| | . | | . | | . | +---+-.-+---+-.-+---+-.-+---+-.-+ | | . | | . | | .
Cricket. Crooky. Cross and Pile. Cross-bars. Cross-questions. Cross Tig. Cry Notchil. Cuck-ball. Cuckoo. Cuddy and the Powks.
. anything. | | 18.| -- | | 19.|For a pretty lass. | | 20.| -- | | 21.| -- | | 22.| -- | | 23.| -- | |[8.
| -- | -- | -- | | 45.| -- | -- | -- | | 46.| -- | -- | -- | +----+----------------------+----------------------+----------------------+ +----+----------------------+----------------------+----------------------+ | No.| Lincolnshire, |Sussex, Hurstmonceux. | Middlesex. | | | Frodingham. | | | +----+----------------------+----------------------+----------------------+ | 1.| -- | -- | -- | | 2.|Stepping up the green |Up and down the green |Tripping up the green | | |grass. |grass.
--Staffordshire (Rev. G. T. Royds, Rector of Haughton). At Sharleston the centre child says, What colour is t sky? The other answers, Blue. Centre child says, Follow me true. Here the centre child runs in and out between the others until the one who was touched catches her, when they change places, the first joining the children in the ring.--Sharleston (Miss Fowler). At Beddgelert, Wales (Mrs. Williams), this game is called Tartan Boeth.
, and who lived till nearly the end of that of George II. I now transcribe the lines, not as possessing any great intrinsic merit, but in the hope of learning from some intelligent correspondent the name of the author and the story which gave rise to the ballad, for it probably originated in some accident that happened to the old bridge. The Lady Lea evidently refers to the river of that name, the favourite haunt of Isaac Walton, which, after fertilising the counties of Hertford, Essex, and Middlesex, glides into the Thames. London Bridge is broken down, _Dance over the Lady Lea_; London Bridge is broken down, _With a gay lady_ [_la-dee_]. Then we must build it up again. What shall we build it up withal? Build it up with iron and steel, Iron and steel will bend and break. Build it up with wood and stone, Wood and stone will fall away. Build it up with silver and gold, Silver and gold will be stolen away. Then we must set a man to watch, Suppose the man should fall asleep? Then we must put a pipe in his mouth, Suppose the pipe should fall and break? Then we must set a dog to watch, Suppose the dog should run away? Then we must chain him to a post. The two lines in _italic_ are all regularly repeated after each line.
--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 big boys act as horses, while the younger ones seated on their shoulders try to pull each other over. The horses may push and strike each other with their shoulders, but must not kick or trip up with their feet, or use their hands or elbows. The game is usually won by the Horse and Knight who throw their opponents twice out of three times (G.
Iron and steel will bend and bow, Dance o er my lady lee, Iron and steel will bend and bow, With a gay lady. Build it up with wood and clay, Dance o er my lady lee, Build it up with wood and clay, With a gay lady. Wood and clay will wash away, Dance o er my lady lee, Wood and clay will wash away, With a gay lady. Build it up with stone so strong, Dance o er my lady lee, Huzza! twill last for ages long, With a gay lady. --[London][5] (Halliwell s _Nursery Rhymes_, clii.). III. London Bridge is broaken down, Is broaken down, is broaken down, London Bridge is broaken down, My fair lady. Build it up with bricks and mortar, Bricks and mortar, bricks and mortar, Build it up with bricks and mortar, My fair lady. Bricks and mortar will not stay, Will not stay, will not stay, Bricks and mortar will not stay, My fair lady.
=_ It is the duty of the Umpire to determine all questions submitted to him according to these laws, when they apply, and according to his best judgment when they do not apply. No deviation from these laws can be permitted by an Umpire, even by mutual or general consent of the players, after a match or tournament shall have been commenced. The decision of the Umpire is final, and binds both and all the players. RULES FOR PLAYING THE GAME AT ODDS. I. In games where one player gives the odds of a piece, or “the exchange,” or allows his opponent to count drawn games as won, or agrees to check-mate with a particular man, or on a particular square, he has the right to choose the men, and to move first, unless an arrangement to the contrary is agreed to between the combatants. II. When the odds of Pawn and one move, or Pawn and more than one move are given, the Pawn given must be the King’s Bishop’s Pawn when not otherwise previously agreed on. III. When a player gives the odds of his King’s or Queen’s Rook, he must not Castle (or more properly speaking leap his King) on the side from which the Rook is removed, unless before commencing the game or match he stipulates to have the privilege of so doing.
| | 9.|Wife makes a pudding. |Girl makes a pudding. |Girl makes a pudding. | |10.|Husband cuts a slice. |Boy cuts a slice. |Asks boy to taste. | |11.|Fixing of wedding day.
Brogden s _Lincolnshire Provincial Words_ says Luggery-bite is a game boys play with fruit. One bites the fruit, and another pulls his hair until he throws the fruit away. The game is also played in Lancashire (_Reliquary_). See Bob-Cherry. Luggie A boys game. In this game the boys lead each other about by the lugs, _i.e._, ears; hence the name (Patterson s _Antrim and Down Glossary_). Jamieson says that the leader had to repeat a rhyme, and if he made a mistake, he in turn became Luggie. The rhyme is not recorded.
In Diagram No. 14, if White moves 26 22, or 19 15, he loses immediately. In the first case Black will run to 15 and 11, and either get round or double back to 18. In the second case Black will get round by way of 7, or get through. CHECKER LAWS. _=1.=_ The Standard board must be of light and dark squares, not less than fourteen inches nor more than fifteen inches across said squares. _=2.=_ The board shall be so placed that the bottom corner square, on the left hand, shall be black. _=3.
Y-Z 8 POINTS.] Let us suppose that Z announces cayenne, and makes 2 by cards; A-B claiming two by honours. Y-Z multiply by 4, making them 8, and bringing their total score on the marker to 16; that is, a game, and 6 points to their credit on the second game. This must now be put down on the score-sheet. A-B’s honours not counting, as Y-Z went out by cards, the game is a double; A-B not having reached 7 points. The score and markers now stand:-- A-B | 0 | | | | | | | Score: | | | | | | | | Y-Z | 2 | | | | | | | [Illustration: A-B’S, NOTHING. Y-Z’S, 1 GAME, 6 POINTS.] Let us suppose A-B to announce grand on their deal, and to make four by cards, which, multiplied by 8, gives them 32 points; that is, three games, and 2 points to their credit on the marker. The first of these games is a double, Y-Z having 6 points up. The two others are quadruples, put down on the score-sheet thus:-- A-B | 0 | 2 | 4 | 4 | | | | Score: | | | | | | | | Y-Z | 2 | 0 | 0 | 0 | | | | [Illustration: A-B’S, 3 GAMES, 2 POINTS.
_=GENERAL PRINCIPLES.=_ Nothing obstructs the progress of the beginner so much as his attempts to cover all the ground at once. The more ambitious he is, the greater his necessity for keeping in view the maxim; “One thing at a time: all things in succession.” One must master the scales before he can produce the perfect melody. The novice should first thoroughly understand the object, and the fundamental principle of the game. _=The Object=_ is to win tricks. Not to give information, or to count the hands, or to remember every card played; but simply and only to win tricks. _=The Principle=_ is to secure for certain cards a trick-taking value which does not naturally belong to them; either by getting higher cards out of the way of lower, or by placing the holder of intermediate cards at a disadvantage with regard to the lead. If any person will take the trouble to deal out four hands, and after turning them face up on the table, count how many tricks each side will probably take with its high cards and trumps, he will find that the total will hardly ever be exactly thirteen tricks. Let us suppose the following to be one of the hands so dealt; Z turning up the ♡6 for trumps:-- [Illustration: ♡Q J 8 ♣6 ♢K J 6 5 3 ♠A 9 8 6 ♡4 3 2 +-------+ ♡A K 10 5 ♣A K Q 8 7 4 3 | Y | ♣J 9 ♢7 |A B| ♢A 8 4 ♠Q 7 | Z | ♠K 5 4 2 +-------+ ♡9 7 6 ♣10 5 2 ♢Q 10 9 2 ♠J 10 3 ] On looking over this hand it would appear that A could only make one trick in Clubs, of which the second round would be trumped.
=_ If any player thinks he can win all five tricks, with the advantage of the first lead, he may announce a general rams, when it comes to his turn to pass or play. This announcement may be made either before or after taking the widow. When a general rams is announced, all at the table must play, and those who have passed and laid down their hands, must take them up again. If the widow has not been taken, any player who has not already refused it may take it. The player who announced general rams has the first lead. If he succeeds in getting all five tricks, he not only gets the pool but receives five counters in addition from each player. If he fails, he must double the amount then in the pool, and pay five counters to each of his adversaries. Any player taking a trick that spoils a general rams gets nothing from the pool, and it is usual to abandon the hands the moment the announcing player loses a trick. ROUNCE. This is an American corruption of Rams.
THE PINS ARE SET UP THE SAME AS FOR THE GAME OF AMERICAN TEN PINS. Three balls (not exceeding 6 inches in size) are bowled in each inning. The player must knock down a single pin, which counts 1; then with two remaining balls he endeavors to leave one pin standing, which counts 1. Failure to do either, the inning goes for nothing. No penalties are attached. Dead wood must be removed. Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 20. HEAD PIN AND FOUR BACK.
The cards are then presented to the pone to be cut, and at least four cards must be left in each packet. Beginning on his left, the dealer gives nine cards to each player, three at a time in three separate rounds. No trump is turned, and the remainder of the pack is left on the table face downward. _=MISDEALING.=_ If any card is found faced in the pack, the cards must be reshuffled and dealt again. If the dealer exposes a card in dealing, or turns up a trump by mistake, the adversaries may elect to have a new deal by the same dealer, or to let the deal stand. If the dealer gives too many or too few cards to any player, or fails to give the same number of cards in each round, it is a misdeal, and the deal passes to the next player on the left. Any player dealing out of turn, or with the wrong cards, may be stopped before the last three cards are dealt; but after that the deal stands good. If a misdeal is not discovered until after a bid has been made, the deal stands good if three players have their right number of cards. The deal passes in regular rotation to the left.
In the fraction of a second between the telepaths awareness of a hostile something out in the black, hollow nothingness of space and the impact of a ferocious, ruinous psychic blow against all living things within the ship, the telepaths had sensed entities something like the Dragons of ancient human lore, beasts more clever than beasts, demons more tangible than demons, hungry vortices of aliveness and hate compounded by unknown means out of the thin tenuous matter between the stars. It took a surviving ship to bring back the news--a ship in which, by sheer chance, a telepath had a light beam ready, turning it out at the innocent dust so that, within the panorama of his mind, the Dragon dissolved into nothing at all and the other passengers, themselves non-telepathic, went about their way not realizing that their own immediate deaths had been averted. From then on, it was easy--almost. * * * * * Planoforming ships always carried telepaths. Telepaths had their sensitiveness enlarged to an immense range by the pin-sets, which were telepathic amplifiers adapted to the mammal mind. The pin-sets in turn were electronically geared into small dirigible light bombs. Light did it. Light broke up the Dragons, allowed the ships to reform three-dimensionally, skip, skip, skip, as they moved from star to star. The odds suddenly moved down from a hundred to one against mankind to sixty to forty in mankind s favor. This was not enough.
=_ Players cutting cards of equal value cut again; but the new cut decides nothing but the tie. _=PLAYER’S POSITIONS.=_ The _=eldest hand=_, or age, sits on the left of the dealer, and the _=pone=_ sits on the dealer’s right. There are no distinctive names for the other positions. When _=two=_ play, they sit opposite each other. When _=three=_ play, each for himself, the game is known as _=Cut Throat=_, and the position of the players is immaterial. When _=four=_ play, the partners sit opposite each other. When _=five=_ or _=seven=_ play, the maker of the trump in each deal selects his partners, and they play against the others without any change in their positions at the table. When _=six=_ play, three are partners against the other three, and the opposing players sit alternately round the table. _=STAKES.
Up wi her on the bane dyke, She ll be rotten or I ll be ripe: She s made for some ither, and no me, Yet I thank ye for your courtesy. Then I ll gie ye Nell o sweet Sprinkell, Owre Galloway she bears the bell. I ll set her up in my bed-head, And feed her wi milk and bread; She s for nae ither, but jist for me, Sae I thank ye for your courtesy. --Mactaggart s _Gallovidian Encyclopædia_. II. I maun ride hame, I maun gang hame, And bide nae langer here; The road is lang, the mirk soon on, And howlets mak me fear. Light doon and bide wi us a night, We ll choose ye a bonnie lass; Ye ll get your wull and pick o them a , And the time it soon wull pass. Which ane will ye choose, If I with you will bide? The fairest and rarest In a the kintra side. A girl s name was then mentioned. If the lad was pleased with the choice made, he replied-- I ll set her up on a bonnie pear-tree, It s tall and straight, and sae is she; I d keep wauken a night her love to be.
| -- | -- | -- | |22.| -- | -- | -- | |23.|We sent letter to turn|I send letter to turn |I send letter to turn | | |your head. |your head. |round your head. | |24.| -- | -- | -- | |25.| -- | -- | -- | |26.| -- | -- | -- | |27.| -- | -- | -- | |28.
Kinahan (_Folk-lore Journal_, ii. 265). Cross and Pile The game now called Heads and Tails (Halliwell s _Dictionary_). See _Nomenclator_, p. 299; Addy s _Sheffield Glossary_. Strutt points out that anciently the English coins were stamped on one side with a cross. See also Harland s _Lancashire Legends_, p. 139. Cross-bars A boys game.--Halliwell s _Dictionary_.
Another formula is to touch each finger of the right hand with the forefinger of the left hand, saying to each finger in succession, Big Tom, Little Tom, Tommy, Tom, Tom. The secret in this case is to say, Look here! before commencing the formula. It is the business of those players who know the game to say the words in such a way that the uninitiated imagine the saying of the words correctly with particular accents on particular words to be where the difficulty lies. If this is well done, it diverts suspicion from the real object of these games.--A. B. Gomme. Marbles Brand considers that marbles had their origin in bowls, and received their name from the substance of which the bowls were formerly made. Strutt (_Sports_, p. 384) says, Marbles have been used as a substitute for bowls.
If a liberal player sits on your right you will often be able to make large winnings on moderate hands. In a close game, when the players bet in a niggardly manner, the liberal player is at a great disadvantage; for he can win little or nothing on his good hands, but will lose large amounts when he runs up the betting on a good hand which is opposed to one that is better. When a liberal player finds a close player following him freely, he may be sure there is a very strong hand against him. _=VARIETY.=_ Above all things a player should avoid regularity in his play, because observant adversaries will soon learn his methods. The best players usually play two pairs pat, without drawing, about half the time. This gives them the reputation of betting on pat hands which are not genuine, and when they get one that is real, they will often succeed in getting a good bet, or even a raise, from those holding triplets or two large pairs, who have noticed them play two pairs pat. In the same way it is advisable to hold up an odd card occasionally, without raising the ante; so that when you do hold triplets, and draw two cards, you will not frighten every one at the table. The chances of improving a pair by drawing three cards, are one in three; and by drawing two cards only, one in four. The difference is worth the moral effect of the variation in the play.
If the first two games are won by the same partners, the third is not played. _=DEALING.=_ Any player has the right to shuffle the cards, the dealer last. The pack must be presented to the pone to be cut, and he must leave at least four cards in each packet. Beginning on his left, the dealer distributes the cards either two at a time and then three, or three and then two to each player in rotation, until all have five cards. Whichever number, two or three, the dealer begins with, he must continue giving the same number to every player, including himself, for the first round. After the cards are dealt, the next card is turned face up on the remainder of the pack, except in five and seven-handed Euchre, in which no trump is turned. Each player deals in turn to the left, until the conclusion of the game or rubber. _=Irregularities in the Deal.=_ If any card is found faced in the pack, the dealer must deal again.
The leader has an advantage with a good long suit; but with tenaces it is better to be third player, and very bad to be second hand. Some pretty positions arise in the end game through the refusal of players to win tricks which would put them in the lead, and so lose them the last trick and the stock. After the first few tricks, everything must be arranged with a view to securing that last trick, but the importance of getting home with Aces must never be overlooked. These count 12 points in every hand, and the side that can get in three out of the four has 6 points the best of it. The only _=Text Book=_ on this game is the Pocket Guide, by “Cavendish”; there are some good articles in Vol. III. of the “_Westminster Papers_.” VINT. While this game is by some persons thought to be the forerunner of bridge, and might be classed as one of the whist family, it is at present so little known outside of Russia, where it is the national game, that the author has thought it best to group it with other games which are distinctly national in character. Vint has been variously described as bridge without a Dummy and as auction whist.
_=Adversaries’ Play.=_ The player to the left of the caller should not lead trumps; but if the solo player has had a lead, and has not led trumps himself, the player on his right should take the first opportunity to lead them through him. The player to the left of the caller should not lead from suits headed only by the King; nor from those containing major or minor tenaces. The best leads are from suits headed by Q J or 10, even if short. With such high-card combinations as can be used to force the command in one round, such as K Q, or K Q J, the regular whist leads should be used. With suits headed by winning sequences, held by the player on the left, it is often right to lead them once, in order to show them, and then to lead a weaker suit to get rid of the lead. It is sometimes better to play winning sequences as long as it seems probable that the caller can follow suit. Many persons use the Albany lead to indicate a wish for trumps to be led through the caller. In response to such a signal the best trump should be led, whatever it is. When the adversary who leads in any trick is not on the left of the solo player, the caller will, of course, not be the last player, as at least one adversary must play after him.
Calling for Trumps, the ask for trumps. Cannon, (Am. carrom,) a count made at billiards by causing the cue ball to touch two object balls. Capot, F., winning all the tricks. Cards, the number of tricks over six at Whist, such as “two by cards.” The majority of cards at Cassino. Carrer, (se) to straddle the blind. Contre-carrer, to over-straddle. Carrom, see cannon.
Hamilton. Philosophy of Whist, by Dr. W. Pole. * Practical Guide to Whist, by Fisher Ames. x Short-Suit Whist, by Val. W. Starnes. * Short Whist, by James Clay. * Theory of Whist, by Dr.
In addition to the headers, domino counts one. If both players are blocked, the bones are shown, and the one having the smallest number of pips and no doublet counts one toward game. If he holds a doublet, his adversary scores one; but if both hold doublets, the lower number of pips wins the point. _=DOMINO POOL.=_ Any number from three to six can play, and a pool is made up. They draw for the first set, and after shuffling again, each player takes such an equal number of bones as will leave at least eight in the stock. The leader plays anything he pleases for the first set, and each following player must follow suit if he can, to one end or the other. If a person cannot play, he says “go,” and the player on his left plays or passes also. When one makes domino he wins the pool. If all are blocked, the smallest number of pips left in hand wins; ties divide.