--_Notes and Queries_, 6th series, vii. 148. See Football, Hockey. Hoodle-cum-blind Name for Blind Man s Buff. --Baker s _Northamptonshire Glossary_. Hoodman Blind Name for Blind Man s Buff. Mentioned in _Hamlet_, iii. 4; _Merry Devil of Edmonton_; and _Wise Women of Hogsden_. Hooper s Hide Name for Blind Man s Buff. --Nares _Glossary_.
Barley-break. Barnes (Mr.). Base-ball. Basket. Battledore and Shuttlecock. Bedlams or Relievo. Beds. Bell-horses. Bellie-mantie.
A has the first play, and as he leads through the player, he begins with his long suit, of which he knows that the Ace alone is out, and it may be in the skat. If the player has the Ace, C will probably trump it. If the player has not the Ace, it is just possible that he will not trump the Ten. C, leading up to the player, opens his short weak suit. At trick 3, C knows that A must have the Ten of hearts, or he would not fatten with the Ace. As this shows that A can stop the heart suit, C guards the spades and lets all his hearts go. B loses a very strong Grand, which must have been successful if C had had one club, or if A had led anything but the club Ten. A Grand with three Matadores is worth 4 times 20 or 80 points, which is what B loses, although he may have bid only 10 or 12 to get the play. A GRAND. +---+-------+-------+-------+-----+ | | A | B | C | B | | | | | |wins.
=_ If the single player finds he has overbid himself, or sees that he cannot make as good a game as bid, he may abandon his hand to save himself from being made schneider or schwarz, provided he does so before he plays to the second trick. A Solo cannot be abandoned in this manner, as the rule is made only to allow a player to get off cheaply who has been unlucky in finding nothing in the Skat to suit his hand. For instance: A player has risked a Tourné with a missing suit, and turns up that suit. He can abandon his hand at once, losing his bid or the next higher game, but escaping schneider. _=Irregularities in the Hands.=_ If, during the play of a hand, any person is found to have too many or too few cards, the others having their right number, it is evident that there has been no misdeal if the pack is perfect and there are two cards in the Skat. If the player in error has too few cards, probably from having dropped one on the floor, or having played two cards to the same trick, he loses in any case, but the adversary may demand to have the hand played out in order to try for schneider or schwarz, and the last trick, with the missing card, must be considered as having been won by the side not in fault. If the player in fault is opposed to the single player, his partner suffers with him. If the player discovers his loss, he is not allowed to pick the card from the floor and replace it in his hand if he has in the meantime played to a trick with a wrong number of cards. _=Playing Out of Turn.
He can score only the trio, of course; but his adversary, having none of that denomination either in his hand or discards, knows that four were possible, and after playing a card he has a right to ask the suit of the card which was discarded. _=METHOD OF PLAYING.=_ The elder hand can lead any card he pleases, announcing the suit at the same time. The dealer is bound to follow suit, if able, but he is not obliged to win the trick. As there are no trumps, the higher card, if of the suit led, wins the trick. If the second player does not follow suit, the leader wins. The winner of one trick leads for the next, and so on until all twelve tricks are played. Every time a card is played which is better than a Nine, the leader counts one for it, adding the number to the total value of his score as already announced. If the second player wins the trick with any card better than a Nine he also counts one; but if the trick is won by the player who led, there is no extra count for winning it. The winner of the _=last trick=_ counts one for it, in addition to his count for winning it with a card better than a Nine.
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. This version shows the game to be cumulative, each player having to go through an additional antic for each verse sung. This idea only needs to be carried a little further to cause the players to be ridiculous in their appearance. This version would be more difficult to perform, and they would be exhausted by the process, and the constant motion of every member of the body. Attention, too, might be drawn to the word Hinkumbooby occurring in Chambers s version. Newell (_Games_, p. 131) mentions that some sixty years ago the game was danced deliberately and decorously, as old fashion was, with slow rhythmical movement. Lug and a Bite A boy flings an apple to some distance. All present race for it.
|True love is dead. | |19.| -- | -- | -- | |20.| -- | -- | -- | |21.| -- | -- | -- | |22.| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn|He sent letter to turn| | |your head. |your head. |your head. | |24.
(_c_) The other variants which follow the Halliwell version are limited to the first verse only, as the remainder of the lines are practically the same as those given in Miss Fowler s version which is written at length, and three or four of these apparently retain only the verse given. A London version, collected by myself, is nearly identical with that of Miss Fowler, except that the third line is Shake your ---- a little, a little, instead of as printed. This is sung to the tune given. The incidents in this game are the same throughout. The only difference in all the versions I have collected being in the number of the different positions to be performed, most of them being for right hands, left hands, right feet, left feet, and heads; others, probably older forms, having ears, yourselves, &c. One version, from Eckington, Derbyshire, curiously begins with washing hands and face, combing hair, &c., and then continuing with the Looby game, an apparent mix-up of Mulberry Bush and Looby. Three more versions, Sporle, Cornwall, and Dorsetshire, also have different beginnings, one (Dorsetshire) having the apparently unmeaning I love Antimacassar. (_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.
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84. See Nur and Spell. Mag A game among boys, in which the players throw at a stone set up on edge.--Barnes (_Dorset Glossary_). Magic Whistle All the players but three sit on chairs, or stand in two long rows facing each other. One player sits at one end of the two rows as president; another player is then introduced into the room by the third player, who leads him up between the two rows. He is then told to kneel before the one sitting at the end of the row of players. When he kneels any ridiculous words or formula can be said by the presiding boy, and then he and those players who are nearest to the kneeling boy rub his back with their hands for two or three minutes. While they are doing this the boy who led the victim up to the president fastens a string, to which is attached a small whistle, to the victim s coat or jacket. It must be fastened in such a way that the whistle hangs loosely, and will not knock against his back.
The medium then says, Brother Ebenezer, come in, and asks him in succession, Was it William, or Jane, &c., mentioning several names before saying the right one, Ebenezer saying No! to all until the one is mentioned who last spoke.--Bitterne, Hants (Mrs. Byford). Bubble-hole A child s game, undescribed.--Halliwell s _Dictionary_. Bubble-justice The name of a game probably the same as Nine Holes. --Halliwell s _Dictionary_. Buck, Buck A boy stoops so that his arms rest on a table; another boy sits on him as he would on a horse. He then holds up (say) three fingers, and says-- Buck, buck, how many horns do I hold up? The stooping boy guesses, and if he says a wrong number the other says-- [Two] you say and three there be; Buck, buck, how many horns do I hold up? When the stooping boy guesses rightly the other says-- [Four] you say and [four] there be; Buck, buck, rise up.
But more guns proportionally lead to their being put out of action too early for want of men; a larger proportion of infantry makes the game sluggish, and more cavalry--because of the difficulty of keeping large bodies of this force under cover--leads simply to early heavy losses by gunfire and violent and disastrous charging. The composition of a force may, of course, be varied considerably. One good Fight to a Finish game we tried as follows: We made the Country, tossed for choice, and then drew curtains across the middle of the field. Each player then selected his force from the available soldiers in this way: he counted infantry as 1 each, cavalry as 1-1/2, and a gun as 10, and, taking whatever he liked in whatever position he liked, he made up a total of 150. He could, for instance, choose 100 infantry and 5 guns, or 100 cavalry and no guns, or 60 infantry, 40 cavalry, and 3 guns. In the result, a Boer-like cavalry force of 80 with 3 guns suffered defeat at the hands of 110 infantry with 4. SIZE OF THE SOLDIERS The soldiers used should be all of one size. The best British makers have standardised sizes, and sell infantry and cavalry in exactly proportioned dimensions; the infantry being nearly two inches tall. There is a lighter, cheaper make of perhaps an inch and a half high that is also available. Foreign-made soldiers are of variable sizes.
The penalty cannot be divided. If both sides revoke, the deal is void, and the same dealer must deal again. Any player having none of the suit led may either trump, or throw away a card of another suit. The highest card played, if of the suit led, wins the trick, trumps winning against all other suits, and a higher trump winning a lower. The winner of the trick may lead any card he pleases for the next trick, and so on, until all five tricks have been played. If the dealer takes the trump into his hand, any player naming it is liable to have his highest or lowest trump called; but a player may ask and must be informed what the trump suit is. _=Cards Played in Error.=_ All cards led out of turn, played in error, or two or more played to a trick, or dropped face upward on the table, are called _=exposed cards=_, and must be left face up on the table. These must be played when called by the adversaries, unless compliance with the demand would make the player revoke; but the fact of their being exposed does not prevent their being got rid of in the course of play if the opportunity offers. Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case in Euchre.
Partners are chosen during the singing of the last line. Miss Peacock adds, The rest wanting, as my informant had forgotten the game. In the Sharleston version the children march round two by two, in a double circle, with one child in the centre, singing the verse. At the conclusion, the children who are marching on the inner side of the circle leave their partners and take the place of one in front of them, while the centre child endeavours to get one of the vacant places, the child turned out taking the place of the one in the centre, when the game begins again. In the Earls Heaton version there is the circle of children, with one child in the centre, who chooses a partner after the lines have been sung. (_c_) From this it would seem that while the Lincolnshire and Nottinghamshire words appear to be the most complete, the action has been preserved best at Sharleston. The acting of this version is the same as that of The Jolly Miller. The third variant is evidently an imitation of the song, John Brown. Green Grow the Leaves (2) [Music] --Northants (R. S.
The winner of the last trick takes the skat cards. If there is a tie between two for high score, the winner of the last trick shall be the loser. If the last trick is taken by the low score, and the others are tied, the two high scores lose 20 points each. If all three are tied at 40 points each, there is no score. 5. In all games which are played “open,” the hand of the single player must be laid face up on the table before either adversary plays a card; but the adversaries shall not be allowed to consult, neither can they dictate to the player what cards he shall play. FORMATION OF TABLE. 6. Any number from three to six may form a table, but there shall be only three active players in each deal, and they shall be known respectively as Vorhand, Mittelhand, and Hinterhand. Those who hold no cards shall share the fortunes of those opposed to the single player whose score is put down.
This field was probably the place where football and other village games were played. These fields adjoin the Bocking fields. In Gosling s Map of Sheffield, 1736, Campo Lane is called _Camper Lane_. The same map shows the position of the old Latin school, or grammar school, and the writing school. These schools were at a very short distance from Campo Lane, and it seems probable that here the game of football was played (Addy s _Sheffield Glossary_). The camping-land appropriated to this game occurs in several instances in authorities of the fifteenth century (Way s Note in _Prompt. Parv._, p. 60). In Brinsley s _Grammar Schoole_, cited by Mr.
There is no authority for the introduction of the “h,” which has led some persons to think the word a compound of “bis” and “knochle,” and has given rise to the forms: binochle, pinochle, pinuchle, pinucle, penucle, penuchle, penuckle and pinuckel, all of which may be found in various works on card games. _=CARDS.=_ Binocle is played with two packs of twenty-four cards each, all below the Nine being deleted, and the two packs being then shuffled together, and used as one. The cards rank A 10 K Q J 9, the Ace being the highest, both in cutting and in play. _=COUNTERS.=_ The game is 1000 points, and is usually scored with counters, each player being provided with four white, worth 10 each; four blue, worth 100 each; one red, worth 50, and a copper cent or a button, which represents 500. These counters are placed on the left of the player at the beginning of the game, and are moved over to his right as the points accrue. The game is sometimes kept on a cribbage board, each player starting at 21, and going twice round to the game-hole, reckoning each peg as 10 points. _=STAKES.=_ Binocle is played for so much a game of 1000 points, and the moment either player either actually reaches or claims to have reached that number, the game is at an end.
Heading a Trick, playing a better card than any already played to the trick, but not necessarily the best in the hand. Heeled Bets, bets at Faro which play one card to win and another to lose, but do not win or lose double the amount if both events come on the same turn. Hinterhand, G., the last player on the first trick, (Skat). His Heels, the Jack turned up for a starter at Cribbage. His Nobs, Jack of the same suit as the starter at Cribbage. Hoc, or Hockelty, the last card in the box at Faro. Honours, usually the highest cards in the suit, such as A K Q J, and sometimes the 10. In Calabrasella the 3 and 2 are honours, and in Impérial the lowest card is an honour. Horse and Horse, each player having one game to his credit when they are playing best two out of three.
Hob-in-the-Hall. Hockerty Cokerty. Hockey. Hoges. Ho-go. Hoilakes. Holy Bang. Honey Pots. Hood. Hoodle-cum-blind.
Never play with a man who continually holds his cards very close to his body, or who completely conceals his hand before the draw, or who takes great care to put his discard among previous discards, so that the exact number of cards put out cannot be counted. He is probably working a vest or sleeve hold-out. Some clumsy or audacious sharpers will go so far as to hold out cards in their lap, or stick them in a “bug” under the table. One of the most successful poker sharps ever known, “Eat-um-up Jake” Blackburn, who had a hand like a ham, could hold out five cards in his palm while he carried on all the operations of shuffling, dealing, and playing his hand. Such men require great dexterity and nerve to get rid of their “deadwood,” or surplus cards, without detection. _=Holding out=_ is regarded by the professional as a most dangerous experiment, but it is very common. Never play with a man who keeps his eyes rivetted on the cards as he deals, and who deals comparatively slowly. He is probably using marked cards, or has marked the important ones himself during the play. Poker sharps who mark cards by scratching them with a sharp point concealed in a ring are obliged to hold the cards at a certain angle to the light in order to see the scratches. Those who dig points in the cards with the thumb nail depend on touch instead of sight.
The captured piece is not jumped over, but the capturing piece simply occupies the square on which the captured piece stood. The movement of each piece should be studied separately. ♟ _=The Pawns=_ move straight forward, one square at a time, except on the first move, when they have the privilege of moving either one or two squares, at the option of the player. In capturing, the Pawn does not take the piece directly in its path, but the one diagonally in front of it on either side. Such a capture of course takes the Pawn from the file it originally occupied, and it must then continue to advance in a straight line on its new file. In Diagram No. 2, the white Pawns could not capture either of the black Bishops or Rooks, but the Pawn on the left could take either of the black Knights:-- [Illustration: _No. 2._ | ♞ | | ♞ | | | | ♙ | ♜ | +---+---+---+---+---+---+---+---+ | | ♙ | | | ♝ | | ♜ | | +---+---+---+---+---+---+---+---+ | | | | | ♙ | ♝ | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ WHITE. ] After a Pawn has crossed the middle line of the board into the adversary’s territory, it is called a _=passed Pawn=_.
I heard a coyote howl. This was desert. This was peace. The dice and chuck-a-luck seemed ten thousand miles away. I heard a sound. Gravel crunched dimly under another foot. Somebody had stepped invisibly onto the roof. It scared the daylights out of me, more so because I was flat on my back. Cautiously I turned my head toward the door I had come through. I could see the fuzzy redness of a cigarette in the dark.
=_ A revoke is a renounce in error, not corrected in time; or non-compliance with a performable penalty. If a revoke is claimed and proved, the hand in which it occurs is immediately abandoned. The adversaries of the revoking player then have the option of adding two points to their own score, or deducting two points from his score. If both sides revoke, the deal is void. If one person is playing alone, the penalty for a revoke is as many points as would have been scored if the lone hand had succeeded. _=31.=_ A revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted, unless the revoking player or his partner, whether in his right turn or otherwise, has led or played to the following trick. _=32.=_ If a player corrects his mistake in time to save a revoke, the card played in error is exposed; but any cards subsequently played by others may be taken back without penalty. _=33.
If a player has too many cards after playing to the first trick, his adversary may either claim a fresh deal or may compel him to play without drawing from the talon, until the number of cards in his hand is reduced to eight; the player with too many cards not being allowed to make any announcements until he has his right number of cards. If a player has too few cards, his adversary may either claim a fresh deal, or may allow him to make good the deficiency by drawing from the stock. After the stock is exhausted, any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand. In France he is penalised by counting nothing from that point on, either for brisques or for the last trick. _=Irregularities in Drawing.=_ If a player has forgotten to take a card from the talon, and has played to the next trick, his adversary may elect to call the deal void, or to allow him to draw two cards next time. If a player has drawn two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself. If he has not seen it, he may put it back without penalty. If he draws out of turn, he must restore the card improperly drawn; and if it belongs to his adversary the player in error must show his own card. If both players draw the wrong cards there is no remedy.
Suppose third hand holds 7 and 2 only, and the lead is a King. The 7 is played. The leader goes on with the Ace, denying the Queen, and the third hand plays the deuce. If the Queen is not in the Dummy, the declarer must have it. In any case, the leader knows that if he goes on, his partner, the third hand, can trump that suit. With three cards, the lowest falling to the first round, followed by a higher card, will show the leader that the third hand still has another of that suit. It is not necessary to play down and out with an honour, because the leader can read the situation without it. Suppose third hand holds the J 5. He plays the 5 to the first round, because one of his two cards is an honour. The leader goes on with the Ace, and the Jack falls.
While the first four lines are repeated by all, they skip forward, and then skip back again. At the end of the last line they turn themselves about without loosing hands. (_c_) Miss Burne includes this among obscure and archaic games, and Halliwell-Phillips mentions it as a marching game. The three first versions have something of the nature of an incantation, while the fourth and fifth versions may probably belong to another game altogether. It is not clear from the great variation in the verses to which class the game belongs. 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.
--Easther s _Almondbury and Huddersfield Glossary_. Gipsy I charge my children, every one, To keep good house while I am gone. You, and you [points], but specially you [or sometimes, but specially Sue], Or else I ll beat you black and blue. One child is selected for Gipsy, one for Mother, and one for Daughter Sue. The Mother says the lines, and points to several children to emphasise her words. During her absence the Gipsy comes in, entices a child away, and hides her. This process is repeated till all the children are hidden, when the mother has to find them.--Halliwell (_Nursery Rhymes_, p. 228). See Mother, Mother, the Pot Boils Over, Witch.
Pink? Pink is for the babies, babies, babies, Pink is for the babies, and that won t do. White? White is for a wedding, a wedding, a wedding, White is for a wedding, and that won t do. Black? Black is for the mourners, mourners, mourners, Black is for the mourners, and that will do. Poor Jenny Jones is dead, dead, dead, Poor Jenny Jones is dead, and lies in her grave. --Southampton (from nursemaid of Mrs. W. R. Carse). VIII. We ve come to see Jenny Jones, Jenny Jones, Jenny Jones, We ve come to see Jenny Jones, is she at home? Jenny Jones is scrubbing, scrubbing, scrubbing, Jenny Jones is scrubbing, you can t see her now.