15. If, after the first trick is played to, any two players are found to have more or less than their correct number of cards, the pack being perfect, the one having less shall draw from the hand of the one having more, and each shall pay a forfeit of five counters into the pool. 16. If a player omits to play to any trick, and plays to the following one, he shall not be allowed to correct the error; but shall be compelled to take in the last trick, with whatever hearts it may contain. 17. Should a player be found during or at the end of a hand to be a card short, all the others having the right number, and all having played to the first trick, he shall be compelled to take in the last trick. 18. If a player leads or plays two cards to a trick, he must indicate the one intended, and leave the other face up on the table. Any card exposed, except in the proper course of play, or any card named by the player holding it, must be left face up on the table. 19.
Kiss her once, kiss her twice, Kiss her three times over. --Deptford (Miss Chase). VII. There stands a lady on the mountain, Who she is I do not know: Oh! she wants such gold and silver! Oh! she wants such a nice young man! Now you re married I wish you joy, First a girl and then a boy; Seven years after a son and a daughter, Kiss your bride and come out of the ring. --Berkshire (Miss Thoyts, _Antiquary_; xxvii. 254). (_b_) A ring is formed, one child in the centre. The ring sing the first verse, and then the centre child chooses one from the ring. The chosen pair kiss when the ring has sung the second. The first child then joins the ring, and the game begins again.
=_ If the balls are disturbed accidentally through the medium of any agency other than the player himself, they must be replaced and the player allowed to proceed. _=6.=_ If in the act of playing the player disturbs any ball other than his own, he cannot make a counting stroke, but he may play for safety. Should he disturb a ball after having played successfully, he loses his count on that shot; his hand is out, and the ball so disturbed is placed back as nearly as possible in the position which it formerly occupied on the table, the other balls remaining where they stop. _=7.=_ Should a player touch his own ball with the cue or otherwise previous to playing, it is foul, the player loses one, and cannot play for safety. It sometimes happens that the player after having touched his ball gives a second stroke, then the balls remain where they stop, or are replaced as nearly as possible in their former position at the option of his opponent. _=8.=_ When the cue-ball is very near another, the player shall not play without warning his adversary that they do not touch, and giving him sufficient time to satisfy himself on that point. _=9.
150. III. Blackthorn! New milk and barley-corn; How many sheep have you to sell? More nor yo can catch and fly away wi . --Addy s _Sheffield Glossary_. IV. Blackthorn! Butter-milk and barley-corn; How many sheep have you to-day? As many as you catch and carry away. --Earls Heaton, Yorkshire (Herbert Hardy). (_b_) One set of children stand against a wall, another set stand opposite, facing them. The first set sing the first line, the others replying with the second line, and so with the third and fourth lines. The two sides then rush over to each other, and the second set are caught.
II. A-diss, a-diss, a-green grass, A-diss, a-diss, a-dass; Come, my pretty fair maid, And walk along with us. For you shall have a dik-ma-day, You shall have a dr[=a]gon; You shall have a nice young man With princes for his th[=e]gan (or s[=e]gan). --Lanarkshire (W. G. Black). III. A dish, a dish, a green grass, A dish, a dish, a dish, Come all you pretty maidens And dance along wi us. For we are lads a roving, A roving through the land, We ll take this pretty fair maid By her lily white hand. Ye sall get a duke, my dear, An ye sall get a drake, An ye sall get a bonny prince For your ain dear sake.
3rd. By trumping winning cards played by the adversaries. This Y will do if Clubs are led a second time, or A will do if Diamonds are led twice. 4th. By being able to take tricks with cards which are not the best of the suit, the player who holds better cards having already played smaller. This B will do with the ♡10 if A leads trumps, and Y does not play either Q or J. If B leads trumps he will lose this advantage. These four methods of winning tricks suggest four systems of play, which are those in common use by experts at the present day: 1st. Playing high cards to the best advantage, so as to secure the best results from such combinations as may be held. This is the basis of all _=systems of leading=_.
org/license. Section 1. General Terms of Use and Redistributing Project Gutenberg™ electronic works 1.A. By reading or using any part of this Project Gutenberg™ electronic work, you indicate that you have read, understand, agree to and accept all the terms of this license and intellectual property (trademark/copyright) agreement. If you do not agree to abide by all the terms of this agreement, you must cease using and return or destroy all copies of Project Gutenberg™ electronic works in your possession. If you paid a fee for obtaining a copy of or access to a Project Gutenberg™ electronic work and you do not agree to be bound by the terms of this agreement, you may obtain a refund from the person or entity to whom you paid the fee as set forth in paragraph 1.E.8. 1.
5 and back. Then pick it up. So on successively. After having thrown it into No. 5, begin to reverse by throwing stone into No. 1 while standing at No. 5--return with it on your thumb. Throw into No. 2--return with stone on your eye. Throw into No.
II. Here we go round the rules of contrary, When I say Hold fast! let go, and when I say Let go! hold fast. --London (A. B. Gomme). (_b_) A ring is formed by each child holding one end of a handkerchief. One child stands in the centre and acts as leader. The ring moves round slowly. The leader says the words as above while the ring is moving round, and then suddenly calls out whichever he chooses of the two sayings. If he says Hold fast! every one must immediately let go the corner of the handkerchief he holds.
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. They walk round singing the first four lines. They then dance round quickly and sit down suddenly, or touch the ground with their clothes.
K and Q, or K and R, against K. All that is necessary is to drive the King to the edge of the board, which may be done by holding him below a certain parallel with the Q or R, and then getting your own King in front of him; a check will then drive him one line further back, and when he arrives at the edge of the board, and can no longer go back, he is mated. K and Q against K and R. Freeborough has devoted an entire volume to this ending, which may be very much prolonged by a skilful player. The object is to drive the King to the edge of the board, and then to get the Rook in such a position that it must be sacrificed to save the mate, or that the mate can be accomplished with the Rook on the board. The player with the Queen must be on his guard against stale-mate in this ending. K and Q against K and B, K and Kt, or K and P. This is easy enough for the Queen if the player is careful to avoid stale-mate. K and two R’s against K and R. This can be won easily by forcing an exchange of Rooks.
C. C. Bell). II. He was a jolly, jolly sailor boy, Who had lately come ashore; He spent his time in drinking wine As he had done before. Then we will have a jolly, jolly whirl, Then we will have a jolly, jolly whirl, And he who wants a pretty little girl Must kiss her on the shore. --Forest of Dean, Gloucestershire (Miss Matthews). III. Here comes one jolly sailor, Just arrived from shore, We ll spend our money like jolly, jolly joes, And then we ll work for more. We ll all around, around and around, And if we meet a pretty little girl We ll call her to the shore.
Each player counts up the pip value of his three cards, reckoning the aces for eleven, and court-cards as ten each. The player coming nearest to thirty-one takes the third pool. Ties are decided in favour of the eldest hand, as before. In some places a further variation is introduced by allowing the players to draw cards for the third pool, in order to increase the pip value of their hands. Beginning with the eldest hand, each player in turn pays into the pool a counter for each card he draws. These cards are given by the dealer face up, and one player must be given all he needs before passing to the next. Should a player pass thirty-one, he is out of the pool. Some judgment is necessary in drawing in this manner, for all the hands are exposed, and each player knows exactly what he has to beat. In _=American Brag=_, there are eight braggers; the Jacks and nines of each suit, and they are all of equal rank when used as braggers. Pairs or triplets formed with the aid of braggers outrank naturals, so that three Jacks is an invincible hand, beating three aces.
In all the foregoing instances, partners and deal must be cut for, after the cut has decided which are to play. _=MARKING.=_ There are various methods of using the counters. At the beginning of the game they may be placed at the left hand, and transferred to the right as the points accrue. Another method is to stack the four circular counters one upon the other at the beginning of the game, and to count a point by placing one of them beside the others; two points by placing another upon the first; three points by placing a third beyond these two, and four points by placing them all in line. [Illustration: Nothing. One. Two. Three. Four.
Nearly all the individual works in the collection are in the public domain in the United States. If an individual work is unprotected by copyright law in the United States and you are located in the United States, we do not claim a right to prevent you from copying, distributing, performing, displaying or creating derivative works based on the work as long as all references to Project Gutenberg are removed. Of course, we hope that you will support the Project Gutenberg™ mission of promoting free access to electronic works by freely sharing Project Gutenberg™ works in compliance with the terms of this agreement for keeping the Project Gutenberg™ name associated with the work. You can easily comply with the terms of this agreement by keeping this work in the same format with its attached full Project Gutenberg™ License when you share it without charge with others. 1.D. The copyright laws of the place where you are located also govern what you can do with this work. Copyright laws in most countries are in a constant state of change. If you are outside the United States, check the laws of your country in addition to the terms of this agreement before downloading, copying, displaying, performing, distributing or creating derivative works based on this work or any other Project Gutenberg™ work. The Foundation makes no representations concerning the copyright status of any work in any country other than the United States.
, Courtney s { _Glossary_. Penzance Miss Courtney, Mrs. Mabbott. CUMBERLAND Dickinson s _Glossary_. DERBYSHIRE { _Folk-lore Journal_, vol. i., Mrs. { Harley, Mr. S. O.
Make three pretty curtseys and walk away. Where is your may? I met puss, and puss met me, and puss took all my may away. Where is puss? Run up the wood. Where is the wood? Fire burnt it. Where is the fire? Water quenched it. Where is the water? Ducks have drunk it. Where are the ducks? Butcher killed them. Where is the butcher? Behind the churchyard, cracking nuts, and leaving you the shells. --Sporle, Norfolk (Miss Matthews). III.
For instance: You are Vorhand, and hold these cards:-- [Illustration: 🂫 🂻 🃋 🃞 🃝 🃙 🃘 🃗 🃇 🂧 ] Even if you find the Ace and Ten with the best Wenzel in one hand against you, you have an almost certain club Solo, for if you lead a Wenzel, your adversary must either take it, or give you the Ace or Ten. If he wins it, and his partner gives him a Ten of another suit, and they then proceed to make both the Aces and Tens of your weak suits, that will give them only 56 points, and you will make every other trick. The only thing that could defeat you is for one player on the fourth trick to lead a suit of which his partner had none. This would require one player to have all the spades and the other all the hearts, which is almost impossible. Another familiar example is the following: You are Vorhand with these cards:-- [Illustration: 🃛 🂫 🃑 🃚 🂡 🂪 🂸 🂷 🃈 🃇 ] Although you cannot possibly win more than six tricks, and must lose every trick in the red suits, you have an invincible Grand; because the adversaries have not a sufficient number of Fehlkarten to give you to avoid adding 16 points to the 46 you already have in your hand, which must make you 62 before they get a trick. It is better to bid on a doubtful Solo than on a risky Tourné, and if you have a choice of two numerically equal suits, it is better to bid on a suit containing small cards in preference to one containing A 10. In bidding Tournés, you must remember that the more cards you hold of a suit, the less your chance to turn up one. It is not good play to bid a Solo on four or five trumps unless you have some aces in the other suits. A Grand may be bid even without a trump, if you have the lead, and hold four aces, or three aces and four Tens. A Grand with any two Wenzels is safe if you have two good suits.
Thirty-one points is game, and the winner is the player who has the least hearts scored when some other player reaches thirty-one. SUGGESTIONS FOR GOOD PLAY. A good player, after sorting his hand, carefully estimates its possibilities. The hand may be such that it is evidently impossible to avoid taking some hearts. The player must then decide whether he will play to give each of the others hearts, or will take them all himself. If he succeeds in either object he has a chance to win back his money in the ensuing Jack. In deciding on his chances to get clear without taking a single heart, the player must first consider the advisability of beginning with a heart, or with a plain suit. If hearts, he should know the probability of the heart he leads not winning the trick; if a plain suit, he should know the probability of the suit going round one or more times without hearts being discarded on it, especially if he intends to lead high cards. These chances must then be balanced one against the other and the more favourable selected. _=LEADING HEARTS ORIGINALLY.