The next day is occupied by the Boggons going round the villages singing as waits, and they are regaled with hot furmenty; from some they get coppers given them, and from others a small measure of wheat. The day after that they assume the character of Plough-bullocks, and at a certain part of Westwood-side they smoke the Fool --that is, straw is brought by those who like, and piled in a heap, a rope being tied or slung over the branches of the tree next to the pile of straw; the other end of the rope is fastened round the waist of the Fool, and he is drawn up and fire is put to the straw, the Fool being swung to and fro through the smoke until he is well-nigh choked, after which he goes round and collects whatever the spectators choose to give him. The sport is then at an end till the next year. The land left by Lady Mowbray was forty acres, which are known by the name of Hoodlands, and the Boggons dresses and the Hood are made from its proceeds. In the contiguous parish of Epworth a similar game is played under the same name, but with some variations. The Hood is not here carried away from the field, but to certain goals, against which it is struck three times and then declared free. This is called wyking the Hood, which is afterwards thrown up again for a fresh game.--_Notes and Queries_, 6th series, vii. 148. See Football, Hockey.
” Allgaier Gambit:-- P-K4 P-KB4 Kt-KB3 P-KR4 1 ---- 2 ----- 3 ------ 4 ----- P-K4 PxP P-KKt4 P-Kt5 Boden-Kieseritzky Gambit:-- P-K4 B-B4 Kt-KB3 Kt-B3 1 ---- 2 ------ 3 ------ 4 ----- P-K4 Kt-KB3 KtxP KtxKt Berlin Defence:-- P-K4 B-B4 Q-K2 P-QB3 1 ---- 2 ------ 3 ------ 4 ----- P-K4 Kt-KB3 Kt-QB3 B-B4 Blackmar Gambit:-- P-Q4 P-K4 P-KB3 KtxP 1 ---- 2 ------ 3 ------ 4 ----- P-Q4 PxP PxP B-B4 Calabrese Counter Gambit:-- P-K4 B-B4 P-Q3 P-B4 1 ---- 2 ----- 3 ------ 4 ---- P-K4 P-KB4 Kt-KB3 P-Q4 Centre Gambit:-- P-K4 P-Q4 QxP Q-K3 1 ---- 2 ----- 3 ------ 4 -------- P-K4 PxP Kt-QB3 B-Kt5 ch Centre Counter Gambit:-- P-K4 PxP Kt-QB3 P-Q4 1 ---- 2 ----- 3 ------ 4 ------ P-Q4 QxP Q-Q sq Kt-KB3 Classical Defence, to K. B. opening:-- P-K4 B-B4 P-QB3 P-Q4 1 ---- 2 ---- 3 ------ 4 ---- P-K4 B-B4 Kt-KB3 PxP Cunningham Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ---- 2 ----- 3 ------ 4 ------- P-K4 PxP B-K2 B-R5 ch Cochrane Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ---- 2 ----- 3 ------ 4 ----- P-K4 PxP P-KKt4 P-Kt5 Danish Gambit:-- P-K4 P-Q4 P-QB3 B-QB4 1 ---- 2 ----- 3 ----- 4 ------ P-K4 PxP PxP Kt-KB3 English Opening:-- P-QB4 P-B4 P-Q3 Kt-QB3 1 ----- 2 ---- 3 ------ 4 ------ P-QB4 P-B4 Kt-KB3 P-Q3 Evans’ Gambit:-- P-K4 Kt-KB3 B-B4 P-QKt4 1 ---- 2 ----- 3 ---- 4 ------- P-K4 Kt-QB3 B-B4 BxKtP Evans’ Gambit Declined:-- P-K4 Kt-KB3 B-B4 P-QKt4 1 ---- 2 ------ 3 ---- 4 ------ P-K4 Kt-QB3 B-B4 B-Kt3 Fianchetto Opening:-- P-K3 P-QB4 Kt-QB3 PxP 1 ---- 2 ------ 3 ------ 4 ------ P-K4 Kt-KB3 P-Q4 KtxP Fianchetto Defence:-- P-K4 P-Q4 B-Q3 Kt-K2 1 ------ 2 ---- 3 ----- 4 ------ P-QKt3 P-K3 B-Kt2 Kt-KB3 Four Knights:-- P-K4 Kt-KB3 Kt-B3 B-Kt5 1 ---- 2 ------ 3 ----- 4 ------ P-K4 Kt-QB3 Kt-B3 B-Kt5 French Defence:-- P-K4 P-Q4 Kt-QB3 B-KKt5 1 ---- 2 ---- 3 ------ 4 ------ P-K3 P-Q4 Kt-KB3 B-K2 From Gambit:-- P-KB4 PxP PxP Kt-KB3 1 ----- 2 ----- 3 ----- 4 ------ P-K4 P-Q3 BxP Kt-KB3 Giuoco Piano:-- P-K4 Kt-KB3 B-B4 P-B3 1 ---- 2 ------ 3 ---- 4 ----- P-K4 Kt-QB3 B-B4 Kt-B3 Greco-Counter Gambit:-- P-K4 Kt-KB3 KtxP P-Q4 1 ---- 2 ------ 3 ------ 4 ------ P-K4 P-KB4 Q-B3 P-Q3 Hamppe-Allgaier Gambit:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ---- 2 ------ 3 ----- 4 ------ P-K4 Kt-QB3 PxP P-KKt4 Hungarian Defence:-- P-K4 Kt-KB3 B-B4 P-Q4 1 ---- 2 ------ 3 ---- 4 ------ P-K4 Kt-QB3 B-K2 P-Q3 Irregular Openings:-- P-K4 P-QB3 Kt-B3 KtxP 1 ---- 2 ----- 3 ----- 4 ------ P-K4 P-Q4 PxP B-Q3 P-K4 P-Q4 B-Q3 P-QB3 1 ------ 2 ------ 3 ------- 4 -------- P-Q3 Kt-KB3 Kt-QB3 P-K4 P-K4 P-Q4 PxP B-Q3 1 ------ 2 ------ 3 ------- 4 -------- P-QB3 P-Q4 PxP Kt-QB3 P-K4 P-Q4 PxP P-KB4 1 ------ 2 ------ 3 ------- 4 -------- Kt-QB3 P-K4 KtxP Kt-Kt3 Jerome Gambit:-- P-K4 Kt-KB3 B-B4 BxP ch 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 B-B4 KxB Kieseritzky Gambit:-- P-K4 P-KB4 Kt-KB3 P-KR4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 King’s Bishop’s Gambit:-- P-K4 P-KB4 B-B4 K-B sq 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP Q-R5 ch B-B4 King’s Bishop’s Pawn Game:-- P-KB4 Kt-KB3 P-K3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K3 Kt-KB3 B-K2 P-QKt3 King’s Knight Opening. Irregular Defences:-- P-K4 Kt-KB3 KtxP Kt-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-KB3 Q-K2 P-Q4 P-K4 Kt-KB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Q-B3 P-B3 PxP P-K4 Kt-KB3 B-B4 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-Q3 Kt-KB3 Kt-B3 P-K4 Kt-KB3 KtxP P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-B4 Q-K2 B-Kt3 King’s Gambit:-- P-K4 P-KB4 P-Q4 K-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP Q-R5 ch P-Q4 P-K4 P-KB4 P-KR4 PxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-Q4 QxP P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 B-Kt2 P-K4 P-KB4 P-KR4 Kt-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP B-K2 Kt-KB3 King’s Gambit Declined:-- P-K4 P-KB4 PxQP Kt-QB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q4 QxP Q-K3 Max Lange’s Attack:-- P-K4 Kt-KB3 B-B4 Castles 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 B-B4 Kt-B3 Muzio Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 Petroff’s Counter Attack:-- P-K4 Kt-KB3 KtxP K-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-KB3 P-Q3 KtxP Philidor’s Defence:-- P-K4 Kt-KB3 P-Q4 KtxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q3 PxP P-Q4 Pierce Gambit:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP P-KKt4 Queen’s Pawn Counter Gambit:-- P-K4 Kt-KB3 PxP P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q4 B-Q3 P-K5 Queen’s Gambit:-- P-Q4 P-QB4 P-K3 BxP 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K4 PxP P-Q4 P-QB4 P-K4 P-Q5 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K4 P-KB4 P-Q4 P-QB4 Kt-KB3 P-K3 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K3 Kt-KB3 Queen’s Pawn Game:-- P-Q4 P-K3 Kt-KB3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 P-K3 Kt-KB3 B-K2 Ruy Lopez:-- P-K4 Kt-KB3 B-Kt5 B-R4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 P-QR3 Kt-B3 Salvio Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 Scotch Game:-- P-K4 Kt-KB3 P-Q4 KtxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP B-B4 Sicilian Defence:-- P-K4 Kt-QB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-QB4 Kt-QB3 P-K3 PxP Staunton’s Opening:-- P-K4 Kt-KB3 P-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 P-B4 P-Q3 Steinitz Gambit:-- P-K4 Kt-QB3 P-KB4 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP Q-R5 ch Three Knights’ Game:-- P-K4 Kt-KB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-KB3 P-Q3 PxP Two Knights’ Defence:-- P-K4 Kt-KB3 B-B4 Kt-Kt5 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 Kt-B3 P-Q4 Vienna Opening:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-B4 P-Q3 Kt-KB3 Zukertort’s Opening:-- Kt-KB3 P-Q4 P-K3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K3 Kt-KB3 P-QKt3 B-Kt2 _=GAMES AT ODDS.=_ Between unequal players it is a common practice for the stronger to give the weaker some advantage. Very few are able to give a Queen, or even a Rook, but a _=Knight=_ is quite common, and one who can concede a Knight to the weakest players in a club is usually spoken of as, “a Knight player.” The most common odds between nearly equal players is _=Pawn and Move=_; and with a player not strong enough to give a Knight, _=Pawn and Two Moves=_. The Pawn removed in each instance is Black’s K B P, and the Knight is usually the Q Kt. Here are a few examples of the openings in games at odds:-- Pawn and Move:-- P-K4 P-Q4 Q-R5 ch Q-K5 1 ------ 2 ------ 3 ------- 4 ------- P-K3 P-Q4 P-KKt3 Kt-KB3 P-K4 P-Q4 Kt-QB3 P-Q5 1 ------ 2 ------ 3 ------- 4 ------- P-Q3 Kt-KB3 Kt-B3 Kt-K4 P-K4 P-Q4 P-K5 B-QKt5 1 ------ 2 ------ 3 ------- 4 ------- Kt-QB3 P-Q4 B-B4 Q-Q2 P-K4 P-Q4 PxP P-KB4 1 ------ 2 ------ 3 ------- 4 ------- Kt-QB3 P-Q4 KtxP Kt-B2 Pawn and Two Moves:-- P-K4 P-Q4 B-Q3 P-Q5 1 ------ 2 ------ 3 ------- 4 ------- P-K3 P-B4 P-Q3 P-K4 P-Q4 P-QB4 P-Q5 1 ------ 2 ------ 3 ------- 4 ------- P-K3 P-B4 P-Q3 P-K4 P-Q4 P-KB4 B-Q3 1 ------ 2 ------ 3 ------- 4 ------- P-Q3 P-K3 Kt-K2 P-K4 P-Q4 P-Q5 P-KB4 1 ------ 2 ------ 3 ------- 4 ------- Kt-QB3 Kt-K4 Kt-B2 Odds of Queen’s Knight:-- P-K4 Kt-B3 PxP Kt-K5 1 ------ 2 ------ 3 ------- 4 ------- P-K4 P-Q4 P-K5 QxP P-K4 P-KB4 PxQP Kt-B3 1 ------ 2 ------ 3 ------- 4 ------- P-K4 P-Q4 QxP P-K5 Odds of King’s Knight:-- P-K4 B-B4 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 ------- P-K4 P-QB3 Kt-B3 P-Q4 P-K4 B-B2 P-Q2 0-0 1 ------ 2 ------ 3 ------- 4 ------- P-K4 Kt-KB3 B-B4 0-0 In order to give the student an idea of the value and popularity of the various openings, the following table of the results of 1500 games may be useful. It is from the chess columns of the New York _Sun_:-- ---------------------+----------------+--------+---------+--------- | FIRST | TOTAL |PER CENT.
After all are helped, the next card is turned up on the remainder of the pack, and the suit to which it belongs is the trump for that deal. _=MISDEALING.=_ If there is any irregularity in the deal which is not the dealer’s fault, such as any card except the trump found faced in the pack, or the pack found imperfect, the same person deals again. But if the dealer neglects to have the pack cut, or deals too many or too few cards to any player, or exposes a card in dealing, or does not give the same number of cards to each player on the same round, or counts the cards on the table or those remaining in the pack, it is a misdeal, and the deal passes to the next player on the misdealer’s left. In some places the misdealer is allowed to deal again if he forfeits two counters to the pool. _=ROBBING THE TRUMP CARD.=_ If the trump card is an ace, the dealer may discard any card he pleases in exchange for it. He may take up the ace when he plays to the first trick, or may leave it on the pack until got rid of in the course of play. When an ace is turned, the eldest hand, before leading, should call upon the dealer to discard if he has not already done so. If the dealer does not want the trump, he answers: “I play these.
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. The natural inference from this is that such hands should always be played without proposing, unless they contain the King of trumps. The exception in case of holding the King is made because there is no danger of the dealer’s getting the King, no matter how many cards he draws, and if the player’s cards are not strong enough to make it probable that he can win the vole, it is better for him to ask for cards, in hope of improving his chances. If he is refused, he stands an excellent chance to make two points by winning the odd trick. While it is the rule for the player to stand when the odds are two to one in his favour for making the odd trick, and to ask for cards when the odds are less, there are exceptions. The chances of improving by taking in cards must not be forgotten, and it must be remembered that the player who proposes runs no risk of penalty.
1st game; 10 to 6 2nd game; 4 to 16 3rd game; 14 to 8 Rubber; 10 -------- Totals 38 to 30 This is a good game for superstitious people, who believe that certain trump suits are favourable to them. TEXT-BOOKS. The following list of works on _=whist=_, alphabetically arranged, contains the principal standard text-books on the game. Those marked * are especially for the beginner. Those marked x are chiefly devoted to the Short-suit game. Art of Practical Whist, by Major Gen. Drayson. * Foster’s Whist Manual, by R.F. Foster.
Make then your curtseys and be off. The girls then scamper off as before, and as they run about the field keep calling out, I won t go home till seven o clock, I won t go home till seven o clock. After they have been running about for some five or ten minutes the Mother calls Alice (or whatever the name may be) to come home, when the one addressed will run all the faster, crying louder than before, I won t go home till seven o clock. Then the Mother commences to chase them until she catches them, and when she gets them to any particular place in the field where the others are playing, she says-- Where have you been? Up to grandmother s. What have you done that you have been away so long? I have cleaned the grate and dusted the room. What did she give you? A piece of bread and cheese so big as a house, and a piece of plum cake so big as a mouse. Where s my share? Up in higher cupboard. It s not there. Up in lower cupboard. It s not there.
| -- | -- | -- | |26.| -- | -- |Mother, is it true? | | | | |What shall I do? | |27.| -- | -- | -- | |28.| -- | -- | -- | |29.| -- | -- | -- | |30.| -- | -- | -- | |31.| -- | -- | -- | |32.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Madeley. | Oxfordshire.
” The original Edmund Hoyle wrote on very few games, but his work was the first attempt to put together the rules for the most popular indoor games in one volume. Although Hoyle died more than a hundred years ago, his work has been constantly added to as new games came into vogue, which has led many to believe that he is the authority for games that he never heard of, such as pinochle and poker. Persons who have never given the subject much attention may be surprised to learn how little authority there is for the rules governing the majority of our popular games. If we except the table games, such as chess, checkers, billiards, backgammon and ten pins, and such card games as whist, bridge, auction, and skat, all of which are regulated by well-defined codes of laws, agreed upon by associations of prominent clubs, to govern championship contests, etc., we have very few games left which are not played in different ways in various localities. This is undoubtedly because such games are learnt at the card table and not from books. A person who is shown a new game cannot remember all its details, some of which may not have been explained to him even. If he tries to teach it to others while his knowledge is in this imperfect state, he will naturally invent rules of his own to cover the points he has forgotten, or has never learnt, usually borrowing ideas from games with which he is more familiar. The pupils of such a teacher pass on to others the game thus imperfectly learnt, and in a short time we have a number of corruptions creeping in, and the astonishing part of it is the insistence with which some persons will maintain that they alone have the right idea of the rules, just because so-and-so showed them the game, or because they and their immediate friends have “always played it that way.” This does not alter the fact that the fundamental principles of every game are known and can be readily found if one knows where to look for them.
=_ Bézique is played by two persons, one of whom is known as the _=dealer=_, and the other as the _=pone=_. They cut for choice of seats and deal, the player cutting the highest card having the first choice, and electing whether or not to deal himself. In cutting, the cards rank as in play, and the ace is the highest. If a player exposes more than one card, he must cut again. _=DEALING.=_ The cards are thoroughly shuffled, and presented to the pone to be cut. At least five cards must be left in each packet. The cards are then dealt three at a time for the first round, two for the next, and three for the last, each player receiving eight cards. The seventeenth is then turned up for the trump. If this card is a Seven, the dealer scores 10 points for it at once.
) The same kind of button, with letters or inscription on the rim, valued at 2 points. (3.) The small metal shank button, called a Shankie, without any inscription, valued at 3 points; if with inscription, at 4 points; the large sizes and corresponding description were valued relatively 4 and 5 points. (4.) The small Shankies, with a crest (livery waistcoat buttons), 6 points, and the large corresponding, 7 points. (5.) The small Shankies, with coat of arms, value 8 points, and the large corresponding, 9 points. (6.) Ornamental and various other buttons, such as regimental, official, mounted and engraved in flowers, and other designs according to arrangement, up to 20 points. See Banger, Cots and Twisses.
The boys of a cottage, near Dorchester, had a while ago carved a Marrel pound on a block of stone by the house. Some years ago a clergyman of one of the upper counties wrote that in the pulling down of a wall in his church, built in the thirteenth century, the workmen came to a block of stone with a Marrel s pound cut on it. Merrels the game was called by a mason.--Barnes _Additional Glossary; Folk-lore Journal_, vii. 233. Nine Men s Morris, in Gloucestershire called Ninepenny Morris, was, says a correspondent in the _Midland Garner_, largely practised by boys and even older people over thirty years ago, but is now, as far as I know, entirely disused. Two persons play. Each must have twelve pegs, or twelve pieces of anything which can be distinguished. The Morris was usually marked on a board or stone with chalk, and consists of twenty-four points. The pegs are put down one at a time alternately upon any point upon the Morris, and the first person who makes a consecutive row of three impounds one of his opponent s pegs.
The length from the centre of No. 1 pin spot to the foul line shall be 60 feet. Back of the foul line there shall be a clear run of not less than 15 feet. The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed 12 inches apart from centre to centre. They shall be 2¼ inches in diameter. The pin spots numbered 7, 8, 9 and 10 shall be placed 3 inches from the pit edge of the alleys, measuring from the edge to the centre of such pin spots. The pins shall be spotted on the pin spots placed upon the alleys according to the following diagram, and the pins and spots shall be known by the numbers as follows: [Illustration: 7 8 9 10 4 5 6 2 3 1 ] The pins shall be of the following design and measurements: 15 inches in height, 2¼ inches in diameter at their base, 15 inches in circumference at a point 4½ inches from their base, 11⅝ inches in circumference at a point 7¼ inches from their base, 5¼ inches in circumference at the neck, a point 10 inches from the base; 8 inches in circumference at the head, a point 13½ inches from the base. The taper from point to point shall be gradual, so that all lines shall have a graceful curve. The balls shall not in any case exceed 27 inches in circumference nor exceed 16 pounds in weight. Any sized ball of less circumference or weight may be used.
_=14. Irregularities in the Hands.=_ Should the dealer, or the wind, turn over any card, the player to whom it is dealt must take it; but the same player cannot be compelled to take two exposed cards. Should such a combination occur there must be a new deal. If the player exposes cards himself, he has no remedy. _=15.=_ Should any player receive more or less than his proper number of cards, and discover the error before he looks at any card in his hand, or lifts it from the table, he may demand a new deal if no bet has been made; or he may ask the dealer to give him another card from the pack if he has too few, or to draw a card if he has too many. Cards so drawn must not be exposed, but should be placed on the top of the pack. If a bet has been made, there must be a new deal. Should the player take up his hand, or look at any card in it, he has no remedy.
1 for _=Low=_, or the Deuce of trumps. 1 for the _=Jack=_ of trumps. 1 for _=Game=_, or the Ten of trumps. 5 for _=Right Pedro=_, or the Five of trumps. 5 for _=Left Pedro=_, or Five of the same colour as the trump suit. All points count to the side winning them. Any trumps found among the discards at the end of the hand count for the side that made the trump. At the end of the hand, the number of points won by each side is added up, and the lower deducted from the higher, the difference being scored by the winners of the majority. If the result is a tie, neither scores. For instance: If A-B make 11, Y-Z must make the remaining 3, which deducted from 11 leaves 8 points for A-B to score.
For instance: He holds an 8, and there are upon the table four cards only:--5 3 6 and 2. By combining the 6 and 2, and the 5 and 3, two Eights will be formed, and the sweep is made. Sweeps are usually marked by leaving the cards with which they are made face upward at the bottom of the tricks taken in by the player. Sweeps made by opposite sides are sometimes turned down to cancel one another. _=Trailing.=_ When a player cannot pair, combine, or build anything, he must play a card. This is called trailing, because he is simply following along waiting for opportunities. In trailing it is usually the best policy to play the smaller cards, except Aces and Little Cassino, because as other players will probably trail small cards also, these may be combined and won with the larger cards kept in the player’s hand. _=Last Cards.=_ In the last round, all the cards remaining on the table are won by the player who takes the last trick, but it does not count as a sweep unless it would have been a sweep under any circumstances.
One for mammy, one for daddy, one for Uncle John. Where, child! where, child! have you been all the day? Up to granny s. What have you been doing there? [The answer to this is often, Washing doll s clothes, but anything may be mentioned.] What did she give you? [The reply is again left to the child s fancy.] Where s my share? The cat ate it [or, In the cat s belly]. What s in that box, mother? Twopence, my child. What for, mother? To buy a stick to beat you, and a rope to hang you, my child. --Cornwall (_Folk-lore Journal_, v. 55, 56). VII.
283), who remembered having played at the game (doubtless in his native county, Devonshire), thus describes it:-- A log of wood is brought into the midst of the room: this is Dun (the cart horse), and a cry is raised that he is stuck in the mire. Two of the company advance, either with or without ropes, to draw him out. After repeated attempts they find themselves unable to do it, and call for more assistance. The game continues till all the company take part in it, when Dun is extricated of course; and the merriment arises from the awkward and affected efforts of the rustics to lift the log, and sundry arch contrivances to let the ends of it fall on one another s toes. Drop Handkerchief This is a game similar to Cat and Mouse, but takes its name from the use of the handkerchief to start the pursuit. Various rhyming formulæ are used in some places. In Monton, Lancashire (Miss Dendy), no rhyme is used. The children stand in a ring. One runs round with a handkerchief and drops it; the child behind whom it is dropped chases the dropper, the one who gets home first takes the vacant place, the other drops the handkerchief again. In Shropshire the two players pursue one another in and out of the ring, running under the uplifted hands of the players who compose it: the pursuer carefully keeping on the track of the pursued (Burne s _Shropshire Folk-lore_, p.
B. Gomme). It seems probable that a survival of fire-worship is shown by this game. Fivestones This game was played by a newspaper boy at Richmond Station for me as follows:--He had five square pieces of tile or stone about the size of dice. He took all five pieces in the palm of the hand first, then threw them up and caught them on the back of the hand, and then from the back of the hand into the palm. Four of the stones were then thrown on the ground; the fifth was thrown up, one stone being picked up from the ground, and the descending fifth stone caught in the same hand; the other three pieces were next picked up in turn. Then two were picked up together in the same manner twice, then one, then three, then all four at once, the fifth stone being thrown up and caught with each movement. All five were then thrown up and caught on the back of the hand, and then thrown from the back and caught in the palm. When he dropped one, he picked it up between his outstretched fingers while the other stones remained on the back of the hand; then he tossed and caught it likewise. Then after throwing up the five stones and catching them on the back of the hand and the reverse, all five being kept in the palm, one was thrown up, and another deposited on the ground before the descending stone was caught.
The word Isabella may have been originally something quite different from the name of a girl. I am inclined to think the word was not the name of a person at all; possibly it was something addressed to a particular person in words the sense of which are now lost, and the nearest idea to it was this name. The same thing may also apply to the word farewell, and hence the incongruity of the first few lines in nearly all versions. Jack s Alive. A number of people sit in a row, or on chairs round a parlour. A lighted wooden spill or taper is handed to the first, who says-- Jack s alive, and likely to live; If he dies in your hand you ve a forfeit to give. The one in whose hand the light expires has to pay a forfeit. As the spill is getting burnt out the lines are said very quickly, as everybody is anxious not to have to pay the forfeit.--Addy s _Sheffield Glossary_. At Egan, in Derbyshire, a number of persons sit round a fire; one of them lights a stick, twirls it round, and says-- Little Nanny Cockerthaw, What if I should let her fa ? The others reply-- Nine sticks and nine stones Shall be laid on thy bare back bones If thou shouldst let fa Little Nanny Cockerthaw.
The faces should then be tested to see that they are not convex, even in the slightest degree. Shaped dice are usually flat on the ace and six faces, especially in crap shooting. Each die should be held between the thumb and forefinger at its longest diameter, to see if it has any tendency to swing on a pivot, for if it does it is loaded. Even if the dice are transparent, it is no guarantee that they are not loaded in the spots. Loaded ivory dice soon get discoloured, and the presence of any darkness in the corners is usually a sign of the presence of mercury. It is a mistake to suppose that loaded dice will always throw high or low; all they will do is to beat averages. Finally, the dice should be tested with a magnet, as they are sometimes made to work in connection with a battery concealed under the table. _=DICE BOXES.=_ Although the dice may be perfectly fair, the box may be “crooked.” A fair box may be of leather, perfectly smooth inside, or it may be of bone, ivory or wood, with the interior “screwed” or grooved.
If the dummy call to the attention of the declarer that he is about to lead from the wrong hand, either adversary may require that the lead be made from that hand. 63. Dummy is not subject to the revoke penalty; if he revoke and the error be not discovered until the trick be turned and quitted, whether by the rightful winners or not, the trick must stand. 64. A card from the declarer’s hand is not played until actually quitted, but should he name or touch a card in the dummy, such card is played unless he say, “I arrange,” or words to that effect. If he simultaneously touch two or more such cards, he may elect which to play. CARDS EXPOSED BEFORE PLAY. 65. After the deal and before the declaration has been finally determined, if any player lead or expose a card, his partner may not thereafter bid or double during that declaration,[14] and the card is subject to call.[15] When the partner of the offending player is the original leader, the declarer may also prohibit the initial lead of the suit of the exposed card.
_=The Game=_ is generally known as _=the gambler’s point=_, because it is the only point that must be played for in every hand, and its management requires more skill than all the others put together. The cards that count for Game are the four honours and the Ten of each suit. Every ace counts 4; every King 3; every Queen 2; every Jack 1; and every Ten 10. After the last card has been played, each player turns over the tricks he has won, and counts up the pip value of the court cards and Tens that he has won. Whoever has the highest number counts the point for Game. For instance: Two are playing. The elder hand has taken in an ace, two Kings and a Jack, which are collectively worth 11. The dealer has taken in a Queen and a Ten, which are worth 12; so the dealer marks the point for Game. If both players have the same number, or if there is no Game out, which rarely happens, the non-dealer scores Game. If three play, and Game is a tie between the two non-dealers, neither scores.
The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves. These supplies, at the time when they are given up, must be within six feet of the infantry they belong to and eighteen feet of the cavalry. Isolated bodies of less than thirty infantry require no supplies--a body is isolated if it is more than twelve feet off another body. In calculating supplies for infantry the fractions either count as thirty if fifteen or over, or as nothing if less than fifteen. Thus forty-six infantry require two packets of food or ammunition; forty-four infantry require one packet of food. N.B.--Supplies are not effective if enemy is between supplies and troops they belong to. Men surrounded and besieged must be victualled at the following rate:-- One packet food for every thirty men for every six moves. One packet forage every six horses for every six moves.
He may offer to play grand or nullo or he may pass. The moment either grand or nullo is named, the bidding ends. If the first player passes, the next to the left must declare himself. If all pass without a bid, the hand is played as a nullo. Any player bidding out of turn loses 20 points, and is barred from bidding on that deal. _=METHOD OF PLAYING.=_ If the game is grand, the player to the _right_ of the bidder leads any card he pleases. If the game is nullo, the player to the _left_ of the bidder leads. If no bid is made, the player to the left of the dealer leads. Either partner may take in the tricks won by his side, keeping them separate, so that they may be easily counted.
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In no version that I am acquainted with do the elements of love and marriage or kissing occur, otherwise the resemblance it bears to the Scotch Merry-ma-tanzie would suggest that it is a portion of that game. This game possesses the centre tree, which is not preserved in Merry-ma-tansa. Trees were formerly sacred to dancing at the marriage festival, as at Polwarth in Berwickshire, where the custom once prevailed, which is not unworthy of notice. In the midst of the village are two thorn trees near to each other; round these every newly-married pair were expected to dance with all their friends; from hence arose the old song, Polwarth on the Green (_New Statistical Account of Scotland, Polwarth, Berwickshire_, ii. 234). Holland (_Cheshire Glossary_), under Kissing Bush, says, A bush of holly, ivy, or other evergreens, which is hung up in farm kitchens at Christmas, and serves the purpose of mistletoe. The kissing bushes are usually prepared by the farm lads on Christmas Eve, and they are often tastefully decorated with apples, oranges, and bits of gay-coloured ribbon. I have occasionally seen them made upon a framework of hoop iron something in the form of a crown, with a socket at the bottom to hold a lighted candle. Brand (ii. 15) also describes how in Ireland men and women dance round about a bush in a large ring on the Patron Day.
The dealer gives one card to each, face down. This card is examined and if it is not satisfactory it is passed to the player on the left, the object being to avoid holding the lowest card at the table. If the player on the left holds any card but a king, he is obliged to exchange. If the one who is forced to exchange gives an ace or a deuce, he announces it; but the player who demands the exchange is not allowed to say what he gives, as the card may be passed on. Each player in turn to the left may exchange, or he may pass, which means that he is satisfied with his card. When it comes round to the dealer, he cannot exchange; but he may cut the pack and take the top card. All the cards are then turned face up, and the lowest shown loses a counter. The deal passes to the left. When all the players but one have lost all their markers, the survivor takes the pool. FIVE OR NINE.
| -- | -- |Wash them in milk, | | | | |clothe in silk. | |15.| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- |Write names with pen | | | | |and black ink. | |18.|Sweetheart is dead. |True love is dead. | -- | | | |(After No. 25.