| -- | -- | -- | |30.| -- | -- | -- | |31.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Earls Heaton, Yorks. | Lincolnshire. | Redhill, Surrey. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. |Green gravel. |Green gravel.
This he afterward mixes with his discard. Now, if he looks at his discard, of course he sees the card left in the stock, and the pone may demand to see not only the card left, but the entire discard. The same rule applies to the pone if he takes into his discards an unseen card of the stock. _=Irregular Discards.=_ If a player discards less cards than he intended, it is too late to remedy the error if he has touched the stock. If he discards too many cards, as the dealer frequently will by laying out five instead of three, he may take them back if he has not touched those in the stock, but if he touches any card in the stock, he must play with the short hand if there are not enough cards left in the stock to make his hand up to twelve. _=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 ace of diamonds is of no value except as one of a pair, if it is one of the cards that were dealt to the players face down. The pool for it remains until the card is dealt to some player face up. Any of the pools which are not won must remain until the following deal, and may be added to. POPE JOAN. This game is a combination of the layout in Matrimony, and the manner of playing in Commit. There are a great many ways of dividing the layout, but the following is the simplest. Five cards are taken from an old pack, and are laid out in the centre of the table, or their names are written on a sheet of paper. [Illustration: đž đ đ đ đ ] The cards are thrown round for the deal, and the first Jack deals. The cards are distributed one at a time, the full pack of fifty-two cards being used. The following table will show the number of cards to be given to each player, and that left in the stock to form stops.
If the single player revokes, either on solo or abundance, he loses the red counters involved, and must pay whatever white counters are due after three of his tricks have been added to those of the adversaries as penalty for the revoke. For instance: A calls solo, and revokes, but wins 6 tricks in all. He pays two red counters to each adversary. They then take three of his tricks, leaving him three only, and demand two white counters each, for the two under-tricks. If a player revokes who has called a misère or a slam, he immediately loses the stakes. If a revoke is made by any adversary of a player who has called misère or slam, the player in fault must individually pay all the stakes. _=CARDS PLAYED IN ERROR.=_ In the simple proposal and acceptance, the rules with regard to cards played in error, or led out of turn, are the same as at Whist. In the case of a single player against three adversaries, the caller is not liable to any penalty for cards played in error, or led out of turn; but his adversaries are subject to the usual whist penalties for all such irregularities, such as having the cards laid on the table as exposed, or a suit called, or the highest or lowest of a suit led demanded from an adversary who has followed suit out of turn. For the better protection of the single player, who is much more liable to be injured by irregularities than partners would be, he is allowed to prevent the use of an exposed trump for ruffing, and to demand or _=to prevent=_ the play of any exposed card in plain suits.
Those with pink veins being considered best. Alleys are the most valuable and are always reserved to be used as taws (the marble actually used by the player). They are said to have been formerly made of different coloured alabaster. See also Murray s _New English Dict._ For the different games played with marbles, see Boss Out, Bridgeboard, Bun-hole, Cob, Hogo, Holy Bang, Hundreds, Lag, Long-Tawl, Nine Holes, Ring Taw. Mary Brown I. Here we go round, ring by ring, To see poor Mary lay in the ring; Rise up, rise up, poor Mary Brown, To see your dear mother go through the town. I won t rise, I won t rise [from off the ground], To see my poor mother go through the town. Rise up, rise up, poor Mary Brown, To see your dear father go through the town. I won t rise, I won t rise [from off the ground], To see my dear father go through the town.
Hattie. Hawkey. Headicks and Pinticks. Heads and Tails. Hecklebirnie. Hen and Chicken. Here comes a Lusty Wooer. Here comes One Virgin. Here I sit on a Cold Green Bank. Here stands a Young Man.
It s all so quick that it ll be a long time before we know what happened scientifically, but I suppose you d be ready for the insane asylum now if the contact had lasted several tenths of a millisecond longer. What kind of cat did you have out in front of you? Underhill felt the words coming out of him slowly. Words were such a lot of trouble compared with the speed and the joy of thinking, fast and sharp and clear, mind to mind! But words were all that could reach ordinary people like this doctor. His mouth moved heavily as he articulated words, Don t call our Partners cats. The right thing to call them is Partners. They fight for us in a team. You ought to know we call them Partners, not cats. How is mine? I don t know, said the doctor contritely. We ll find out for you. Meanwhile, old man, you take it easy.
=_ There are several methods of scoring at whist. The English game is 5 points, rubbers being always played. Besides the points scored for tricks, honours are counted; the games have a different value, according to the score of the adversaries; and the side winning the rubber adds two points to its score. In scoring, the revoke penalty counts first, tricks next, and honours last. _=The Revoke.=_ Should the adversaries detect and claim a revoke before the cards are cut for the following deal, they have the option of three penalties: 1st. To take three tricks from the revoking player, adding them to their own. 2nd. To deduct three points from his game score. 3rd.
If two or more players fail to win a trick, they must each pay five counters, and if the player whose turn it will be to deal next is ramsed, he will have to put up ten; five for his deal, and five for the rams. _=GENERAL RAMS.=_ If any player thinks he can win all five tricks, with the advantage of the first lead, he may announce a general rams, when it comes to his turn to pass or play. This announcement may be made either before or after taking the widow. When a general rams is announced, all at the table must play, and those who have passed and laid down their hands, must take them up again. If the widow has not been taken, any player who has not already refused it may take it. The player who announced general rams has the first lead. If he succeeds in getting all five tricks, he not only gets the pool but receives five counters in addition from each player. If he fails, he must double the amount then in the pool, and pay five counters to each of his adversaries. Any player taking a trick that spoils a general rams gets nothing from the pool, and it is usual to abandon the hands the moment the announcing player loses a trick.
I should have known what was coming, but I missed it. He slapped me hard across the face, saving his knuckles, but not doing my jaw a whole lot of good. I would have fallen clean over, but the bouncers were still tight on my elbows. Wait! I tried to say, but he cuffed me with the other hand, harder, if that were possible. This is the moment when you have to stop and think. A Blackout is quite effective--it s hard to hit what you can t see. And there s something mighty unnerving about being stricken suddenly blind. Oh, face it, I suppose the real reason I felt for the arteries supplying blood to his retinas was that so few TK s can do it. I clamped down tight, and his lights went out. He cried out in fright, and both hands came groping up in front of him, his fingers trembling.
The number of balls left outside the pocket, odd or even, decides whether the inside or the outside bets win; and after the banker has deducted his ten per cent, the players who have backed the winning side get their money. MONTE BANK. The money staked by the banker is piled upon the table, so that all players may see what is to be won. The banker takes a Spanish pack of forty cards, shuffles them, and offers them to the players to be cut. Holding the pack face down, the banker draws two cards from the bottom and places them on the table, face up, for the âbottom layout.â He then draws two cards from the top of the pack for the âtop layout.â The players can bet on either layout, and after all the bets are placed the pack is turned face up. The card that shows is called the âgate.â If it is of the same suit as either of the cards in the top layout, the banker pays all bets on that layout. If there is a card of the same suit as the gate in the bottom layout, the banker pays that also.
The crib is then counted and scored. Leaving the starter still face up on the top of the pack, the eight cards in hand and crib are thrown aside. For the next deal, the player gives himself three cards from the top of the pack, one of which was the starter on the last deal, then two for the crib and three more for himself, discarding for the crib, cutting a starter, counting and scoring hand and crib as before. This is continued until only four cards are left, one of them being the starter for the last deal. Turn up these four cards and count them as a hand. The game is usually 91 points, and the object of the solitaire player is to see if he can reach the game hole without going through the pack more than once. If he does not reach with six hands and cribs, each with a starter, and one hand of four cards without a starter, he has failed to get the solitaire. _=WHEN TWO OR MORE PLAY.=_ The object is now to see which player or partnership can get the greatest number of points in going through the pack once, each playing his own solitaire with his individual pack, but keeping level with his opponents in the matter of hands and deals. It is usual for each to cut the starter for the other and then to verify the count of the otherâs hands and cribs.
XIII. Green gravel, green gravel, the grass is so green, The flowers are all faded and none to be seen. O [Dolly], O [Dolly], your sweetheart is dead, He s sent you a letter to turn back your head. Wallflowers, wallflowers, growing up so high, We are but little, and we shall have to die! Excepting [Dolly Turner], she s the youngest girl. O for shame, and fie for shame, and turn your back to home again. --Madeley, Shropshire (Miss Burne). XIV. Green gravel, green gravel, the grass is so green, The fairest young lady that ever was seen. As I went up Miss Betsey s stairs to buy a frying-pan, There sat Miss Betsey a-kissing her young man. She pulled off her glove and showed me her ring, And the very next morning the bells did ring.
Aside from his legitimate declaration, a player should not show by word or gesture the nature of his hand, or his pleasure or displeasure at a play, bid, or double. 3. If a player demand that the cards be placed, he should do so for his own information and not to call his partnerâs attention to any card or play. 4. An opponent of the declarer should not lead until the preceding trick has been turned and quitted; nor, after having led a winning card, should he draw another from his hand before his partner has played to the current trick. 5. A card should not be played with such emphasis as to draw attention to it, nor should a player detach one card from his hand and subsequently play another. 6. A player should not purposely incur a penalty because he is willing to pay it, nor should he make a second revoke to conceal a first. 7.
The risk is that the Ten of diamonds will be guarded, and that an Ace and a Ten will make, both of them on your losing card, or one of them on the diamond Ten. A careful player would be satisfied with 100 on such a hand, for if he fails to make the announced schneider, he loses everything. A player is not obliged to play the game he originally intended to, if he thinks he has anything better; but he must play a game worth as much as he bid, or the next higher, and having once announced his game, he must play it. Suppose Vorhand has a spade Solo with two, and on being offered 33 says, âYes,â thinking the bidder will go on to 36, instead of which he passes. It is very probable that the bidder has a spade Solo without two, and will defeat a spade Solo announced by Vorhand. If Vorhand has almost as good a game in hearts, he should change, hoping to make schneider, or to find another Matadore in the Skat. If he loses the game, a heart Solo with two costs 30 points; but as Vorhand refused 33, and the next best game he could have made with a heart Solo is 40, that is the amount he loses, although he refused only 33. _=Method of Bidding.=_ The Vorhand always holds the play, and the Mittelhand always makes the first bid, or passes, the Hinterhand saying nothing until the propositions made by the Mittelhand have been finally refused or passed by the Vorhand. The usual formula is for the Vorhand to say, âHow many?â or, âI am Vorhand,â thereupon the Mittelhand bids or passes.
| -- |My fair lady. | |10.| -- |Gay ladies, gay. | -- | |11.| -- | -- | -- | |12.| -- | -- | -- | |13.|Mend it up with bricks|Build it up with lime | -- | | |and mortar. |and sand. | | |14.| -- |Lime and sand will | -- | | | |wash away.
If he guesses right he joins the ring, and the child who was touched takes his place in the centre. In the Yorkshire versions no questions are asked; the blindfolded child goes to any one he can touch, and tries to guess his or her name. The other version, sent by Mr. Hardy, is played in the same way, and sung to the same tune. In the Congleton version (Miss Twemlow), the blindfolded child tries to catch one of those in the ring, when the verse is sung. The lines, with an additional four from _Shropshire Folk-lore_, are given by Miss Burne among nursery rhymes and riddles. See Buff with a Stick, Dinah. Mulberry Bush [Music] --Miss Harrison. Here we go round the mulberry bush, The mulberry bush, the mulberry bush, Here we go round the mulberry bush, On a cold and frosty morning. This is the way we wash our hands, Wash our hands, wash our hands, This is the way we wash our hands, On a cold and frosty morning.
_=MARKERS.=_ The game may be kept on a bĂŠzique 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. If counters are used, there must be for each player; four white, to mark 10âs; one red to mark 50; nine blue to mark 100âs; and four coppers to mark 1000 each. These counters are moved from left to right of the player as the points accrue. In whatever manner the count is kept, it should be distinctly visible to both persons, as playing to the score is very important. _=STAKES.=_ Rubicon BĂŠzique is played for so much a hundred points, and in settling up, all fractions of a hundred are disregarded, unless they are necessary to decide the game. Ten cents a hundred is the usual stake; sixpence in England.
Very few persons who have played either of these games sufficiently to appreciate their beauties care to return to the platitudes of straight whist. At that time, bridge was unknown in America except to the members of The Whist Club of New York and their friends. In the short space of ten years it has become the card game of the world; but in spite of its present popularity it has its defects, and it would not be surprising to see its place usurped by another game, not a member of the whist family, which has been steadily gaining ground among those who have the intellectual capacity for card games of the highest class, and that is skat. The first text-book on bridge was a little leaflet printed in England in 1886, which gave the rules for âBiritch, or Russian Whist.â âBoaxâ came out with a little âPocket Guideâ in 1894, followed by âThe Laws of Bridgeâ in 1895. The Whist Club of N.Y. published the American laws of bridge in 1897, and âBadsworthâ came out with the English laws in 1898. In the following year, 1899, Archibald Dunn, Jr., gave us âBridge and How to Play It,â and John Doe published âBridge Conventions,â A.
If he finds himself without King, Queen or Jack of any suit, he immediately shows his hand to the dealer, and marks fifty points for _=carte blanche=_. Whether he has carte blanche or not, he begins the play by leading any card he pleases. If the dealer has carte blanche, he must show and score it before playing to the first trick. Players are not obliged to follow suit, nor to trump; but may renounce or trump at pleasure until the stock is exhausted, after which the method of play undergoes a change. Until the first marriage is declared and scored there is no trump suit. If the second player in any trick follows suit, the higher card wins. Trumps win plain suits. If identical cards are played to the same trick, such as two club aces, the leader wins. The tricks are left face upward on the table until an ace or Ten is played, for tricks not containing either of these cards are of no value. When an ace or Ten is played, the winner of the trick gathers in all the cards that have accumulated, and turns them face down in front of him.
No player is allowed to bid more than fourteen. If he will not bid, he must say: âI pass.â 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 dealerâs 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. If the dealerâs partner has bid, and the dealer bids without waiting for the pone, the dealer loses his bid.
A. DUPLICATE WHIST. Duplicate whist is not a distinct game, but is simply the name given to that manner of playing whist in which a number of hands are played over again with the same cards, but by different persons. _=CARDS.=_ The cards have the same rank as at whist; they are dealt in the same manner, and the same rules apply to all irregularities in the deal, except that a misdealer must deal again. The objects of the game are the same, and so are all the suggestions for good play. The only differences that require attention are the positions of the players, the manner of counting the tricks, and the methods of keeping and comparing the scores. _=THEORY.=_ It may briefly be stated that duplicate proceeds upon the principle that if two partners have made a certain number of tricks with certain cards, under certain conditions with respect to the lead, distribution of the other cards in the adversariesâ hands, etc., the only way to decide whether or not two other players could have done better, or cannot do so well, is to let them try it, by giving them the same cards, under exactly similar conditions.
There was sawdust on the genuine wood floor, big brass spittoons and a life-sized oil-color of a reclining nude, done with meaty attention to detail, behind a small mahogany topped bar. Stacks of clean glasses vied for space with labeled bottles on the back-bar. One of the stick-men followed us into the room, taking his apron off as he closed the door behind him, shutting out the roaring clatter of the casino. Cross-roader! he hissed at me. I should have known what was coming, but I missed it. He slapped me hard across the face, saving his knuckles, but not doing my jaw a whole lot of good. I would have fallen clean over, but the bouncers were still tight on my elbows. Wait! I tried to say, but he cuffed me with the other hand, harder, if that were possible. This is the moment when you have to stop and think. A Blackout is quite effective--it s hard to hit what you can t see.
The game is called Jack. See Fivestones, Hucklebones. Jauping Paste-eggs A youthful amusement in Newcastle and the neighbourhood at Easter. One boy, holding an egg in his hand, challenges another to give blow for blow. One of the eggs is sure to be fractured in the conflict, and its shattered remains become the spoil of the conqueror. See Conkers. Jenny Jones [Music] --Platt, near Wrotham, Kent (Miss Burne). [Music] --Northants (Rev. W. D.
=_ The losses and gains of the players are in proportion to the difficulties of the tasks they set themselves. The most popular method of settling is to pay or take red counters for the various calls, and white counters for the tricks under or over the exact number proposed. If the callers succeed in their undertakings, their adversaries pay them; if they fail, they pay their adversaries. A red counter is worth five white ones. Proposal and Acceptance wins or loses 1 red counter. Solo wins or loses 2 red counters. Misère, or Nullo, wins or loses 3 red counters. Abundance, of any kind, wins or loses 4 red counters. Open Misère, or Spread, wins or loses 6 red counters. Declared Abundance, or Slam, wins or loses 8 red counters.
| -- | | 3.| -- | | 4.|Seeks for a bride. | | 5.| -- | | 6.|Catch the bride. | | 7.| -- | | 8.| -- | | 9.|Girl makes a pudding.
=_ Poker and its congeners have received more attention from the greeks than any other family of card games. In fact it is generally believed that the term greek, as applied to a card sharper, had its origin in the Adam of the poker family, which was a gambling game introduced by the Greeks in Italy. So numerous and so varied are the methods of cheating at Poker that it is an axiom among gamblers that if a pigeon will not stand one thing he will another. The best informed make it a rule never to play Poker with strangers, because they realize that it is impossible for any but a professional gambler to know half the tricks employed by the poker sharp. It is a notorious fact that even the shrewdest gamblers are continually being taken in by others more expert than themselves. What chance then has the honest card player? There are black sheep in all flocks, and it may be well to give a few hints to those who are in the habit of playing in mixed companies. Never play with a man who looks attentively at the faces of the cards as he gathers them for his deal; or who stands the pack on edge, with the faces of the cards towards him, and evens up the bunch by picking out certain cards, apparently because they are sticking up. Any pack can be straightened by pushing the cards down with the hand. The man who lifts them up is more than probably a cheat. Never play with a man who looks intently at the pack and shuffles the cards slowly.
Page 336/7: The original work does not give a source or authority for variation XXV. Changes made to the original text: Footnotes have been moved to end of the description of the game. Sources (when printed in smaller type in the original work) have been moved to a separate line where necessary. Volume I. The Errata have already been changed in the text. Gallovidian Encyclopedia/EncyclopĂŚdia has been standardised to Gallovidian EncyclopĂŚdia. Page xvi: Conqueror changed to Conqueror or Conkers (as in text) Page xvii: Duckstone was missing from the list and has been added Page xix: Lend me your Key was missing from the list and has been added Page 19: we ll go the king changed to we ll go to the king Page 24: Hurstmonceaux changed to Hurstmonceux (as elsewhere) Page 56: he jostled away changed to be jostled away Page 128: [They pull him out. 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 lĂŠve changed to cul levĂŠ (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 oneâthe old editions will be renamed.
Brisques are not scored as they are won; but after the hand is over, and ten points have been counted for the last trick, each player turns over his cards and counts up the value of the points they contain. In this final count, the Ace reckons for 11, the Ten for 10, King for 4, Queen for 3, Jack for 2, no matter what the suit may be, so that there are 120 points to be divided between the players. It is usual for only one to count, the other taking the difference between his total and 120. From this it might be imagined that no notice was taken of the counting value of the cards taken in during the progress of the play. Early in the game this is true, but toward the end each player must keep very careful mental count of the value of his tricks, although he is not allowed to score them. When either player knows, by adding the mental count of his tricks to his scored declarations, that he has made points enough to win the game, he stops the play by knocking on the table, either with his knuckles or his cards. He then turns over his tricks and counts the points they contain to show his adversary that he has won the game. Even if his adversary has also enough points to go out, the player who knocked wins the game, provided his count is correct. If the player who knocks is mistaken, and cannot count out, he loses, no matter what his adversary may have. If neither knocks, and at the end of the hand both players are found to have points enough to put them out, neither wins the game, which must be continued for 100 points more; that is, as 500 points is the usual game, it must be made 600 in such a case.
The games consist of two main divisions, which may be called descriptive, and singing or choral. The descriptive games are arranged so as to give the most perfect type, and, where they occur, variable types in succession, followed, where possible, by any suggestions I have to make as to the possible origin of the game. The singing games are arranged so as to give, first, the tunes; secondly, the different versions of the game-rhymes; thirdly, the method of playing; fourthly, an analysis of the game-rhymes on a plan arranged by my husband, and which is an entirely novel feature in discussing the history of games; fifthly, a discussion of the results of the analysis of the rhymes so far as the different versions allow; and sixthly, an attempt to deduce from the evidence thus collected suggestions as to the probable origin of the game, together with such references to early authorities and other facts bearing upon the subject as help to elucidate the views expressed. Where the method of playing the game is involved, or where there are several changes in the forms, diagrams or illustrations, which have been drawn by Mr. J. P. Emslie, are inserted in order to assist the reader to understand the different actions, and in one or two instances I have been able to give a facsimile reproduction of representations of the games from early MSS. in the Bodleian and British Museum Libraries. Although none of the versions of the games now collected together are in their original form, but are more or less fragmentary, it cannot, I think, fail to be noticed how extremely interesting these games are, not only from the point of view of the means of amusement (and under this head there can be no question of their interest), but as a means of obtaining an insight into many of the customs and beliefs of our ancestors. Children do not invent, but they imitate or mimic very largely, and in many of these games we have, there is little doubt, unconscious folk-dramas of events and customs which were at one time being enacted as a part of the serious concerns of life before the eyes of children many generations ago.