Lobber. Loggats. London. London Bridge. Long-duck. Long Tag. Long Tawl. Long Terrace. Loup the Bullocks. Lubin.
--PLAYING, TURNING AND QUITTING THE CARDS. SEC. 1. Each player when it is his turn to play, must place his card face up before him and towards the center of the table and allow it to remain in this position until all have played to the trick, when he must turn it over and place its face down and nearer to himself, placing each successive card as he turns it, so that it overlaps the last card played by him and with the ends towards the winners of the trick. After he has played his card and also after he has turned it, he must quit it by removing his hand. SEC. 2. The cards must be left in the order in which they were played and quitted until the scores for the deal are recorded. SEC. 3.
1872. Grose s _Dictionary_, 1823. _Notes and Queries._ _Reliquary._ English Dialect Society Publications. Folk-lore Society Publications, 1878-1892. BEDFORDSHIRE-- Luton Mrs. Ashdown. Roxton Miss Lumley. BERKSHIRE Lowsley s _Glossary_.
=_ Binocle is played by two persons, one of whom is known as the _=dealer=_, and the other as the _=pone=_. They cut for the choice of seats and deal, and the player cutting the higher card may deal or not, as he pleases. It is usual for the player having the choice to make his adversary deal. A player exposing more than one card must cut again. _=DEALING.=_ After the cards are thoroughly shuffled, they are presented to the pone to be cut. At least five cards must be left in each packet. The dealer then distributes the cards four at a time for three rounds, giving to his adversary first, and then to himself. The twenty-fifth card is turned up for the trump. If this card is a Nine, the dealer claims _=dix=_, and counts ten for it immediately.
The children run away in affected terror, calling out, The Ghost! Whoever she catches becomes Jenny Jones in the next game. This incident is also played in the Barnes, Northants, Annaverna, co. Louth, Enborne and Liphook versions. (_c_) This game is played very generally throughout the country, and I have other versions collected from Earls Heaton (Mr. H. Hardy), Barnes (A. B. Gomme), Cambridge (Mrs. Haddon), Hampshire (Miss Mendham), Frodingham (Miss Peacock), Cowes, Isle of Wight (Miss E. Smith), Sulhampstead, Berks (Miss Thoyts), and Platt, Kent (Miss Burne).
See the robbers coming through, Coming through, coming through, See the robbers coming through, A nice young lady. Here s a prisoner we have got, We have got, we have got, Here s a prisoner we have got, A nice young lady. How many pounds to set her free, Set her free, set her free, How many pounds to set her free, A nice young lady? A hundred pounds to set her free, Set her free, set her free, A hundred pounds to set her free, A nice young lady. A hundred pounds we cannot give, We cannot give, we cannot give, A hundred pounds we cannot give, A nice young lady. Then to prison she must go, She must go, she must go, Then to prison she must go, A nice young lady. If she goes we ll go too, We ll go too, we ll go too, If she goes we ll go too, A nice young lady. Round the meadows we will go, We will go, we will go, Round the meadows we will go, A nice young lady. --Settle, Yorks. (Rev. W.
_=Irregular Drawing.=_ If the pone draws one of the three cards which properly belong to the dealer, he loses the game; and if the dealer draws any of the first five, before the pone has announced that he leaves them, the dealer loses the game. The dealer has no right to touch any part of the stock until the pone has discarded and drawn; but if the pone draws without making any announcement about leaving cards, the dealer has a right to assume that five cards have been taken, and that only three remain in the stock. For instance: The pone discards five cards, but draws four only, without saying anything. The dealer proceeds to discard and draw. He has of course taken one of the pone’s cards, but it is too late to remedy the error or claim a penalty, and the pone must play with eleven cards. It is evident that the dealer will have too many cards, but as he has been led into the error by his adversary, he must be allowed to discard to reduce his hand to twelve. If a player takes a card too many from the stock, he may replace it if he has not put it with the other cards in his hand. If he has seen it, he must show it to his adversary. If the superfluous card has been taken into the hand, the player must have too many cards, and can score nothing that deal.
=_ After receiving his nine cards, each player in turn, beginning on the dealer’s left, announces the number of points he will undertake to win if he is allowed to name the trump suit. No player is allowed to bid more than fourteen. If he will not bid, he must say: “I pass.” A bid having been regularly made, any following player must bid higher or pass. There are no second bids. A bid once made can neither be amended nor withdrawn. _=Irregular Bids.=_ If any player bids before the eldest hand has bid or passed, both the player in error and his partner lose their right to bid; but the side not in error must bid to decide which of them shall name the trump. If the eldest hand has decided, and the pone bids without waiting for the dealer’s partner, the pone loses his bid, and the dealer may bid before his partner. If the dealer bids without waiting for his partner, both lose their bids; but the pone may overbid the eldest hand.
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.--_Popular Rhymes_, pp. 141, 142.
4. A game consists of thirty points made by tricks alone. Every deal is played out, whether or not during it the game be concluded, and any points made (even if in excess of thirty) are counted. 5. The ace, king, queen, knave, and ten of the trump suit are the honours; when no trump is declared, the aces are the honours. 6. Honours are credited to the original holders; they are valued as follows: _When a Trump is Declared._ 3[1] honours held between partners equal value of 2 tricks. 4 ” ” ” ” ” ” 4 ” 5 ” ” ” ” ” ” 5 ” 4 ” ” in 1 hand ” ” 8 ” 4 ” ” ” 1 ” { 5th in } ” ” 9 ” 5 ” ” ” 1 ” {partner’s} ” ” 10 ” _When No Trump is Declared._ 3 aces held between partners count 30 4 ” ” ” ” ” 40 4 ” ” in one hand ” 100 7.
Let us suppose that A and C continue the betting until one calls. When the hands are shown, if either A’s or C’s is better than B’s, B loses his interest; but if B’s hand is better than either A’s hand or C’s hand, he takes the part of the pool for which he called a sight, while A and C decide the remainder between them. For instance: A calls C, and C shows three tens. Neither A nor B can beat it, and C takes everything. But if B had three Jacks, and A only three fives, B would take the part of the pool for which he called a sight, and C would take the remainder. Should C have raised and bluffed A out, or have bet so much that A finally refused to call, A would have no interest in either pool, and C would take all the money outside the pool for which B called a sight. Should it then transpire, on the show of hands between B and C, that A had laid down a better hand than either of them, that would not entitle A to claim the sight pool from B, because in laying down his hand he has practically acknowledged that C’s hand is better, and has retired from the game. If B’s hand is better than C’s, B takes the sight pool. _=FREEZE OUT.=_ This might be called a variety of table stakes.
Most of our games have been played with about 80 infantry, 50 cavalry, 3 or 4 naval guns, and a field gun on either side, or with smaller proportional forces. We have played excellent games on an eighteen-foot battlefield with over two hundred men and six guns a side. A player may, of course, rearrange his forces to suit his own convenience; brigade all or most of his cavalry into a powerful striking force, or what not. 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.
In fact the game might well be called Railroad Bézique, for its chief peculiarity is the rapid accumulation of large scores. The game seems to have originated in France, but is now very popular wherever Bézique is played. _=CARDS.=_ Rubicon Bézique is played with four piquet packs of thirty-two cards each; all below the Sevens being deleted from an ordinary pack. The four packs, which should be of the same pattern and colour, are shuffled together and used as one. The cards rank: A 10 K Q J 9 8 7, the ace being the highest, both in cutting and in play. _=MARKERS.=_ The game may be kept on a bézique marker, a pull-up cribbage board, or with counters. Markers must be made to score at least 5000 points. When a cribbage board is used, it is usual to count the outside row of pegs as 10 each, the inner row as 100 each, and the game pegs in the centre as 1000 each.
The players at each table cut for the deal, and play begins with the tap of the bell at the head table. Only one deal is played at each table. There are no counters. At the end of the hand the ladies compare their cards, and the one having the fewer hearts goes to the next higher table. The gentlemen then compare their cards in the same way, so that one lady and one gentleman go up from each table at the end of every hand. They take the seats vacated by those leaving the table they go to. All ties are determined by cutting, those cutting the lower cards going up. In cutting, the ace is low. Each player is provided with a score card, to which the gold, red and green stars are attached as in Euchre. The gold stars are given to those at the head table who have the fewest hearts.
It was first played on a table with corner pockets, and afterward on a carrom table, two red balls being used, one spotted on the red and the other on the white spot. Two carroms could be made on one shot. The following are the most important _=LAWS=_ of the carrom game, and are copied by permission from the 1908 edition of the “Laws of Billiards,” published by the Brunswick-Balke-Collender Co. AMERICAN BILLIARD LAWS. _=1.=_ The game is begun by stringing for the lead; the player who brings his ball nearest to the cushion at the head of the table winning the choice of balls and the right to play first or to compel his opponent to play. Should the striker fail to count, his opponent makes the next play, aiming at will at either ball on the table. _=2.=_ A carrom consists in hitting both object-balls with the cue-ball in a fair and unobjectionable way; each carrom will count _one_ for the player. A penalty of _one_ shall also be counted against the player for every miss occurring during the game.
=_ Among the very large number of works on Chess there is abundant room for choice, but the following works are considered standard authorities on the game:-- Freeborough’s Chess Openings, 1896. Cook’s Synopsis. Minor Tactics of Chess, by Young and Howell. Modern Chess Instructor, by W. Steinitz. Common Sense in Chess, by E. Lasker. Walker’s Treatise on Chess, 1841. Handbuch des Schachspiels. Lehrbuch des Schachspiels, by J.
The second method is the most popular, and probably the fairest, and is now the universal rule. If the false opener does not discover his mistake until he has drawn cards, his action is at least suspicious, and he should be compelled to put up the total amount in the pool, as in case three. In some localities such a player is barred from playing the next two jacks, but compelled to ante his share in each. _=Betting Jacks.=_ When a jack pot has been properly opened, and all have declared whether or not they will stay, and have drawn cards, the players proceed to bet on their hands. As there is no age in jack pots, the rule is for the opener to make the first bet; or, if he has been raised out before the draw, the player next on his left who still holds cards. The opener may decline to bet if he pleases; but if he does so, he must show his openers, and then abandon his hand. If no bet is made, the last player holding cards takes the pool without showing his hand. If a bet is made, each player in turn on the left must abdicate, better, or call, just as in the ordinary pool. At the conclusion of the betting, if there is a call, the best poker hand wins, of course.
King and Queen in any plain suit, _=Marriage=_ 20 King and Queen of trumps, _=Royal Marriage=_ 40 Five highest cards in a plain suit, _=Sequence=_ 150 Five highest cards in trumps, _=Royal Sequence=_ 250 CLASS B. Spade Queen and Diamond Jack, _=Single Bézique=_ 40 Two spade Queens and diamond Jacks, _=Double Bézique=_ 500 Three spade Queens and diamond Jacks, _=Triple Bézique=_ 1500 Four spade Queens and diamond Jacks, _=Quadruple Bézique=_ 4500 CLASS C. Any four Aces 100 Any four Kings 80 Any four Queens 60 Any four Jacks 40 Besides the foregoing, there is the score of fifty points for carte blanche, which may be announced only before the first trick is played to, and the score of fifty points for the winner of the last trick of all. In class A, the first marriage declared must of course count 40, as it is the trump suit for that deal. In class C, the four court cards may be of different suits, or any two or more of them may be of the same suit. The rules governing declarations are as follows:-- The player making the declaration must have won the previous trick, and must make his announcement before drawing his card from the stock. When the stock is exhausted, so that no cards remain to be drawn, no announcements can be made. Only one declaration can be scored at a time, so that a trick must be won for every announcement made, or the combination cannot be scored. This rule does not prevent a player from making two or more announcements at the same time; but he can score only one of them. A player cannot make a lower declaration with cards which form part of a higher combination already shown in the same class.
They kneel down, still keeping the same attitudes. The batsmen, keeping their sticks in the holes, then agree which of the two holds the Cat. One batsman runs across and puts his stick into the hole behind which the boy kneels whom they consider has the Cat, the other then running to his place. If they are right in their guess, the holder of the Cat throws it across the ground for the opposite bowler to put it in the hole before the second batsman reaches it. If they guess wrongly, the holder of the Cat puts it into the hole as soon as the batsman runs, and they then become the batsmen for the next game. If the batsmen leave their holes unguarded with the stick, the catsmen can at any time put them out, by putting the Cat in a hole. If more than two boys on a side play, the others field as in Cricket. --Barnes (A. B. Gomme).
Through all the games I have seen played this idea seems to run, and it exactly accords with the conception of marriage by capture. For examples of the actual survivals in English, Scottish, Welsh, and Irish customs of marriage by capture see Gomme s _Folk-lore Relics of Early Village Life_, pp. 204-210. The question is, How does this theory of the origin of the game fit in with the term Nuts in May ? I attribute this to the gathering by parties of young men of bunches of May at the May festivals and dances, to decorate not only the Maypole, May kissing-bush, but the doors of houses. Knots of May is a term used by children, meaning bunches of May. Thus, a note by Miss Fowler in the MS. of the games she had collected says, In Bucks the children speak of knots of May, meaning each little bunch of hawthorn blossom. The gathering of bunches of May by parties of young men and maidens to make the May-bush round which the May Day games were held, and dancing and courting, is mentioned by Wilde (_Irish Popular Superstitions_, p. 52), the game being Dance in the Ring. Holland (_Cheshire Glossary_) says, May birches were branches of different kinds of trees fastened over doors of houses and on the chimney on the eve of May Day.
|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.
_=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. The dominoes remaining on the table are left face down, and form the _=stock=_ or _=bone-yard=_. Each player should sort his dominoes into suits, and either leave them standing on their edges on the table with their faces toward him, or hold them in his hand. Few persons can hold more than six dominoes in this way, so the seventh is left upon the table, or is the first one set.