[Music] --Sporle, Norfolk (Miss Matthews). [Music] --Redhill, Surrey (Miss G. Hope). [Music] --Lancashire (Mrs. Harley). [Music] --Derbyshire (Mrs. Harley). I. Green gravel, green gravel, your grass is so green, The fairest young damsel that ever was seen; We washed her, we dried her, we rolled her in silk, And we wrote down her name with a glass pen and ink. Dear Annie, dear Annie, your true love is dead, And we send you a letter to turn round your head.
| -- | | 4.| -- | -- |For a lady s daughter.| | 5.| -- | -- | -- | | 6.|Put it in a chest of |Put it in a chestnut. | -- | | |drawers. | | | | 7.|Let it lie an hour. |Let it stand an hour. | -- | | 8.
In England the cards are always dealt by twos. No trump is turned. The remaining eight cards are placed face downward on the table, the five top cards being laid crosswise on the three at the bottom. These eight cards are called the _=talon=_ or stock. Each player deals in turn. _=Irregularities in Dealing.=_ If the pack is proved to be imperfect the deal is void, but all previous scores or cuts made with that pack stand good. A misdeal does not lose the deal under any circumstances. If a card is found faced in the pack there must be a fresh deal with the same cards. If a player deals out of turn, and detects the error himself before he sees any of his cards, he may insist on his adversary’s dealing, even if the adversary has seen his cards.
I will not stand up upon my feet To see the poor beggars go through the street. [Two other verses are sometimes added, introducing gentleman and ladies. All versions, however, conclude with the girl saying--] Rise up, rise up, poor Mary Brown, And see your poor sweetheart go through the town. I will get up upon my feet, To see my sweetheart go through the street. --Halliwell s _Nursery Rhymes_, p. 218. (_b_) The children form a ring, one child laying or kneeling down in the centre. The ring sing the first, third, fifth, and alternate verses; the girl in the middle answers with the second, fourth, and so on alternately. At the last verse the girl jumps up and breaks through the ring by force; another girl takes her place in the ring, and the game begins again. The Sussex version of Mary Brown (Chas.
B i n g o, Bi, n, g, o, Bi-n-g-o, And Bingo was his name O. --Eckington, Derbyshire (S. O. Addy). VIII. Pinto went to sleep one night, And Pinto was his name oh! P-i-n-t-o, P-i-n-t-o, And Pinto was his name oh. --Enbourne, Berks (Miss Kimber). (_b_) In the Lancashire version, one child represents the Miller. The rest of the children stand round in a circle, with the Miller in the centre. All dance round and sing the verses.
The partners then change, without cutting, in such a manner that at the end of three rubbers each player shall have had each of the others for a partner. At the end of the third rubber, the losses and gains are ascertained for each individual, and settled for. _=Laws.=_ The laws that govern the game are almost identical with those for Bridge. PREFERENCE. This is a simplified form of Vint, for three players, with a thirty-two-card pack. The cards rank: A K Q J 10 9 8 7, and the suits rank: Hearts, diamonds, clubs, and spades. Hearts are always _=preference=_. There are no hands played without a trump suit. If four persons play, the dealer takes no cards.
(_d_) The methods of playing, and the incidents revealed by the verses sung, show that this is perhaps the most realistic of all the singing games, the daily occupation, the illness, death, and burial being portrayed, first, in the words of the rhymes, and secondly, by the accompanying action. The Scottish versions make the opening incident that of a lover coming to the house of the loved one, then proceed to the domestic occupation, and finally to the death incident; while the English versions give the idea of village friends calling upon a favourite companion, and subsequently attending her funeral. That the former is the older of the two versions is confirmed by the great probability of the name Jenny Jones being a degraded form of Janet jo. There is some evidence for this. The Sporle version gives it as Jenny Joe, which is clearly a misunderstood rendering of Jenny jo. The corruption of this into Jenny Jones is exactly what might be expected from modern English ignorance of the pretty meaning of the word jo, dear; and to what lengths this corruption may proceed under such influences may be seen by versions from Earls Heaton, where we have Jingy Jog; Leeds, where we get Jilly Jog; and the Edinburgh version, where we have Georgina. This would be an argument for the Scottish home of the rhymes, and for the direct borrowing of the name from Scotland by the English villagers. In furtherance of this view the following passage from Chambers may be quoted:-- In the Stewartry of Kirkcudbright, Janet Jo is a dramatic entertainment amongst young rustics. Suppose a party has met in a harvest or winter evening round a good peat fire, and it is resolved to have Janet Jo performed. Two undertake to personate a goodman and a goodwife; the rest a family of marriageable daughters.
The general rules with regard to irregularities in the deal are the same as at whist. The cards having been dealt, it is usual for dummy’s partner to take up and sort the dummy first. There are several ways of laying out dummy’s hand; the most common being to run the suits down in rows, with the turn-up across and to the right of the other trumps, if any. [Illustration: 🂡 🃊 🃞 🂽 🂪 🃉 🃝 🂺 🂥 🃄 🃖 🂸 🃃 Trump. METHOD OF SPREADING DUMMY’S CARDS. ] _=Stakes.=_ The remarks made on this subject in connection with whist apply equally to dummy. Dummy’s partner must pay to, or receive from each adversary the amount agreed. _=Method of Playing.=_ The general method of playing is identical with that of whist, with the following exceptions:-- When it is dummy’s turn to play, his partner selects the card.
=_ This is practically the same as the seven-handed game, but the pack is reduced to 28 cards, all below the Eight in each suit being deleted. The Joker is not used. Five cards are dealt to each player, by two and three at a time, and the three remaining form the widow. The player bidding _=three=_ tricks takes one partner only. The player bidding _=four=_ or _=five=_ tricks, takes two partners. A player who intends to take the widow, but no partners, can bid _=eight=_ and one who intends to take neither widow nor partners can bid _=fifteen=_. In this form of Euchre the scores are generally known, and 100 points is game. In some clubs it is the practice for the successful bidder to select one of his partners by asking for the holder of a certain card. For instance: B has the lead, and has bid five in hearts, holding the three best trumps, the club ace, and a losing spade. Instead of selecting his partners at random, he asks for the spade ace, and the player holding that card must say, “Here”; upon which the bidder will pass him a counter, marking him as one of his partners.
|On a dusty, dusty day.| -- | -- | | 5.| -- |So early in the | -- | | | |morning. | | | 6.|Fair maid, pretty |Fair maid, pretty |Please let one of your| | |maid. |maid. |daughters come. | | 7.| -- | -- |Come and dance with | | | | |me. | | 8.
A player may be called upon to lead or play cards from other erroneous declarations in the same manner, but if he has the right card or cards in his hand, he may amend his error, provided he has not drawn a card from the stock in the meantime. _=The Last Twelve Tricks.=_ When the stock is exhausted all announcements are at an end, and the players take back into their hands all the cards upon the table which may remain from the combinations declared in the course of play. Should a player take up his cards before playing to the last trick, he may be called upon to lay his entire hand on the table. The winner of the previous trick then leads any card he pleases; but for the last twelve tricks the second player in each must not only follow suit, but must win the trick if he can, either with a superior card or with a trump. Any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand from that point on. The penalty for the _=revoke=_ varies in different places, but the general rule is for the revoking player to lose his entire count for “cards.” The winner of _=the last trick=_ scores ten points for it; and the players then turn over the tricks they have taken, and count their score for “cards.” _=Cards.=_ The five highest cards in each suit count toward game for the player winning them.
=_ A player calling attention in any manner to the trick or to the score, may be called upon to play his highest or lowest of the suit led; or to trump or not to trump the trick during the play of which the remark was made. ÉCARTÉ. Écarté is usually described as a very simple game, but unfortunately the rules governing it are very complicated, and as no authoritative code of law exists, disputes about trifling irregularities are very common. In the following directions the author has selected what appears to be the best French usage. The code of laws adopted by some of the English clubs is unfortunately very defective, and in many respects quite out of touch with the true spirit of the French game. The English are very fond of penalties; the French try to establish the status quo. _=CARDS.=_ Écarté is played with a pack of thirty-two cards, which rank, K Q J A 10 9 8 7. When two packs are used, the adversary shuffles one while the other is dealt. _=MARKERS.
If he gets so far safely, his game for all future time will probably be sound, common-sense whist, without any American leads, plain-suit echoes, or four-signals, and free from any attempts to take fourteen tricks with thirteen cards. When a whist-player reaches that point, he is probably as near the first class as the natural limitations of his mental abilities will ever permit him to go. _=THE LAWS=_ will be found at the end of the Whist Family of Games. ILLUSTRATIVE WHIST HANDS. A and B are partners against Y and Z. A is always the original leader, and Z is the dealer. The underlined card wins the trick, and the card under it is the next one led. _=No. 1. Long Suits=_; | T| _=No.
If he declines to do so, he must pay the antes for all the other players for another jack. It is not enough to show openers before the draw, the whole hand must be shown. _=43. Drawing Cards.=_ Each player in turn who has come in, beginning on the left of the dealer, may discard and draw, to improve his hand. The opener is allowed to split his openers, provided it is the rule of the game that the opener shall _always_ put his discard under the chips in the pool, whether he is going to split or not. The opener’s discard must never be gathered in with other discards when the pack runs short for the draw. _=44. False Hands.=_ If a false opener does not discover his mistake until after he has drawn cards, his hand is foul, and must be abandoned.
Our illustrations show the methods of arrangement, and the reader will see how easily and readily the utmost variety of battlefields can be made. (It is merely to be remarked that a too crowded Country makes the guns ineffective and leads to a mere tree to tree and house to house scramble, and that large open spaces along the middle, or rivers without frequent fords and bridges, lead to ineffective cannonades, because of the danger of any advance. On the whole, too much cover is better than too little.) We decided that one player should plan and lay out the Country, and the other player choose from which side he would come. And to-day we play over such landscapes in a cork-carpeted schoolroom, from which the proper occupants are no longer evicted but remain to take an increasingly responsible and less and less audible and distressing share in the operations. [Illustration: Showing the war game in the open air] [Illustration: The war game in the open air] We found it necessary to make certain general rules. Houses and sheds must be made of solid lumps of bricks, and not hollow so that soldiers can be put inside them, because otherwise muddled situations arise. And it was clearly necessary to provide for the replacement of disturbed objects by chalking out the outlines of boards and houses upon the floor or boards upon which they stood. And while we thus perfected the Country, we were also eliminating all sorts of tediums, disputable possibilities, and deadlocks from the game. We decided that every man should be as brave and skilful as every other man, and that when two men of opposite sides came into contact they would inevitably kill each other.
--(J. W.) Jamieson (_Dictionary_) says, To do Dingle-dousie, a stick is ignited at one end and given as a plaything to a child. Elworthy (_West Somerset Words_) does not give this as a game, but says a burning stick was whirled round and round very quickly, so as to keep up the appearance of a ribbon of fire. Miss Burne (_Shropshire Folk-lore_, p. 530), says, Children wave a burning stick in the air, saying-- A girdle o gold, a saddle o silk, A horse for me as white as milk, an evident relic of divinations or incantations practised with bonfires. Halliwell (_Nursery Rhymes_, p. 213) gives the rhyme as-- Jack s alive, and in very good health, If he dies in your hand you must look to yourself; the game being played in the same way as the Sheffield version (see also Halliwell s _Dictionary_ and Moor s _Suffolk Words_). (_b_) This is a very significant game, and its similarity in miniature to the old tribal custom of carrying the fiery cross to rouse the clans at once suggests the possible origin of it. The detention of the fiery cross through neglect or other impediment was regarded with much dread by the inhabitants of the place in which it should occur.
Doubling or redoubling reopens the bidding. When a declaration has been doubled or redoubled, any one of the three succeeding players, including the player whose declaration has been doubled, may, in his proper turn, make a further declaration of higher value. 56. When a player whose declaration has been doubled wins the declared number of tricks, he scores a bonus of 50 points in his honour score, and a further 50 points for each additional trick. When he or his partner has redoubled, he scores 100 points for making the contract and an additional 100 for each extra trick. 57. A double or redouble is a declaration, and a player who doubles or redoubles out of turn is subject to the penalty provided by Law 49. 58. After the final declaration has been accepted, the play begins; the player on the left of the declarer leads. DUMMY.
_, each trick short of the number declared). If the declaration be doubled, the adversaries score 100 points; if redoubled, 200 points for each under-trick. 48. The loss on the dealer’s original declaration of “one spade” is limited to 100 points, whether doubled or not, unless redoubled. Honours are scored as held. 49. If a player make a declaration (other than passing) out of turn, either adversary may demand a new deal, or may allow such declaration to stand, in which case the bidding shall continue as if the declaration had been in turn. If a player pass out of turn, the order of the bidding is not affected, _i.e._, it is still the turn of the player to the left of the last declarer.
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