--Earls Heaton, Yorks. (Herbert Hardy). VI. Here comes three jolly, jolly sailors, Just arrived on shore; We ll spend our money like merry, merry men, And then we ll work for more. Hurrah for the round, round ring, Hurrah for the round, round ring; And he that loves a pretty, pretty girl, Let him call her from the ring. --Shipley, Horsham (_Notes and Queries_, 8th series, i. 210, Miss Busk). (_b_) This game is played at Warwick as follows:--The children form a large ring, clasping hands and standing still. One child walks round inside the ring, singing the verses. This child then chooses another from the ring, bending on one knee and kissing her hand.
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=_ The eldest hand, when he does not deem it advisable to go on with his own suit, may be guided in his choice by the strength or weakness of certain suits in Dummy’s hand. The play against Dummy is especially important at no trumps. Suits which it is good policy to lead through are A x x x, K x x x, or any broken sequences of high cards. Suits in which Dummy is long, or holds any of the regular high-card combinations, should be avoided; winning or high sequences being especially dangerous. To lead such suits through Dummy’s strength is an invitation to partner to force you in the suit led. It is not necessary for you to be strong in a suit which you lead through Dummy; and if you are both weak, is often advantageous; especially if it avoids leading one of his strong suits. With A Q 10 x; Dummy having J x x x; play the 10. If partner has the King you make every trick in the suit. With A Q 10 x; Dummy having K x x; play the Q. If Dummy passes, you make two tricks; if he covers, you have tenace over the Jack.
B. Gomme). (_b_) In Ross and Stead s _Holderness Glossary_ this game is described under the name of Shinnup. Robinson (_Mid Yorkshire Glossary_) gives it under Shinnops, a youth s game with a ball and stick, heavy at the striking end, the player man[oe]uvring to get as many strokes as possible and to drive the ball distances. Shinnoping is also used for the game in operation. Jowling, or Jowls, is given in Robinson s _Whitby Glossary_, as a game played much the same as Hockey. Baddin is the name given to it in Holland s _Cheshire Glossary_. Another name is Doddart (Brockett, _North Country Words_). (_c_) An old custom in vogue in bygone days was Rotherham Fair, or what was called Whipping Toms, which took place in the Newarkes every Shrove Tuesday. So soon as the pancake bell rang men and boys assembled with sticks having a knob or hook at the end.
” Side has little or no influence on the cue ball until it touches a cushion. Striking above or below the centre is all that is necessary. If it is required to vary the angle at which the object ball is to be struck, the distance below the centre will change the angle of direction in the cue ball without any side stroke. The art of accomplishing this is called _=compensation=_, an illustration of which is given in the diagram, A being the cue ball, and B the object ball. This is a half draw or force shot, the ball being struck about half way between its centre and the cloth. If we draw imaginary lines connecting the centres of A-B and B-C, and bisect the angle, we get the point D, which the cue ball must strike to make the carrom. This will drive the object ball in the direction D-E; but if it is desirable that the object ball should go more in the direction G-F, so as to secure a better position for the next shot, the cue ball will have to strike at G, which will make a draw shot, bringing it back in the direction H, securing the position, but missing the count. In this position the ignorant player puts on side, but all that is necessary to compensate for this deviation in the point of impact is to approach the point of the cue toward the centre of the ball the exact distance that the point G is from the point D. The higher the point of the cue is raised, the further the ball will go from the line D-H. If struck much above the centre, it will follow through the object ball, passing beyond the ball C altogether.
, misdeal. Verleugnen, or Verläugnen, G., to revoke. Vivant, F., Dummy’s partner. Vole, F., winning all the tricks, a slam. Vorhand, G., the eldest hand, at Skat. Vorwerfen, G.
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No, unless a man has supreme self-control, it is better that he should not learn to play chess. I have never allowed my children to learn it, for I have seen too much of its evil results. Draughts is a better game, if you must have a game.” Chess is generally believed to have originated in India, and in its primitive form was called Chaturanga. It is mentioned in the Hindoo Puranas, at least 3000 years B. C. The game seems to have spread eastward long before it came West, going through Burmah to Thibet, Siam, China, Malacca, Java, and Borneo. Owing to the better preservation of historical records in China, many persons have been led to credit that country with the invention of chess, but recent investigations have shown that the Chinese got it from India. At some remote period of the world’s history the game was taken from China to Japan, and there are to-day many points in common between the games played in these two countries, especially in the arrangement of the pieces, although the Japanese board has eighty-one squares. Chess came westward through Constantinople, it having passed through Persia sometime during the sixth century.
If a player looks at any of the cards that have been passed and turned down, his adversary may take up and examine the remainder of the stock, but without disturbing the position of the cards therein, and without showing them. If a player looks at any of the cards in the stock except the one he draws, his adversary may look at all of them. If a player draws out of turn, his adversary simply claims the card. _=Showing.=_ After the last card is drawn from the stock and passed, each player shows the remainder of his hand, and as neither can combine his cards so as to get eleven down, it is a tableau, and each puts a counter in the pool for the next hand. The deal passes from one player to the other in rotation as long as they continue to play. _=Suggestions for Good Play.=_ Observation of the cards passed will usually show what the adversary is keeping, and what he has no chance for. Toward the end of the stock each player should know what the other holds in his hand by the cards which have not appeared in the drawing. If a player has not a good chance to get eleven down himself, he should play for a tableau, by using nothing that will compel him to discard cards which may put his adversary out.
_=Simple Inferences=_ from the fall of the cards usually supply the best guide in the matter of changing suits. If the Jack is led from K Q J x x, and wins the trick, partner may be credited with the Ace; and if the original leader has four trumps, and a card of re-entry, he should quit his established suit, and lead trumps to defend it. If the King and Ace have been led from A K x x, partner dropping the Queen on the second round, the suit should be changed, unless the original leader is strong enough to risk weakening his partner by forcing him to trump the third round. Four trumps are generally considered to be sufficiently strong to justify a force in this position. Some players will force, even with a weak hand, if the two cards played by the partner are small, and he has not availed himself of an artifice known as _=calling for trumps=_, which we shall consider presently. If the King and Ten have been led from K Q J 10, and on the second round one adversary has dropped the Eight, the other the Nine; the suit should be changed, as partner must have the Ace, and neither of the adversaries have any more. To lead such a suit again is called _=forcing both adversaries=_; as it allows one to make a small trump and the other to get rid of a losing card. If the Four has been led from J 8 6 4, and the adversaries have won the first trick with the Nine or Ten, A K Q must be against the leader and his partner, and the suit should be abandoned as hopeless, unless it is feasible to force the partner. If at any time there is a strong indication that the adversaries will have a cross-ruff, it is usually best to stop leading plain suits, and attempt to get out the trumps. _=THE LEADER’S PARTNER=_, or the Third Hand, has several conventional plays to remember; the most important of which are the following: _=When Partner Leads High Cards=_, the Third Hand has usually little to do but to play his lowest of the suit.
=_ This is the ordinary 5, 7 or 10 point whist, with or without honours, except that instead of turning up the last card for trump, the player to the left of the dealer cuts a trump from the still pack, which is shuffled and presented to him by the dealer’s partner. _=FAVOURITE WHIST.=_ This is the regular 5, 7 or 10 point whist, with or without honours, except that whichever suit is cut for the trump on the first deal of the rubber is called _=the favourite=_. Whenever the suit turns up for trump, after the first deal, tricks and honours count double towards game. There must be a new favourite at the beginning of each rubber, unless the same suit happens to be cut again. A variation is to attach a progressive value to the four suits; tricks being worth 1 point when Spades are trumps; when Clubs 2; when Diamonds 3; and when Hearts 4. Honours do not count, and the game is 10 points, made by tricks alone. The hands are played out; the winners score all tricks taken, and the winners of the rubber add 10 points for bonus. The value of the rubber is the difference between the scores of the winners and that of the losers. For instance: If the rubber is in A-B’s favour with the score shown in the margin A-B win a rubber of 8 points.
Remember that the figures above the line are for the white men; those below for the black. P-K4 Kt-KB3 Kt-QB3 B-B4 1 ---- 2 ------ 3 ------ 4 ----- P-K4 P-Q3 P-KR3 B-Kt5 The third move made by Black accomplishes nothing, and is simply a waste of time. He should have continued by bringing his Knights into play. His fourth move is also a mistake; he should develop the Knights before the Bishops. KtxP BxKBP ch Kt-Q5 mate 5 ---- 6 -------- 7 ---------- BxQ K-K2 On his fifth move, Black jumps at the chance to win White’s Queen, but this is not of the slightest benefit to him, because the object of the game is not to win the Queen, but to mate the King. At the seventh move the beginner will see that the black King cannot move out of check, neither can he move into check by taking the Bishop. He has no piece that can capture the Knight that gives the check, and nothing can be interposed, so he is mated, and White wins. Here is another simple little game. Take the black pieces this time, but make the white men move first, of course. P-K4 Kt-KB3 KtxP 1 ---- 2 ------ 3 ------ P-K4 Kt-KB3 Kt-QB3 You don’t take the King’s Pawn; it is much more important to develop your pieces rapidly.
If this card is a Jack, the dealer counts one point for it immediately; but if any player is found to have an incorrect number of cards, and announces it before he plays to the first trick, the Jack cannot be counted, as it could not have been the proper trump. In _=Pitch, or Blind All Fours=_, no trump is turned. The first card led or “pitched” by the eldest hand is the trump suit for that deal. _=MISDEALING.=_ If any card is found faced in the pack, or the pack is proved to be imperfect, the same dealer deals again. If he deals without having the cards cut, or gives too many or too few cards to any player, it is a misdeal, and the deal passes to the next player on the misdealer’s left. If the dealer exposes a card, the adversaries may elect to have the deal stand, or to have a new deal by the same dealer. In _=Pitch=_, a misdeal does not lose the deal, because the deal is no advantage. _=BEGGING.=_ The deal completed, and the trump turned, the eldest hand looks at his cards, the other players leaving theirs untouched.
I took her to the sign of the ( ), and treated her to ( ). The result was ( ). Mollish s Land Cornish name for Tom Tiddler s Ground. --_Folk-lore Journal_, v. 57. Monday, Tuesday A game played with a ball. There are seven players, who each take a name from one of the days of the week. One (Sunday) begins by throwing the ball against a wall, calling out at the same time the name of one of the days, who has to run and catch it before it falls. If this one fails to catch the ball, the first player picks up the ball and tries to hit one of the six with it, who all endeavour to escape being hit. If the player succeeds, he again throws the ball against the wall, calling out another day of the week to catch it.
If he thinks he can make three tricks with the turn-up suit for trumps, and his partner’s probable assistance, or can win five tricks by playing alone, he discards any card he pleases, placing it under the remainder of the pack, face down, and without showing or naming it. If the dealer decides to play alone, it is usual for him to pass his discard across the table to his partner, face down, so that there may be no misunderstanding his intention. The dealer may take up the trump card at any time during the play of the hand; but it is usual to leave it on the pack until it is played to a trick. No one but the dealer can take the trump into his hand. _=TURNING DOWN THE TRUMP.=_ If the dealer fears that he and his partner cannot make three tricks with the turn-up suit for trumps, or would prefer to have the suit changed, he can pass. If he passes, he takes the trump card from the top of the pack, and places it face upward, and partly under the pack, in such a manner that it can be distinctly seen. [Illustration: [🃘 on top of pack [Facedown pack covering facedown card] covering 🃘] TAKEN UP. TURNED DOWN. ] _=CHANGING THE TRUMP.
The maximum number which can be bowled is 90. COCKED HAT AND FEATHER. [Illustration: O O O O ] The pins are spotted as above, the centre pin being the feather. Ten innings constitute a game, and three balls (not exceeding 6 inches in size) must be used in each inning. All the pins except the feather have to be bowled down or the inning goes for naught. If the feather is left standing alone, the innings count one. There are no penalties. The dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler. The maximum is 10.
If the maker of the trump and his partner get three tricks, they score 1 point each. If they win all the tricks, they score 3 points each if there are five or six in the game; 2 points if there are not more than four players. If the partnership is euchred, each of the others at the table scores 2 points. For a lone hand, winning all five tricks, the player scores a point for as many players as there are at the table, including himself. Euchres score 2 for every other player but the lone hand. A lone hand making three or four tricks only, scores 1. 500, OR BID EUCHRE. In this variety of euchre, the joker is always used. When there is a trump suit, it is the best trump; but when there are no trumps, it is a suit by itself, but still a trump. The player holding it cannot trump with it as long as he can follow suit; but when he has none of the suit led, he can trump with the joker if he likes.
It belongs to the cumulative group of games, and is similar in this respect to Milking Pails, Mother, Mother, the Pot boils over, &c. There seems to be no other object in the game as now played except the pleasures of teasing and showing defiance to a mother s commands, and trying to escape the consequences of disobedience by flight, in order that the mother may chase them. The idea may be that, if she is out of breath, she cannot chastise so much. Mr. Newell (_Games_, p. 172) gives versions of a similar game. Mother Mop All the players, except one, stand two by two in front of each other, the inner ones forming an arch with their hands united--this is called the oven. The odd child is Mother Mop. She busies herself with a pretended mop, peel, &c., after the manner of old-fashioned bakers, making much ado in the valley between the rows of children.
|My two little sisters | -- | -- | | |are dressed in green. | | | |10.|Stamping grass and | -- | -- | | |parsley. | | | |11.|Marigold leaves and | -- | -- | | |daisies. | | | |12.|One rush, two rush. |One o my rush, two o |One in a rush, two in | | | |my rush. |a bush. | |13.
If an adversary finds himself with a pretty strong hand, he should utterly disregard his partner, and play as false as he can; for if the callers have eight probable tricks between them, it is impossible for the fourth player to have anything, unless there has been some mistake in the call. _=In General.=_ There are one or two exceptions to the methods of playing sequences at Whist, dependent on the position of the players holding them. For instance: If first or second hand holds any sequence of high cards, he should play the highest if his partner sits next him on the left, and the adversaries are to play after him; otherwise the partner might think the higher cards of the sequence were against the leader. If a caller should hold K Q x second hand, and play the Q as at Whist, his partner following him, and holding Ace, would have to play it, thinking the King might be beyond. _=SOLO.=_ In speaking of the players in a solo, misère, or abundance, it is usual to distinguish those opposed to the single player by calling them respectively, Left, Right, and Opposite. [Illustration: Opposite +--------+ | | Left| |Right | | +--------+ The Caller ] This arrangement does not affect the use of the letters A Y B Z, and the terms first, second, third, and fourth hand; indicating the position of the deal, and of the lead. _=Calling.=_ Those solos are easiest which are declared by the eldest hand, or by the dealer; the hardest being those called by second hand.
W.) Jamieson (_Dictionary_) says, To do Dingle-dousie, a stick is ignited at one end and given as a plaything to a child. Elworthy (_West Somerset Words_) does not give this as a game, but says a burning stick was whirled round and round very quickly, so as to keep up the appearance of a ribbon of fire. Miss Burne (_Shropshire Folk-lore_, p. 530), says, Children wave a burning stick in the air, saying-- A girdle o gold, a saddle o silk, A horse for me as white as milk, an evident relic of divinations or incantations practised with bonfires. Halliwell (_Nursery Rhymes_, p. 213) gives the rhyme as-- Jack s alive, and in very good health, If he dies in your hand you must look to yourself; the game being played in the same way as the Sheffield version (see also Halliwell s _Dictionary_ and Moor s _Suffolk Words_). (_b_) This is a very significant game, and its similarity in miniature to the old tribal custom of carrying the fiery cross to rouse the clans at once suggests the possible origin of it. The detention of the fiery cross through neglect or other impediment was regarded with much dread by the inhabitants of the place in which it should occur. This subject is discussed in _Gomme s Primitive Folkmoots_, p.