52), the game being Dance in the Ring. Holland (_Cheshire Glossary_) says, May birches were branches of different kinds of trees fastened over doors of houses and on the chimney on the eve of May Day. They were fastened up by parties of young men who went round for the purpose, and were intended to be symbolical of the character of the inmates. I remember one May Day in London, when the May girls came with a garland and short sticks decorated with green and bunches of flowers, they sang-- Knots of May we ve brought you, Before your door it stands; It is but a sprout, but it s well budded out By the work of the Lord s hands, and a Miss Spencer, who lived near Hampton (Middlesex), told me that she well remembered the May girls singing the first verse of this carol, using knots instead of the more usual word branch or bunch, and that she knew the small bunch of May blossom by the name of knots of May, bringing in knots of May being a usual expression of children. The association of May--whether the month, or the flower, or both--with the game is very strong, the refrain cold and frosty morning, all on a summer s morning, bright summer s morning, so early in the morning, also being characteristic of the early days of May and spring, and suggests that the whole day from early hours is given up to holiday. The familiar nursery rhyme given by Halliwell-- Here we come a-piping, First in spring and then in May, no doubt also refers to house-to-house visiting of May. The connection between the May festival and survival in custom of marriage by capture is well illustrated by a passage from Stubbe s _Anatomie of Abuses_, p. 148. He says: Against May Day, Whitsonday, or other time, euery Parishe, Towne and Village assemble themselves together, bothe men women and children, olde and yong, . .
| -- | -- | -- | |23.|I ve sent letter to |[He sent letter to | -- | | |turn your head. |turn back your head.] | | | | |(After No. 25.) | | |24.| -- | -- | -- | |25.| -- |She showed her ring |Married to-day so kiss| | | |and bells did ring. |one another. | |26.
The amount of study and practice required to make a person proficient in chess brings a serious drain upon the time, and the fascinations of the game are such that once a person has become thoroughly interested in it, everything else is laid aside, and it is notorious that no man distinguished as a chess-player has ever been good for anything else. Mr. Blackburne, the English chess champion, regards the game as a dangerous intellectual vice which is spreading to rather an alarming extent. Discussing the matter, after his game with Mr. Bardeleben, he said: “I know a lot of people who hold the view that chess is an excellent means of training the mind in logic and shrewd calculation, provision and caution. But I don’t find these qualities reflected in the lives of chess-players. They are just as fallible and foolish as other folks who don’t know a rook from a pawn. But even if it were a form of mental discipline, which I doubt, I should still object to it on the ground of its fatal fascination. Chess is a kind of mental alcohol. It inebriates the man who plays it constantly.
The deal passes to the left, each player dealing in turn. _=MISDEALING.=_ A misdeal does not lose the deal in Napoleon, because the deal is a disadvantage. For this reason, if any player begins to deal out of turn, he must finish, and the deal stands good. If any card is found faced in the pack, or is exposed by the dealer; or if too many or too few cards are given to any player; or if the dealer does not give the same number of cards to each player in the same round; or if he fails to have the pack cut, it is a misdeal, and the misdealer must deal again with the same pack. _=BIDDING.=_ Beginning on the dealer’s left, each player in turn bids for the privilege of naming the trump suit, stating the number of tricks he proposes to win, playing single-handed against the three other players, and leading a trump for the first trick. In bidding, the trump suit is not named, only the number of tricks. If a player proposes to win all five tricks he bids _=nap=_, which is the highest bid possible, and precludes any further bidding, except in some of the variations which will be described later on. If a player will not make a bid, he says “_=I pass=_,” A bid having been made, any following player must either increase it or pass.
The refrain, My fair lady, occurs in both games. See London Bridge. Hats in Holes A boys game. The players range their hats in a row against the wall, and each boy in turn pitches a ball from a line at some twenty-five feet distance into one of the hats. The boy into whose hat it falls has to seize it and throw it at one or other of the others, who all scamper off when the ball is packed in. If he fails to hit he is out, and takes his cap up. The boy whose cap is left at the last has to cork the others, that is, to throw the ball at their bent backs, each in turn stooping down to take his punishment.--Somerset (Elworthy s _Dialect_). See Balls and Bonnets. Hattie A game with preens, pins, on the crown of a hat.
British Chess Magazine. Chess Player’s Chronicle. Chess Monthly. _Westminster Papers_, 1868 to 1879. Of these works, “Minor Tactics” will be found most useful to the beginner, as it simplifies the openings by grouping them, and concentrates the attention on the essential points of chess strategy. CODE OF CHESS LAWS. ADOPTED BY THE FIFTH AMERICAN CHESS CONGRESS. _=Definitions of Terms Used.=_ Whenever the word “_Umpire_” is used herein, it stands for any Committee having charge of Matches or Tournaments, with power to determine questions of chess-law and rules; or for any duly appointed Referee, or Umpire; for the bystanders, when properly appealed to; or for any person, present or absent, to whom may be referred any disputed questions; or for any other authority whomsoever having power to determine such questions. When the word “_move_” is used it is understood to mean a legal move or a move to be legally made according to these laws.
Kittlie-cout A game mentioned but not described by a writer in _Blackwood s Magazine_, August 1821, as played in Edinburgh. He mentions that the terms hot and cold are used in the game. The game of Hide and Seek. --Jamieson. Knapsack One boy takes another by the feet, one foot over each shoulder, with his head downwards and his face to his back, and sets off running as fast as he can. He runs hither and thither till one or other of the two gets tired.--Keith (Rev. W. Gregor). Knights Two big boys take two smaller ones on their shoulders.
The cards dealt, each in turn, beginning with the player to the left of the dealer, may either bet or pass. Should all pass, the holder of the buck antes, making a double pool, and passes the buck. The deal then passes to the left. Should any player make a bet, each in turn, beginning with the one on his left, must call it, raise it, or abandon his hand. Players who have passed the first time, must now decide. The rules for seeing, raising, calling, and showing hands are precisely the same as at Draw Poker. Owing to the absence of the draw, there is no clue to the strength of an opponent’s hand, except his manner, and the amount of his bet. The hands shown are much weaker than the average of those at Draw Poker, being about equal to hands that a player in that game would come in on. Triplets are very strong at Straight Poker, and two pairs will win three out of four pools in a five-handed game. The great element of success is bluff.
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And the player who has just completed the move, the one who has charged, decides, when there is any choice, which men in the melee, both of his own and of his antagonist, shall die and which shall be prisoners or captors. All these arrangements are made after the move is over, in the interval between the moves, and the time taken for the adjustment does not count as part of the usual interval for consideration. It is extra time. The player next moving may, if he has taken prisoners, move these prisoners. Prisoners may be sent under escort to the rear or wherever the capturer directs, and one man within six inches of any number of prisoners up to seven can escort these prisoners and go with them. Prisoners are liberated by the death of any escort there may be within six inches of them, but they may not be moved by the player of their own side until the move following that in which the escort is killed. Directly prisoners are taken they are supposed to be disarmed, and if they are liberated they cannot fight until they are rearmed. In order to be rearmed they must return to the back line of their own side. An escort having conducted prisoners to the back line, and so beyond the reach of liberation, may then return into the fighting line. Prisoners once made cannot fight until they have returned to their back line.
--Moor s _Suffolk Words_; Holloway s _Dict. of Provincialisms_. Brockett (_North Country Words_, p. 115) calls this Kitty-Cat, a puerile game. Then in his hand he takes a thick bat, With which he used to play at Kit-Cat --Cotton s _Works_, 1734, p. 88. See Cat and Dog, Cudgel, Munshets, Tip-Cat. Kit-Cat-Cannio A sedentary game, played by two, with slate and pencil, or pencil and paper. It is won by the party who can first get three marks ([o] s or [x] s) in a line; the marks being made alternately by the players [o] or [x] in one of the nine spots equidistant in three rows, when complete. He who begins has the advantage, as he can contrive to get his mark in the middle.
These are called stand hands, or _=jeux de règle=_, and the player should be able to recognize them on sight. In the following paragraphs the words _=dealer=_ and _=player=_ will be used to distinguish the adversaries at Écarté. The principle underlying the jeux de règle is the probable distribution of the cards in the trump suit, and the fact that the odds are always against the dealer’s holding two or more. There are thirty-two cards in the Écarté pack, of which eight are trumps, and one of these is always turned up. The turn-up and the player’s hand give us six cards which are known, and leave twenty-six unknown. Of these unknown cards the dealer holds five, and he may get these five in 65,780 different ways. The theory of the jeux de règle is that there are only a certain number of those ways which will give him two or more trumps. If the player holds one trump, the odds against the dealer’s holding two or more are 44,574 to 21,206; or a little more than 2 to 1. If the player holds two trumps, the odds against the dealer’s holding two or more are 50,274 to 15,506; or more than 3 to 1. It is therefore evident that any hand which is certain to win three tricks if the dealer has not two trumps, has odds of two to one in its favour, and all such hands are called jeux de règle.
Down (Miss C. N. Patterson). (_b_) The first Dorsetshire game is played as follows:--Two girls are chosen, the one to represent a lady and the other a mother, who is supposed to be taking her children out to service. She has one or more of them in each hand, and leads them up to the lady, saying or singing the first verse. The dialogue then proceeds, and the verse is repeated until all the children are similarly disposed of. A few days are supposed to pass, after which the mother calls to see her children, when the lady tells her she cannot see them. At last she insists upon seeing them, and the children are all sat down behind the lady, and the mother asks one child what the lady has done to her; and she tells her that the lady has cut off her nose, and made a nose-pie, and never give her a bit of it. Each one says she has done something to her and made a pie, and when all have told their tale they all turn on her and put her to prison. The second Dorsetshire game somewhat differs.
| -- | -- | -- | |31.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Wales. | Isle of Wight. | Isle of Man. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. | -- |Green gravel. | | 2.| -- | -- | -- | | 3.