Any one may deal the first hand, after which the deal passes to the left. Three cards are given to each player the first round, then two are laid off for a widow, then four to each player, and then three to each. Beginning on the dealer’s left, each player in turn may name the trump if he thinks he can take at least six of the ten tricks to be played for. Bids outrank one another in the order of the suits, hearts being preference always. The number of tricks is not mentioned. In case there are no bids, each in turn has a second chance to bid for the widow. These bids are made in counters, to be put into the pool. The highest bidder takes the widow, lays out two cards, and then names the trump suit. The players agree upon a value for the tricks won, and payments are made from the pool accordingly. These payments may vary according to the rank of the trump suit.
Genteel Lady. Ghost at the Well. Giants. Giddy. Gilty-galty. Gipsy. Gled-wylie. Glim-glam. Gobs. Green Grass.
I figured you should handle our money, Billy Joe, she said. Anyway, can t take money for my gift. She had me shaking with excitement. You have a gift? I said, trying to keep my voice calm. Just some nights. Since I broke my vow, I ve lost most of my prophecy. My real gift is healing. Lost _all_ of that, she concluded, not bitterly. God is punishing me. Gravel crunched as she came slowly across the roof toward me.
What for, mother? To buy a stick to beat you, and a rope to hang you, my child. --Cornwall (_Folk-lore Journal_, v. 55, 56). VII. Grandmother, grandmother grey, May I go out to play? No, no, no, it is a very wet day. Grandmother, grandmother grey, May I go out to play? Yes, yes, yes, if you don t frighten the geese away. Children, I call you. I can t hear you. Where are your manners? In my shoe. Who do you care for? Not for you.
changed to [They pull him out.] Page 180 (table) row 16: [ added before Write Page 270: so that won t do changed to so _that_ won t do (as elsewhere in the song) Page 329: cul léve changed to cul levé (as in Nares s work) Page 364 uniniated changed to uninitiated Page 387: the Sheffield is changed to the Sheffield version is. *** END OF THE PROJECT GUTENBERG EBOOK THE TRADITIONAL GAMES OF ENGLAND, SCOTLAND, AND IRELAND (VOL 1 OF 2) *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy. You may use this eBook for nearly any purpose such as creation of derivative works, reports, performances and research.
G. Hulme-Beaman’s “Bridge for Beginners” appearing in the same year. In 1900, “Foster’s Bridge Manual” appeared in America, reprinted in England under the title of “Foster on Bridge.” In the years following, text-books on bridge came from the press by the dozen, the most notable authors being Dalton and “Hellespont” in 1901; Elwell and Robertson in 1902; Street and Lister in 1903. Many of the writers already mentioned published later and more complete works, embodying the results of time and experience. Foster’s Self-playing Bridge Cards were brought out in 1903. Elwell’s “Advanced Bridge” appeared in 1904 and Foster’s “Complete Bridge” in 1905. While bridge has never been such a popular “newspaper game” as whist was in America, it has been much more so in England. Articles on bridge, for beginners chiefly, were published in 1905 and 1906 by the San Francisco Call, Pittsburgh Post Despatch, Cincinnati Commercial Tribune, Chicago Journal, St. Paul Despatch, Milwaukee Journal, Baltimore American, Houston Post, Indianapolis Star, and the N.
(Miss E. Smith). The Staffordshire version of the words is sung in Forest of Dean, Gloucestershire (Miss Matthews), West Cornwall (_Folk-lore Journal_, v. 58), Earls Heaton, Yorkshire (H. Hardy), Hexham, Northumberland (Miss Barker), Leicester (Miss Ellis). Miss Peacock says, A version is known in Lincolnshire. Tunes have also been sent from Tean, North Staffs. (Miss Keary), and Epworth, Doncaster (Mr. C. C.
At Earls Heaton the children stand against a wall in a line. Another child walks up and down singing the verses, and chooses a partner. He spreads a handkerchief on the ground, and they kneel and kiss. (_c_) The Shipley version is a Kiss in the Ring game. A version sent by the Rev. W. Slater Sykes from Settle, Yorkshire, is almost identical with the Earls Heaton version. Northall (_Folk Rhymes_, p. 369) says to kiss on the floor --_i.e.
Knor and Spell. LAB. Lady of the Land. Lady on the Mountain. Lady on Yonder Hill. Lag. Lammas. Lamploo. Lang Larence. Leap Candle.
When such partners sit next each other, there is more or less danger, if only one pack is used, that one may shuffle so that the other may cut understandingly; or that a good shuffler may run up six cards for a dealer that is not embarrassed by the cards being cut. A shrewd greek can often help a silent partner who is playing under the disguise of a single caller, especially in misère. Persons who play in the many public cafés of Europe should be especially careful to avoid this style of partnership, where it is very common. _=SUGGESTIONS FOR GOOD PLAY.=_ Apart from the general principles common to all forms of Whist, such as the play of high or low cards, trumps or plain suits, etc., there are several points peculiar to Solo Whist which require attention. _=Proposing.=_ It is better to propose on two or three sure tricks, with strong probabilities of several more, than on a certainty of four only. For instance: The two highest trumps and two suits containing Aces, with no other trick probable, is not such a good hand for a proposal as one containing four average trumps, with one plain suit of K Q J x x, and another of K Q x x. It is not improbable that the latter may be good for seven or eight tricks.
If they are probably stronger than he, he must _=force=_ them, by leading the established suit which they will be compelled to trump, weakening their hands and gradually reducing their trump strength until it is possible to exhaust what remains by leading. It being to the advantage of the player with a good suit to exhaust the trumps, it must be desirable to his adversaries to keep theirs, if possible, for the purpose of ruffing this good suit. Trumps are also useful as cards of re-entry, when a player has an established suit, but has not the lead; their most important use, however, is in defending or stopping established suits. _=Rules for Leading Trumps.=_ With five or more trumps, the beginner should always begin by leading them, regardless of the rest of his hand. With three or less he should never lead them, unless he has very strong cards in _=all=_ the plain suits. With four trumps exactly, he should lead them if he has an established suit and a card of re-entry in another suit. A card of re-entry in plain suits is one which is pretty sure to win a trick, such as an Ace, or a guarded King. The following are examples of hands from which trumps should be led originally by a beginner;-- Hearts are trumps in every case. ♡ J 8 6 4 2; ♣ K 3 2; ♢ 10 9 2; ♠ 7 5.
The tune of the Platt version sent by Miss Burne, and the Ogbourne and Manton (H. S. May), are almost identical, except the termination. This seems to be the most general tune for the game. The Lancashire tune is the same as the London version. Miss Burne says of the Madeley version: I never knew Green Gravel and Wallflowers played together as in this way elsewhere (I had not got this variant when I wrote _Shropshire Folk-lore_), except at Much Wenlock, where they reverse the two verses, and only sing _one line_ (the last) of Green Gravel. But I feel sure they must have been _meant_ to go together (see my note in _Shropshire Folk-lore_, p. 510), and I can explain them, I think. The ring of girls are dancing on the green grass plot in the middle of an old-fashioned sixteenth-century walled garden: each gets the news of her lover s death, and turns her face to the wall, the old token of hopeless sorrow. Then they apostrophise the wallflowers in the border surrounding the grass plot against the old high wall; and here another variant explains the lament (second line)-- Wallflowers, wallflowers, growing up so high, _We shall all be maidens_ [and so], we shall all die; Except the youngest (who will meet with another lover), whether as an instance of the proverbial luck of the youngest born, or as a piece of juvenile giddiness and inconstancy, I cannot say; but considering the value set on true love and hopeless constancy in the ballad-lore, and the special garland which distinguished the funerals of bereaved but constant maidens, and the solemnity of betrothal in old days, the latter seems probable, especially considering the for shame.
A player exposing more than one card must cut again. _=Stakes.=_ The game is played for so much a point. The largest winning or loss for the single player is 140, but such an amount is almost impossible, and the average payments are 10 or 20. _=Dealing.=_ The cards are presented to the pone to be cut, and at least four must be left in each packet. The dealer then distributes them to the players four at a time, until each has twelve, four remaining in the stock or talon, which is left upon the table face down. No trump is turned. The deal passes to the left. There are no misdeals.
According to Eittella, the father of all fortune telling, only 32 cards should be used, and it is essential that they should be single heads, because a court card standing firmly on its feet is a very different thing from one standing on its head. If single-head cards are not at hand, the lower part of the double-head cards must be cancelled in some manner. The following are the interpretations of the various cards, the initial _=R=_ meaning that the card is reversed, or standing on its head. _=HEARTS.=_ Ace. The house, or home. King. A benefactor. _=R.=_ He will not be able to do you much good, although he means well.
In the following the four-card suit should be selected:-- ♡ J 3; ♣ 6 5 4 3 2; ♢ J 10 5 3; ♠ Q 8. ♡ Q 4 2; ♣ 7; ♢ 10 6 4 3 2; ♠ A K Q 10. The principle which should guide in the selection of a plain suit for the original lead is, that if there are a number of small cards in one suit, and a few high cards in another, by leading the long suit first, the higher cards in it are forced out of the way, and the high cards in the shorter suit will then bring the holder of the established small cards into the lead again. But if the high cards of the short suit are first led, the long suit of small cards is dead. Having determined whether to lead the trump or the plain suit, the next point is to select the proper card of the suit to lead. At first the beginner need not trouble himself about making any distinction between trumps and plain suits; that will come later. _=Rules for Leading High Cards.=_ Having a strong suit, but without cards of re-entry or trump strength to support it, the best policy is to make tricks while you can. With such a suit as A K Q 2, no one need be told not to begin with the deuce. Whenever a player holds two or more of the best cards of a suit he should play one of them.
A miss counts one for the adversary; but if the player who makes a miss runs into a pocket or jumps off the table, his adversary counts 3. The secret of success in the English game is not in gathering shots or rail nursing, but in repeated position; that is, playing shots so that the object ball returns to its position, the cue ball falling into a pocket and being played again from an advantageous position in the D. If the red ball is left in a good position for a losing hazard in either of the side pockets, the player should place his own ball in such a position in the D that he can drive the red to the bottom cushion and back again, leaving himself another easy hazard in the side pockets. If the red is near a bottom pocket, and the player’s ball is in hands, the beginner will invariably leave the red ball in baulk, even if he makes the hazard. The reason is that he strikes with just force enough to reach the red and go into the pocket, and this force is just enough to drive the red about the same distance in the opposite direction, leaving it where the cue ball came from--in baulk. The English do not understand gathering shots, nursing, and cushion carroms so well as the Americans, and play chiefly for the winning and losing hazards. The objective point of the expert is the _=spot stroke=_, which consists in getting exactly behind the red ball when it is on its spot, and then driving it into the corner pocket, returning the cue ball to its position with a light draw shot. If the cue ball fails to come back exactly behind the red the position may be recovered in several ways, some of which are shown in the diagrams. [Illustration] No. 1 is the perfect position for the spot stroke; the dotted lines in the others show the course that must be followed by the cue ball to recover the initial position.
Impérial tombée. Honours in tricks. Odd tricks. CASSINO. This is a very old and always popular game, which has lately been much improved by the introduction of the variations known as Royal and Spade Cassino, the latter especially being a very lively game. Like Euchre, Cassino is eminently respectable, and is one of the few games of cards that are unhesitatingly admitted to the domestic circle. _=Cards.=_ Cassino is played with a full pack of fifty-two cards, which have no rank in play, their pip or face value being the only element of importance. In cutting for positions at the table, or for partners in the four-handed game, the Ace is the lowest card, the others ranking upward to the King in the order of their sequence. _=Markers.
It is placed by itself, furthest from the player, waiting for the three other sevens to appear to form three other foundations, each in a different suit. Four cards are then dealt off from left to right, face up, for the layout. Holding the remaining thirty-four cards in the left hand, face down, the player counts off three at a time and turns them face up on the table, but so that the top card only is seen. If this card can be used, the card under it is available. If not, the three are left on the table and three more turned up in the same way. Let us suppose this is the appearance of the table: [Illustration: The Foundation:-- 🂷 The Stock:-- 🃔 The Layout:-- 🃖 🃁 🂢 🂹 The top card of the three:-- 🃅 ] The player can make several changes at once. The five of diamonds will go on the club six, the club four on the five, the ace of diamonds on the deuce of spades, leaving a space which must be filled from the top of the stock, using the card that was under the four of clubs. Another card is exposed and available under the five of diamonds. Cards built on the foundations must be in the same suit, and build upward, nothing but eights being available on the sevens. On the layout, sequences are built down, and must change colour each time.
If they can thus get home without the Mother catching them they are safe. The Kentish game is played with two lines of children advancing and retiring. This was also the way in which the London version (A. B. Gomme) was played. In the version sent by Mr. H. S. May a ring is formed by the children joining hands. One child stands in the centre--she represents the Mother.
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Nip-srat-and-bite A children s game, in which nuts, pence, gingerbread, &c, are squandered.--Addy s _Sheffield Glossary_. Nitch, Notch, No-Notch Children cut a number of slices from an apple, extending from the eye to the tail, broader on the outside than on the inner, which reaches nearly to the core; one piece has a part cut out, making a notch--this is called Notch; another is not cut at all--this is called No-Notch; while a third has an incision made on it, but not cut out--this is called Nitch. The pieces when thus marked are replaced, and the game consists in one child holding the apple, and pointing to one of the pieces, asking another child which he will have, Nitch, Notch, or No-Notch; if he guesses right, he has it and eats it; if wrong, the other eats it.--Sussex (Holloway s _Dict. of Provincialisms_). Not A game where the parties, ranged on opposite sides, with each a bat in their hands, endeavour to strike a ball to opposite goals. The game is called Not, from the ball being made of a knotty piece of wood.--Gloucestershire (Holloway s _Dict. of Provincialisms_).
It is a misdeal:-- I. If the dealer omits to have the pack cut, and his adversaries discover the error before the trump card is turned, and before looking at any of their cards. II. If he deals a card incorrectly, and fails to correct the error before dealing another. III. If he counts the cards on the table or in the remainder of the pack. IV. If, having a perfect pack, he does not deal to each player the proper number of cards, and the error is discovered before all have played to the first trick. V. If he looks at the trump card before the deal is completed.
It is mentioned in Wilbraham s _Cheshire Glossary_ as an old Cheshire game. Barnes, in his _Dorsetshire Glossary_, says he has seen it played with one catcher on hands and knees in the small ring (Hell), and the others dancing round the ring crying Burn the wold witch, you barley breech. Holland (_Cheshire Glossary_) also mentions it as an old Cheshire game. See Boggle about the Stacks, Scots and English. Barnes (Mr.) Mr. Barnes is dead and gone, And left his widder, Three poor children in her arms; What will you give her? Where did you come from? --Played about 1850 at Hurstmonceux, Sussex (Miss Chase). This is probably a forfeit game, imperfectly remembered. See Old Soldier. Base-ball An undescribed Suffolk game.
_=37. The Antes.=_ There is neither age nor straddle in jack pots. Every one at the table must ante an equal amount. Any player may decline to ante, by saying: “I pass this jack;” and the dealer will give him no cards. _=38. Opening.=_ After the cards are dealt, each player in turn, beginning on the dealer’s left, may open the pot for any amount he pleases within the betting limit, provided he holds a pair of Jacks, or some hand better than a pair of Jacks. If he does not hold openers, or does not wish to open the pot with them, he must say: “I pass;” but must not abandon his hand, under penalty of paying five counters to the pool. _=39.
If the eldest hand is strong in trumps, but has not four sure tricks, he should pass, which will give him an excellent opportunity to accept a player proposing on general strength in the plain suits. If the proposal should be accepted before it comes to his turn, the eldest hand should be in a good position to defeat it. If any player, other than the eldest hand, has sufficient trump strength to justify a proposal, he will usually find that he can risk a solo; or by passing, defeat any proposal and acceptance that may be made. _=Accepting.=_ A proposal by the eldest hand should not be accepted by a player with only one strong suit. The probability of tricks in several suits is better than a certainty in one suit; but if one strong suit is accompanied by a card of re-entry, or by four trumps, it should prove very strong, particularly in partnership with the eldest hand. When the partners will sit next each other, proposals may be accepted on slightly weaker hands than would be considered safe otherwise. _=Playing Proposals and Acceptances.=_ If the eldest hand has proposed, and his partner sits next him on the left, the commanding trumps should be first led, in order to secure as many rounds as possible. If the eldest hand has no high-card combination in trumps, it is sometimes better to lead a small card from a weak suit, hoping to put the partner in.
In this position the King must be ruled off into a corner by getting the Bishops together, protected by their King. Start with the men in the following position:-- Black K on his own square. White King on K B 6; white Bishops on K B 4 and K B 5. White to move and win. The mate can be accomplished in six moves, as follows:-- B-B7 B-Q7 K-Kt6 1 --------- 2 -------- 3 --------- K-B sq K-Kt sq K-B sq B-Q6 ch B-K6 ch B-K5 mate 4 --------- 5 -------- 6 --------- K-Kt sq K-R sq K, B and Kt against K. This is one of the most difficult endings for a beginner, but is very instructive, and should be carefully studied. Set up the men as follows:-- Black King on K R sq. White King on K B 6, white Bishop on K B 5, and white Knight on K Kt 5; White to move and win. The object is to drive the King into a corner of the board which is commanded by the Bishop, as he cannot otherwise be mated. Kt-B7 ch B-K4 B-R7 Kt-K5 1 --------- 2 -------- 3 --------- 4 -------- K-Kt sq K-B sq K-K sq K-B sq Kt-Q7 ch K-K6 K-Q6 B-K6 ch 5 --------- 6 -------- 7 --------- 8 -------- K-K sq K-Q sq K-K sq K-Q sq K-B6 B-B7 Kt-Kt7 ch K-B6 9 --------- 10 --------- 11 --------- 12 -------- K-B sq K-Q sq K-B sq K-Kt sq K-Kt6 B-K6 ch Kt-B5 B-Q7 13 --------- 14 --------- 15 --------- 16 -------- K-B sq K-Kt sq K-R sq K-Kt sq Kt-R6 ch B-B6 mate 17 --------- 18 --------- K-R sq If, at the fourth move, the black King does not go back to the Bishop’s square, but goes on to the Queen’s square, hoping to cut across to the other black corner of the board, the continuation will be as follows, beginning at White’s fifth move:-- K-K6 Kt-Q7 B-Q3 B-Kt5 5 --------- 6 --------- 7 --------- 8 -------- K-B2 K-B3 K-B2 K-Q sq Kt-K5 Kt-B4 K-Q6 Kt-R5 9 --------- 10 --------- 11 --------- 12 -------- K-B2 K-Q sq K-B sq K-Q sq Kt-Kt7 ch K-B6 Kt-Q6 K-B7 13 --------- 14 --------- 15 --------- 16 -------- K-B sq K-Kt sq K-R2 K-R sq B-B4 Kt-B8 ch B-Q5 mate 17 --------- 18 --------- 19 --------- K-R2 K-R sq _=PAWN ENDINGS.