Gomme). A game described in _Suffolk County Folk-lore_, p. 62, is apparently a version of this. It is there described as a forfeit game. King William [Music] --Earls Heaton, Yorks. (H. Hardy). I. King William was King David s son, And all the royal race is run; Choose from the east, choose from the west, Choose the one you love the best. Down on this carpet you shall kneel While the grass grows in yonder field; Salute your bride and kiss her sweet, Rise again upon your feet.
PASSE DIX. Any player can be the banker for the first round, and he holds his position as long as he wins. When he loses, he passes the box to the player on his left hand. He has three dice, which he throws in one cast, after the players have made their bets. If he gets ten or more, he wins. If he gets less than ten, he loses. His advantage lies in winning when he gets ten exactly; because that gives him nine throws that win for him out of the sixteen possible with three dice. SHUFFLE BOARD. Shuffle Board is played on a table 30 feet long and 20 inches wide, with a gutter running all round it. The board is sprinkled with very fine sand.
Bridge Tournaments, offering prizes for the best play of certain hands were run by the N.Y. Evening Telegram, the N.Y. Globe, the N.Y. Evening Mail, and the Chicago Journal. A number of the weekly magazines offer similar competitions in England, but as a rule the problems in that country are of very poor quality. About 1910 it became the fashion not to play spades, it being considered a waste of time to play a hand for such a small amount as 2 points a trick, so the dealer was allowed to score 2 for the odd and 4 for honours, regardless of how the cards were distributed, the hand being abandoned. The objection to this practice was that many hands were worth much more than 2 points, and in some cases the spade make would have gone game at the score.
=_ This is usually played by four persons, although five or six may form a table. After the cards have been dealt in the usual way, the player to the left of the dealer examines his cards, and determines which suit he would prefer to play to get clear of. It may be that if the game were to get rid of clubs instead of hearts, his hand would be a very good one, whereas if the suit were to remain hearts it would be a very bad hand. As the pool will contain thirteen counters to a certainty, he can afford to pay something for the better chance he will have to win it if he is allowed to make clubs the suit to be avoided, instead of hearts. He bids whatever amount he is willing to pay for the privilege of changing the suit, without naming the suit he prefers. The next player then has a bid, and so on in turn, the dealer bidding last. There are no second bids. The player making the highest bid pays into the pool the amount he has bid. He then names the suit to be avoided, and leads for the first trick, regardless of his position with respect to the deal. The dealer’s position is a great advantage, on account of its having the last bid.
The whist laws are usually enforced for all such irregularities as exposed cards, leading out of turn, etc. The most important matter is the revoke, and it should be clearly understood before play begins whether the revoke penalty is to be paid by the individual in fault, or by the side to which he belongs. Some players think there should be some regulation for penalties in such cases as that of a player taking up the wrong hand, when two or more are dealt to each player; but as no advantage can be gained by the exchange, it is hard to see what right the adversary would have to impose a penalty. ILLUSTRATIVE SCOTCH WHIST HAND. We give a simple example hand, as an illustration of the manner of playing with four persons; two being partners against the other two. _Z deals and turns heart 8_ +-------+-------+-------+-------+ | A Y B Z | +-------+-------+-------+-------+ 1 | Q♢ | _K♢_ | 8♢ | 9♢ | 2 | _♣A_ | ♣K | ♣J | ♣8 | 3 | ♣7 | _♣9_ | ♣6 | 6♠ | 4 | 8♠ | J♠ | K♠ | _A♠_ | 5 | J♢ | 9♠ | A♢ | _Q♠_ | 6 | 7♢ | _10♠_ | ♣Q | 7♠ | 7 | _♡A_ | 10♢ | 6♢ | ♡Q | 8 | ♡9 | ♡6 | _♡K_ | ♡7 | 9 | ♣10 | ♡10 | _♡J_ | ♡8 | +-------+-------+-------+-------+ _A-B win 30 by honours._ _Y-Z win 2 by cards._ _=Trick 1.=_ _=Y=_ plays King second hand, hoping it will be taken by the Ace, so that he may become third or fourth player, and perhaps save his Ten. _=B=_, with the minor tenace in trumps, plays to avoid the lead as long as possible.
Doddart A game played in a large level field with a bent stick called doddart. Two parties, headed by two captains, endeavour to drive a wooden ball to their respective boundaries (Halliwell s _Dictionary_). Brockett (_North Country Words_) adds to this that the captains are entitled to choose their followers by alternate votes. A piece of globular wood called an orr or coit is thrown down in the middle of the field and driven to one of two opposite hedges--the alley, hail-goal, or boundary. The same game as Clubby, Hockey, Shinney, Shinneyhaw. Doncaster Cherries One boy kneels, holding a long rope, the other end of which is held by another boy; the other players stand round about with handkerchiefs in hands, knotted. The one who holds the rope-end and standing cries out-- Doncaster cherries, ripe and sound; Touch em or taste em-- Down, you dogs! --Earls Heaton, Yorkshire (H. Hardy). This is evidently a version of Badger the Bear, with a different and apparently degraded formula. Dools A school game.
327-28). I am told that in the iron districts of Staffordshire, the round bits of iron punched out in making rivet holes in boiler plates are the modern representatives of hucklebones.--_Ibid._ In Westminster four stones are held in the right hand, a marble is thrown up, and all four stones thrown down, and the marble allowed to bounce on the hearthstone or pavement, and then caught in the same hand after it has rebounded. The marble is then thrown up again, and one of the four stones picked up, and the marble caught again after it has rebounded. This is done separately to the other three, bringing all four stones into the hand. The marble is again bounced, and all four stones thrown down and the marble caught. Two stones are then picked up together, then the other two, then one, then three together, then all four together, the marble being tossed and caught with each throw. An arch is then formed by placing the left hand on the ground, and the four stones are again thrown down, the marble tossed, and the four stones put separately into the arch, the marble being caught after it has rebounded each time; or the four stones are separately put between the fingers of the left hand in as straight a row as possible. Then the left hand is taken away, and the four stones caught up in one sweep of the hand.
Throw into No. 4--return with stone on your head. Throw into No. 5--return with stone on your back. In each case, upon reaching the goal without dropping it, throw up and catch it as it falls. In the second plan (fig. 2) the game is:--Throw stone into No. 1. Pick it up. Hop, not touching lines, from No.
They were good. But they had limitations. So much depended on the choice of Partners, so much on the sheer luck of who drew whom. THE SHUFFLE Father Moontree and the little girl named West entered the room. They were the other two pinlighters. The human complement of the Fighting Room was now complete. Father Moontree was a red-faced man of forty-five who had lived the peaceful life of a farmer until he reached his fortieth year. Only then, belatedly, did the authorities find he was telepathic and agree to let him late in life enter upon the career of pinlighter. He did well at it, but he was fantastically old for this kind of business. Father Moontree looked at the glum Woodley and the musing Underhill.
| -- | -- | -- | |32.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Madeley. | Oxfordshire. | Sheffield. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. |Green gravel. | -- | | 2.| -- | -- |Round the green | | | | |gravel.
Isabella, Isabella, Isabella for me. --North Derbyshire (S. O. Addy). (_b_) In the Enborne, Newbury, version (Miss Kimber) a ring is formed by the children (boys and girls) joining hands. Another child stands in the centre. The ring of children walk round while singing the verses. The singing is confined to the ring. When the centre child is told to choose, she selects a boy from the ring, who goes into the centre and they stand together. At the next verse these two children walk out of the ring arm-in-arm.
Five evenly spaced photonuclear bombs blazed out across a hundred thousand miles. The pain in his mind and body vanished. [Illustration] He felt a moment of fierce, terrible, feral elation running through the mind of the Lady May as she finished her kill. It was always disappointing to the cats to find out that their enemies whom they sensed as gigantic space Rats disappeared at the moment of destruction. Then he felt her hurt, the pain and the fear that swept over both of them as the battle, quicker than the movement of an eyelid, had come and gone. In the same instant, there came the sharp and acid twinge of planoform. Once more the ship went skip. He could hear Woodley thinking at him. You don t have to bother much. This old son of a gun and I will take over for a while.
The foregoing should be thoroughly familiar to every player, so that he may know the exact value of the combination the moment he sees the length of the sequence and the number of duplicates. _=Two-card Fifteens.=_ Any combination of two or more cards, the total face value of which is exactly 15, is called _=fifteen-two=_, because each fifteen so formed is worth two points in the pegging. There are only three combinations of two cards which will form fifteen; a Five with any court card or Ten; a Nine and a Six; an Eight and a Seven. The manner of counting duplicates is the same as that employed for the pairs and sequences, and the player should be equally familiar with each variety of combination. The fifteens formed by _=two cards=_ only are the simplest, and should be studied first. [Illustration: 🂮 🂻 🂥 ] It is obvious that if there is in the hand or the starter a duplicate of either of the cards forming the fifteen, no matter which, another fifteen can be formed, and the combination will therefore always be worth 6 points; 4 for the two fifteens, and 2 for the pair. It must not be forgotten that in the case of _=tenth cards=_, as they are called, the duplicates may not form pairs, as for instance with K J 5. The fifteen is duplicated, but there is no pair. [Illustration: 🂩 🃉 🃙 🂦 ] If there are two duplicates of either card, the combination will always be worth 12 points; 6 for the three fifteens, and 6 more for the pair royal.
Then the girl says to the Dog-- All the birds in the air, All the fishes in the sea, Come and pick me out (for example) The girl with the golden ball. If the girl who desired the golden ball laughs, the Dog picks her out. If nobody laughs, he guesses who the girl is that has wished for the golden ball. If the Dog guesses correctly, she goes and stands behind him, and if he guesses incorrectly she goes and stands behind the one who has been asking the questions. They continue this until they get to the last girl or girl at the end of the row, who _must_ have desired to be-- A brewer or a baker, Or a candlestick maker, Or a penknife maker. Then the questioner says-- All the birds in the air, All the fishes in the sea, Come pick me out A brewer or a baker, Or a candlestick maker, Or penknife maker. If the Dog guesses the right one, he takes that girl on his side, she standing behind him. Then they draw a line and each side tries to pull the other over it.--Sheffield (S. O.