243. This language Lyndsay puts into the mouth of a Popish parson. The game seems to be that of ball played with the hand, as distinguished from Football. --Jamieson. See Ball. Call-the-Guse This game is supposed by Jamieson to be equivalent to Drive the Goose, and the game seems to be the same with one still played by young people in some parts of Angus, in which one of the company, having something that excites ridicule unknowingly pinned behind, is pursued by all the rest, who still cry out, Hunt the Goose! --Jamieson. Camp A game formerly much in use among schoolboys, and occasionally played by men in those parts of Suffolk on the sea coast--more especially in the line of Hollesley Bay between the Rivers Orwell and Alde, sometimes school against school, or parish against parish. It was thus played: Goals were pitched at the distance of 150 or 200 yards from each other; these were generally formed of the thrown-off clothes of the competitors. Each party has two goals, ten or fifteen yards apart. The parties, ten or fifteen on a side, stand in line, facing their own goals and each other, at about ten yards distance, midway between the goals, and nearest that of their adversaries.
That seemed fair; but so desperate is the courage and devotion of lead soldiers, that it came to this, that any small force that got or seemed likely to get isolated and caught by a superior force instead of waiting to be taken prisoners, dashed at its possible captors and slew them man for man. It was manifestly unreasonable to permit this. And in considering how best to prevent such inhuman heroisms, we were reminded of another frequent incident in our battles that also erred towards the incredible and vitiated our strategy. That was the charging of one or two isolated horse-men at a gun in order to disable it. Let me illustrate this by an incident. A force consisting of ten infantry and five cavalry with a gun are retreating across an exposed space, and a gun with thirty men, cavalry and infantry, in support comes out upon a crest into a position to fire within two feet of the retreating cavalry. The attacking player puts eight men within six inches of his gun and pushes the rest of his men a little forward to the right or left in pursuit of his enemy. In the real thing, the retreating horsemen would go off to cover with the gun, hell for leather, while the infantry would open out and retreat, firing. But see what happened in our imperfect form of Little War! The move of the retreating player began. Instead of retreating his whole force, he charged home with his mounted desperadoes, killed five of the eight men about the gun, and so by the rule silenced it, enabling the rest of his little body to get clean away to cover at the leisurely pace of one foot a move.
Common. Conkers. Conquerors. Contrary, Rules of. Cop-halfpenny. Corsicrown. Cots and Twisses. Course o Park. Crab-sowl. Crates.
Then the cushion is laid down before the first man, the woman singing, This dance, &c., as before, only instead of come to, they sing go fro, and instead of Welcome, John Sanderson, &c., they sing Farewell, John Sanderson, farewell, &c., and so they go out one by one as they came in.--Charminster (_Notes and Queries_, ii. 517, 518). This description is almost the same as a seventeenth century version. The dance is begun by a single person (either man or woman), who, taking a cushion in his hand, dances about the room, and at the end of the tune he stops and sings:-- This dance it will no further go. The Musician answers: I pray you, good sir, why say you so? Man: Because Joan Sanderson will not come to. Musician: She must come to, and she shall come to, And she must come whether she will or no.
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It should be remembered that a player cannot get eleven down in one suit, and careful observation of the cards passed will often show that his runs are blocked, the cards necessary to continue them having been turned down. One peculiar feature of the game is that a player cannot block his adversary and at the same time win the game, because so long as he holds up the card that his adversary wants he cannot get eleven down himself. His only chance is that he may be able to use the card that his adversary needs. For instance: He holds two 8’s, one of which will make his adversary eleven down by completing a sequence. If there is another 8 to come, the player with the pair may use both his 8’s, and win; but if there is no other 8 to come, it is impossible for the player with the two 8’s to win without first putting his adversary out. There are no _=Text Books=_ on Conquian, and this is the first complete description of it ever published. CALABRASELLA. This is a very popular game with the middle classes and the unoccupied clergy in Italy, and it is one of the very few good games of cards for three players. If the game were better known, the author is sure it would become a great favourite, especially with those who are fond of the whist family, because Calabrasella is an excellent training school for the use of cards of re-entry, long suits, and tenace positions in the end game. In the combination of two players against the third its tactics very closely resemble Skat, and many interesting and difficult positions occur in every game.
[13] He then becomes the dummy, and takes no part whatever in the play, except that he has the right: (_a_) To call the declarer’s attention to the fact that too many or too few cards have been played to a trick; (_b_) to correct an improper claim of either adversary; (_c_) to call attention to a trick erroneously taken by either side; (_d_) to participate in the discussion of any disputed question of fact after it has arisen between the declarer and either adversary; (_e_) to correct any erroneous score; (_f_) to consult with and advise the declarer as to which penalty to exact for a revoke; (_g_) to ask the declarer whether he have any of a suit he has renounced. The dummy, if he have not intentionally looked at any card in the hand of a player, has also the following additional rights: (_h_) To call the attention of the declarer to an established adverse revoke; (_i_) to call the attention of the declarer to a card exposed by an adversary or to an adverse lead out of turn. 61. Should the dummy call attention to any other incident in the play in consequence of which any penalty might have been exacted, the declarer may not exact such penalty. Should the dummy avail himself of rights (_h_) or (_i_), after intentionally looking at a card in the hand of a player, the declarer may not exact any penalty for the offence in question. 62. If the dummy, by touching a card or otherwise, suggest the play of one of his cards, either adversary may require the declarer to play or not to play such card. 62_a_. If the dummy call to the attention of the declarer that he is about to lead from the wrong hand, either adversary may require that the lead be made from that hand. 63.
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Having received this, they conceal themselves, and raise the cry, Smugglers! On this they are pursued by the Ins; and if the Gegg (for the name is transferred to the person who holds the deposit) be taken, they exchange situations--the Outs become Ins and the Ins Outs. This play is distinguished from Hy-spy only by the use of the Gegg. One of the Ins who is touched by one of the Outs is said to be taken, and henceforth loses his right to hold the Gegg. If he who holds the Gegg gets in the den, the Outs are winners, and have the privilege of getting out again. The Outs, before leaving the den, shuffle the Gegg, or smuggle it so between each other that the Ins do not know which person has it. He who is laid hold of, and put to the question, is supposed to deny that he has the Gegg: if he escapes with it, he gets out again.--Jamieson. Genteel Lady A player begins thus:-- I, a genteel lady (or gentleman) came from that genteel lady (or gentleman) to say that she (or he) owned a tree. The other players repeat the words in turn, and then the leader goes over them again, adding, with bronze bark. The sentence goes round once more, and on the next repetition the leader continues, with golden branches.
On its being struck, the boys run from hole to hole, dipping the ends of their sticks in as they pass, and counting one, two, three, &c., as they do so, up to thirty-one, which is game. Or the greater number of holes gained in the innings may indicate the winners, as at cricket. If the Cat be struck and caught, the striking party is out, and another of his sidesmen takes his place, if the set be strong enough to admit of it. If there be only six players, it may be previously agreed that three _put outs_ shall end the innings. Another mode of putting out is to throw the Cat home, after being struck, and placing or pitching it into an unoccupied hole, while the in-party are running. A certain number of misses (not striking the Cat) may be agreed on to be equivalent to a put out. The game may be played by two, placed as at cricket, or by four, or I believe more.--Moor s _Suffolk Words_; Holloway s _Dict. of Provincialisms_.
See Mary mixed a Pudding up, Oliver, Oliver, follow the King. [1] Miss Chase says, I think the order of verses is right; the children hesitated a little. [2] Mr. Hardy says, This was sung to me by a girl at Earls Heaton or Soothill Nether. Another version commences with the last verse, continues with the first, and concludes with the second. The last two lines inserted here belong to that version. All the Fishes in the Sea A Suffolk game, not described.--Moor s _Suffolk Glossary_. See Fool, fool, come to School, Little Dog, I call you. All the Soldiers in the Town [Music] All the soldiers in the town, They all bop down.
The student will find many games marked as “won” in which he cannot see any winning position unless he is familiar with the four endings. The expert strives to exchange his men so as to bring about one of these positions, after which he knows he has a won game, although his less skilful adversary may be unconscious of his advantage. [Illustration: _=First Position.=_ Black to move and win. WHITE. +---+---+---+---+---+---+---+---+ | | | | | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | ⛂ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | ⛁ | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ BLACK. ] [Illustration: _=Second Position.=_ Black to move and win. WHITE. +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | ⛀ | +---+---+---+---+---+---+---+---+ | ⛀ | | | | | | | | +---+---+---+---+---+---+---+---+ | | ⛁ | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | ⛂ | | | | ⛃ | | +---+---+---+---+---+---+---+---+ BLACK.