Jenny Jones [Music] --Platt, near Wrotham, Kent (Miss Burne). [Music] --Northants (Rev. W. D. Sweeting). [Music] --Belfast (W. H. Patterson). I. I m come to court Janet jo, Janet jo, Janet jo, I m come to court Janet jo, How s she the day? She s up the stair washin , Washin , washin , She s up the stair washin , Ye canna see her the day.
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.
=_ It is better to score all points as soon as they are made. The game is usually 1000 points. Some players do not count the brisques until the last trick has been played, but the practice is not to be recommended. Scores erroneously marked must be taken down, and the adversary may add the points to his own score. _=Suggestions for Good Play=_ will be found in Binocle. FOUR-HANDED BÉZIQUE. In this variation, four persons may play; each for himself or two against two, partners sitting opposite each other. Four packs of thirty-two cards each are shuffled together and used as one. Triple bézique counts 1500. When a player wins a trick, either he or his partner may declare everything in the hand, but only one combination can be scored at a time.
On a large lawn, a wide country-side may be easily represented. The players may begin with a game exactly like the ordinary Kriegspiel, with scouts and boxed soldiers, which will develop into such battles as are here described, as the troops come into contact. It would be easy to give the roads a real significance by permitting a move half as long again as in the open country for waggons or boxed troops along a road. There is a possibility of having a toy railway, with stations or rolling stock into which troops might be put, on such a giant war map. One would allow a move for entraining and another for detraining, requiring the troops to be massed alongside the train at the beginning and end of each journey, and the train might move at four or five times the cavalry rate. One would use open trucks and put in a specified number of men--say twelve infantry or five cavalry or half a gun per truck--and permit an engine to draw seven or eight trucks, or move at a reduced speed with more. One could also rule that four men--the same four men--remaining on a line during two moves, could tear up a rail, and eight men in three moves replace it. I will confess I have never yet tried over these more elaborate developments of Little Wars, partly because of the limited time at my disposal, and partly because they all demand a number of players who are well acquainted with the same on each side if they are not to last interminably. The Battle of Hook s Farm (one player a side) took a whole afternoon, and most of my battles have lasted the better part of a day. VI ENDING WITH A SORT OF CHALLENGE I COULD go on now and tell of battles, copiously.
Where s your father to sleep in? Father can sleep in the servant s bed. Where s the servant to sleep in? Servant can sleep in the pig-sty. Where s the pig to sleep in? The pig can sleep in the wash-tub. Where shall we wash our clothes? Wash our clothes at the sea-side. If our clothes should swim away? Then take a boat and go after them. O what should we do if the boat should sink? O then we should all of us be at an end. --Swaffham, Norfolk (Miss Matthews). XIII. We want to buy a wash-pan, wash-pan, wash-pan, We want to buy a wash-pan, early in the morning. Where will you get the money from, money from, money from? We ll sell my father s feather bed, feather bed, feather bed.
In some clubs the player making the higher throw is allowed the option of playing the first cast, or of throwing again; but the general practice is to insist that the first cast is simply for the privilege of playing first, and that the dice must be cast again for the first move. After each throw the dice must fall within the borders of the table on the caster’s right, and each die must rest fairly and squarely on one of its faces. If it is _=cocked=_ against a man, the edge of the board, or the other die, or if it jumps over the edge of the table in which it is thrown, both dice must be taken up and cast again. The caster must announce his throw as soon as made. _=The Moves.=_ As the men on each side are moved round the board in opposite directions to reach their respective homes, they are of course obliged to meet and pass a number of the adversary’s men, and they must pick their way among them by going to points which are unoccupied by the enemy; for if there are two or more of the enemy in possession of any point, that point is said to be _=covered=_, and must be jumped over. If only one adverse man occupies a point, it is called a _=blot=_, and the man may be captured, as will presently be explained. The numbers that appear on the upper faces of the two dice, when they are thrown, are the number of points that each of any two men, or that any one man may be moved at a time. If a player throws four-deuce, for instance, he may either move one man four points and another two; or he may move a single man four points and two points, or two points and four points. He cannot lump the throw and call it six points, because if the fourth point from where the man stood was covered by two or more of the enemy, the four could not be played with that man.
Pocket Guide to Backgammon, by “Cavendish.” Bohn’s Handbook of Games. REVERSI. This game requires a special board of sixty-four squares. Two players are each provided with thirty-two men which are red on one side and black on the other. The first player sets a man on any of the four squares in the middle of the board, and then his opponent places another man in the same four squares, each player having his own colour uppermost. After the first move on each side, the object of each player is so to set his men that they shall be next to an opposing man, but with one of his own men in a direct line on the other side, horizontally, vertically, or diagonally, no matter how far off the man in line may be. When a player succeeds in doing this, he reverses the colour of all the intervening men, turning them to his own side. A man placed at an angle may turn more than one line at a time. As soon as the board is filled, each man counts up his colour, and the one that has the majority wins the game.
He must then discard to reduce his playing hand to eleven cards again. Any points in the cards he lays away will count for him at the end of the play. The player on the dealer’s left always leads for the first trick, any card he pleases. The others must follow suit if they can, but they are not obliged to head the trick. If a player cannot follow suit, he must trump, and if the third player cannot follow suit either, he must play a trump, but he is not obliged to over-trump unless he likes. 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.
Jack. A person who may be useful to you. _=R.=_ He will not prove of much account. Ten. A pleasant surprise. Nine. Reconciliation. Eight. Children.
What did you do with them? Made a plum-pudding. What did she give you? A penny. What did you do with it? Bought a calf. What did you do with it? Sold it. What did you do with the money? Gave it to the butcher, and he gave me a penny back, and I bought some nuts with it. What did you do with them? Gave them to the butcher, and he s behind the churchyard cracking them, and leaving you the shells. --Sporle, Norfolk (Miss Matthews). IV. Mother, mother, may I go to play? No, daughter, no! for fear you should stay. Only as far as the garden gate, to gather flowers for my wedding day.
If the first cut does not decide, those tying must cut again. If a player exposes more than one card he must cut again. The ace is low. _=Stakes.=_ Cassino may be played for so much a game, or so much a point; and it may be agreed that the game shall be a certain number of points, or shall be complete in one deal, or that the player making the majority of points on each deal shall score one, and the one first making a certain number in this manner, such as five, shall be the winner. If points are played for, the lower score is usually deducted from the higher, and the difference is the value of the game. It is sometimes agreed that if the winner has twice as many points as his adversary, he shall be paid for a double game. _=Dealing.=_ After the cards have been properly shuffled they must be presented to the pone to be cut, and he must leave at least four in each packet. Beginning on his left, the dealer distributes four cards to each player in two rounds of two at a time, giving two to the table just before helping himself in each round.
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_=MARKERS=_ are not used in Boston, every hand being immediately settled for in counters. These are usually of three colours; white, red, and blue; representing cents, dimes, and dollars respectively. At the beginning of the game each player should be provided with an equal number, the general proportion being 20 white, 18 red, and 8 blue for each. Some one player should be selected to act as the banker, selling and redeeming all counters. _=STAKES.=_ The stakes in Boston depend upon the value of the counters. One cent for a white counter is considered a pretty stiff game; because it is quite possible for a single player to win or lose a thousand white counters on one hand, and the payments very seldom fall short of fifty. _=THE POOL.=_ In addition to the counters won and lost on each hand, it is usual for the players to make up a pool at the beginning of the game by each of them depositing one red counter in a small tray provided for the purpose. This pool may be increased from time to time by penalties; such as one red counter for a misdeal; four for a revoke, or for not having the proper number of cards, etc.
--Norfolk and Suffolk (Holloway s _Dict. of Provincialisms_). Corsicrown A square figure is divided by four lines, which cross each other in the crown or centre. Two of these lines connect the opposite angles, and two the sides at the point of bisection. Two players play; each has three men or flitchers. Now there are seven points for these men to move about on, six on the edges of the square and one at the centre. The men belonging to each player are not set together as at draughts, but mingled with each other. The one who has the first move may always have the game, which is won by getting the three men on a line.--Mactaggart s _Gallovidian Encyclopædia_. See Kit Cat Cannio, Noughts and Crosses.
If one player has six cards and his neighbour four, neither having lifted or looked at any card, the dealer may be called upon to draw a card from the six hand and give it to the four hand. _=17. Straddling.=_ During the deal, or at any time before he looks at any card in his hand, the player to the left of the age may straddle the blind by putting up double the amount put up by the age. Should he straddle, the player on his left may double the amount again, provided he has not seen any of his cards; and so on, until the limit of the straddling is reached. This limit must not exceed one-fourth of the betting limit. Should any player in his turn refuse to straddle, no other player on his left can straddle. _=18. The Ante.=_ After the cards are dealt, each player in turn, beginning with the one to the left of the age, or to the left of the last straddler, if any, must either abandon his hand or put into the pool twice the amount of the blind, or of the last straddle.
*** END OF THE PROJECT GUTENBERG EBOOK LITTLE WARS; A GAME FOR BOYS FROM TWELVE YEARS OF AGE TO ONE HUNDRED AND FIFTY AND FOR THAT MORE INTELLIGENT SORT OF GIRL WHO LIKES BOYS GAMES AND BOOKS. *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy. You may use this eBook for nearly any purpose such as creation of derivative works, reports, performances and research. Project Gutenberg eBooks may be modified and printed and given away—you may do practically ANYTHING in the United States with eBooks not protected by U.
| -- | -- | -- | |25.| -- | -- | -- | |26.| -- | -- | -- | |27.| -- |True love not dead, he| -- | | | |sends letter to turn | | | | |your head. | | |28.| -- | -- | -- | |29.| -- | -- | -- | |30.| -- | -- | -- | |31.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Sporle, Norfolk.
--Mactaggart s _Gallovidian Encyclopædia_. See Kit Cat Cannio, Noughts and Crosses. Cots and Twisses A flat stone is obtained called a Hob, upon which those who are playing place equal shares of Cots and Twisses. Cots are brass buttons, and Twisses bits of brass--a Twiss of solid brass being worth many Cots. Each player provides himself with a nice flat [key] stone, and from an agreed pitch tosses it at the Hob. If he knocks off any of the Cots and Twisses nearer to the players than the Hob is, he claims them. The other players try to knock the Hob away with their key-stones from any Cots and Twisses that may not have been claimed; and if any key-stone touches Hob after all have thrown, the owner cannot claim any Cots and Twisses.--Earls Heaton (Herbert Hardy). Each player selects a Cast or stone to pitch with; on another stone, called the Hob, the Cots and Twys are placed; at some distance Scops are set in the ground. First the players pitch from the Hob to the Scop, and the one who gets nearest goes first.
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. It follows, therefore, that if after the adjudication of a melee a player moves up more men into touch with the survivors of this first melee, and so constitutes a second melee, any prisoners made in the first melee will not count as combatants in the second melee. Thus if A moves up nineteen men into a melee with thirteen of B s--B having only five in support--A makes six prisoners, kills seven men, and has seven of his own killed. If, now, B can move up fourteen men into melee with A s victorious survivors, which he may be able to do by bringing the five into contact, and getting nine others within six inches of them, no count is made of the six of B s men who are prisoners in the hands of A.
In Egypt and Nubia there are illustrations of persons playing at draughts twenty centuries before the Christian era. During recent explorations in Egypt quite a variety of draughtmen have been found, some of which were used during the reign of Rameses III. The usual form seems to have been circular, about an inch in diameter, and surmounted by a round knob, something like a chess pawn, so that the men could be easily picked up. From the manner in which the men are shown mixed upon the board, it is evident that they could not move or take backwards, as in Polish draughts, but whether they advanced diagonally, as at the present day, there is no evidence to show. The Japanese game of draughts has lately been revived in England and America under the name of Go-Bang, but as it requires a special board of 324 squares, it has never been popular. _=Backgammon=_ cannot be traced to its origin. Several authorities have fallen into the error of ascribing the game to a certain country because the name is derived from a certain language, forgetting that in ancient times every country invented its own names for games. Chess is called Choke-choo-hong-ki in China, and Shogi in Japan; but that does not make it either a Chinese or a Japanese game. Either of these names might be used for Backgammon, as they have exactly the same meaning. The Welsh words, bach, and cammen; or the Saxon bac, and gamen, signify “a little battle;” while the Chinese and Japanese names for Chess signify “mimic warfare.
[Music] --Enborne. I. The miller s mill-dog lay at the mill-door, And his name was Little Bingo. B with an I, I with an N, N with a G, G with an O, And his name was Little Bingo. The miller he bought a cask of ale, And he called it right good Stingo. S with a T, T with an I, I with an N, N with a G, G with an O, And he called it right good Stingo. The miller he went to town one day, And he bought a wedding Ring-o! R with an I, I with an N, N with a G, G with an O, And he bought a wedding Ring-o! --Monton, Lancashire (Miss Dendy). II. A farmer s dog lay on the floor, And Bingo was his name O! B, i, n, g, o, B, i, n, g, o, And Bingo was his name O! The farmer likes a glass of beer, I think he calls it Stingo! S, t, i, n, g, o, S, t, i, n, g, o! I think he calls it Stingo! S, t, i, n, g, O! I think he calls it Stingo! --Market Drayton, Ellesmere, Oswestry (Burne s _Shropshire Folk-lore_, p. 513).
A player to whom any one of these braggers is dealt may call it anything he pleases. If he has a pair of nines and a bragger, or a nine and two braggers, he may call them three nines, and bet on them as such. In this respect braggers resemble mistigris, already described in connection with Draw Poker; but in Brag a natural pair or triplet outranks one made with the aid of a bragger. Three eights will beat an eight and two braggers. The dealer must put up an ante before the cards are cut. This ante may be any amount he pleases within the betting limit. No player can straddle or raise this ante until the cards are dealt. Beginning on his left the dealer distributes the cards face down, and one at a time, until each player has received three. Beginning with the age, [eldest hand,] each player in turn must put up an amount equal to the dealer’s ante, or abandon his hand. He may, if he chooses, raise the ante any further amount within the betting limit.
Luking The West Riding name for Knor and Spell. Playing begins at Easter.--Henderson s _Folk-lore_, p. 84. See Nur and Spell. Mag A game among boys, in which the players throw at a stone set up on edge.--Barnes (_Dorset Glossary_). Magic Whistle All the players but three sit on chairs, or stand in two long rows facing each other. One player sits at one end of the two rows as president; another player is then introduced into the room by the third player, who leads him up between the two rows. He is then told to kneel before the one sitting at the end of the row of players.
In the absence of any official code, the daily press is called upon for hundreds of decisions every week. The author has gathered and compared a great number of these newspaper rulings, and has drawn from them and other sources to form a brief code of poker laws, which will be found amply sufficient to cover all irregularities for which any penalty can be enforced, or which interfere with the rights of any individual player. DRAW POKER. _=CARDS.=_ Poker is played with a full pack of fifty-two cards, ranking: A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest or lowest in play, according to the wish of the holder, but ranking below the deuce in cutting. In some localities a special pack of sixty cards is used, the eight extra cards being elevens and twelves in each suit, which rank above the ten, and below the Jack. It is very unusual to play Poker with two packs. [Illustration: 11♣ 12♣] _=COUNTERS, or CHIPS.=_ Although not absolutely necessary, counters are much more convenient than money. The most common are red, white, and blue circular chips, which should “stack up” accurately, so that equal numbers may be measured without counting them.
Barnes (_Dorset Glossary_) only says hopping over a parallelogram of scotches or chalk-lines on the ground. F. H. Low, in _Strand Magazine_, ii. 516, says the divisions are respectively named onesie, twosie, threesie, foursie, and puddings. It is called Hop-bed at Stixwold in Lincolnshire (Miss Peacock), Hop-score in Yorkshire (Halliwell, l.c.), and Hitchibed in Cleveland, Yorks. (_Glossary of Cleveland Words_). Strutt describes it (_Sports_, p.
Should he find in his own hand and the remainder of the pack more than six trumps, he must discard those he does not want, showing them face up on the table with the other discards. Should any player discard a trump, his partner has the right to call his attention to it, and if the player has not been helped to cards, or has not lifted the cards drawn, the trump erroneously discarded may be taken back; otherwise it must remain among the discards until the hand has been played, when, if it is of any counting value, it must be added to the score of the side making the trump. Although there is no law to that effect, it is considered imperative for each player except the dealer to discard everything but trumps. This is partly because no other cards are of the slightest use, and partly because one of the points of the game is that the number of trumps held by each player before the draw should be indicated by his discard. _=METHOD OF PLAYING.=_ The player who has named the trump suit begins by leading any card he pleases. If a trump is led, every one must follow suit if able to do so, and it must be remembered that the Left Pedro is one of the trump suit. When a plain suit is led, any player may trump if he chooses, although holding one of the suit led; but if he does not trump, he must follow suit if he can. If he has none of the suit led he may trump or discard at pleasure. The highest card played of the suit led wins the trick, and trumps win all other suits.