Two undertake to personate a goodman and a goodwife; the rest a family of marriageable daughters. One of the lads, the best singer of the party, retires, and equips himself in a dress proper for representing an old bachelor in search of a wife. He comes in, bonnet in hand, bowing, and sings-- Guid e en to ye, maidens a , Maidens a , maidens a , Guid e en to ye, maidens a , Be ye or no. I m come to court Janet jo, Janet jo, Janet jo, I m come to court Janet jo, Janet, my jo. Goodwife sings--What ll ye gie for Janet jo, Janet jo, Janet jo? What ll ye gie for Janet jo, Janet, my jo? Wooer--I ll gie ye a peck o siller, A peck o siller, peck o siller, I ll gie ye a peck o siller, For Janet, my jo. Goodwife says--Gae awa , ye auld carle! Then sings--Ye se never get Janet jo, Janet jo, Janet jo, Ye se never get Janet jo, Janet, my jo. The wooer hereupon retires, singing a verse expressive of mortification, but soon re-enters with a reassured air, singing-- I ll gie ye a peck o gowd, A peck o gowd, a peck o gowd, I ll gie ye a peck o gowd, For Janet, my jo. The matron gives him a rebuff as before, and he again retires discomfited, and again enters, singing an offer of twa pecks o gowd, which, however, is also refused. At his next entry he offers three pecks o gowd, at which the good wife brightens up and sings-- Come ben beside Janet jo, Janet jo, Janet jo, Ye re welcome to Janet jo, Janet, my jo. The suitor then advances gaily to his sweetheart, and the affair ends in a scramble for kisses.
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. If you find such points on the cards, either dig other points on other cards, or retire from the game. Against the hold-out or marked cards there is no protection, because the dealer does not care how much the cards in the pack are shuffled or cut; but every method of running up hands, or stocking cards, can be made ineffective if the pone will not only cut the cards, but carefully reunite the packets. If the two parts are straightened after the cut, it will be impossible for the dealer to shift the cut, and bring the cards back to their original position. The dealer will sometimes bend the top or bottom card so as to form a _=bridge=_, which will enable him to find the place where the cards were cut. This can only be overcome by shuffling the cards instead of cutting them, which every player has the right to do. If you insist on shuffling, the greek will do the same in his turn, and will run up hands to be dealt to himself. It is perfectly useless to endeavour to protect yourself against a poker sharp; the only remedy is to leave the game.
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A piece of stick is set on fire and whirled around rapidly in the hand of the first player, who says, Robin s a-light, and if he go out I will saddle your back. It is then passed to the next, who says the same thing, and so on. The person who lets the spark die out has to pay a forfeit.--Scilly (Courtney s West _Cornwall Glossary_). A rhyme at Lostwithiel is known as follows-- Jack s alive, and likely to live; If he die in my hand a pawn (forfeit) I ll give. --(J. 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.
One child stands in front of them, and acts as owner or seller; another acts as purchaser (fig. 1). The purchaser inquires-- Have you any honey pots for sale? Yes, plenty; will you walk round and taste them? The purchaser goes round, pretending to taste each one in turn, inquiring the price and weight; finds fault with several, one being too sweet and the other not fresh enough, and so on. When one honey pot is discovered to the purchaser s taste, she is lifted by the purchaser and owner, or by two children who act as weights or scales, and then swung by her arms backwards and forwards to estimate her weight and price (fig. 2). As long as the child can keep her hands clasped, so long is the swinging kept up; and as many times as they count, so many is the number of pounds she weighs. The seller sometimes said, when each one was bought-- Take her and bake her, And into pies make her, And bring her back When she is done. They were not brought back, and the owner had to catch and bring back each one. When sold, the honey pot is taken to the other side, or home of the purchaser. The game goes on till all the honey pots are sold.
The former is the better plan. No other player should propose on trumps alone. This announcement is made by saying “_=I propose=_.” If a player thinks he can take five tricks against the combined efforts of the three other players, he announces: “_=Solo=_.” If he feels equal to a misère, he calls: “_=Misère=_;” and so on, according to the strength of his hand. If he does not feel justified in making a call, he says “_=I pass=_;” and the next player on his left has the opportunity; and so on, until some player has proposed to do something, or all have passed. If any player has proposed for a partner, any of the others, in their proper turn, may accept him by simply saying “_=I accept=_.” By so doing, a player intimates that he has four probable tricks also, but in the plain suits, and that he is willing to try for eight tricks with the proposer for a partner. All the other calls are made by a single player with the intention of playing against the three others. Any player except the eldest hand having once said, “I pass,” cannot afterwards make or accept any proposal.
Telegraphic signals between persons on opposite sides of the gallery who are nevertheless in partnership, are often translated into advice to the player, to his great benefit. Besides these, all the machinery of marked cards, reflectors, shifted cuts, wedges, strippers, and false shuffles are at the command of the philosopher, who can always handle a small pack of cards with greater freedom, and to whom the fashion of dealing in twos and threes is always welcome. The honest card-player has not one chance in a thousand against the professional at Écarté. _=SUGGESTIONS FOR GOOD PLAY.=_ The French claim that any person may become an expert at a game like Piquet, simply by dint of long practice; but that the master of Écarté must be a born card-player, as no game requires in such degree the exercise of individual intelligence and finesse. While this may be true, there are many points about the game which may be learned by the novice, and which will greatly improve his play. There are two things which the beginner should master before sitting down to the table for actual play: the hands on which it is right to stand, or play without proposing, and those with which it is right to refuse, or play without giving cards. These are called stand hands, or _=jeux de règle=_, and the player should be able to recognize them on sight. In the following paragraphs the words _=dealer=_ and _=player=_ will be used to distinguish the adversaries at Écarté. The principle underlying the jeux de règle is the probable distribution of the cards in the trump suit, and the fact that the odds are always against the dealer’s holding two or more.
=_ No one but the individual maker of the trump can play alone. _=34.=_ The dealer must announce his intention to play alone by passing his discard over to his partner. Any other player intending to play alone must use the expression “alone” in connection with his ordering up or making the trump; as, “I order it, alone;” or “I make it hearts, alone.” _=35.=_ The partner of a player who has announced to play alone must lay his cards on the table, face down. Should he expose any of his cards, the adversaries may prevent the lone hand, and compel him to play with his partner, the exposed card being left on the table and liable to be called. _=36.=_ The lone player is not liable to any penalty for exposed cards, nor for a lead out of turn. _=37.
The eldest hand must begin by laying out the Five or Nine of some suit to start the first sequence. If he has neither of those cards he must pass, and the first player on his left who has a Five or a Nine must begin. The next player on the left must then continue the sequence in the same suit if he can, but he may play either up or down, laying the card on the right or left of the starter. If a Five is led, he may play a Four or a Six. Only one card is played at a time by each person in turn. Any person not being able to continue the sequence may start another if he has another Five, but he cannot start one with a Nine unless the first starter in the game was a Nine. He is also at liberty to start a new sequence with a Five or Nine instead of continuing the old, but he must play if he can, one or the other. If he is unable to play, he must pay one counter into the pool, which is won by the first player who gets rid of all his cards. The winner is also paid a counter for every card held by the other players. FAN TAN.
How many miles to Barney Bridge? Three score and ten. Will I be there by candle-light? Yes, if your legs are long. A curtsey to you, another to you, If you please will you let the king s horses go through? Yes, but take care of your hindmost man. --Belfast (W. H. Patterson). VII. How many miles to Gandigo? Eighty-eight almost, or quite. Can I [we] get there by candle-light? Yes, if your legs are long and light. Open the gate as high as the sky, And let the king and his queen go by.
Carrom on the two object-balls counts 1 point; Pocketing the 1 ball counts 1 point; Pocketing the 2 ball counts 2 points; Carrom from ball and upsetting bottle counts 5 points. The game consists of 31 points. The player having the least number of points at the finish of the game shall be adjudged the loser. Any number of persons can play, and the rotation of the players is decided as in ordinary pool. Player No. 1 must play with the white ball from any point within the string at the head of the table, at either the 1 or 2 ball at his option. The player who leads must play at and strike one of the object-balls before he can score a carrom on the pool-bottle. If a player carrom on the bottle from either of the object-balls, in such a way as to seat the bottle on its base, he wins the game, without further play. Should the 1 or 2 ball in any way, during the stroke, touch the bottle and the bottle is in the same play knocked over or stood on its base by the cue-ball, the stroke does not count. If the player forces the bottle off the table or into a pocket, the bottle must be spotted on its proper spot in the centre of the table, the player loses his shot and forfeits one point, and the next player plays.
The player who takes the widow practically orders up the trump and must play against all the others after discarding two cards. If no one will take the widow, the deal is void. PENALTY EUCHRE. Five players are each provided with twelve counters. An extra hand of five cards is dealt face down, for a widow. Each player in turn can exchange the hand dealt him for the widow, or for the hand abandoned by anyone who has taken the widow, the cards being always face down. The turned trump is not taken up by the dealer, but is left on the pack. The eldest hand leads for the first trick and every man is for himself, each holding his own tricks. At the end of the hand, each player that has not taken a trick receives a counter from each of the others, whether they have taken tricks or not. Then all those that have won tricks put back into the pool a counter for each trick they have taken.
Any number of persons may play, and five dice are used. Each in turn takes the box and has three throws, the first being made with all five dice. After the first throw the caster may lay aside any of the five dice he chooses, putting the others back in the box for a second throw. The same process of selection is allowed for the third throw, any or all five of the dice being available for the last throw. The second and third throws have the same effect as the draw at Poker, except that the dice player may draw twice if he wishes to, and may put back all or any of the dice that he kept on the first or second throws, or he may stand pat on any throw. The object of the game is to secure pairs, triplets, full hands, and four or five of a kind. Straights do not count in Poker Dice. Suppose the player’s first throw to be a pair of sixes. He places them on one side, and picks up the three other dice, throwing them over again. If the second throw produced another six, it would be placed with the first pair, making a triplet, and the two remaining dice would be thrown again.
=_ Dominoes are provided with a small brass pin in the centre of the face, which enables one to spin them round, push them about on the table, and so to shuffle them thoroughly. There are three methods of determining who shall have the first play, or _=set=_, as it is called: _=1.=_ The player having the higher double; or, failing any double in either hand, the _=heavier=_ domino, that is, one with a greater number of pips on its face than any held by his adversary. _=2.=_ One player selects any two dominoes, face down, and pushes them toward his adversary, who chooses one. Both are then turned up, and whichever gets the lighter domino has the first set. _=3.=_ Each player draws a domino, face down, and the one getting the lower double sets first. If neither draws a double the lighter domino sets. The dominoes are then shuffled again by both players, and each draws the number of pieces required by the game they are about to play.
NAIRN-- Nairn Rev. W. Gregor. IRELAND. Folk-lore Society Publications. _Notes and Queries._ ANTRIM AND DOWN Patterson s _Glossary_. CLARE-- Kilkee { G. H. Kinahan (_Folk-lore Journal_, { vol.
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|water. | | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.|For a lady s daughter.|For my lady s |For a lady s daughter.| | | |daughter. | | | 5.| -- | -- | -- | | 6.| -- |Put it in a chestnut | -- | | | |tree.
Don’t play the side ball until you have mastered the centre delivery. Don’t swing the ball more than once before delivering it. Don’t start with a jump; walk one and run two steps. Don’t deliver the ball with the right foot in front. Don’t step on or over the foul line. Don’t think you can change the course of the ball after it has left your hand. Don’t expect a “strike” every time you hit the head pin. Don’t blame the pin boys if you get a split. They will spot any pin you call their attention to. Don’t throw away a “spare” because you think you were entitled to a “strike.
If he had time, he would probably declare: “Royal Marriage, forty, and twenty to score.” On winning another trick he would add the A 10 J of trumps, and announce, “Two-fifty in trumps, and twenty to score,” still carrying on the small score for a future opportunity. A player may lay down and score eighty Kings, and afterward sixty Queens, the remaining Kings forming marriages. In such a case he would score the sixty points first, and declare the two or three marriages remaining. In the same manner he may have announced four Kings, and after playing away two of them, leaving two Kings of spades, he may declare double bézique, and claim the two marriages “to score.” In all such cases it must be remembered that the cards declared must still be on the table when the time comes to score them. If, in the case just given, one of the cards forming either of the marriages was got rid of in the course of play, that marriage could not afterward be scored, although it had been properly announced. If the stock is exhausted before the player with a score in abeyance can win another trick, the score is lost. It is often very important for a player to know how much time he has to score. When the talon is spread it is comparatively easy to judge how many more tricks remain to be played.
In round games there is no penalty. _=Exposed Cards.=_ No player can exact a penalty for his own error, so that if an adversary of the dealer exposes one of his own cards he cannot claim a misdeal, but the dealer’s side may. There should be no penalty for a player’s having exposed a card unless he can derive some benefit from the exposure, such as from his partner’s having seen it. If there is no partner, there should be no penalty, because the player injures himself only. All exposed cards must be left on the table, and may be called upon by the adversaries to be led or played. The same principles apply to _=Leading out of Turn=_. If the player in error has no partner, or his partner is a dummy, and the lead is taken back, no harm is done except to the player himself, and there should be no penalty. If the adversaries fail to observe that the lead was irregular, they are equally at fault with the player, who must be assumed to have erred unintentionally. In games in which a lead out of turn conveys information to a partner, the usual penalty is to call a suit.
| 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.
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. The winner bites as fast as he can, his compeers _lugging_ at his ears in the meantime, who bears it as well as he can, and then he throws down the apple, when the sport is resumed (Halliwell s _Dictionary_). Brogden s _Lincolnshire Provincial Words_ says Luggery-bite is a game boys play with fruit. One bites the fruit, and another pulls his hair until he throws the fruit away. The game is also played in Lancashire (_Reliquary_). See Bob-Cherry. Luggie A boys game. In this game the boys lead each other about by the lugs, _i.
There was a jolly farmer, And he had a jolly son, And his name was Bobby Bingo. BINGO, BINGO, BINGO, And Bingo was his name. --Liphook, Hants; Wakefield, Yorks (Miss Fowler). IV. There _was_ a farmer _had_ a dog, His name was Bobby Bingo. B-i-n-g-o, B-i-n-g-o, B-i-n-g-o, His name was Bobby Bingo. --Tean, Staffs.; and North Staffs. Potteries (Miss Keary). V.
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The total of the three throws is recorded opposite the name of each player, and the highest throw wins. The odds against throwing a certain number or higher are shown in the margin. +--------------------------------+ |IT IS ABOUT AGAINST THROWING| +---------------------+----------+ | Even |32 or more| | 9 to 7 |33 ” | | 11 to 6 |34 ” | | 28 to 11 |35 ” | | 3 to 1 |36 ” | | 5 to 1 |37 ” | | 7 to 1 |38 ” | | 10 to 1 |39 ” | | 16 to 1 |40 ” | | 24 to 1 |41 ” | | 39 to 1 |42 ” | | 66 to 1 |43 ” | | 116 to 1 |44 ” | | 215 to 1 |45 ” | | 422 to 1 |46 ” | | 886 to 1 |47 ” | | 2016 to 1 |48 ” | | 5032 to 1 |49 ” | | 14093 to 1 |50 ” | | 45809 to 1 |51 ” | | 183229 to 1 |52 ” | | 1007768 to 1 |53 ” | | 10077695 to 1 |54 | +---------------------+----------+ Suppose the prize in a raffle is a horse which would be worth a hundred dollars to you. The highest throw so far is 42, and there are only twenty more chances to be thrown. It is 2 to 1 that 42 is not beaten or equalled because it is 39 to 1 that 42 is not thrown, and there are only 20 more chances to throw it. If 45 had been thrown, and there were still 21 chances to be thrown, you would be safe in paying liberally for the 45 chance. The great mistake that people make in buying or selling chances on throws already made in raffles is in thinking that because a certain number has not been thrown, that therefore it is likely to be. If there are 116 chances, they argue that 44 or better should be thrown, because that number or higher should come once in 116 times. This is quite right at the beginning of the raffle, but it is not right to assume that because 100 of the 116 chances have been thrown without reaching 44, that the odds are only 15 to 1 that 44 will not be thrown in the remaining 16 chances. The odds are still 116 to 1 against 44, just as they were before the raffle began.
=_ The cards are spread and drawn for choice of seats and first deal. The lowest cut has first choice, the next lowest sitting on his left and so on round the table. _=DEALING.=_ When two play, ten cards are given to each. When three play, seven to each. When four play, six to each. The cards are dealt one at a time until all are helped and the next card is turned face up on the table as a starter for the discard pile. The stock is left beside this card, face down. _=OBJECT OF THE GAME.=_ The aim of the players is to get rid of the cards dealt them and those they draw from the stock by laying face upward on the table any combinations of three of a kind, or three in sequence and suit.
397), of a dance by the Kutchin-Kutcha Indians, a parallel to the name as well as the dance which needs some research in America. See Curcuddie, Hop-frog. Cutters and Trucklers A remembrance of the old smuggling days. The boys divide into two parties; the Trucklers try to reach some given point before the Cutter catches them.--Cornwall (_Folk-lore Journal_, v. 60). Dab Dab a prin in my lottery book; Dab ane, dab twa, dab a your prins awa . A game in which a pin is put at random in a school-book, between the leaves of which little pictures are placed. The successful adventurer is the person who puts the pin between two leaves including a picture which is the prize, and the pin itself is the forfeit (_Blackwood s Magazine_, Aug. 1821, p.
I come to see poor Jenny Joe, Jenny Joe, Jenny Joe, I come to see poor Jenny Joe, And how is she now? She s ironing, she s ironing, And you can t see her now. Very well, ladies, ladies, ladies, Very well, ladies, and gentlemen too. [Then follow alternate questions and answers in the same manner for-- (1) dying, (2) dead. Then--] I come in my white dress, white dress, white dress, I come in my white dress, and how will that do? White is for wedding, wedding, wedding, White is for wedding, and that won t do. Very well, ladies, ladies, ladies, Very well, ladies, and gentlemen too. I come in my blue dress, blue dress, blue dress, I come in my blue dress, and how will that do? Blue is for sailors, sailors, sailors, Blue is for sailors, and that won t do. [Then follow verses as before, beginning-- Very well, ladies. I come in my red dress. Red is for soldiers, Very well, ladies. Then--] I come in my black dress, black dress, black dress, I come in my black dress, and how will that do? Black is for funeral, And that will do To carry poor Jenny to the grave.
You are going to the bank, first thing. You ve got all that money. It s thousand dollar bills! And you re writing on them. She frowned at me, sniffling again. Do I _really_ see it? she asked. Is that right? I ll make it right, I said. Come on, I told her. If we re going to stay up all night, we need fuel. How long since you ve tackled a twenty-ounce sirloin? * * * * * The Lodge has unmentioned influence. No, Psi powers aren t a secret government.
It is an invariable rule for any player to go alone when he has three certain tricks, unless he is 3 up, and can win the game with a march. A lone hand should be played with both bowers and the ace, no matter how worthless the other cards; or with five trumps to the ace without either bower; or two high trumps and three aces in plain suits; or three good trumps and two aces. The theory of this is that while the march might possibly be made with partner’s assistance, if partner has the cards necessary to make a march, the adversaries have little or nothing, and there is a very good chance to make a lone hand if three tricks of it are certain. Both bowers and the ace, with only the seven and eight of a plain suit have made many a lone hand. If the lone player is not caught on the plain suit at the first trick, the adversaries may discard it to keep higher cards in the other suit; or they may have none of it from the first. There is always a chance, and it should be taken. The dealer’s partner, and the pone, should be very careful in playing lone hands, and should never risk them except with three certain tricks, no matter what suit is led first. With three sure tricks, some players make it a rule to play alone, provided the two other cards are both of the same suit. _=MAKING THE TRUMP.=_ When the trump is turned down, the general rule is for the eldest hand to make it next.