Here comes a poor woman from Baby-land With three small children in her hand. One can brew, the other can bake, The other can make a pretty round cake. One can sit in the garden and spin, Another can make a fine bed for the king; Pray, ma am, will you take one in? --Halliwell s _Nursery Rhymes_, p. 72. V. Here is a poor widow from Sandy Row, With all her children behind her. One can knit and one can sew, And one can make the winder go. Please take one in. Now poor Nellie she is gone Without a farthing in her hand, Nothing but a guinea gold ring. Good-bye, Nellie, good-bye! --Belfast (W.
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123. See Basket. Jib-Job-Jeremiah An undescribed Suffolk game.--Moor s _Suffolk Words_, p. 238. Jiddy-cum-jiddy A northern name for See Saw. Jingle-the-bonnet A game in which two or more put a halfpenny each, or any piece of coin, into a cap or bonnet. After jingling or shaking them together, they are thrown on the ground; and he who has most heads when it is his turn to jingle, gains the stakes which were put into the bonnet.--Jamieson. Halliwell (_Dictionary_) says this is a northern name for the game of Shake Cap, and Brockett (_North Country Words_) speaks of it as a game much practised among the young pitmen and keelmen.
Should he do so, Black would have to throw an ace to re-enter, as all the other points in White’s home table are covered, or “made up.” Black could not throw off another man until the one hit had not only been re-entered, but had made the circuit of the board and got home again. A player is not obliged to throw off a man if he prefers to move, but he must do one or the other. In the foregoing diagram, for instance, if Black threw three-ace, he would be very foolish to take off two men, leaving a blot on his three point. He should move the ace from his four to his three point, and then take off the three, leaving no blots. _=SUGGESTIONS FOR GOOD PLAY.=_ Always see that the men are properly set up. It would be a great help to many persons if the manufacturers of backgammon boards would print upon them a small diagram of the correct position of the men. The first thing for the beginner to learn is the proper manner of playing the opening throws, and this should be practised with a board and men. In some cases there are several ways to play the same throw; double fours, for instance, it is said cannot be played wrong.
Come name the lad you like the best, Like the best, like the best, Come name the lad you like the best, About the merry-ma-tansa. Guess ye wha s the young gudeman, The young gudeman, the young gudeman, Come guess ye wha s the young gudeman About the merry-ma-tansa. Honey s sweet and so is he, So is he, so is he, Honey s sweet and so is he, About the merry-ma-tansa. [Or-- Crab-apples are sour and so is he, So is he, so is he, Crab-apples are sour and so is he, About the merry-ma-tansa.] Can she bake and can she brew? Can she shape and can she sew, Boot a house can a things do? About the merry-ma-tansa? She can bake and she can brew, She can shape and she can sew, Boot a house can a things do, About the merry-ma-tansa. This is the way to wash the clothes, Wash the clothes, wash the clothes, This is the way to wash the clothes, About the merry-ma-tansa. [Then follows verses for wringing clothes, ironing, baking bread, washing hands, face, combing hair, washing and sweeping the house, and a number of other things done in housekeeping. The boy then presents the girl with a ring, and they all sing--] Now she s married in a goud ring, A gay goud ring, a gay goud ring, Now she s married in a goud ring, About the merry-ma-tansa. A gay goud ring is a dangerous thing, A cankerous thing, a cankerous thing, A gay goud ring is a dangerous thing, About the merry-ma-tansa. Now they re married we wish them joy, Wish them joy, wish them joy, Now they re married we wish them joy, About the merry-ma-tansa.
_=Scoring.=_ Instead of playing 100 points up, six deals is a game, each player dealing three times. The lower score is then deducted from the higher, and 100 points added to the difference to determine the value of the game, which is usually played for so much a point. If the result of the six deals is a tie, two more deals must be played. If they also result in a tie, the game is void. _=Rubicons.=_ If either or both players fail to reach 100 points in the six deals, the one having the most is the winner, and adds to his own score all the points made by the loser, with 100 in addition for game. For instance: A has 113 scored, and B 80. A wins 113 + 80 + 100 = 293 altogether. Again; A has 88, B has 84.
_=R.=_ They will get you into trouble. _=DIAMONDS.=_ Ace. A letter, or a written notice. King. A person to beware of. _=R.=_ Will annoy you in any case. Queen.
Barley-break is several times alluded to in Massinger s plays: see the _Dramatic Works of Philip Massinger_, 1779, i. 167. We ll run at barley-break first, and you shall be in hell (Dekker s _The Honest Whore_). Hee s at barli-break, and the last couple are now in hell (Dekker s _The Virgin Martir_). See Gifford s _Massinger_, i. 104, edit. 1813. See also Browne s _Britannia s Pastorals_, published in 1614, Book I., Song 3, p. 76.
If they reach 60, they defeat the player. If they get to 90, they make him schneider; and if they win every trick they make him schwarz. 58. The value of the game having been calculated according to Law No. 2, the amount won or lost shall be entered on the score pad under the name of the individual player, and each following item shall be added to or deducted from the previous total, so that the last entry shall at all times show the exact state of the player’s score. 59. At the end of the sitting each player wins from or loses to each of the others at the table the full amount of his score. 60. In every case in which a player loses his game, he loses what he would have won if he had been successful, regardless of the amount he may have bid; but, 61. If the player fails to win a game equal to the amount he has bid, he loses the value of the next higher game which would have made his bid good; because in no case can a player lose less than he bid, and in every case must he lose some multiple of the game which he declared to play.
Like a slightly painful flash of light against the eyes. Yet in that time, a forty-thousand-ton ship lifting free above Earth disappeared somehow or other into two dimensions and appeared half a light-year or fifty light-years off. At one moment, he would be sitting in the Fighting Room, the pin-set ready and the familiar Solar System ticking around inside his head. For a second or a year (he could never tell how long it really was, subjectively), the funny little flash went through him and then he was loose in the Up-and-Out, the terrible open spaces between the stars, where the stars themselves felt like pimples on his telepathic mind and the planets were too far away to be sensed or read. Somewhere in this outer space, a gruesome death awaited, death and horror of a kind which Man had never encountered until he reached out for inter-stellar space itself. Apparently the light of the suns kept the Dragons away. * * * * * Dragons. That was what people called them. To ordinary people, there was nothing, nothing except the shiver of planoforming and the hammer blow of sudden death or the dark spastic note of lunacy descending into their minds. But to the telepaths, they were Dragons.
If a card of a missing suit is drawn, it is usually best to lead it at once, so as to keep the suit clear; but in so doing, be careful first to place the card among the others in the hand, or your adversary will detect that it is a missing suit. The lead is a disadvantage if you have safe hearts; but toward the end of the stock, from which cards are drawn, it is an advantage to have commanding cards, with which you can assume the lead if necessary. There is some finesse in determining whether or not to change the suit often in the leads. If you have a better memory than your adversary, it may be well to change often; but if not, it may assist you to keep at one suit until afraid to lead it again. In Two-Handed Hearts, keeping count of the cards is the most important matter, because the real play comes after the stock is exhausted, and the moment that occurs you should know every card in your adversary’s hand. The exact number of each suit should be a certainty, if not the exact rank of the cards. Until you can depend on yourself for this, you are not a good player. The last thirteen tricks are usually a problem in double-dummy; but the advantage will always be found to be with the player who has carefully prepared himself for the final struggle by preserving certain safe suits, and getting rid of those in which it became evident that his adversary had the small and safe cards. Some very pretty positions arise in the end game, it being often possible to foresee that four or five tricks must be played in a certain manner in order to ensure the lead being properly placed at the end, so that the odd hearts may be avoided. _=AUCTION HEARTS.
=_ In both the foregoing systems, each pair should have its own score-card, and should mark the name of the team it plays against for each series of four hands. These score-cards are more for private reference than anything else in tournaments; because there is always a professional scorer, for whose use small slips are filled out and collected from the tables at the end of each round. The winner is the team that wins the most matches; not the one that gains the most tricks. In case of ties, the number of tricks won must decide. If the number of tricks taken by each side is a tie in any match, the score is marked zero, and each team counts half a match won. We give an illustration of the final score in a match between five teams. The _=c=_ and _=d=_ teams are tied for a second place in the number of matches; but the _=c=_ team takes third place, because it has lost one more trick than the _=d=_ team. The _=b=_ and _=c=_ teams score a half match; so do the _=c=_ and _=e=_ teams. [Illustration: +-----+----+----+----+----+----++-------+------+ |Teams| a | b | c | d | e ||Matches|Tricks| +-----+----+----+----+----+----++-------+------+ | a | \ | +5 | -1 | +1 | +4 || 3 | +9 | +-----+----+----+----+----|----++-------+------+ | b | -5 | \ | 0 | -1 | +2 || 1½ | -4 | +-----+----+----+----+----|----++-------+------+ | c | +1 | 0 | \ | -2 | 0 || 2 | -1 | +-----+----+----+----+----|----++-------+------+ | d | -1 | +1 | +2 | \ | -2 || 2 | 0 | +-----+----+----+----+----|----++-------+------+ | e | -4 | -2 | 0 | +2 | \ || 1½ | -4 | +-----+----+----+----+----+----++-------+------+ ] _=PAIR AGAINST PAIR.=_ This is the most interesting form of competition, especially for domestic parties, as the arrangement of the players will allow of great latitude in the number engaged, table after table being added as long as players offer to fill them.
P., and sold by John Playford at his shop near the Temple Church, 1686, 7th edition. Another version gives the words as follows:-- We ve got a new sister in our degree, And she s welcome into our companee, companee. Mrs. Sargesson says she weänt come to, We ll make her whether she will or no, Will or no, will or no, We ll maäke her whether she will or no. Children form a ring with one in the middle, who lays a cushion on the ground. They sing the first two lines, and the child in the centre points at one, and the others dance round singing the other lines, the centre child dragging the imaginary Mrs. Sargesson on to the cushion by force, kissing her, and leaving her in the centre. Then Mrs. Sargesson points at one in the ring, and the game begins again.
_=SPREADS.=_ These should not be called except with hands in which every suit contains the deuce, and all the cards are low enough to insure the player that nothing short of extraordinary circumstances will defeat him. Open sequences, or Dutch straights, as they are sometimes called, in which the cards are all odd or all even, such as 2 4 6 8 10, are quite as safe as ordinary sequences, provided the deuce is among the cards. The player calling a spread must remember that it will be impossible for him to get any discards after the first trick without the consent of the adversaries; for they will not lead a suit of which they see he is void. In order to reduce the caller’s chances of a discard on the opening lead, before his cards are exposed, the adversaries should select their shortest suits, unless they have a bottom sequence to the deuce. _=THE SLAM.=_ This feature of Solo Whist is even rarer than the _grand coup_ at Whist. It is not very marvellous for an abundance player to make twelve or thirteen tricks; but to announce thirteen tricks before a card is played is something phenomenal. All the adversaries can do against such a call is to show each other, by their discards, in which of the suits they have a possible trick. It is very annoying to have a player succeed in making a slam just because two of his adversaries keep the same suit.
The boy who was chosen then presents a ring, usually a blade of grass wrapped round her finger, to the girl. The ring then sing the ninth, tenth, eleventh, and twelfth verses. When all have chosen, if any lad is left without a partner, the last verse is sung. The version recorded by Chambers is similar in action, but there are some important differences in detail. The centre child acts as mistress of the ceremonies. The ring of children dance round her, singing the verses. At the end of the first line of the second verse they all courtesy to her, and she returns the compliment. At the conclusion of this verse she selects a girl from the ring and asks her her sweetheart s name, which is imparted in a whisper. Upon this the child in the centre sings the third verse, the ring dancing round as before. If the ring approves her choice, they sing the fourth verse as in the Biggar version, and if they disapprove, the fifth.
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. [Then follow verses, the words of which are not given by Chambers, representing Jenny as bleaching, drying, and ironing clothes. At last they say--] Janet jo s dead and gane, Dead and gane, dead and gane; Janet jo s dead and gane, She ll never come hame! --Chambers _Popular Rhymes_, pp. 140-41. II. I m come to court Janet jo, Janet jo, Janet jo, Come to court Janet jo, How is she the day? She s butt the house washing, washing, washing She s butt the house washing, You can t see her to-day. Fare ye well, ladies, ladies, ladies, Fare ye well, ladies, For I must away. --West Scotland (_Folk-lore Record_, iv.
So obvious is this that it is an almost invariable rule for a player, on quitting his suit, to conceal the length of the second suit led by leading the highest card of a short suit. If it were allowable to exercise some judgment in using these leads, they might not be open to so many objections; but they are worse than useless unless the partner can depend on their being uniformly adopted. _=The Minneapolis Lead.=_ This is another variation in the leads, which is confined to one combination; that of Ace and any four other cards, not including the King. With strength in trumps the fourth-best is led instead of the Ace, the theory being that the Ace is more likely to be valuable on the second or third round of such a suit than on the first, and that the trump strength justifies the finesse of the original lead. With weak trumps the Ace is led. Some players extend this principle to the Second Hand, and play Ace on a small card led, when holding A x x x x with weak trumps. This is open to the objection that it gives up command of the adverse suit too early in the hand; but it saves many a trick. _=The Plain-suit Echo.=_ This is another device for giving information as to number.
Nothing counts but the spots that surround a centre one; so that ace, deuce, four, and six count as blanks. The trey counts as 2, and the five as 4. Each player has three throws with the three dice, and the highest total wins. VINGT-ET-UN. Any number of persons can play, making up a pool for the winner. A single die is used, and each player in turn throws as often as he pleases. The object is to get as near twenty-one as possible without passing it, and it is usually considered best to stand at 18, but to throw again at 17. If a player goes beyond 21, he is out of it. The one getting nearest 21 takes the pool; ties divide it. CENTENNIAL.
=_ The King can be Castled only: When neither the King nor the Castling Rook has been moved, and When the King is not in check, and When all the squares between the King and Rook are unoccupied, and When no hostile man attacks the square on which the King is to be placed, or the square he crosses. In Castling, the King must be first moved. The penalty of moving the King prohibits Castling. _=En Passant.=_ Taking the Pawn “_en passant_,” when the only possible move, is compulsory. _=Queening the Pawn.=_ A pawn reaching the eighth square must be at once exchanged for any piece (except the King) that the player of the Pawn may elect. _=Check.=_ A player falsely announcing “check,” must retract the move upon which the announcement was based and make some other move, or the move made must stand at the option of the opponent. No penalty can be enforced for any offence committed against these rules in consequence of a false announcement of “check,” nor in consequence of the omission of such announcement, when legal “check” be given.
The general rule is to win the trick as cheaply as possible, by playing the lowest of the high cards which form the combination from which a high card would be led. Such are the following:-- [Illustration: 🂡 🂮 🂭 🂫 | 🂾 🂽 🂻 🂸 🂱 🂾 🂽 🂳 | 🃞 🃝 🃘 🃔 🃑 🃞 🃕 🃒 | 🃎 🃋 🃊 🃅 🃁 🃍 🃋 🃂 | 🂭 🂫 🂪 🂣 ] The beginner must be careful with these:-- [Illustration: 🂡 🂮 🂫 🂢 | 🃎 🃍 🃊 🃆 ] The combination which makes the first of these a high-card lead is the A K, and the King must be played Second Hand. The Jack has nothing to do with it. In the second, the Ten does not form any part of the combination, and the Queen is the card to play Second Hand. Some players will not play a high card second hand with K Q x x unless weak in trumps. An exception is generally made with these combinations, from which the proper lead is the Ace. [Illustration: 🃑 🃝 🃘 🃔 🃓 | 🂡 🂩 🂨 🂧 🂤 ] Many will not play Ace Second Hand in any case, and will play the Queen with the first combination only when they are weak in trumps. The reason for this exception is the importance of retaining command of the adverse suit as long as possible. _=On the Second Round=_, the Second Hand should follow the usual rule for playing the best of the suit if he holds it; or one of the second and third best, if he holds them. He should also be careful to estimate, by the eleven rule, how many cards are out against the leader, which will sometimes guide him to a good finesse.
If no one will call the last raise, the player making it takes the pool, and then shows his hand, and demands payment from each of the other players for whatever combination he holds. If two or more players call, by making their bets equal, they again draw cards, having the privilege of discarding any number from one to four, or of standing pat. After the draw each in turn can pass or play. If all pass, the hands are abandoned, and the pool remains; each player adding one counter for the next deal. This is to force players to bet on their hands. If a bet is made, the calling and raising proceeds as in Draw Poker. When there are not enough cards to supply the players, the discards must be gathered, shuffled, and cut. Any player with too many or too few cards must abandon his hand as foul. Any player showing his cards must abandon his hand, and forfeit four counters to the pool. The general laws of Poker governing all irregularities may be applied to Ambigu; but it must be remembered that the French are very much averse to penalties of all kinds, and if an error can be rectified without doing an injustice to any player, it is usual to set things right in the simplest manner possible.
Very well, very well, so you may, So you may, so you may, Very well, very well, so you may, May, may, may. Whom will you have to take her away, Take her away, take her away? Whom will you have to take her away, Way, way, way? ---- ---- to take her away, Take her away, take her away, ---- ---- to take her away, Way, way, way. --Belfast (W. H. Patterson). IV. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, On a cold and frosty morning. Where do you gather your nuts in May? On Galloway Hill we gather our nuts. Who will you gather for nuts in May? We ll gather ---- for nuts in May. Who will you send to fetch her away? We ll send ---- to fetch her away.
The only points affected by the revoke are Jack and Game. _=If the Jack is not in play=_, there is only one point that can be affected by the revoke, the score for Game; and the revoke penalty is one point, which the adversary may add to his own score, or deduct from the score of the revoking player. The adversary may also score the point for Game if he makes it; but it cannot be scored by the revoking player; who may mark only High or Low if he holds either or both of those points. _=If the Jack is in play=_, two points may be affected by a revoke. The player in fault cannot score either Jack or Game, and the penalty for the revoke is two points; in addition to which the adversary of the revoking player may score either or both Jack and Game if he makes them. The revoking player cannot win the game that hand, no matter what he scores, but must stop at six. A revoke is established as soon as the trick in which it occurs has been turned and quitted, or a card has been led or played to the next trick. _=Exposed Cards.=_ When four play, all exposed cards must be left on the table, and are liable to be called by the adversaries if they cannot be previously got rid of in the course of play. All cards led or played out of turn are exposed, and liable to be called.
W. Gregor). Another version seems to be Headim and Corsim. Pins are hid with fingers in the palms of the hands; the same number is laid alongside them, and either Headim or Corsim called out by those who do so. When the fingers are lifted, if the heads of the pins hid and those beside them be lying one way when the crier cried Headim, then that player wins; but if Corsim, the one who hid the pins wins. This is the king of all the games at the preens.--Mactaggart s _Gallovidian Encyclopædia_. The editors of Jamieson s _Dictionary_ say that the name should be Headum and Corsum. Heads and Tails That plan for deciding matters by the birl o a bawbee. The one side cries Heads (when the piece is whirling in the air) and the other Tails, so whichever is uppermost when the piece alights that gains or settles the matter, heads standing for the King s head and tails for the figure who represents Britannia.
The following are the most important _=LAWS=_ of the carrom game, and are copied by permission from the 1908 edition of the “Laws of Billiards,” published by the Brunswick-Balke-Collender Co. AMERICAN BILLIARD LAWS. _=1.=_ The game is begun by stringing for the lead; the player who brings his ball nearest to the cushion at the head of the table winning the choice of balls and the right to play first or to compel his opponent to play. Should the striker fail to count, his opponent makes the next play, aiming at will at either ball on the table. _=2.=_ A carrom consists in hitting both object-balls with the cue-ball in a fair and unobjectionable way; each carrom will count _one_ for the player. A penalty of _one_ shall also be counted against the player for every miss occurring during the game. _=3.=_ A ball forced off the table is put back on its proper spot.
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.” If the trump card is not an ace, any player at the table holding the ace of trumps is bound to announce the fact when it comes to his turn to play to the first trick. The usual plan is for him to pass a card to the dealer face downward, and in return the dealer will give him the turn-up trump. If the holder of the ace does not want the turn-up, he must tell the dealer to turn the trump down, which shows that he could rob, but does not wish to. If the holder of the ace of trumps plays without announcing it, he not only loses his right to rob, but his ace of trumps becomes of less value than any other trump for that deal, and even if it is the ace of hearts he loses the privileges attached to that card. _=METHOD OF PLAYING.=_ The eldest hand begins by leading any card he pleases. It is not necessary to follow suit except in trumps; but if a player does not follow suit when he is able to do so, he must trump the trick, or it is a revoke.
If B has no trump, one of the marriage cards can be led without any fear of losing it, and that will put A to 66, even if B plays a Nine to both leads. But if A leads the ace of trumps without closing, B is not compelled to follow suit, and might play the Nine of a plain suit to the Ace of trumps. If A then closed or played on without closing, B might win one of the marriage cards with the Ten, and not only get out of schneider, but reach 66 in plain suits before A could win another trick. On the same principle, a player may think he can reach 66 before his adversary can win a trick, provided he can compel him to follow suit. With two plain-suit Aces and the royal marriage, the pone would close before playing to the first trick, trusting to catch at least 4 points with his two aces, and then to show the marriage, making his adversary schwartz. Some judgment is necessary in deciding whether or not to draw before closing. If a player is allowed to draw, he may get a trump, or a guard to one that you suspect he has. Suppose he has exchanged the Nine for the Ten, and you have Ace and royal marriage; it is very likely that the Ten is unguarded, and if you close without drawing you may catch it, which will make your three trumps alone good for 68. This also shows that the player should not have taken up the Ten until he wanted to use it. Nothing is gained by closing, except compelling the adversary to follow suit; because if you close to make him schwartz, and he gets a trick, you count two only; if you close to make him schneider, and he gets out, you count one only.
Kimber). XI. Please, mother, buy me a milk-can, A milk-can, a milk-can, Please, mother, do. Where s the money coming from, Coming from, coming from, What shall I do? Sell father s feather bed, Feather bed, feather bed, Please mother, do. Where shall the father sleep? Sleep in the servants bed. Where shall the servants sleep? Sleep in the pig-sty. Where shall the pig sleep? Sleep in the washing-tub. What shall I wash in? Wash in a thimble. The shirts won t go in. Wash by the river side.
If the dealer’s partner wishes to play alone, instead of assisting, he says: “_=I play this alone=_,” and the dealer lays down his cards, leaving the trump on the pack. _=PLAYING ALONE.=_ No player but the one that takes up, orders up, or makes the trump can play a lone hand. If the dealer takes up the trump card of his own accord, he can play alone. If any player orders up or assists, that player can play alone. Any player making a new trump after the first has been turned down, can play alone. If one player orders up the trump, neither his partner nor his adversary can play alone; and if the dealer’s partner assists, that prevents the dealer from playing a lone hand. In many clubs the mistake is made of allowing the dealer to play alone on his partner’s assist; or letting the pone play alone after the dealer has been assisted; or letting the partner of the player who makes the new trump play alone. This is not good Euchre, because it gives an unfair advantage to one side, as we shall see when we come to the suggestions for good play, especially in connection with ordering up at what is called the “bridge;” that is, when the score is 4 to 1, or 4 to 0. _=METHOD OF PLAYING.
Football. Forfeits. Fox. Fox and Goose (1). Fox and Geese (2). Fox in the Fold. Fox in the Hole. French Jackie. French and English. French Blindman s Buff.