There was a jolly miller, and he lived by himself, As the wheel went round he made his grab; One hand in the other, and the other in the bag, As the wheel went round he made his grab. --Nottinghamshire (Miss Winfield). VII. There was a jolly miller, and he lived by himself (or by the Dee), The sails went round, he made his ground; One hand in his pocket, the other in his bag. --North Staffs. Potteries (Miss A. A. Keary). (_b_) This game requires an uneven number of players. All the children except one stand in couples arm in arm, each couple closely following the other.
| Belfast. | Halliwell s Version | Crockham Hill. | | | | (No. 2). | | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- |Draw a bucket of | | | | |water. | | 2.|Sift the lady s |Sieve my lady s | -- | | |oatmeal. |oatmeal. | | | 3.
Wash by the sea-side, mother. Suppose the clothes should blow away? Get a boat and go after them, mother. But suppose the boat should turn over? Then that would be an end of you, mother. --Bocking, Essex (_Folk-lore Record_, iii. 169). III. Mother, please buy me a milking-can, A milking-can, a milking-can! Mother, please buy me a milking-can, With a humpty-dumpty-daisy! [Then follow verses sung in the same manner, beginning--] Where s the money to come from, to come from? Sell my father s feather bed. Where s your father going to lie? Lie on the footman s bed. Where s the footman going to lie? Lie in the cowshed. Where s the cows going to lie? Lie in the pig-sty.
These cards are then shuffled, face downward, and each player draws one. The highest of the sequence has the choice of positions, and so on down until all are seated. The player who draws the King deals the first hand. _=Stakes.=_ Each player purchases an equal number of counters from the banker, usually 100. This original _=cave=_ cannot be added to or deducted from. As long as a single counter of it remains the player must call for a sight, just as in freeze-out or table stakes; and not until he is _=decavé=_, [has lost everything,] can he purchase another stake, the amount of which is usually at his own option. _=Blind and Straddle.=_ Before the distribution of the cards, the dealer puts up a blind, usually five counters, which the player on his right has the privilege of straddling. If he straddles, he may be straddled again, and so on.
=_ Five cards of the same suit, in sequence with one another. [Illustration: 🃈 🃇 🃆 🃅 🃄] 72192 to 1 _=Royal Flush.=_ A straight flush which is ace high. [Illustration: 🃑 🃞 🃝 🃛 🃚] 649739 to 1 When hands are of the same rank, their relative value is determined by the denomination of the cards they contain. For instance: A hand without a pair, sequence, or flush is called by its highest card; “ace high,” or “Jack high,” as the case may be. As between two such hands, the one containing the highest card would be the better, but either would be outclassed by a hand with a pair in it, however small. A hand with a pair of nines in it would outrank one with a pair of sevens, even though the cards accompanying the nines were only a deuce, three and four, while those with the sevens were an ace, King and Queen. But should the pairs be alike in both hands; such as tens, the highest card outside the pair would decide the rank of the hands, and if those were also alike, the next card, or perhaps the fifth would have to be considered. Should the three odd cards in each hand be identical, the hands would be a tie, and would divide any pool to which each had a claim. Two flushes would decide their rank in the same manner.
The dealer is usually selected to sit out. If there are only three players, one suit must be deleted from the pack, or the 2, 3, and 4 of each suit must be thrown out. _=CUTTING.=_ The table being formed, the players draw from an outspread for the deal, and choice of seats and cards. The player drawing the lowest card deals the first hand, and it is usual for him to dictate to the other players what seats they shall occupy with relation to himself. Ties are decided in the same manner as at Whist. _=POSITION OF THE PLAYERS.=_ The four players at Solo Whist are usually distinguished by the letters A B Y Z. [Illustration: Y +-----+ | | A | | B | | +-----+ Z ] Z is the dealer, and A is known as the _=eldest hand=_. The position of the players does not imply any partnership; for, as we shall see presently, any player may have any one of the others for a partner, without any change taking place in their positions at the table.
Double Pairs Royal, four cards of the same denomination. Doubleton, two cards only of a suit. Doubling Up, betting twice the amount of a lost wager. Doubtful Card, a card led by the player on your right, which your partner may be able to win. Draw Shot, any shot which makes the ball return toward the cue; in English, a “screw-back.” Duffer, one who is not well up in the principles of the game he is playing. Dummy, the exposed hand in Dummy Whist, Bridge, or Mort. Duplicate Whist, a form of Whist in which the same hands are played by both sides, and as nearly as possible under the same conditions. Dutch It, to cross the suit at Euchre. Ecarter, F.
If he does not block, he must follow the 4-0 with the 5-4. This will bring in B’s ace suit, bringing him back to his long suit of 6’s. When the 5-1 was played, A would have to say, “go,” and B would continue with 1-1, 1-6, 6-3, claiming _=domino=_, all his pieces being exhausted. Although A can now play, it is too late, for when one player makes domino he counts all the pips remaining in his adversary’s hand; in this case, 8 points for B. Had B played properly, by putting down 6-1, instead of 6-4, A would have been compelled to play his 4-0, and B would have made both ends 6’s, A saying, “go.” By then playing his double ace, B would have made certain of domino next time by playing the 6-3, for even if A could play to the 3, he could not shut B out of the ace, and B’s 5-1 would make, him domino, winning 17 points. The Block Game is sometimes played 50 or 100 points up, and at the end the winner takes the stakes, if any, or settles at so much a point for the difference between the scores. In the _=Four-handed Block Game=_ the players cut for partners, the two lowest playing against the two highest, and the lowest cut having the first set. Each player draws four bones, and the play goes round from right to left. When any player is blocked, and says “go,” the one on his left must play or say “go,” also.
It is sometimes agreed that one player shall take dummy continuously, on condition that he concedes to his adversaries one point in each rubber. When this is done, the largest rubber that the dummy’s partner can win is one of seven; and he may win nothing; whereas his adversaries may win a rubber of nine, and must win at least two. This concession of a point is not made, as many imagine, because it is an advantage to have the (dummy) partner’s hand exposed; but because it is an advantage to have the player’s hand concealed. He knows the collective contents of the adversaries’ hands; each of them knows only the contents of dummy’s hand and his own. _=Cutting.=_ The player cutting the lowest card has the choice of seats and cards; but he must deal the first hand for his dummy; not for himself. The methods of spreading, cutting, deciding ties, etc., described in connection with whist, are those employed in dummy. _=Position of the Players.=_ The players are distinguished, as at whist, by the two first and last letters of the alphabet, and their positions at the table are indicated in the same manner.
Common. Conkers. Conquerors. Contrary, Rules of. Cop-halfpenny. Corsicrown. Cots and Twisses. Course o Park. Crab-sowl. Crates.
“Whist,” he says, “seems never to have been played on principles until about fifty years ago; before that time [1735] it was confined chiefly to the servants’ hall, with All Fours and Put.” Another writer tells us that Ombre was the favourite game of the ladies, and Piquet of the gentlemen _par excellence_; clergymen and country squires preferring Whist, “while the lower orders shuffled away at All Fours, Put, Cribbage, and Lanterloo.” In 1754 a pamphlet was published containing: “Serious Reflections on the dangerous tendency of the common practice of Card-playing; especially the game of All Four.” For many years All Fours was looked upon as the American gambler’s game _par excellence_, and it is still the great standby of our coloured brother; who would sooner swallow a Jack than have it caught. ALL FOURS, SEVEN-UP, OR OLD SLEDGE. _=CARDS.=_ Seven-up is played with the full pack of fifty-two cards, which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest, both in cutting and in play. _=COUNTERS.=_ Each player or side should be provided with seven counters. As the points accrue, these counters are got rid of by placing them in a pool in the centre of the table.
We ll follow our mother to market, To buy herself a basket; When she comes home she ll break our bones, We ll follow our mother to market. --Hersham, Surrey (_Folk-lore Record_, v. 84). A version familiar to me is the same as above, but ending with For tumbling over cherry stones. The mother then chased and beat those children she caught. The idea was, I believe, that the children were imitating or mocking their mother (A. B. G.). In Warwickshire the four lines of the Surrey game are concluded by the additional lines-- We don t care whether we work or no, We ll follow our mother on tipty-toe.
American Game=_; | T| _=No. 4. Play to Score=_; ♡8 turned. | R| ♡J turned. | I| --------------------------------+ C+-------------------------------- A Y B Z | K| A Y B Z +-------+-------+-------+-------+--+-------+-------+-------+-------+ | 6♢ | J♢ | _A♢_ | 9♢ | 1| K♠ | 4♠ | 3♠ | _A♠_ | | _♡3_ | 3♢ | 2♢ | 10♢ | 2| ♡3 | ♡9 | _♡Q_ | ♡2 | | ♣9 | ♣K | _♣A_ | ♣3 | 3| 2♠ | 7♠ | 5♠ | _♡4_ | | _♡6_ | 4♢ | 5♢ | ♣4 | 4| ♣2 | _♣K_ | ♣6 | ♣3 | | _♣Q_ | ♣8 | ♣2 | ♣7 | 5| ♡5 | ♡7 | ♡8 | _♡J_ | | ♣6 | ♡4 | _♡9_ | ♣10 | 6| ♡10 | ♣5 | ♡K | _♡A_ | | _♡10_ | 7♢ | 8♢ | ♣J | 7| ♣8 | _♣J_ | 3♢ | ♣4 | | ♣5 | ♡K | _♡A_ | 7♠ | 8| 5♢ | J♢ | _A♢_ | 2♢ | | 4♠ | Q♢ | _♡Q_ | ♡5 | 9| 10♠ | 9♠ | 8♠ | _♡6_ | | 2♠ | 5♠ | _♡J_ | ♡7 |10| ♣Q | ♣7 | 4♢ | _♣A_ | | _A♠_ | 6♠ | Q♠ | K♠ |11| Q♠ | J♠ | 6♠ | _♣10_ | | _J♠_ | 9♠ | 3♠ | 10♠ |12| 10♢ | 7♢ | 6♢ | _♣9_ | | _8♠_ | K♢ | ♡2 | _♡8_ |13| Q♢ | 8♢ | 9♢ | K♢ | +-------+-------+-------+-------+--+-------+-------+-------+-------+ _=No. 1.=_ This is a fine example of the _=Long-suit Game=_. The leader begins with one of the high cards of his long suit. Missing the 2, he knows some one is signalling for trumps, and as it is very unlikely that the adversaries would signal while he was in the lead, he assumes it is his partner, and leads his best trump. His partner does not return the trump, because he holds major tenace over the king, which must be in Y’s hand.
) For a devotee at the well. (3.) Collecting flowers for dressing the well. (4.) Making of a cake for presentation. (5.) Gifts to the well [the silver pin, gold ring, and probably the garter]. (6.) Command of silence. (7.
Fig. 2. Fig. 3. Fig. 4. Fig. 5. Fig. 6.
The universal form of the echo is to play first the third-best, then the fourth-best. When a player has called, and his partner leads, it is unnecessary for the caller to echo. Players seldom echo on adverse trump leads, even with five trumps. _=The Four-Signal.=_ There are several ways of showing four or more trumps without asking partner to lead them. Among some players the original lead of a strengthening card is an evidence of four trumps, and is called an _=Albany Lead=_. A player holding three cards of any plain suit, such as the 3, 4, 5, may show the number of his trumps by playing these small cards as follows:-- No of trumps. 1st trick. 2nd trick. 3rd trick.