--_Easthers s Almondbury Glossary._ See Teetotum. Leap Candle The young girls in and about Oxford have a sport called Leap Candle, for which they set a candle in the middle of a room in a candlestick, and then draw up their coats into the form of breeches, and dance over the candle back and forth, saying the words-- The taylor of Bicester he has but one eye, He cannot cut a pair of green galagaskins If he were to die. This sport, in other parts, is called Dancing the Candlerush (Aubrey s _Remaines of Gentilisme and Judaisme_, p. 45). Halliwell (_Rhymes_, p. 65) has a rhyme-- Jack be nimble, And Jack be quick, And Jack jump over The candlestick, which may refer to this game. Northall (_Folk Rhymes_, p. 412) says in Warwickshire a similar game is called Cock and Breeches. Leap-frog One boy stoops down sideways, with his head bent towards his body, as low as possible.
The best practice is for the same dealer to deal again until some one gets Jacks or better. This is called _=dealing off the jack=_. If any player has forfeited his right in one deal, such as by having a foul hand, that does not prevent him coming into the pot again on the next deal with rights equal to the other players. If any player holds Jacks or better, he can open the pot, or “the jack,” for any amount he pleases within the betting limit. The expression “open” is used because after one player has declared that he holds Jacks or better, all restrictions are removed, and the pool is then open to any player to come in and play for it, regardless of what he may hold. Each player in turn, beginning on the left of the opener, must declare whether or not he will _=stay=_. If he stays, he must put up an amount equal to that bet by the opener, and has the privilege of raising him if he sees fit. If he passes, he throws his cards face downward on the table in front of the player whose turn it will be to deal next. Should the opener be raised, and not care to see that raise, he must show his hand to the table before abandoning it, in order to demonstrate that he had openers. Some players show only the cards necessary to open, but the strict rules require the whole hand to be shown before the draw.
XI. Yellow gravel, yellow gravel, The grass is so green, The fairest young lady That ever was seen. O ----, O ----, Your true love is dead; I send you a letter to turn round your head. --Cowes, Isle of Wight (Miss E. Smith). XII. Green gravel, green gravel, the grass is so green, Said the fairest young damsel that ever I ve seen. O mother, O mother, my true-love is dead, He sent me this letter to turn round my head. O mother, O mother, do you think this is true? O yes, love! O yes, love! And what shall I do? I ll wash you in butter-milk, I ll dress you in silk, I ll write down your name with my gold pen and ink. --Isle of Man (A.
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--North Staffs. Potteries (Mrs. Thomas Lawton). (_b_) A circle is formed by joining hands, and two children stand in the centre. They walk round. At the seventh line the two in the centre each choose one child from the ring, thus making four in the centre. They then sing the remaining four lines. The two who were first in the centre then go out, and the game begins again, with the other two players in the centre. (_c_) Miss Burne says this game is more often played as Three Jolly Fishermen. At Cheadle, North Staffs.
The eleven tricks played, each side turns over the cards taken in and counts the points. For every point the single player gets over 60 he must be paid a counter by each of the others who held cards. But if he does not get 60, he must pay each of the others at the table, including those who held no cards, if any, a counter for every point his adversaries get over 60. _=Chico=_ outbids Frog. The player offering this game can name any suit for the trump except hearts, but he must not touch the widow, although the points in it will count for him at the end. Each point under or over 60 is worth two counters in Chico. _=Grand=_ outbids Chico, and is the highest bid possible. Hearts must be trumps, and the player offering this game must not touch the widow until the play is finished. Every point under or over 60 in a Grand is worth four counters. The bidder must play the game he names.
If it is not the intention to return the suit at once, the lowest of the sequence should be played. _=PLAYING TO THE SCORE.=_ This is a most important element, and there is no surer indication of a careless or weak player than his inattention to the score. One cannot be too early impressed with the importance of saving the game before trying to win it; although great risks may be taken to win a game that cannot be lost that hand. Never risk a sure contract in the hope of making more; unless the two will win the game, and the odd trick will not win it. Never risk a trick that will save the game in the hope of winning more, and always set a contract while you can. _=DISCARDING.=_ This is one of the still unsettled questions of bridge tactics, some believing in discarding the weak suit always; others the strong suit always, and others one or the other according to the declaration. Against a trump declaration almost every one agrees that it is best to discard the best suit, so that if your partner gets in before you do, he may have something to guide him as to what your best chance is for any more tricks. Against no-trumpers, the majority of players hug every possible trick in their long suit and discard their weak suits, on the ground that it is folly to throw away cards that might win tricks.
The more difficult the task undertaken, the greater the number of points scored for it, and the player who will undertake the game which is of the greatest value of those offered must be allowed the privilege of trying it. In order to determine which player this is, they may all bid for the privilege by naming a certain number of points, usually well within the actual value of the game they intend to play. If a bidder meets with opposition, he gradually approaches the true value of his game, and the player whose game is worth the most will of course be able to bid the greatest number of points, and must be selected as the player, the two others being his adversaries. _=Games.=_ These games are divided into two principal classes, those in which the player undertakes to win, and those in which he tries to lose. When he plays to lose, it is to lose every trick, there being no trump suit, and the cards in each suit ranking A K Q J 10 9 8 7. These games are called _=Null=_, or Nullo, and _=Null Ouvert=_, the latter being played with the successful bidder’s cards exposed face upward on the table, but not liable to be called. The moment he wins a trick in a Nullo, he loses his game. Nullos are quite foreign to Skat, and appear to have been introduced as a consolation for players who always hold bad cards. When _=Ramsch=_ is played, the object is to take less than either of the other players; but the cards rank as in the ordinary game, except that the four Jacks are the only trumps.