Pick it up. Hop, not touching lines, from No. 1 to No. 4, and out. Throw stone into No. 2. Do as before. And so successively into Nos. 3 and 4. Next balance stone on shoe, then on the palm of hand, then on the back of hand, then on the head, then on the shoulder, then on the eye (tilt head back to keep it from falling).
When official laws for any game exist they are given in full. The list of technical terms is the most complete ever published. CONTENTS. page A list of terms, 674 Ace in the Pot, _dice_, 617 All Fours Family, 324 All Fives, 329 Auction Pitch, 330 Blind All Fours, 325 California Jack, 330 Cinch, 334 Commercial Pitch, 330 Dom Pedro, 334 Double Pedro, 334 High Five, 334 Old Sledge, 325 Pedro, 333 Pedro Sancho, 333 Sell-out, 330 Seven-up, 325 Shasta Sam, 330 Smudge, 333 Snoozer, 334 Ambigu, 259 American Billiard Laws, 627 American Laws of Bridge, 48 American Pyramid Pool, 631 American Skat, 434 Auction Binocle, 407 Auction Bridge, xxv Cards Played in Error, xxxi Declarer’s Play, 22 Discarding, 21 Ducking, 25 Dummy, xxx Eleven Rule, 13 Encouraging Discards, 22 Exposed Cards, xxxi Finessing, 24 Fourth-hand Play, 21 Illustrative Auction Hands, 27 Irregularities in Declaring, xxix Irregularities in the Deal, xxvii Leading High Cards, 6 Leading Out of Turn, xxxi Leading Second Round, 9 Leading Short Suits, 8 Leading Small Cards, 9 Leading Trumps, 11 Making the Trump, xxvii No-trump Leads, 11 Nullo, 26 Scoring, 26 Suggestions for Bidding, 26 Suggestions for the Play, 26 Opening Leads, 5 Penalties, 1 Playing against Dummy, 14 Playing to the Score, 21 Pone’s Lead, 11 Rank of the Bids, xxviii Returning Suits, 14 Revoke, xxx Scoring, xxxii Second-hand Play, 17 Selecting the Suit to Lead, 6 Suggestions for Good Play, 3 Third-hand Play, 12, 19 Auction Cinch, 340 Auction Euchre, 279 Auction Hearts, 354 Auction Pitch, 330 Authors, 500 Baccara, 521 Baccara Chemin de Fer, 526 Backgammon, 590 Opening Throws, 595 English Game, 598 American Game, 599 The Laws, 601 Russian Backgammon, 602 Banking Games, 516 Bank-shot Billiards, 626 Base-ball with dice, 617 Baulk-line Billiards, 625 Bergen Game, _dominoes_, 609 Bézique Family, 374 Bézique, 375 Chinese Bézique, 394 Chouette Bézique, 394 Penchant, 384 Rubicon Bézique, 386 Cinq-Cents, 383 Four-handed, 382 Polish Bézique, 382 Three-handed, 382 Bid Euchre, 287 Bid Whist, 687 Bierspiel, 319 Billiards and Pool, 620 American Game, 624 Amer. Pyramid Pool, 631 Baulk-line Billiards, 625 Black Pool, 642 Books on Billiards, 650 Bottle Pool, 649 Chicago Pool, 633 Colour-ball Pool, 639 Continuous Pool, 632 Cow-boy Pool, 634 Cushion Caroms, 626 English Billiards, 643 English Pool, 639 English Pyramid Pool, 632 English Billiard Laws, 644 Fifteen-ball Pool, 629 Forty-one Pool, 633 High-low-jack Game, 633 Laws of Billiards, American, 627 Little Corporal, 648 Pin Pool, 647 Shell Out Pool, 632 Snooker Pool, 636 Spanish Game of Billiards, 649 Binochle, 395 Melds, 398 Auction Binochle, 407 Gaigel, 406 Three-handed, 405 Four-handed, 407 Black Jack or Lady, 356 Black Pool, English, 642 Blind All Fours, 325 Blind Cinch, 340 Blind Euchre, 278 Blind Hookey, 527 Block Game, _dominoes_, 606 Bluff, _poker_, 245 Boodle, 507 Books on Billiards, 650 Boston, 165 Payments, 171 French Boston, 179 Russian Boston, 183 Boston de Fontainebleau, 174 Bottle Pool, 649 Bouillotte, 254 Bowling Alley Laws, 662 Brag, _poker_, 250 Brelan, 254 Bridge, xxv, 28 Bridge Laws, 41 Bridge Tactics, 28 Doubling, 32 Illustrative Hand, 34 Making the Trump, 28, 31 Opening Leads, 33 Text Books, 59 Bridge, Varieties of, 35 Auction Bridge, xxv Bridge for Three, 36 Bridge for Two, 36 Double Dummy Bridge, 39 Draw Bridge, 40 Duplicate Auction, 35 Duplicate Bridge, 38 King’s Bridge, 40 Misery Bridge, 37 Pivot Bridge, 37 Progressive Bridge, 38 Reversi Bridge, 40 Short Bridge, 40 Six-hand Bridge, 39 Three-hand Auction, 35 Calabrasella, 489 California Jack, 330 Call-ace Euchre, 287 Canfield, 693 Cartomancie, 513 Cassino, 478 Spade Cassino, 485 21 Point Cassino, 484 Royal Cassino, 485 Draw Cassino, 485 Catch the Ten, 159 Cayenne, 138 Centennial, _dice_, 618 Chance, and its Laws, 651 Concurrent Events, 654 Conflicting Events, 654 Dice Probabilities, 655 Distribution of Suits, 656 Distribution of Trumps, 656 Doubling up Bets, 657 Luck, 651 Martingales, 657 Maturity of the Chances, 652 Playing Progression, 658 Poker Probabilities, 655 Successive Event, 652 Whist Probabilities, 656 Checkers, 577 The Openings, 580 The Four Positions, 582 Theory of the Move, 584 Illustrative Games, 586 Devil and Tailors, 587 Checker Laws, 588 Losing Game, 587 Polish Draughts, 587 Chemin de fer, 526 Chess, 546 The Openings, 557 The Endings, 567 Games at Odds, 565 Knights’ Tour, 570 American Laws, 571 Chicago Pool, 633 Chinese Bézique, 394 Chinese Fan Tan, 528 Chinese Whist, 184 Chouette Bézique, 394 Chuck Luck, 540 Cinch, 334 Auction Cinch, 340 Blind Cinch, 340 Progressive Cinch, 340 Sixty-three, 340 Widow Cinch, 341 Illustrative Hands, 342 Cinch Laws, 344 Razzle-Dazzle, 340 Cinq-Cents, 383 Colour-ball Pool, 639 Commerce, 252 Commercial Pitch, 330 Commit, 503 Compass Whist, 113 Continuous Pool, 632 Conquian, 486 Cow-boy Pool, 634 Cushion Carroms, 626 Craps, _dice_, 614 Cribbage, 442 Five-card Cribbage, 460 Six-card Cribbage, 444 Seven-card Cribbage, 462 Solitaire Cribbage, 700 Three-hand Cribbage, 461 Four-hand Cribbage, 461 Cut-throat Euchre, 277 Dice Games, 611 Ace in the Pot, 617 Base-Ball, 616 Centennial, 618 Chuck-Luck, 540 Crap Shooting, 614 Going to Boston, 617 Help Your Neighbour, 619 Law of Chances, 613 Multiplication, 618 Passe Dix, 619 Poker Dice, 615 Probabilities, 655 Raffles, 613 Round the Spot, 618 Sweat, 540 Ten Pins, 616 Throwing Dice, 612 Under and Over Seven, 543 Vingt-et-un, 618 Discard Hearts, 356 Distribution of Suits, Whist, 657 Distribution of Trumps, Whist, 657 Division Loo, 319 Doctrine of Chances, 651 Domino Hearts, 357 Dominoes, 605 All Fives, 609 All Threes, 610 Bergen Game, 609 Block Game, 606 Draw Game, 608 Domino Pool, 609 Matadore, 608 Muggins, 609 Sebastopol, 609 Dom Pedro, 334 Double Dummy Bridge, 39 Double Dummy Whist, 130 Double Pedro, 334 Doubling-up Bets, 657 Draughts, 577 Draw Bridge, 47 Draw Cassino, 485 Draw Game, _dominoes_, 608 Draw Poker, 208 Drive Whist, 687 Dummy, 127 Duplicate Bridge, 45 Duplicate Whist, 100 Apparatus Necessary, 102 Club against Club, 103 Compass Whist, 113 Foster’s Pair System, 115 Gilman’s Team System, 109 Howell Pair System, 114 Individual against Individual, 114 Laws of Duplicate Whist, 119 Married Couples System, 118 Memory Duplicate, 110 Pair against Pair, 110 Safford’s Systems, 116 Team against Team, 105 Dutch Bank, 527 Earl of Coventry, 502 Ecarté, 293 Jeu de règle, 299 Pool Ecarté, 306 Enflé, 370 English Billiards, 643 English Billiard Laws, 644 English Following Pool, 639 English Pyramid Pool, 632 English Whist Laws, 196 Euchre Family of Games, 263 Euchre, 264 Auction Euchre, 279 Bid Euchre, or 500, 287 Blind Euchre, 278 Call-ace Euchre, 287 Cut-Throat, 277 Five-handed, 286 French Euchre, 279 Jambone, 283 Jamboree, 283 Laps, 283 Laws of Euchre, 288 Military Euchre, 281 Penalty Euchre, 279 Progressive Euchre, 280 Railroad Euchre, 282 Set-Back Euchre, 278 Seven-handed Euchre, 284 Slams, 283 Fan Tan, 528 Fan Tan with Cards, 509 Farmer, or Ferme, 520 Faro, 529 Favourite Whist, 99 Fifteen-ball Pool, 629 Five-card Cribbage, 460 Five-card Loo, 323 Five-handed Euchre, 286 Five Hundred, 287 Five and Ten, 316 Five or Nine, 509 Flat Poker, 229 Following Pool, 639 Fortune Telling, 513 Forty-five, 316 Forty-one Pool, 633 Four-ball Billiards, 626 Four-handed Cribbage, 461 ” ” Bézique, 382 ” ” Binocle, 407 ” ” Sixty-six, 413 Four Jacks, 369 Freeze-out, _poker_, 228 French Boston, 179 French Carrom Game, 624 French Dummy, 133 French Euchre, 279 French Games:-- Ambigu, 259 Baccara, 521 Bouillotte, 254 Cinq-Cents, 383 Ferme, 520 Humbug Whist, 132 Impérial, 476 Macao, 520 Mort, 133 Nain Jaune, 505 Rouge et Noir, 534 Roulette, 536 Trente et Quarante, 534 Vingt-et-un, 517 Frog, 441 Gaigel, 406 General Laws, Card Games, 671 German Games:-- Binocle, 395 Kreutz Mariage, 413 Schwellen, 370 Sixty-six, 408 Skat, 415 Solo, 493 Go-bang, 604 Going to Boston, _dice_, 617 Halma, 604 Hazard, _dice_, 540, 614 Hearts:--, 349 Auction Hearts, 354 Black Jack, 356 Black Lady, 356 Discard Hearts, 356 Domino Hearts, 357 Heartsette, 357 Howell’s Hearts, 352 Illustrative Hands, 366 Joker Hearts, 355 Laws of Hearts, 371 Progressive Hearts, 356 Spot Hearts, 355 Sweepstake Hearts, 352 Three-handed Hearts, 354 Two-handed, 354 Heart Solo, 498 Heartsette, 357 Help Your Neighbour, _dice_, 619 High Five, 334 High-low-jack, 325 ” ” ” Pool, 633 Howell Pairs, Whist, 114 Howell’s Hearts, 352 Humbug Whist, 132 I Doubt It, 695 Impérial, 476 Irish Loo, 323 Jack Pots, _poker_, 223 Jambone, _euchre_, 283 Jamboree, _euchre_, 283 Jass, 696 Two-hand Jass, 697 Jeu de Règle, _écarté_, 299 Jink Game, _spoil five_, 315 Joker Hearts, 355 Keno, or Lotto, 539 King’s Bridge, 40 Klondike, 512 Kreutz Mariage, 413 Lansquenet, 543 Laps, _euchre_, 283 Law of Chances, 651 Laws of all Games, 671 Laws, Official Codes for:-- Backgammon, 601 Billiards, American, 627 Billiards, English, 644 Bowling, or Ten Pins, 662 Bridge, 41 Chess, 571 Checkers, 588 Cinch, 344 Euchre, 288 Hearts, 371 Poker, 238 Skat, 435 Ten Pins, or Bowling, 662 Whist, American, 186 Whist, Duplicate, 119 Whist, English, 196 Laws of Probabilities, 651 Lift Smoke, 502 Little Corporal, 648 Loo, or Division Loo, 319 Five-card Loo, 323 Irish Loo, 323 Losing Game, _draughts_, 587 Lotto, 539 Luck, 651 Macao, 520 Man-of-war Billiards, 644 Martingales, 657 Matadore, _dominoes_, 608 Matrimony, 504 Maturity of the Chances, 652 Memory Duplicate, 110 Military Euchre, 281 Misery Bridge, 37 Mistigris, _poker_, 216 Monte Bank, 542 Monte Carlo Betting Limit, 658 Morelles, 604 Mort, 133 Muggins, _dominoes_, 609 Multiplication, _dice_, 618 My Bird Sings, 253 My Ship Sails, 253 Nain Jaune, 505 Napoleon, 307 National Games:--, 414 America, Cassino, 478 England, Cribbage, 442 Germany, Skat, 415 France, Piquet, 463 Italy, Calabrasella, 489 Mexico, Conquian, 486 Newmarket, 507 Nine Men’s Morris, 604 Norwegian Whist, 688 Odd Games, 497 Old Maid, 501 Old Sledge, 325 Patience Games, 510 Patience Poker, 698 Pedro, 333 Peep Nap, 312 Penalty Euchre, 279 Penchant, 384 Pinochle, 395 Pin Pool, 632 Piquet, 463 Piquet Normand, 473 Piquet Voleur, 473 Piquet a Ecrire, 474 Rubicon Piquet, 475 Pitch, 325 Pivot Bridge, 37 Playing Progression, 658 Pochen, 508 Poker Family of Games, 207 Poker, 207 Bluff, 245 Bluffing, 237 Cheating, 229 Draw Poker, 208 Eccentric Hands, 215 Flat Poker, 229 Freeze Out, 228 Going In, 232 Good Play, 231 How to Win, 236 Jack Pots, 223 Joker Poker, 216 Mistigris, 216 Odds against Hands, 216 Patience Poker, 698 Poker Gin, 692 Poker Rum, 691 Poker Laws, 238 Probabilities, 217, 233, 655 Progressive Poker, 248 Rank of Hands, 213 Schnautz, 248 Show-down Poker, 229 Straight Poker, 245 Stud Poker, 246 Table Stakes, 227 Text-books, 262 Thirty-one, 248 Whiskey Poker, 247 Poker Dice, 615 Polignac, 369 Polish Bézique, 382 Polish Draughts, 587 Pool Games:-- Amer. Pyramid Pool, 631 Black Pool, English, 642 Bottle Pool, 649 Chicago Pool, 633 Colour-ball Pool, 639 Continuous Pool, 632 Cow-boy Pool, 634 English Pyramid Pool, 632 Eng. Following Pool, 639 Fifteen-ball Pool, 629 Following Pool, 639 Forty-one Pool, 633 High-low-jack Pool, 633 Little Corporal, 648 Pin Pool, 647 Shell Out, 632 Spanish Pool, 649 Pool with Dominoes, 609 Pool Ecarté, 306 Pope Joan, 505 Preference, 496 Probabilities, 651 Progressive Bridge, 38 Progressive Cinch, 340 Progressive Euchre, 280 Progressive Hearts, 356 Progressive Poker, 248 Progressive Whist, 119 Prussian Whist, 98 Purchase Nap, 311 Pyramid Pool, 631 Quatre Valets, 369 Quinze, 521 Raffles, _dice_, 613 Railroad Euchre, 282 Rams, 317 Ranter Go Round, 508 Razzle-Dazzle, 340 Reversi, 603 Reversi Bridge, 40 Rondeau, 541 Rouge et Noir, 534 Roulette, 536 Rounce, 319 Round the Spot, _dice_, 618 Royal Cassino, 485 Rubicon Bézique, 386 Rubicon Piquet, 475 Rum, 689 Double-pack Rum, 692 Single-pack Rum, 689 Poker Gin, 692 Poker Rum, 691 Russian Backgammon, 602 Russian Boston, 183 Sancho Pedro, 333 Saratoga, 507 Scat, see Skat, 415 Schnautz, 248 Schwellen, 370 Scotch Whist, 159 Sebastopol, _dominoes_, 609 Sell Out, 330 Set-back Euchre, 278 Seven-handed Euchre, 284 Seven-card Cribbage, 462 Seven-up, 325 Shasta Sam, 330 Shell-out Pool, 632 Shooting Craps, 614 Short Bridge, 47 Show-down Poker, 229 Shuffle Board, 619 Six-card Cribbage, 444 Six-hand Bridge, 39 Sixty-four Card Binocle, 375 Sixty-three, _cinch_, 340 Sixty-six, 408 Four-handed, 413 Kreutz Mariage, 413 Three-handed, 413 Skat, 415, 434 Game Values, 421 Scoring, 427 Illustrative Hands, 432 Skat Laws, 435 Slams, _euchre_, 283 Slobberhannes, 368 Smudge, 333 Snip-snap-snorem, 502 Snooker Pool, 649 Snoozer, 334 Solitaires, 510, 693, 698, 700 Solo, 498 Three-handed Solo, 499 Solo Whist, 144 Spade Cassino, 485 Spanish Monte, 542 Spanish Pool, 649 Speculation, 501 Spin, 507 Spoil Five, 312 Spot Hearts, 355 Stops, 507 Straight Poker, 245 Stud Poker, 246 Sweat, _dice_, 540 Sweepstake Hearts, 352 Table Games, 544 Table Stakes, _poker_, 227 Technical Terms, 674 Telling Fortunes, 513 Ten Pins, or Bowling, 660 American Ten Pins, 662 Battle Game, 665 Cocked Hat, 664 Cocked Hat & Feather, 665 “Don’ts” for Players, 669 Duck Pin Game, 669 Five Back, 668 Four Back, 667 Head Pin; four back, 666 Head Pin Out, 667 Kinsley Candle Pin, 669 Newport Game, 668 Nine Up and Nine Down, 666 Ten Pins with Dice, 616 Three-card Monte, 542 Thirty-one, _poker_, 248 Three-cushion Carroms, 626 Three-handed Auction, 35 ” ” Bézique, 382 ” ” Bridge, 36 ” ” Cribbage, 461 ” ” Hearts, 354 ” ” Binocle, 405 ” ” Sixty-six, 413 Throwing Dice, 612 Trente et Quarante, 534 Tric-trac, 590 Twenty-one Point Cassino, 484 Two-handed Bridge, 36 ” ” Hearts, 354 Under and over Seven, 543 Varieties of Bridge, 42 Vingt-et-un, 517 Vingt-et-un with Dice, 518 Vint, 493 Whiskey Poker, 247 Whist Family of Games, xvii Whist, 60 American Laws, 186 Auction Bridge, xxv Bridge, xxv, 28 Bid Whist, 687 Cayenne Whist, 138 Chinese Whist, 184 Double Dummy, 130 Dummy, 127 Dummy Laws, 206 Drive Whist, 687 Duplicate Whist, 100 English Laws, 196 Favourite Whist, 99 French Whist, 164 German Whist, 183 Humbug Whist, 131 Memory Duplicate, 110 Mort, 133 Norwegian Whist, 688 Probabilities, 656 Progressive Whist, 119 Prussian Whist, 98 Scotch Whist, 159 Solo Whist, 144 Text Books, 99 Thirteen and the Odd, 132 Whist Family Laws, 186 Whist Tactics, 70 Albany Lead, 86 American Game, 94 American Laws, 186 American Leads, 88 Conventional Plays, 70 Deschapelles Coups, 91 Discarding, 80 Discard Signals, 90 Echo in Plain Suits, 90 Echo in Trumps, 86 Eleven Rule, 79 False Cards, 92 Finessing, 92 Forcing, 80 Four-signal, 86 Fourth-hand Play, 84 General Directions, 60 General Principles, 68 High-card Leads, 72 How to Study, 70 Illustrative Hands, 97 Inferences, 93 Inviting a Ruff, 88 Leader’s Partner, 78 Leading Plain Suits, 72 Leading Short Suits, 91 Leading Trumps, 71 Low Card Leads, 74 Low’s Signal, 90 Methods of Cheating, 67 Method of Playing, 61 Minneapolis Lead, 89 Partner’s Duties, 78 Placing the Lead, 92 Plain-suit Echo, 90 Playing to the Score, 92 Returning Partner’s Suits, 80 Scoring, 64 Second-hand Play, 81 Short-suit Game, 91-94 Short-suit Leads, 74-61 Signal Game, 85 Stacking Tricks, 63 Suggestions for Good Play, 67 Tenace Positions, 91 Third Hand Play, 78 Trump Signals, 85 Unblocking, 90 Underplay, 91 Using the Markers, 66 Works on Whist, 99 Widow Binocle, 408 Widow Cinch, 341 Yerlash, _see_ Vint, 493 INTRODUCTION. The word “Hoyle” has gradually come to stand as an abbreviation for an “Encyclopedia of Indoor Games.” The common expression, “played according to Hoyle,” usually means “correctly played,” or “played according to the standard authorities.” The original Edmund Hoyle wrote on very few games, but his work was the first attempt to put together the rules for the most popular indoor games in one volume.
73. A revoke is established if the trick in which it occur be turned and quitted, _i.e._, the hand removed from that trick after it has been turned face downward on the table, or if either the revoking player or his partner, whether in his right turn or otherwise, lead or play to the following trick. 74. A player may ask his partner whether he has not a card of the suit which he has renounced; should the question be asked before the trick is turned and quitted, subsequent turning and quitting does not establish the revoke, and the error may be corrected, unless the question be answered in the negative, or unless the revoking player or his partner have led or played to the following trick. 75. At the end of the hand, the claimants of a revoke may search all the tricks. 76. If a player discover his mistake in time to save a revoke, the adversaries, whenever they think fit, may call the card thus played in error, or may require him to play his highest or lowest card to that trick in which he has renounced; any player or players who have played after him may withdraw their cards and substitute others: the cards withdrawn are not liable to be called.
_=10.=_ Either player is entitled, on giving intimation, to arrange his own or his opponent’s pieces properly on the squares. After the first move has been made, however, if either player touch or arrange any piece without giving intimation to his opponent, he shall be cautioned for the first offence, and shall forfeit the game for any subsequent act of the kind. _=11.=_ After the pieces have been arranged, if the person whose turn it is to play _=touch=_ one, he must either play it or forfeit the game. When the piece is not playable, he forfeits according to the preceding law. _=12.=_ If _=any part=_ of a playable piece is moved over an angle of the square on which it is stationed, the move must be completed in _=that=_ direction. _=13.=_ A capturing play, as well as an ordinary one, is completed whenever the hand has been withdrawn from the piece played, although one or more pieces should have been taken.
Jamieson calls this a game generally played by young people in a corn-yard. Hence called _barla-bracks about the stacks_, S. B. (_i. e._, in the North of Scotland). One stack is fixed on as the _dule_ or goal; and one person is appointed to catch the rest of the company, who run out from the _dule_. He does not leave it till they are all out of sight. Then he sets off to catch them. Any one who is taken cannot run out again with his former associates, being accounted a prisoner; but is obliged to assist his captor in pursuing the rest.
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. Rise up, rise up, poor Mary Brown, To see your dear sister go through the town. I won t rise, I won t rise from off the ground, To see my dear sister go through the town.
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. As to the many points of interest under this and other heads there is no occasion to dwell at length here, because the second volume will contain an appendix giving a complete analysis of the incidents mentioned in the games, and an attempt to tell the story of their origin and development, together with a comparison with the games of children of foreign countries.
If the guess is incorrect the guesser has to make up the difference between the number guessed and the real number. The players play alternately. This game was played for the most part at Christmas.--Keith (Rev. W. Gregor). (_b_) Hairry = rob, Bossie = a wooden bowl, commonly used for making the leaven in baking oat-cakes, and for making brose. This is a very general game amongst schoolboys. Half-Hammer The game of Hop-step-and-jump, Norfolk. This game is played in the west of Sussex, but not in the east.
In minor games, questions are continually arising which could be easily settled if the players were familiar with a few general principles which are common to the laws of all games, and which might be considered as the basis of a general code of card laws. The most important of these principles are as follows:-- _=Players.=_ It is generally taken for granted that those first in the room have the preference, but if more than the necessary number assemble, the selection must be made by cutting. A second cut will then be required to decide the partnerships, if any, and the positions at the table, the latter being important only in games in which the deal, or some given position at the table, is an advantage or the reverse. The usual method of cutting is to spread the cards face downward on the table, each player drawing one. In some games the cards are thrown round by one of the players. _=Shuffling, Cutting and Dealing.=_ In all games in which the cards are shuffled at all, each player has the right to shuffle, the dealer last. In English speaking countries the cards are always cut by the player on the dealer’s right, who is called the “pone.” In cutting to the dealer in any game there must be as many cards left in each packet as will form a trick; or, if the game is not one of tricks, as many cards as there will be in any player’s hand; four, for instance, at Whist, and five at Poker.
=_ Ten cards are always given to each player, no matter how many are in the game. If there are more than three at the table, the double pack must be used, so as to leave cards enough for the stock. _=OBJECT OF THE GAME.=_ The aim of the player is to draw cards from the stock or discard pile until the pip value of the unmatched cards in his hand amounts to 15 or less. Sequences may run to any length, and four, five, or six of a kind is in order. The cards in hand that do not fit any combination of three or more are deadwood, and the object is to reduce this deadwood to less than fifteen. _=METHOD OF PLAYING.=_ Each player in turn to the left of the dealer draws a card from the stock or the discard pile and discards one in its place, face up. No player is allowed to lay down anything until he can show his whole hand, and then only when his deadwood is fifteen or less, and he is not obliged to lay down even then if he prefers to wait until he can reduce his deadwood still further. _=THE SHOW-DOWN.
_=Cards.=_ Bouillotte is played with a piquet pack, reduced to twenty cards, only the A K Q 9 8 of each suit being retained. The ace is the highest card in play and in cutting. If five persons play, the Jack of each suit is added; if only three play, the Queens are discarded, reducing the pack to sixteen cards. Two packs are generally used alternately. _=Counters=_ or chips are used, as in Poker, instead of money. Any player may be the banker. _=Players.=_ Three, four, or five persons may play; but four is the proper number, and all descriptions of the game suppose it to be four-handed. _=Cutting.
At the fourth line the child in the centre chooses one from the ring, who goes into the centre with her. The marriage formula or chorus is then sung, the two kiss, and the one who was first in the centre joins the ring, the second one choosing another in her turn. Played by both boys and girls. See Sally Water, Silly Old Man. Here we go around, around [Music] Our shoes are made of leather, Our stockings are made of silk, Our pinafores are made of calico, As white as any milk. Here we go around, around, around, And we shall touch the ground. --Barnes and London Streets (A. B. Gomme). A ring is formed by the children joining hands.
8. If on the overplay of a deal, the dealer turns a trump card other than the one recorded on the trump slip, and such error is discovered and corrected before the play of the deal is commenced, the card turned in error is liable to be called. SEC. 9. If such error is not corrected until after the overplay has begun and more than two tables are engaged in play, the players at that table shall take the average score for the deal; if less than three tables are in play there must be a new deal. SEC. 10. Should a player record on the trump slip a different trump from one turned in dealing and the error be discovered at the next table, there must be a new deal. If the deal has been played at one or more tables with the wrong trump, the recorded trump must be taken as correct and the players at the original table take the average score for the deal; if less than three tables are in play, there must be a new deal. SEC.
27. If a player break up a table, the others have a prior right of entry elsewhere. SHUFFLING. 28. The pack must not be shuffled below the table nor so the face of any card be seen. 29. The dealer’s partner must collect the cards from the preceding deal and has the right to shuffle first. Each player has the right to shuffle subsequently. The dealer has the right to shuffle last, but should a card or cards be seen during his shuffling or while giving the pack to be cut, he must reshuffle. 30.
+---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛂ | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | | | ⛀ | | | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] In Diagram No. 13, if White moves 24 19 he loses, because Black goes to 11, and as the tailors advance to head him off, he goes back to 15 and 18, and then gets round by going to 14. White’s proper play is 22 18, after which 26 22 will reform his line. In Diagram No. 14, if White moves 26 22, or 19 15, he loses immediately. In the first case Black will run to 15 and 11, and either get round or double back to 18. In the second case Black will get round by way of 7, or get through. CHECKER LAWS. _=1.=_ The Standard board must be of light and dark squares, not less than fourteen inches nor more than fifteen inches across said squares.
The pone plays a Nine, announcing the total as twenty-four. The dealer cannot pair this Nine, because it would run the count past 31, neither can he play the Eight, so he says, “Go.” The pone pegs the go without playing, which shows that he is also unable to play, having nothing so small as a Seven. Both then turn down the cards already played, and the one whose turn it is to play begins all over again with his remaining cards or card, announcing its face value, his adversary playing after him until their cards are exhausted or they reach another 31. To continue the foregoing example, let us suppose the dealer to play one of his Nines. The pone plays a Jack, and announces “Nineteen.” The dealer plays his remaining Nine, and calls “Twenty-eight.” The pone tells him to go, and he pegs one. These three cards are turned down. The pone then plays a Ten, and the dealer marks one for the last card.
Volume I. Page 51: reference to Wind Up Jack: this game is not mentioned separately, but under Wind Up the Bush Faggot. Page 120: reference to Wind up the Watch, which is not listed as a separate game, but as a local name for Wind up the Bush Faggot. Page 137: reference to Crosspurposes: according to the description and Vol. II, this could be Cross-questions. Page 300: reference to How many miles to Barley Bridge?, which is not listed as a separate game; the phrase occurs in some of the versions of How many miles to Babylon? Page 318, section (c): The author refers to the Belfast version, but describes the Isle of Man version. This has not been changed. Page 328: reference to the game Spanish Fly, which does not occur in either volume (nor does the phrase). Page 402: reference to Ghost in the Garden and Ghost in the Copper. Neither is described as a separate game; probably the reference is to Ghost at the Well.
[Then follow the alternate question and answer; the questions in the same words as the first verse, and the answers in the same form as the second verse, stating that Jenny is (1) folding, (2) starching, (3) ironing, (4) ill, (5) dying, (6) dead; then the verses proceed with--] May we come to the funeral? Yes. May we come in red? Red is for soldiers, you can t come in red. May we come in blue? Blue is for sailors, you can t come in blue. May we come in white? White is for weddings, you can t come in white. May we come in black? Black is for funerals, so you can come in that. --Bocking, Essex (_Folk-lore Record_, iii. 471). X. I come to see poor Jenny Joe, Jenny Joe, Jenny Joe, I come to see poor Jenny Joe, And how is she now? She s washing, she s washing, And you can t see her now. Very well, ladies, ladies, ladies, Very well, ladies, and gentlemen too.
She made cow-eyes at me. Don t say it, I told her. I m not your darlin Billy. The dice were to my right--I d get them after a couple more losers rolled. My unwanted hustler stood on that side of me, too. They never have any money of their own. I wasn t about to give her any of mine. I wanted to lose some dough in a hurry. I started playing field numbers, and TK d the dice away from the field every time a gambler came out. Of course, I could have let the table s six per cent vigorish take it away from me, but that would have taken longer.
O. Addy). A ring of chairs is formed, and the players sit on them. A piece of string long enough to go round the inner circumference of the chairs is procured. A small ring is put upon the string, the ends of which are then tied. Then one of the players gets up from his chair and stands in the centre. The players sitting on the chairs take the string into their hands and pass the ring round from one to another, singing the lines. If the person standing in the centre can find out in whose hand the ring is, he sits down, and his place is taken by the one who had the ring. The game is sometimes played round a haycock in the hayfield. Miss Dendy sends a similar rhyme from Monton, Lancashire, where it is known simply as a marching game.
--Jamieson. The game is also called Kittie-cat. See Cat and Dog, Cudgel, Tip-cat. Horns A Horns to the Lift, a game of young people. A circle is formed round a table, and all placing their forefingers on the table, one cries, A horns to the lift! Cat s horns upmost! If on this any one lift his finger, he owes a wad, as cats have no horns. In the same manner, the person who does not raise his fingers when a horned animal is named is subjected to a forfeit.--Jamieson. Hot Cockles At Sheffield a boy is chosen for a Stump, and stands with his back against a wall. Another boy bends his back as in Leapfrog, and puts his head against the Stump. The cap of the boy who bends down is then taken off, and put upon his back upside down.
In the meantime each of the others sorts his individual pack into sequence and suit, so as to be able to pick out any named card without unnecessary delay. _=METHOD OF PLAYING.=_ The caller starts by taking off his top card and placing it face up on the table, at the same time announcing aloud its suit and rank, as “Seven of clubs.” This makes it unnecessary for the others to watch the cards the caller draws. Each player picks out his seven of clubs and places it on the table in front of him, face up, as a starter for his tableau. Suppose the next card called is the ten of diamonds. As each player can place that card in any one of eight different positions with regard to the seven of clubs, and the next card after that in any one of a dozen positions, it must be evident that although the twenty-five cards called will be the same for every tableau, the resulting poker combinations may be vastly different. _=SCORING.=_ Each player is credited with the value of his tableau, and then the duty of being caller passes to the left. The game is at an end when an agreed number of deals have been played, or at the expiration of a specified time, the highest total score being the winner.