171) also mentions it, and gives the rhyme as-- Frog in the sea, can t catch me! Gap The same as French Jackie. This game is called Tap-back or Tat-back at Bitterne, Hants. Garden Gate Children join hands and form a ring. One child stands inside the ring; this child walks round and asks one of the circle, called the Keeper-- Have you the key of the garden gate? Open and let me go through. The Keeper replies-- My next-door neighbour s got the key; Ask him and he ll give it to you. This is repeated by each one in the circle. Then the inside child comes again to the Keeper and says-- None of the neighbours have got the key, So you must let me go through. The Keeper answers-- I ve lost the key of the garden gate, And cannot let you through. Then all the ring say-- You must stop all night within the gate, Unless you have strength to break through. The child inside then attempts to break through, and if he succeeds in breaking any of the clasped hands the one who first gives way has to take the place in the centre.
_=False Cards.=_ It requires more than ordinary skill to judge when a false card will do less harm to the partner than to the adversaries. There are some occasions for false-card play about which there is little question. Having a sequence in the adverse suit, the Second or Fourth Hand may win with the highest card, especially if the intention is to lead trumps. Holding K Q only, Second Hand may play the King, especially in trumps. Holding A K x, the Fourth Hand should play Ace on a Queen led by an American leader. With such a suit as K J 10 x, after trumps have been exhausted, the Ten is not a safe lead; Jack or fourth-best is better. Holding up the small cards of adverse suits is a common stratagem; and it is legitimate to use any system of false-carding in trumps if it will prevent the adversaries who have led them from counting them accurately. _=Playing to the Score.=_ The play must often be varied on account of the state of the score, either to save or win the game in the hand.
Versions from Wakefield, Liphook, Ellesmere, and other places are practically the same as the Barnes game, but Mr. Udal gives an elaboration of the Dorsetshire game in the _Folk-lore Journal_, vii. 238. One Lancashire version (Miss Dendy) reverses the characters by making the Cobbler run round the ring, and the children requiring the shoe to be mended, call out, Blackie, come mend my slipper. Mrs. Harley, in another Lancashire version, gives the words sung to the tune printed as-- Pass on, pass on, passy on the slipper; The best fun we ever had was passing on the slipper. Holloway (_Dict. of Provincialisms_) says this game was well known in Somerset, Hants, Sussex, but now is almost out of fashion. He describes it as being played without words. The child who has to find the shoe stands in the centre of the circle.
The rules of American Ten Pins except in St. Louis, where there is a special association with local rules, generally govern this game also, with the exception of three balls instead of two to the frame, but strikes and spares count three instead of ten, and each pin counts one as in Ten Pins. If the bowler knocks down three pins with the ball which is first bowled, in any frame in the game of Cocked Hat, it is a strike, and counts three, and is marked on the blackboard the same as in Ten Pins. What pins the bowler knocks down in the second frame with his first two balls must be reckoned as in Ten Pins, i.e., one for each pin bowled down, which pin or pins must be added to the strike and placed to the credit of the player in the inning where the strike was scored (the strike being computed as three); such strike must be added to pins knocked down with the two succeeding spare balls; thus, should the bowler score a strike, and should he in the next new frame knock down but one pin with his two spare balls, the strike and pin scored must be computed as 4--the strike counting 3 and the pin 1. Poodles, or balls rolled down the gutter, are fair balls, and any pin or pins which they may get must be counted and placed to the credit of the bowler; dead wood is removed from the alley, and any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler. 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.
The table is laid out for the game by placing the one ball against the end cushion at the first right-hand diamond sight at the foot of the table, the two-ball is placed at the centre diamond sight on same cushion; the remaining thirteen balls are placed in the order of their numbers at the succeeding diamond sights. The three sights on the end rail at head of the table are not occupied by any ball. The opening stroke _must_ be to strike the _one_-ball. If that ball is holed it is placed to the credit of the player, and he continues his hand until he fails to score, but in continuing he must play each time upon the ball bearing the lowest number on the table. After playing upon that ball, however, should any other be pocketed by the same stroke, irrespective of its number, it shall be placed to the player’s credit so pocketing it. If the line of aim at the ball required to be hit is covered by another ball, the player may resort to a bank play or massé, etc., but should he fail to hit the required ball he forfeits three, receiving a scratch. COW-BOY POOL. 1. The game is played by two or more contestants, on a pool table, with one cue ball and three colored balls numbered respectively 1, 3 and 5.
Haddon. CHESHIRE { Darlington s, Holland s, Leigh s, and { Wilbraham s _Glossaries_. Congleton Miss A. E. Twemlow. CORNWALL { _Folk-lore Journal_, v., Courtney s { _Glossary_. Penzance Miss Courtney, Mrs. Mabbott. CUMBERLAND Dickinson s _Glossary_.
It was to remedy this defect, and to give skill its proper percentage of value, that Mr. E. C. Howell of Boston proposed the manner of contributing to and dividing the pools which is now known as Howell’s Settling. Each player begins with an equal number of counters, usually 100. At the end of the hand, after the hearts have been counted and announced, each player pays into the pool, for every heart he holds, as many counters as there are players besides himself. For instance: A, B, C and D play. A takes three hearts; B and C five each, and D none. There being three players besides himself, A puts up three times three, or 9 counters. B and C put up 15 each, and D none; so that there are 39 in the pool.
To win 13 tricks; _=Slam=_. To win 13 tricks, the single player’s cards exposed face up on the table, but not liable to be called; _=Spread Slam=_. The object of the bidder, if successful in securing the privilege of playing, is to win or lose the proposed number of tricks, against the combined efforts of his adversaries. Having once made a bid, he must play it unless he is over-called. _=METHOD OF BIDDING.=_ The eldest hand has the first say, and after examining his hand, and deciding on the bid most appropriate to it, if any, he makes his announcement. If his proposal is to win a certain number of tricks with a certain suit for trumps, he must name the suit, saying, “Eight Spades,” or “Seven Diamonds,” as the case may be. If he proposes to play without any trump suit, he announces, “Seven Grand,” or whatever the number may be. Such a bid over-calls one of the same number in diamonds. If the eldest hand has no proposal to make, he says, “I pass,” and the others in turn have an opportunity to bid.
The ball numbered fifteen is so placed upon the table as to form the apex of the triangle, pointing upward toward the head of the table, and in forming the triangle the fifteen-ball should rest as nearly as possible upon the spot known as the deep-red spot in the Three-Ball Game. The other balls should have their places in the triangle so that the highest numbers shall be nearest the apex, the lowest numbers forming the base. _=2.=_ The player who makes the opening stroke must play from within the string from the head of the table and must strike the pyramid of object-balls with such force as to make at least two of the object-balls strike a cushion, or at least one object-ball go into a pocket. Should he fail to do either he forfeits three points and the next player plays. All balls pocketed on the opening stroke count for the player, and it is not necessary for him to call the numbers of the balls he intends pocketing before making the opening stroke. _=3.=_ Before making any other stroke except the opening stroke the player must _distinctly_ call the number of the ball he intends to pocket, but he need not designate the particular pocket into which he intends to put it. Unless he calls the ball pocketed it does not count for him, and must be placed on the deep-red spot, or if that be occupied, as nearly below it as possible. The player loses his hand but does not forfeit any points, and the next player plays.
I ought to be over that by tomorrow. I hardly ever get a cold, darlin Billy, and when I do, I throw it off in a few days. Well, I guess it s a cinch I m no PC. THE END *** END OF THE PROJECT GUTENBERG EBOOK VIGORISH *** 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.
He says this method of carrying is often used as a substitute for a chair in conveying adult persons from one place to another, especially when infirm. In other counties it is called Queen s Cushion and Queen s Chair, also Cat s Carriage. Brockett (_North Country Words_) says, King s Cushion, a sort of seat made by two persons crossing their hands, in which to place a third. The thrones on the reverses of the early Royal Seals of England and Scotland consist of swords, spears, snakes, &c., placed in the manner of a King s Cushion. The method used is for both children to grasp the wrist of his left hand with the right, while he lays hold of the right wrist of his companion with his left hand. This way of hoisting or carrying is still used by schoolboys when they desire to honour a boy who has distinguished himself in the playground or schoolroom. See Carry my Lady to London. Kirk the Gussie A sort of play. The Gussie is a large ball, which one party endeavours to beat with clubs into a hole, while another party strives to drive it away.
A pool is made up by any number of players. The dealer takes a pack of fifty-two cards and gives three to each, face down, and three extra cards to the table, dealt face up. Each player in turn to the left can exchange one of his own cards for one of those on the table, the object being to get a flush of three cards of some suit having a pip value of thirty-one; or else to get three of a kind. The aces are worth 11, the other court cards and the ten, 10 each. If no one can get a flush worth thirty-one, three of a kind wins the pool. If no one has three of a kind, the highest pip value shown in one suit wins. Drawing is kept up until some player knocks, after which only one more draw is allowed, the knocker not being allowed to draw again. A player can knock without drawing at all if he wishes to prevent the others from beating his original hand. PROGRESSIVE POKER. There are several ways to play Progressive Poker, but the description of one will suffice.
Any player having none of the suit led may either trump or discard. The dealer should take up the trump card when it is his turn to play to his first trick; after which it must not be named, although a player may be informed what the trump suit is. If all follow suit, the highest card played of the suit led wins the trick, trumps win all other suits. The winner of the trick may lead any card he chooses for the next; and so on, until all the cards have been played. It is not necessary to keep the tricks separate, as at Whist; but one player should gather for his side. When two or three play, the hands must be played in the order in which they were dealt. For instance: If these are the hands:-- [Illustration: +-----+ +-----+ +-----+ | | | | | | Adversary’s:--| 1 | | 3 | | 5 | | | | | | | +-----+ +-----+ +-----+ 1ST SET. 2ND SET. 3RD SET. +-----+ +-----+ +-----+ | | | | | | +------+ Dealer’s:-- | 2 | | 4 | | 6 | |Trump.
He acted mighty glad for a win--maybe it was a while since he d hit it. I decided to give him a run of luck. Now in charge of my chips, Sniffles called the turn on every roll. She was hot. It wasn t just that she followed where the gambler next to me put his dough--she was ahead of him on pushing out the chips on half the rolls. He quickly saw that my chips had stayed on the same side of the line each roll as his. He cursed me for a good luck mascot. Stick with me, Lefty, he said. We ll break the table! I rammed a hard lift under his heart, and then, ashamed of myself, quit it. He turned pale before I took it off him.
The fairest one that I can see Is pretty [Nancy], come to me; You shall have a duck, my dear, And you shall have a drake, And you shall have a young man, Apprentice for your sake. If this young man should happen to die, And leave this poor woman a widow, The bells shall all ring and the birds shall all sing, And we ll clap hands together. --Halliwell s _Popular Nursery Rhymes_, cccxxxii. XIV. Will you take gold and silver, or will you take brass, Will you take anything for a pretty lass? No! we ll not take gold and silver, no! we ll not take brass; We ll not take anything for a pretty lass. Will you take the keys of school, or will you take brass? Will you take anything for a pretty lass? Yes! we ll take the keys of school; yes! we will take brass; We will take anything for a pretty lass. Come, my dear [Mary Anne], and give me your right hand, And you shall have a duck, my dear, You shall have a drake; You shall have a nice young man To fiddle for your sake. The birds will sing, the bells will ring, And we ll all clap hands together. --Congleton Workhouse School (Miss A. E.
381) says Hunt the Hare is the same game as Hunt the Fox. In this game one boy is permitted to run out, and having law given to him--that is, being permitted to go to a certain distance from his comrades before they pursue him--their object is to take him, if possible, before he can return home. See Hare and Hounds. Hunt the Slipper [Music] --Lancashire (Mrs. Harley). All the players but one sit on the floor in a circle with their legs crossed (Turkish fashion), one acting as Chief, all pretending to work at making or mending shoes. The other player brings a slipper to the Chief Cobbler, and desires it to be mended, saying-- Cobbler, cobbler, mend my shoe, Get it done by half-past two. The child walks away, and returns in a few moments and asks whether the shoe is ready. The Cobbler says, Not quite; call again in an hour s time, or makes any other excuse which occurs to him. When the child calls again, she is told it has been sent home.
Before proceeding to suggestions for good play, it will be better to describe some of the variations of the game in common use, because what would be good play in one variation would not be in another. _=TWO-HANDED HEARTS.=_ The two players having cut for the deal, thirteen cards are given to each, one at a time, and the remainder of the pack is left on the table, face down. The dealer’s adversary, usually called the pone, begins by leading any card he pleases, and the dealer must follow suit if he can, as in the ordinary game. The winner of the trick takes it in, but before leading for the next trick he draws one card from the top of the pack lying on the table, restoring the number of his cards to thirteen. His adversary then draws the next card, and the cards are played and drawn in this manner until the pack is exhausted. The thirteen cards remaining in the hands of the two adversaries are then played, and after the last trick has been won, each turns over his cards and counts the number of hearts he has taken in. The object of the game is to take fewer hearts than your opponent, and the method of settling is either for the greater number to pay the lesser the difference; or, for the first six hearts taken by the loser to count nothing, but all above six to be paid for. The most popular way is to peg up the difference on a cribbage board, and to settle at the end of the sitting. _=THREE-HANDED HEARTS.
The Joker, or Snoozer, counts fifteen, so that thirty-six points can be bid and made on one deal. The Joker is the lowest trump, so that the deuce of trumps will win it, but it will win any trick in plain suits. Fifty or a hundred points is the game. In counting out, the order of precedence is: High, Low, Jack, Ten (Game), Three, Five, Nine, Snoozer. CINCH, DOUBLE PEDRO, OR HIGH FIVE. This is now regarded as the most important variety of All Fours, and bids fair to supplant the parent game altogether. Properly speaking, Cinch is one of the pedro variations of Auction Pitch, the difference being that no one sells, and that there is added the always popular American feature of a draw to improve the hand. The derivation and meaning of the name, Cinch, seems to be very much misunderstood. Many persons assume it is simply a name for the Left Pedro, but such is not the case. Cinch is a Mexican word for a strong saddle-girth, and when used as a verb it refers to the manner of adjusting the girth on a bucking broncho so that no amount of kicking will get him free.
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Each player deals in turn until the conclusion of the game or rubber. _=IRREGULARITIES IN THE DEAL.=_ The following rules regarding the deal should be strictly observed:-- If any card is found faced in the pack, the dealer must deal again. Should the dealer turn over any card but the trump, while dealing, the adversaries may, if they please, demand a new deal. A player dealing out of turn may be stopped before the trump card is turned; but after that, the deal must stand, afterwards passing to the left in regular order. On the completion of the deal, each player should take up and count his cards to see that he has thirteen; if not, it is a misdeal, and unless the pack is found to be imperfect, the deal passes to the player on the misdealer’s left. The dealer loses the deal:--if he neglects to have the pack cut; if he deals a card incorrectly, and fails to remedy the error before dealing another; if he counts the cards on the table, or those remaining in the pack; if he looks at the trump card before the deal is complete; or if he places the trump card face down, on his own or on any other player’s cards. _=STAKES.=_ When stakes are played for, it should be distinctly understood at the beginning whether the unit is for a game, for a rubber, for rubber points, or for tricks. The English game is invariably played for so much a rubber point; sometimes with an extra stake upon the rubber itself.
7. There shall be as many deals in each round as there are players at the table, and no person shall be allowed to withdraw from the game during a round unless the others consent to a substitute and such substitute be found. 8. Newcomers can enter the table only after the conclusion of a round and with the consent of the other players. The new candidate for play must take his seat so that he shall have the deal. 9. If seats are drawn for, the lowest skat card shall have the first choice. The next lowest shall sit on his left, and so on. In cutting, the cards and suits rank as in play. The one drawing the lowest card shall deal the first hand, and the score shall be kept by the player on his right.
37. There _must_ be a new deal: (_a_) If the cards be not dealt, beginning at the dealer’s left into four packets one at a time and in regular rotation. (_b_) If, during a deal, or during the play the pack be proved incorrect. (_c_) If, during a deal, any card be faced in the pack or exposed, on, above, or below the table. (_d_) If more than thirteen cards be dealt to any player.[6] (_e_) If the last card does not come in its regular order to the dealer. (_f_) If the dealer omit having the pack cut, deal out of turn or with the adversaries’ cards, and either adversary call attention to the fact before the end of the deal and before looking at any of his cards. 38. Should a correction of any offence mentioned in 37 _f_ not be made in time, or should an adversary who has looked at any of his cards be the first to call attention to the error, the deal stands, and the game proceeds as if the deal had been correct, the player to the left dealing the next. When the deal has been with the wrong cards, the next dealer may take whichever pack he prefers.
Maughan); Barnes (A. B. Gomme), Colchester (Miss G. M. Frances). NUTS AND MAY: On a bright and sunny morning (Mr. C. C. Bell); On a cold and frosty morning, Forest of Dean (Miss Matthews); Every night and morning, Gainford, Durham (Miss Edleston); We ve picked [Sally Gray] for nuts in May, All on a summer s morning, Sheffield (Mr. S.
Vint has been variously described as bridge without a Dummy and as auction whist. It resembles bridge in the making of the trump, and whist in the manner of the play. _=Cards.=_ Vint is played with the full pack of fifty-two cards, which rank from the A K Q down to the deuce. Two packs are generally used. _=Players.=_ A table is complete with four players, and if there are more than four candidates for play the selection must be made by cutting. All the rules for formation of tables, cutting, ties, etc., are the same as at bridge. The lowest cut takes the deal.
2. In America, the last two items are usually reduced, and are given as follows:-- | | ♣♠ | ♡ | ♢ | | Slam, thirteen tricks | | 250 | 300 | 350 | | Spread slam | | 350 | 400 | 450 | | ----------------------+--------+-----+-----+-----+---------+ Why a player should be paid more for spreads than for eleven or twelve tricks while the trick bid outranks the spreads, is difficult to understand; but we have no authority to change the tables. Misère Partout wins nothing but the pool. If partners play, it is usual for the losers to pay the adversaries on their right; or, if partners sit together, to pay the adversary sitting next. _=THE POOL.=_ Besides the white counters won and lost by the players individually, the successful player takes the pool. Successful partners divide it equally, regardless of the number of tricks bid or taken by each. If the partners fail, they must contribute to the pool an amount equal to that which they pay to one adversary. For instance: A calls seven diamonds, and asks for a partner. Y accepts him, and the pair win only nine tricks.
Toward the end of 1913 still another change seems to have suggested itself to some of the English players who were familiar with the Russian game of vint, and that is to play auction just as it is played up to the point of the lead to the first trick, but that no dummy is exposed, the four players holding up their cards and following suit just as they would at whist. Whether or not this game will ever become as popular as the combination of dealer and dummy, it is difficult to say, but appearances are against it. There seems to be a growing tendency in America to adopt the English rule of cutting out the spade suit at 2 a trick, and making it always a royal spade, worth 9. The dealer is allowed to pass without making a bid, the lowest call being one club. If all pass, the deal goes to the left. BRIDGE. There are two principal varieties of this game; straight bridge, in which the dealer or his partner must make the trump, their opponents having nothing to say about it except to double the value of the tricks. The dealer’s partner is always the dummy, and either side may score toward game by making the odd trick or more. Auction bridge, in which the privilege of making the trump is bid for, the highest bidder playing the hand with his partner as dummy, regardless of the position of the deal, and his side being the only one that can score toward game, the adversaries scoring nothing but penalties in the honour column if they defeat the contract. As this is the more popular form of bridge at the present time, it will be given first.
The Norfolk action seems to be the most nearly perfect in its dramatic significance, and the Shropshire action comes next. The action of the other games seems to have been grafted on to the superior form of Oranges and Lemons. It is probable that this fact has preserved the words more completely than in the other cases, where the force of the robber action would become less and less as actual experience of robbers and robbery died out. Altogether, this game supplies a very good example of the change produced in games by changes in the actual life which gave rise to them. It is singular that the verses of this game also enter into the composition of London Bridge is broken down. It is probable, therefore, that it may be an altered form of the game of London Bridge. The refrain, My fair lady, occurs in both games. See London Bridge. Hats in Holes A boys game. The players range their hats in a row against the wall, and each boy in turn pitches a ball from a line at some twenty-five feet distance into one of the hats.
Failure to follow suit when able is a revoke, the penalty for which, if detected and claimed by the adversaries, is the immediate loss of the game. When there are more than two players or two sets of partners, the revoking player or side must pay the two or more adversaries as if each had won the game. In some places the individual is made to pay, not the side. This should be understood before play begins. If seven are playing, and one is detected in a revoke, his loss is equal to six games. Any player having none of the suit led may either trump or discard. The dealer should take up the trump card when it is his turn to play to his first trick; after which it must not be named, although a player may be informed what the trump suit is. If all follow suit, the highest card played of the suit led wins the trick, trumps win all other suits. The winner of the trick may lead any card he chooses for the next; and so on, until all the cards have been played. It is not necessary to keep the tricks separate, as at Whist; but one player should gather for his side.
There is such a game played now, but it is called Pig. --Easther s _Almondbury Glossary_. Baddin The game of Hockey in Cheshire.--Holland s _Glossary_. Badger the Bear A rough game, sometimes seen in the country. The boy who personates the Bear performs his part on his hands and knees, and is prevented from getting away by a string. It is the part of another boy, his Keeper, to defend him from the attacks of the others.--Halliwell s _Dictionary_. This is a boys game, and is called Buffet the Bear. It may be taken part in by any number.