My elbow, my elbow, My pitcher and my can; Isn t ---- A nice young gell? Isn t ---- As nice as her-- They shall be married with a guinea-gold ring. I peep d through the window, I peep d through the door, I seed pretty ---- A-dancin on the floor; I cuddled her an fo dled her, I set her on my knee; I says pretty ---- Won t [ëe?] you marry me. A new-swept parlour, An a new-made bed, A new cup and saucer Again we get wed. If it be a boy, he shall have a hat, To follow with his mammy to her na , na , na ; If he be a gell, she shall have a ring, To follow with her mammy to her ding, ding, ding. --Wakefield (Miss Fowler). (_c_) The more general way of playing this game is to form a ring of children simply. The children walk round singing the verse as in the Belfast version, and when the last line is sung, the child whose name is mentioned turns round, facing the outside of the ring and having her back to the centre. She continues to hold hands with the others, and dances round with them in that position. This is repeated until all the children have turned their backs to the inside of the ring. Here the game ends in many cases, but another verse is sung in the Lincoln, Winterton, and Wakefield versions from Miss Peacock, and this was sung also in the London version.
Also mentioned in Peacock s _Manley and Corringham Glossary_ and Elworthy s _West Somerset Words_, Brogden s _Provincial Words, Lincs._, Dickinson s _Cumberland Glossary_, Atkinson s _Cleveland Glossary_, Brockett s _North Country Words_, Evans _Leicestershire Glossary_, Baker s _Northants Glossary_, and Darlington s _South Cheshire Glossary_. On one of the stalls in Worcester Cathedral, figured in Wright s _Archæological Essays_, ii. 117, is a carving which represents three rats busily engaged in hanging a cat on a gallows of this kind. Cat i the Hole A game well known in Fife, and perhaps in other counties. If seven boys are to play, six holes are made at certain distances. Each of the six stands at a hole, with a short stick in his hand; the seventh stands at a certain distance holding a ball. When he gives the word, or makes the sign agreed upon, all the six change holes, each running to his neighbour s hole, and putting his stick in the hole which he has newly seized. In making this change, the boy who has the ball tries to put it into an empty hole. If he succeeds in this, the boy who had not his stick (for the stick is the Cat) in the hole to which he had run is put out, and must take the ball.
_=When two play=_, five tricks is simply a march, and counts two points. _=When five or seven play=_, there are special scores for lone hands. When all five tricks are taken by one side, but not by an individual playing a lone hand, it is simply a march, and counts two points, no matter how many are playing. When two or three are playing, a march must of course be a lone hand, as there are no partnerships. As we shall see later, there are some varieties of Euchre in which a lone hand may play against a lone hand, but this is not permitted in the ordinary game. No one but the individual player who makes the trump can play alone. Except in five and seven-handed Euchre, the player or side first reaching five points wins the game. If three are playing, and two of them reach five points simultaneously by euchreing the third, they both win a game. If they are playing for stakes, they divide the pool. _=TAKING UP THE TRUMP.
It is only when there is no bet made, or when his own bet is either not called or not raised, that a player has nothing to say. Let us suppose B puts up the four blues to call A. It is now D’s turn. If he puts up two blues, each will have an equal amount in the pool, and as no one will have anything more to say, the betting must stop, and the hands must be shown. But if D raises A again, by putting up four blues instead of two, he gives A another say, and perhaps A will raise D in turn. Although B may have had quite enough of this, he must either put up four more blues, the two raised by D and the further raise by A, or he must abandon his hand. If B throws down his cards he loses all claim to what he has already staked in the pool, four blues and a red, besides his straddle and ante. Let us suppose he drops out, and that D just calls A, by putting up two blues only, making the amount he has in the pool exactly equal to A’s, eight blues and a red, besides the antes. This prevents A from going any further, because it is not his turn to say anything. He is not asked to meet any one’s raise, nor to make any bet himself, but simply to show his hand, in order to see whether or not it is better than D’s.
22. The first player to any trick having led, the others must follow suit if they can. Should a player revoke, and discover the error before the trick in which it occurs has been turned and quitted, he may amend his play, and the card played in error becomes an exposed card. Any who have played after him may withdraw their cards and substitute others, the cards first played not being exposed. 23. If the revoke is discovered during the play of the hand, the hand must be played out, and at the end the revoking player must pay all losses in that hand. Should the revoking player win the pool himself, he must pay to the pool thirteen counters and leave them for a Jack. Should he divide it, he must pay the other winner six counters, and leave up seven for a Jack. 24. Should two or more players revoke in the same hand, each must pay the entire losses in the hand, as if he were alone in error; so that if two should revoke, and a third win the pool, he would receive twenty-six counters, instead of thirteen.
1.] [Illustration: Fig. 2.] (_c_) Versions of this game, almost identical with the Leicester version given here (with the exception that the word wealth ends the second line instead of pelf ), have been sent me from East Kirkby, Lincolnshire (Miss K. Maughan); Epworth, Doncaster (Mr. C. C. Bell); Settle, Yorks. (Rev. W.
Kiss together, love, Kiss together, love, Kiss together, love, Farewell! --Ogbourne, Wilts (H. S. May). III. Isabella, Isabella, Isabella, Farewell! Last night when I departed I left you broken-hearted Broken-hearted on the mountain, On the mountain, Farewell! Choose your loved one, choose your loved one, Choose your loved one, Farewell! Kiss your hand, love, kiss your hand, love, Kiss your hand, love, Farewell! Go to church, love, go to church, love, Go to church, love, Farewell! Say your prayers, love, say your prayers, love, Say your prayers, love, Farewell! Come to dinner, love, come to dinner, love, Come to dinner, love, Farewell! What have you for dinner, for dinner, for dinner, What have you for dinner, for dinner to-day? Roast beef and plum pudding, plum pudding, plum pudding, Roast beef and plum pudding, plum pudding to-day. --Southampton (Mrs. W. R. Carse). IV.
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If the counters represent money, each player should have at least twenty; if they are only markers, five is the usual number. If the game is played for money, each player puts one counter in the pool before the cards are dealt. There is no raising or betting of any kind. An extra hand, called _=the widow=_, is dealt face down at Whiskey Poker. The dealer gives each player and the widow five cards, one at a time, beginning on his left, and dealing to the widow just before he deals to himself. Each player in turn, beginning with the age, then examines his hand, and has the option of exchanging it for the widow; keeping it for the purpose of drawing to it; or risking his chances of winning the pool with it as it is. If he wishes to exchange, he must place his five cards face upward on the table, and take up the widow, but without showing it to any other player. The hand he abandons then becomes the widow. If he prefers to draw to his hand, he says: “_=I pass=_,” which transfers to the next player the option of taking the widow. If he wishes to stand on the merits of the hand dealt to him, without drawing to it, he _=knocks=_ on the table, which also passes the option of taking the widow to the next player on his left.
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. The word is used in this sense to describe one of the principal tactics of the card game, which is to “cinch” certain tricks, so that the adversary cannot possibly get either of the Pedroes free. _=CARDS.=_ Cinch is played with a full pack of fifty-two cards which rank A K Q J 10 9 8 7 6 5 4 3 2. When the suit is trumps the 5 retains its natural position, and is known as the _=Right Pedro=_; but the 5 of the same colour as the trump suit, which is known as the _=Left Pedro=_, ranks between the 5 and 4 of the trump suit. The ace is highest in cutting and in play. Whist-players, who have taken up Cinch as a side issue, are in the habit of making the ace lowest in cutting; but such a practice is out of harmony with all other members of the Seven-up family of games. _=COUNTERS.=_ The score is usually kept on a sheet of paper; but it is more convenient to provide each side with 8 red and 11 white counters, representing 51 points; the whites being worth 1, and the reds 5 each. A good pull-up cribbage board is still better.
_=PLAYERS.=_ Boston is played by four persons. If more than four candidates offer for play, five or six may form a table; if there are more than six, the selection of the table must be made by cutting, as at Whist. _=CUTTING.=_ The four persons who shall play the first game are determined by cutting, and they again cut for the deal, with the choice of seats and cards. The player drawing the lowest card deals, and chooses his seat; the next lower card sits on his left, and so on, until all are seated. Twelve deals is a game, at the end of which the players cut to decide which shall go out, as at Whist. It is usual to count the deals by opening the blade of a pocket-knife, which is placed on the table by the player on the dealer’s right. When it comes to his turn to deal, he partly opens one blade. When he deals again he opens it entirely, and the third time he closes it; that being the third round, and the last deal of the game.
16. If there are more than four candidates, the players are selected by cutting; those first in the room having the preference. The four who cut the lowest cards play first, and cut again to decide on partners; the two lowest play against the two highest; the lowest is the dealer, who has choice of cards and seats, and, having once made his selection, must abide by it. 17. When there are more than six candidates, those who cut the two next lowest cards belong to the table, which is complete with six players; on the retirement of one of those six players, the candidate who cut the next lowest card has a prior right to any aftercomer to enter the table. CUTTING CARDS OF EQUAL VALUE. 18. Two players cutting cards of equal value, unless such cards are the two highest, cut again; should they be the two lowest, a fresh cut is necessary to decide which of those two deals. 19. Three players cutting cards of equal value cut again; should the fourth (or remaining) card be the highest, the two lowest of the new cut are partners, the lower of those two the dealer; should the fourth card be the lowest, the two highest are partners, the original lowest the dealer.
2 follows suit, and so on, the whole line of players in course of time covering a good distance.--London (G. L. Gomme). Leap-frog is known in Cornwall as Leap the Long-mare (_Folk-lore Journal_, v. 60), and in Antrim and Down as Leap the Bullock (Patterson s _Glossary_). See Accroshay, Loup the Bullocks, Spanish Fly. Leap the Bullock See Leap-frog, Loup the Bullocks. Leaves are Green The leaves are green, the nuts are brown, They hang so high they will not come down; Leave them alone till frosty weather, Then they will all come down together. --Berkshire (Miss Thoyts, _Antiquary_, xxvii.
This game is commonly played by boys. Any number of boys join hands and stand in a circle to form the Faul. The boy that represents the Tod is placed within the circle. His aim is to escape. To effect this he rushes with all his force, increased by a run, against the joint hands of any two of the players. If the rush does not unloose the grasp, he hangs on the two arms with all his weight, pressing and wriggling. If he fails he makes a rush at another two, always selecting those players he thinks weakest. When he does break through he rushes off at the top of his speed, with all the players in full cry, till he is caught and brought back. The game begins anew with another boy as Tod.--Keith (Rev.
Another favourite system is colours. The player takes some definite card, such as the soda, or the first winner or loser, as his starter, and whatever the colour of the third card of each denomination, that is, the card that makes it a case, he plays it to win or lose, according to the system of colours he is playing. Many players reverse on the last turn. When a player bets one card to lose and another to win, and loses both bets on the same turn, he is _=whipsawed=_. _=The Last Turn.=_ If three different cards are left in for the last turn, the players can _=call the turn=_, naming the order in which they think the cards will be found. Suppose the three cards left in the box are the 9 8 2, these may come in six different ways:-- 9 8 2 9 2 8 8 9 2 8 2 9 2 9 8 2 8 9 The odds against any one of these ways are 5 to 1; but the dealer pays 4 for 1 only. In calling the turn, the bet is strung from the selected loser to the selected winner. If the third card intervenes, the bet is strung away from it, to show that it goes round the layout to the other card. If there are two cards of the same denomination in the last turn, it is called a _=cat-hop=_; and as it can come only three ways, the dealer pays 2 for 1.
In the first line of the verse the only important variant seems to be the Symondsbury Gathering nuts away and Gathering nuts to-day. Gathering nuts away also occurs in one version from Newbury (Berks), Nuts and May appearing in the larger number after the more usual Nuts in May. In only one version is a specific place mentioned for the gathering. This is in the Bocking version, where Galloway Hill is named, in reply to the unusual question, Where do you gather your nuts in May? A player is usually gathered for Nuts in May. In three or four cases only is this altered to gathering a player s nuts away, which is obviously an alteration to try and make the action coincide exactly with the words. The game is always played in lines, and the principal incidents running throughout all the versions are the same, _i.e._, one player is selected by one line of players from their opponents party. The selected one is refused by her party unless some one from the opposite side can effect her capture by a contest of strength. In all versions but two or three this contest takes place between the two; in one or two all the players join in the trial of strength.
_=Melds=_ are not made until the player holding them has played to the first trick. The eldest hand leads and then melds; the second player plays and then melds, and so on. The card played to the first trick may still be reckoned in the melds. _=Playing.=_ The general rules of play are the same as in the three-handed game; players being obliged to follow suit and to win the trick if able to do so. The fourth player must win his partner’s trick if he can, and any player who cannot follow suit to a trick that is already trumped must under-trump if he is unable to over-trump. _=Scoring.=_ There are three ways to score: In the first, each player must individually win a trick in order to score his melds. In the second, when either partner wins a trick, the melds in both hands may be scored. In both these the melds are kept separate.
They have succeeded so far, but that is no guarantee that they will succeed again in any matter of pure chance. This is demonstrated by the laws governing _=the probability of successive events=_. Suppose two men sit down to play a game which is one of pure chance; poker dice, for instance. You are backing Mr. Smith, and want to know the probability of his winning the first game. There are only two possible events, to win or lose, and both are equally probable, so 2 is the denominator of our fraction. The number of favourable events is 1, which is our numerator, and the fraction is therefore ½, which always represents equality. Now for the successive events. Your man wins the first game, and they proceed to play another. What are the odds on Smith’s winning the second game? It is evident that they are exactly the same as if the first game had never been played, because there are still only two possible events, and one of them will be favourable to him.
A player must lead or play them when lawfully called, provided he can do so without revoking; the call may be repeated at each or any trick until the card is played. A player cannot, however, be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of a play no penalty remains. SEC. 4. The holder of a card liable to be called can be required to play it only by the adversary on his right. If such adversary plays without calling it, the holder may play to that trick as he pleases. If it is the holder’s turn to lead, the card must be called before the preceding trick has been turned and quitted, or before the holder has led a different card; otherwise he may lead as he pleases. LAW VIII.--LEADING OUT OF TURN. SEC.