if a pigeon will not stand one thing he will another. The best informed make it a rule never to play Poker with strangers, because they realize that it is impossible for any but a professional gambler to know half the tricks employed by the poker sharp.
=_ The player on the dealer’s left begins by leading any card he chooses, and the others must all follow suit if they can. Failure to follow suit when able is called _=revoking=_; the penalty for which, under the American laws, is the loss of two tricks; under the English laws, three tricks or points. Any player having none of the suit led may either trump it or throw away a card of another suit, which is called _=discarding=_. When it is the dealer’s turn to play to the first trick, he should take the trump card into his hand. After it has been taken up it must not be named, and any player naming it is subject to a penalty, (see Laws;) but a player may ask what the trump _=suit=_ is. If all follow suit, the highest card played wins the trick; trumps win against all other suits, and a higher trump wins a lower. The winner of the trick may lead any card he pleases for the next trick, and so on until all thirteen tricks have been played. _=Cards Played in Error=_, or dropped face upward on the table, or two or more played at once, are called _=exposed cards=_, and must be left on the table. They can be _=called=_ by the adversaries; but the fact of their being exposed does not prevent their being played when the opportunity offers. Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case.