Joggle along I. Come all you young men In your youthful ways, And sow your wild oats In your youthful days. Then you ll be happy, Then you ll be happy, As you grow old. For the day s far spent, And the night s coming on, So give us your arm, and We ll joggle along. --Penzance, Cornwall (Mrs. Mabbott). II. Come all ye young men, with your wicked ways, Sow all your wild oats in your youthful days, That we may live happy, that we may live happy, That we may live happy when we grow old. The day is far spent, the night s coming on, Give us your arm, and we ll joggle along, That we may live happy, &c., &c.

|Penny loaves will wash|Penny loaves ll get |Penny loaves will | | |away. |stole away. |tumble down. | |17.| -- | -- | -- | |18.| -- | -- | -- | |19.| -- | -- | -- | |20.| -- | -- | -- | |21.|Mend it up with pins | -- |Mend it up with pins | | |and needles. | |and needles.

Y-Z win 6 by cards, and 4 by honours; 10 points multiplied by 3, = 30. For this they score three games, the first being a triple, and the others quadruples. These three games win the rubber, for which they add 8 points, and 4 points for the little slam. This is all put down on the score-sheet:-- A-B | 0 | 2 | 4 | 4 | 0 | 0 | 0 | = 10 Score: | | | | | | | | Y-Z | 2 | 0 | 0 | 0 | 3 | 4 | 4 | 8 4 = 25 Both scores being added up, the value of the rubber won by Y-Z is found to be 15, after deducting the 10 points made by A-B. _=CUTTING IN.=_ If there are more than four persons belonging to the table, those waiting cut in, as at Whist. _=METHODS OF CHEATING.=_ In all games in which the cards are dealt in bulk, four or six at a time, there is more or less temptation for the greek to gather desirable cards in the pack, leaving them undisturbed in the shuffle. If he can pick up two tricks of the previous deal with eight good cards of the same suit in them, by placing any two tricks of other cards between them, and dealing six at a time, he can tell exactly how many of the eight located cards are in his partner’s hand. For this reason a player who does not thoroughly shuffle the cards should be carefully watched; and an immediate protest should be made against any disarrangement of the tricks as they are taken in during the play, such as placing the last trick taken under the first.

| | +-.-+---+-.-+---+-.-+---+-.-+---+ | . | | ⛀ | | ⛂ | | . | | +-.-+---+-.-+---+-.-+---+-.

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 . I have heard it credibly reported (and that _viva voce_) by men of great grauitie and reputation, that of fortie, threescore or a hundred maides going to the wood ouer night, there haue scaresly the third part of them returned home againe undefiled. Herrick s _Hesperides_ also describes the festival, and the custom of courting and marriage at the same time. The tune sung to this game appears to be the same in every version. END OF VOL. I. BALLANTYNE PRESS PRINTED BY BALLANTYNE, HANSON AND CO. EDINBURGH AND LONDON Transcriber s notes: General: This eBook is Volume I of a two-volume work. Volume II is available as ebook number 41728 via the website of Project Gutenberg (www.gutenberg.

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(_d_) The origin and meaning of this game appears somewhat doubtful. It is a choral dance, and it may owe its origin to a custom of wild antic dancing in celebration of the rites of some deity in which animal postures were assumed. The Hexham version, Here we come louping [leaping] may probably be the oldest and original form, especially if the conjecture that this game is derived from animal rites is accepted. The term looby, lubin, or luby does not throw much light on the game. Addy (_Sheffield Glossary_) says, Looby is an old form of the modern lubber, a clumsy fellow, a dolt. That a stupid or ridiculous meaning is attached to the word looby is also shown by one of the old penances for redeeming a forfeit, where a player has to lie stretched out on his back and declare, Here I lie The length of a looby, The breadth of a booby, And three parts of a jackass. The Scottish forms of the game bear on the theory of the game being grotesque. The fact of the players having both their arms extended at once, one behind and one in front of them, and the more frequent spinning round, suggest this. Then, too, there is the sudden sit down posture, when all feet in is required. In the version given by Halliwell there is more difficulty in the game, and possibly more fun.

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The box must be lifted by the person who is recording the throws, in a raffle, for instance, after the spectators have had time to assure themselves that all the dice are covered. If the caster has his fingers over the mouth of the box when he turns it over, or lifts the box himself, the throw is foul. The second method is known as rolling, or the _=long gallery=_, and is generally used in poker dice and such games. After the box has been shaken, the caster holds it by the side, and gives it a twist and a push, which causes the dice to pour out, and roll along the table. The third method is called _=shooting=_, and is always employed in craps. No box is used, the dice being held in the hand and rolled along the table or the ground. The crap shooter is obliged to shake the dice in his hand to show that he is not holding them with certain faces together, which is a common way of preventing or getting certain throws, especially with shaped dice. Whichever method is employed, each die must lie flat upon one of its own faces after the throw, neither resting upon nor _=cocked=_ against any other die or any obstruction upon the table or the ground. If any of the dice are cocked, all of them must be taken up and thrown again. RAFFLING.

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That was the big mistake. I had an obligation to the Lodge for my TK training, and there was no honorable way I could turn my back on it. The Grand Master is a patient, if deadly, old goat, and he came after me in person. I d just walked out of surgery, and was still in mask and gown. The surgeon who had done the cutting while I had put TK clamps on the inaccessible arteries was at my side, breathing a sigh of relief that the patient hadn t died on the table. He d still die, I figured, but not on the table. I d felt the fluttery rasp of his heart muscle as it had strained against my lift. He didn t have too long. Thank God for a dry field, the scalpel surgeon said, politely holding out his left hand to me. I shook it with my left.

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_=16.=_ Forcing any ball off the table, either before or after the score, causes the striker to gain nothing by the stroke. _=17.=_ In the event of either player using his opponent’s ball and scoring, the red must be spotted and the balls broken again by the non-striker; but if no score is made, the next player may take his choice of balls and continue to use the ball he so chooses to the end of the game. No penalty, however, attaches in either case unless the mistake be discovered before the next stroke. _=18.=_ No person except an opponent has a right to tell the player that he is using the wrong ball, or to inform the non-striker that his opponent has used the wrong ball; and if the opponent does not see the striker use the ball, or, seeing him, does not claim the penalty, the marker is bound to score to the striker any points made. _=19.=_ Should the striker [whose ball is in hand], in playing up the table on a ball or balls in baulk, either by accident or design, strike one of them [with his own ball] without first going out of baulk, his opponent may have the balls replaced, score a miss, and follow on; or may cause the striker to play again, or may claim a foul, and have the red spotted and the balls broken again. _=20.

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See Buff, Muffin Man. Dip o the Kit A rustic game, undescribed and marked as obsolescent.--Peacock s _Manley and Corringham Glossary_. Dish-a-loof A singular rustic amusement. One lays his hand down on a table, another clashes his upon it, a third his on that, and so on (fig. 1). When all the players have done this, the one who has his hand on the board pulls it out and lays it on the one uppermost (fig. 2): they all follow in rotation, and so a continual clashing and dashing is kept up; hence the name Dish. Those who win the game are those who stand out longest--viz., those who are best at enduring pain.

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Almonds and Reasons An old English game undescribed.--_Useful Transactions in Philosophy_, 1709, p. 43. Angel and Devil One child is called the Angel, another child the Devil, and a third child the Minder. The children are given the names of colours by the Minder. Then the Angel comes over and knocks, when the following dialogue takes place. Minder: Who s there? Answer: Angel. Minder: What do you want? Angel: Ribbons. Minder: What colour? Angel: Red. Minder retorts, if no child is so named, Go and learn your A B C.

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I believe originally nuts, round stones, or any other small things that could easily be bowled along were used as marbles. Rogers notices Marbles in his _Pleasures of Memory_, l. 137:-- On yon gray stone that fronts the chancel-door, Worn smooth by busy feet, now seen no more, Each eve we shot the marble through the ring. Different kinds of marbles are alleys, barios, poppo, stonies. Marrididdles are marbles made by oneself by rolling and baking common clay. By boys these are treated as spurious and are always rejected. In barter, a bary = four stonies; a common white alley = three stonies. Those with pink veins being considered best. Alleys are the most valuable and are always reserved to be used as taws (the marble actually used by the player). They are said to have been formerly made of different coloured alabaster.

[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. The red are usually worth five whites, and the blue worth five reds, or twenty-five whites. At the beginning of the game one player should act as banker, and be responsible for all counters at the table. It is usual for each player to purchase, at the beginning of the game, the equivalent of 100 white counters in white, red, and blue. _=PLAYERS.=_ Poker may be played by any number of persons from two to seven. When there are more than seven candidates for play, two tables should be formed, unless the majority vote against it. In some localities it is the custom for the dealer to take no cards when there are eight players, which is thought to make a better game than two tables of only four players each.

| -- | -- | -- | | 23.| -- |All sorts of colours | -- | | | |lying by his side. | | |[8.]|We ll all go roving. | -- | -- | | 24.| -- | -- |You shall have a young| | | | |man. | | 25.| -- | -- | -- | | 26.|I ll take [   ] for my|Take [   ] for my | -- | | |bride. |bride.

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For example: The banker has 5, and the player on his right has drawn a 10, the one on his left a 7. The banker has an excellent chance to win all the bets on the right, and should have a certainty of standing off with them, and unless those on the left very much exceeded them, the banker would be very foolish to risk losing everything by drawing to 5, simply to beat the player on his left. _=BACCARA CHEMIN DE FER.=_ In this variation, each player in turn on the left becomes the banker, taking the deal as soon as the first banker loses a coup. The banker gives cards only to the player on his right, and to himself. If this player will not go banco, each of the others in order beyond him may do so. If no one goes banco, each player in turn to the right makes what bets he pleases, within the limit of the bank’s capital. If the banker wins the coup, he deals again, and so on until he loses, when the deal passes to the player on his left. The banker, after winning a coup, may pass the deal to the player on his right, if he chooses to do so, provided that player will put up an amount equal to that then in the bank. When this player loses a coup, the bank must go to the player to whom it would have gone in regular order; that is, the one on the left of the player who transferred his privilege.

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The Cock tries to catch and croon --_i.e._, put his hand upon the head of--as many of the players as he can when running from one side of the playground to the other. Those caught help the Cock in the rush back. The rush from side to side goes on till all are captured. To croon was the essential point in capturing. When a boy was being pursued to be taken prisoner, his great object was, when he came to close quarters with his pursuers, to save his head from being touched on the crown by one of them.--Nairn (Rev. W. Gregor).

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Cross-bars. Cross-questions. Cross Tig. Cry Notchil. Cuck-ball. Cuckoo. Cuddy and the Powks. Cudgel. Curcuddie. Curly Locks.

For instance: He bids nine hearts, and wins six tricks only. He must pay each adversary 115 white counters. TABLE No. 1. ----------------------+--------+-----------------+---------+ | | The trump being | | | No +-----+-----+-----+ Extra | | trump. | ♣♠ | ♡ | ♢ | tricks. | ----------------------+--------+-----+-----+-----+---------+ Boston, five tricks | | 10 | 20 | 30 | 5 | Six tricks | | 30 | 40 | 50 | 5 | Little misère | 75 | | | | | Seven tricks | | 50 | 60 | 70 | 5 | Piccolissimo | 100 | | | | | Eight tricks | | 70 | 80 | 90 | 5 | Grand misère | 150 | | | | | Nine tricks | | 90 | 100 | 110 | 5 | Little spread | 200 | | | | | Ten tricks | | 110 | 120 | 130 | 5 | Grand spread | 250 | | | | | Eleven tricks | | 130 | 140 | 150 | 5 | Twelve tricks | | 150 | 160 | 170 | 5 | Slam, thirteen tricks | | 400 | 450 | 500 | | Spread slam | | 600 | 700 | 800 | | TABLE No. 2. In America, the last two items are usually reduced, and are given as follows:-- | | ♣♠ | ♡ | ♢ | | Slam, thirteen tricks | | 250 | 300 | 350 | | Spread slam | | 350 | 400 | 450 | | ----------------------+--------+-----+-----+-----+---------+ Why a player should be paid more for spreads than for eleven or twelve tricks while the trick bid outranks the spreads, is difficult to understand; but we have no authority to change the tables. Misère Partout wins nothing but the pool.

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If the player on the right takes it, the player on the left may ask for a card also; but whether he does so or not, the banker is not obliged to draw unless he chooses, after the first card offered has been taken by either player. When the card is taken it is turned face up, and left on the table in front of the person to whom it belongs. Only one card may be drawn by any player, and all the hands are then exposed. Ties are a stand-off. The banker pays all bets on the side that is nearer 9 than himself, and wins all on the side which is not so near 9 as himself. The players on the opposite sides of the table have nothing to do with each other; each wins or loses with the banker alone. It should be observed that if a player had 4 originally, and draws a 9, his point is not 13, but 3, because all 10’s count for nothing. There is no such thing as being créve, as at Vingt-et-un. _=Irregularities.=_ If the banker gives two cards, face up, to the player on his right, the player may retain which he pleases, throwing the other into the waste basket.

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For illegally capturing an adversary’s man, the offender must move his King, or legally capture the man, as his opponent may elect. For attempting to Castle illegally, the player doing so must move either the King or Rook, as his adversary may dictate. For touching more than one of the player’s own men, he must move either man that his opponent may name. For touching more than one of the adversary’s men, the offender must capture the one named by his opponent, or if _either_ cannot be captured, he may be required to move the King or capture the man which can be taken, at the adversary’s option; or, if _neither_ can be captured, then the King must be moved. A player moving into check may be required, by the opposing player, either to move the King elsewhere, or replace the King and make some other move--but such other move shall not be selected by the player imposing the penalty. For discovering check on his own King, the player must either legally move the man touched, or move the King at his adversary’s option. In case neither move can be made, there shall be no penalty. While in check, for touching or moving a man which does not cover the check, the player may be required to cover with another piece, or move the King, as the opposing player may elect. _=Touching the Squares.=_ While the hand remains upon a man, it may be moved to any square that it commands, except such squares as may have been touched by it during the deliberation on the move; but if all the squares which it commands have been so touched, then the man must be played to such of the squares as the adversary may elect.

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--Robinson s _Whitby Glossary_. See Hide and Seek. Bonnety This is a boys game. The players place their bonnets or caps in a pile. They then join hands and stand in a circle round it. They then pull each other, and twist and wriggle round and round and over it, till one overturns it or knocks a bonnet off it. The player who does so is hoisted on the back of another, and pelted by all the others with their bonnets.--Keith, Nairn (Rev. W. Gregor).

The baulk line is no protection, a player in hand being allowed to play on any ball on the table, even if it is behind the D. SHELL OUT. This game should not be confounded with Black Pool. It is simply English Pyramids, but instead of making the player with the lowest score at the end pay for the table, each player equally shares the expense, and the balls are pocketed for so much apiece. If the amount of the shell-out was a shilling, and there were six players, any person pocketing a ball would receive a shilling from each of the others, and would play again. A losing hazard or a miss would compel the striker to pay a shilling to each of the others, instead of putting a ball back on the table. The last ball pays double. HIGH-LOW-JACK-GAME. This game is played with a set of balls the same as used in Fifteen-Ball Pool. Any number of persons may play, the order of play being determined by the rolling of the small numbered balls.

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Even if you have a safe tenace in a suit, such as 4 and 2, the 5 and 3 being still out somewhere, it is better to discard from it if there is the slightest danger of your getting the lead. Tenaces are only safe when led up to. In _=Howell’s settling=_, the object is not so much to load the others as to escape yourself. It is never advisable to attempt to take all thirteen hearts, because there are no Jacks; but there are many cases in which it is better deliberately to take three or four, in order to avoid the chance of taking six or eight. For an example of these tactics adopted by two players, see Illustrative Hand, No. 3. On the same principle, there are often cases in which it is advisable to take a trick with one heart in it, in order to get rid of a dangerous card, which might bring you in several hearts later on. The general principles of leading and discarding are the same as in Sweepstake Hearts; but it is not necessary to take such desperate chances to escape entirely. _=THREE-HANDED HEARTS=_ is more difficult to play than any other form of the game, partly because there are so many rounds of each suit, and partly because the moment one player refuses, the exact cards of that suit in the two other players’ hands are known to each of them. There is usually a great deal of cross-fighting in the three-handed game, during which one player escapes by getting numerous discards.