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Emslie describes the London version somewhat differently. After all the boys had jumped over the first boy s back, a cry of Foot it was raised, and the boy who had given the back placed one of his feet at a right angle to the other, and in this way measured a foot s length from the starting-place. All the boys then overed his back from the original line, the last one crying Foot it, and then the measuring ceremony was again gone through, and the game commenced again, and continued in the same manner until one of the boys failed to over the back, when he became Back. [Illustration] [Illustration: 1st position] [Illustration: 2nd position] [Illustration: 3rd position] Football The modern game of Football is too well known to need description here, and, like Cricket, it has become no longer a children s game. As to its origin, there are many ball games, such as Camping, which have been suggested as the original form of Football. Every school almost had some peculiarity in the method of playing, and Eton, Winchester, Uppingham, and Rugby are well-known examples. It is not a little interesting to note, now that Football has settled down into a national game organised by county committees, that one of the forms of play officially recognised is the old Rugby game, the other form, known as the Association, being arrived at by agreement of those interested in the game. To illustrate the ancient origin of the game, and its serious import as a local contest rather than a sport, some examples may be given. It is still (1877) keenly contested at Workington on Easter Tuesday on the banks of, and not unfrequently in, the river Derwent (Dickinson s _Cumberland Glossary_). At Derby there was a football contest between the parishes of All Saints and St.

Bulliheisle. Bummers. Bun-hole. Bunch of Ivy. Bung the Bucket. Bunting. Burly Whush. Buttons. Buzz and Bandy. CACHE-POLE.

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1. The cradle. 2. The soldier s bed. 3. Candles. 4. The cradle inversed, or manger. 5. Soldier s bed again, or diamonds.

We find this game noticed at least as early as Chaucer s time, in the _Manciple s Prologue_: Then gan our hoste to jape and to play, And sayd, sires, what? _Dun is in the mire._ Nares (_Glossary_) says this game was a rural pastime, in which _Dun_ meant a dun horse, supposed to be stuck in the mire, and sometimes represented by one of the persons who played. Gifford (_Ben Jonson_, vol. vii. p. 283), who remembered having played at the game (doubtless in his native county, Devonshire), thus describes it:-- A log of wood is brought into the midst of the room: this is Dun (the cart horse), and a cry is raised that he is stuck in the mire. Two of the company advance, either with or without ropes, to draw him out. After repeated attempts they find themselves unable to do it, and call for more assistance. The game continues till all the company take part in it, when Dun is extricated of course; and the merriment arises from the awkward and affected efforts of the rustics to lift the log, and sundry arch contrivances to let the ends of it fall on one another s toes. Drop Handkerchief This is a game similar to Cat and Mouse, but takes its name from the use of the handkerchief to start the pursuit.

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_=Fifteens.=_ The pone then plays a 5, which, added to the 10 just announced by the dealer, makes 15, with a run of five cards; seven holes to peg altogether. (This is quite independent of the sequence previously scored, just as the double pair royal was of the previous single pair.) The dealer now plays a deuce, and announces seventeen. This card does not form any sequence with those that have gone immediately before it, because if the order of play is retraced it will be found that another deuce is encountered before we reach the Four. This illustrates the rule already given, that sequences formed in play must always be single, and cannot be reckoned with substitute cards, like pairs royal. If they could, the last player in this case might claim a double run of five and a pair. The pone now plays another 4, which forms the sequence afresh if we go back to the third card played. He announces: “Twenty-one, with a run of five,” and pegs five holes more. The dealer plays a 3, also claiming a run of five, which he pegs, and as that is the last card to be played in that hand he also pegs one hole for _=last card=_.

In Aberdeen the spaces marked out are sometimes circular. Mrs. Lincoln sends a diagram of the game from Dublin (fig. 6). Addy (_Sheffield Glossary_) under the name of Hop-score says it is a game in which certain squares are drawn or _scored_ on the ground. The piece of stone which is pushed with the foot is called the scotch. Elworthy (_West Somerset Words_) says a piece of tile is kicked over lines and into squares marked on the ground. It is called Hickety-Hackety, also Huckety. Cope (_Hampshire Glossary_) says it is played in Hants. Moor (_Suffolk Words and Phrases_) describes this game under the name of Scotch-hob, by hopping and kicking a bit of tile from bed to bed of a diagram which he gives (fig.

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A revoke cannot be claimed after the cards have been cut for the following deal. 89. Should both sides revoke, the only score permitted is for honours. In such case, if one side revoke more than once, the penalty of 100 points for each extra revoke is scored by the other side. GENERAL RULES. 90. A trick turned and quitted may not be looked at (except under Law 82) until the end of the play. The penalty for the violation of this law is 25 points in the adverse honour score. 91. Any player during the play of a trick or after the four cards are played, and before the trick is turned and quitted, may demand that the cards be placed before their respective players.

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MORELLES, OR NINE MEN’S MORRIS. This game, sometimes called _=The Mill=_, is played on a board ruled off into compartments, as follows: [Illustration: +----------+----------+ | | | | +------+------+ | | | | | | | | +--+--+ | | | | | | | | +---+---+ +---+---+ | | | | | | | | +--+--+ | | | | | | | | +------+------+ | | | | +----------+----------+ ] Each player has nine men, of distinguishable colours. They draw for first move, and each in turn places a man on any one of the corners or intersections of the lines. As soon as either player gets three men in line, he can remove from the board any one of his adversaries’ pieces that he pleases, provided the piece is not one of three that are already in a line. If there are no other men on the board, he can remove one of a line. After entering all nine of his men, the player can shift them about, one at a time, but no man can be moved farther than to the adjoining corner or intersection, and that must be vacant. As soon as a new line is formed in this way, an adverse man can be lifted. It is possible for one man to move back and forth in such a manner as to continually form and reform a line of three. When one player has only three men left, he can jump any of them to any vacant space on the board, no matter how far off. As soon as either player is reduced to two men, the game is over and he has lost.

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The players having once taken their seats are not allowed to change them without the consent of all the others at the table. _=DEALING.=_ At the beginning of the game the two packs are thoroughly shuffled; after which they must not again be shuffled during the progress of the game. If a hand is dealt and not played, each player must sort his cards into suits and sequences before they are gathered and dealt again. At the beginning of each deal, one pack is presented to the players to be cut; each having the privilege of cutting once, the dealer last. Beginning on his left, the dealer gives four cards to each player, then four more, and finally five; no trump being turned. The general rules with regard to irregularities in the deal are the same as at Whist, except that a misdeal does not lose the deal. The misdealer must deal again with the same pack, after the players have sorted their cards into suits. It is a misdeal if the dealer fails to present the pack to the other players to cut, or neglects to cut it himself. Should the dealer expose any of his own cards in dealing, that does not invalidate the deal.

Trumps win plain suits. If identical cards are played to the same trick, such as two club Jacks, the leader wins. The winner of the trick takes in the cards, turning them face down, but before he leads for the next trick he has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand. After, or in the absence of any such announcement, and before leading for the next trick, he draws a card from the top of the stock, and places it in his hand, without showing or naming it. His adversary then draws the next card, so that each player restores the number of cards in his hand to twelve. This method of playing, announcing, and drawing from the talon is continued until the stock is exhausted. The A 10 K Q J of each suit have certain counting values, which will be described further on. All combinations announced and scored must be laid face upward on the table; but the cards still form part of the player’s hand, and may be led or played at any time, although they must not again be taken in hand until the stock is exhausted. _=Irregularities in Play.=_ If either player leads out of turn, and his adversary plays to the lead, whether intentionally or otherwise, the trick stands good.

Antiq._, ii. 393). Father s Fiddle This is a boys game. One boy says to another, Divv (do) ye ken (know) aboot my father s fiddle? On replying that he does not, the questioner takes hold of the other s right hand with his left, and stretches out the arm. With his right hand he touches the arm gently above the elbow, and says, My father had a fiddle, an he brook (broke) it here, an he brook it here (touching it below the elbow), an he brook it throw the middle, and comes down with a sharp stroke on the elbow-joint.--Keith, Fochabers (Rev. W. Gregor). This is probably the same game as that printed by Halliwell, No.

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It is sometimes played with pegs, bits of paper, or wood, or stone. It is called Peg Morris by Clare, the Northamptonshire poet. The ancient game of Nine Men s Morris is yet played by the boys of Dorset. The boys of a cottage, near Dorchester, had a while ago carved a Marrel pound on a block of stone by the house. Some years ago a clergyman of one of the upper counties wrote that in the pulling down of a wall in his church, built in the thirteenth century, the workmen came to a block of stone with a Marrel s pound cut on it. Merrels the game was called by a mason.--Barnes _Additional Glossary; Folk-lore Journal_, vii. 233. Nine Men s Morris, in Gloucestershire called Ninepenny Morris, was, says a correspondent in the _Midland Garner_, largely practised by boys and even older people over thirty years ago, but is now, as far as I know, entirely disused. Two persons play.

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=_ The players who shall form the table, and their positions at the beginning of the game, must be decided by throwing round a card to each candidate, face up, or by drawing cards from an outspread pack. If there are more than eight candidates, the four cutting the highest cards should play together at one table, and the others at another table. If there are an even number of candidates, the tables divide evenly, but if the number is odd, the smaller table is formed by those cutting the highest cards. The table formed, the pack must be shuffled and spread, and positions drawn for. The player cutting the lowest card has the choice of seats, and must deal the first hand. The player cutting the next lowest has the next choice, and so on, until all are seated. _=TIES.=_ If the first cut does not decide, those tying must cut again. Should two or more players cut cards of equal value, the new cut will decide nothing but the tie; for even should one of those cutting to decide a tie draw a card lower than one previously cut by another player, the original low cannot be deprived of his right. For instance: there are six players.

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--Annaverna, co. Louth (Miss R. Stephen). (_b_) One child stands in the middle, the others dance round singing. The one in the middle chooses another before the four last lines are sung. Then the rest dance round singing these lines, and kiss each other. (_c_) It is evident that these words comprise two distinct games, which have become mixed in some inexplicable fashion. The first six lines and the last four are one game, a ring form, with the marriage formula and blessing. The other portion of the game is a dialogue game, evidently having had two lines of players, questions being asked and answers given. It is, in fact, a part of the Three Dukes game.

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6. If any one leads or plays a card, and then, before his partner has played to the trick, leads one or more other cards, or plays two or more cards together, all of which are better than any of his adversaries hold of the suit, his partner may be called upon by either adversary to win the first or any subsequent trick to which any of said cards are played, and the remaining cards so played are liable to be called. For the Rules of Etiquette of Duplicate Whist, see page 85. SINGLE TABLE, OR MNEMONIC DUPLICATE. The laws of Duplicate Whist govern where applicable, except as follows: Each player plays each deal twice, the second time playing a hand previously played by an adversary. Instead of turning the trump, a single suit may be declared trumps for the game. On the overplay, the cards may be gathered into tricks instead of playing them as required by law (Law VIII, Sec. 1). In case of the discovery of an irregularity in the hands, there must always be a new deal. MNEMONIC DUPLICATE FOR MORE THAN ONE TABLE.

Kick it up and catch it. The same with stone on thumb. Toss it up and catch. Again with stone on your back. Straighten up, let it slide into your hand. In Stead s _Holderness Glossary_, this is described as a boys or girls game, in which the pavement is chalked with numbered crossed lines, and a pebble or piece of crockery is propelled onward by the foot, the performer hopping on one leg, the number reached on the chalk-line being scored to him or her. At Whitby it is called Pally-ully, and played with rounded pieces of pot the size of a penny. Divisions are chalked on the pavement, and the pally-ullies are impelled within the lines by a hop on one leg, and a side shuffle with the same foot (_Whitby Glossary_). It is sometimes called Tray-Trip. Atkinson describes the figure as oblong, with many angular compartments (_Cleveland Glossary_).

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VII. The player who undertakes to win in a particular manner, and either draws the game, or wins in some other manner, must be adjudged to be the loser. In all other respects, the play in games at odds must be governed by the regulations before laid down. RULES FOR PLAYING CORRESPONDENCE AND CONSULTATION GAMES. I. In playing a game by correspondence or in consultation, the two parties shall always agree beforehand in writing or otherwise as to the persons who are to take part in the contest, as to the time and mode of transmitting the moves, as to the penalties to be inflicted for any breach of the contract, and as to the umpire or referee. II. In games of this description each party is bound by the move dispatched; and in this connection the word move refers to what is intelligibly written, or delivered _viva voce_. In any game the announcement of a move which does not include the actual transfer of a man from one square to another, shall be considered as a move not intelligibly described within the meaning of this section. III.

If an adversary exposes a card, the dealer may elect to deal again. If a new deal is not demanded, cards exposed in dealing cannot be called. _=13.=_ The adversaries may stop a player dealing out of turn, or with the wrong pack, provided they do so before the trump card is turned, after which the deal stands good. _=14.=_ _=MISDEALING.=_ A misdeal loses the deal. It is a misdeal: If the cards have not been properly cut; if the dealer gives two cards to one player and three to another in the same round; if he gives too many or too few cards to any player; if he counts the cards on the table, or those remaining in the pack; or if he deals a card incorrectly, and fails to correct the error before dealing another. If the dealer is interrupted in any manner by an adversary, he does not lose his deal. _=15.

It consists in sitting on the ground, raising the knees and clasping them with the hand, and then using an undulatory motion, as if they were kneading dough. My granny is sick and now is dead, And we ll go mould some cocklety bread; Up with the heels and down with the head, And that is the way to make cocklety bread. --Hunter s MSS.; Addy s _Sheffield Glossary_. (_b_) The _Times_ of 1847 contains a curious notice of this game. A witness, whose conduct was impugned as light and unbecoming, is desired to inform the court, in which an action for breach of promise was tried, the meaning of mounting cockeldy-bread; and she explains it as a play among children, in which one lies down on the floor on her back, rolling backwards and forwards, and repeating the following lines:-- Cockeldy bread, mistley cake, When you do that for our sake. While one of the party so laid down, the rest sat around; and they laid down and rolled in this manner by turns. These lines are still retained in the modern nursery-rhyme books, but their connection with the game of Cockeldy-bread is by no means generally understood. There was formerly some kind of bread called cockle-bread, and _cocille-mele_ is mentioned in a very early MS. quoted in Halliwell s _Dictionary_.

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All the players names are called out in this way. If any stand unchosen by Foolie, the Namer then goes up to each and asks if he wants, _e.g._, an aipple, an orange, a kirk, a cottage, &c. Each one whispers what he wants. The same question is put to Foolie. If he answers, _e.g._, orange, the one so named steps out and stands beside Foolie. All not first chosen are gone over in this way.