[After these verses have been sung--] What has this great prisoner done, Prisoner done, prisoner done, What has this great prisoner done? My fair lady. Stole a watch and lost the key, Lost the key, lost the key, Stole a watch and lost the key, My fair lady. Off to prison you must go, You must go, you must go, Off to prison you must go, My fair lady. --Hurstmonceux, Sussex (Miss Chase). V. Over London Bridge we go, Over London Bridge we go, Over London Bridge we go, Gay ladies, gay! London Bridge is broken down, London Bridge is broken down, London Bridge is broken down, Gay ladies, gay! Build it up with lime and sand, Build it up with lime and sand, Build it up with lime and sand, Gay ladies, gay! [Then follow verses sung in the same manner and with the same refrain, beginning with--] Lime and sand will wash away. Build it up with penny loaves. Penny loaves ll get stole away. O, what has my poor prisoner done? Robbed a house and killed a man. What will you have to set her free? Fourteen pounds and a wedding gown.
--_Shropshire Folk-lore_, p. 525. Nacks A game in which pegs of wood play a similar part to the well-known object Aunt Sally. --Robinson s _Mid Yorkshire Glossary_. Namers and Guessers Any number of players can play this game. Two are chosen, the one to be Namer, and the other Guesser or Witch. The rest of the players range themselves in a row. The Guesser retires out of sight or to a distance. The Namer then gives each player a secret name. When names have been given to all the players, the Namer calls on the Guesser to come, by saying-- Witchie, witchie, yer bannocks are burnin , An ready for turnin .
_=RULES FOR RETURNING PARTNER’S SUITS.=_ When the original leader’s suit is returned by his partner, either immediately or upon his regaining the lead, it is usual to show, if possible, how many cards remain in the Third Hand, so that by adding them to his own, the leader may estimate the number held by his adversaries. This consideration is secondary to the return of the best, or one of the second and third best; but in the absence of such cards, the Third Hand should always return the higher of only two remaining, and the lowest of three or more, regardless of their value. In addition to the foregoing conventionalities, which are proper to the leader of a suit and his partner, there are two usages which apply equally to any player at the table. These are discarding and forcing. _=Discarding.=_ When a player cannot follow suit, and does not wish to trump, his safest play is to discard whatever seems of least use to him. It is not considered good play to unguard a King or to leave an Ace alone; but this may be done if the partner is leading trumps, and there is a good established suit to keep. Beginners should be careful to preserve cards of re-entry, even if they have to discard from their good suit in order to do so. When the adversaries have shown strength in trumps, or are leading them, there is little use in keeping a long suit together.
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. And if they all should die, Ye sall get anither; The bells will ring, the birds will sing, And we ll clap our hands together. --Biggar (W. Ballantyne). IV. Dissy, dissy, green grass, Dissy, dissy, duss, Come all ye pretty fair maids And dance along with us. You shall have a duck, my dear, And you shall have a drake, And you shall have a nice young man To love you for your sake. If this young man should chance to die And leave the girl a widow, The birds shall sing, the bells shall ring, Clap all your hands together. --Yorkshire (Henderson s _Folk-lore, Northern Counties_, p.
Northbrooke in 1577 mentions it as a favourite game in Devonshire (Halliwell s _Dict. of Provincialisms_). Strutt says the bat-stick was called a bandy on account of its being bent, and gives a drawing from a fourteenth century MS. book of prayers belonging to Mr. Francis Douce (_Sports_, p. 102). The bats in this drawing are nearly identical with modern golf-sticks, and Golf seems to be derived from this game. Peacock mentions it in his _Glossary of Manley and Corringham Words_. Forby has an interesting note in his _Vocabulary of East Anglia_, i. 14.
Betting Limits.=_ Before play begins limits must be agreed upon for the amount of the blind, the straddle, the ante in jack pots, and for betting or raising. _=7. Shuffling.=_ Before the first deal the pack must be counted to see that it contains the proper number of cards. Should the first dealer neglect this he forfeits five counters to the pool. Before each deal the cards must be shuffled. Any player may shuffle, the dealer last. _=8. Cutting to the Dealer.
=_ 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.=_ _=THE TRUMP CARD.=_ After the trump card is turned, each player in turn, beginning with the eldest hand, has the privilege of passing, assisting, or ordering up the trump. Should a player pass, and afterward correct himself by ordering up or assisting, both he and his partner may be prevented by the adversaries from exercising their privilege. If a player calls his partner’s attention to the fact that they are at the bridge, both lose their right to order up the trump. _=16.=_ The dealer may leave the trump card on the pack until it is got rid of in the course of play.
Right hands in and left hands out, Hinkumbooby round about; Fal de ral la, fal de ral la, Hinkumbooby round about. Left hands in and right hands out, Hinkumbooby round about; Fal de ral la, fal de ral la, Hinkumbooby round about. Right foot in and left foot out, Hinkumbooby round about; Fal de ral la, fal de ral la, Hinkumbooby round about. Left foot in and right foot out, Hinkumbooby round about; Fal de ral la, &c. Heads in and backs out, Hinkumbooby round about; Fal de ral la, &c. Backs in and heads out, Hinkumbooby round about; Fal de ral la, &c. A feet in and nae feet out, Hinkumbooby round about; Fal de ral la, &c. Shake hands a , shake hands a , Hinkumbooby round about; Fal de ral la, &c. Good night a , good night a , Hinkumbooby round about; Fal de ral la, &c. --Chambers (_Popular Rhymes_, pp.
] [Illustration: Fig. 4.] (_c_) Chambers _Popular Rhymes_, p. 36, gives a slightly different version of the verses, and says they were sung by children at their sports in Glasgow. Mactaggart alludes to this game as Bumpkin Brawly, an old dance, the dance which always ends balls; the same with the Cushion almost. Wha learned you to dance, You to dance, you to dance, Wha learned you to dance A country bumpkin brawly? My mither learned me when I was young, When I was young, when I was young, My mither learned me when I was young, The country bumpkin brawly. The tune of this song is always played to the dance, says Mactaggart, but he does not record the tune. _To bab_, in Lowland Scottish, is defined by Jamieson to mean to play backward and forward loosely; to dance. Hence he adds, Bab at the bowster, or Bab wi the bowster, a very old Scottish dance, now almost out of use; formerly the last dance at weddings and merry-makings. Mr.
64. A card from the declarer’s hand is not played until actually quitted, but should he name or touch a card in the dummy, such card is played unless he say, “I arrange,” or words to that effect. If he simultaneously touch two or more such cards, he may elect which to play. CARDS EXPOSED BEFORE PLAY. 65. After the deal and before the declaration has been finally determined, if any player lead or expose a card, his partner may not thereafter bid or double during that declaration,[14] and the card is subject to call.[15] When the partner of the offending player is the original leader, the declarer may also prohibit the initial lead of the suit of the exposed card. 66. After the final declaration has been accepted and before the lead, if the partner of the proper leader expose or lead a card, the declarer may treat it as exposed or may call a suit from the proper leader. A card exposed by the leader, after the final declaration and before the lead, is subject to call.
Club Stakes, the usual amount bet on any game in the club. Cogging Dice, turning one over with the finger after they have been fairly thrown. Cold Deck, a pack of cards which has been pre-arranged, and is surreptitiously exchanged for the one in play. Colours, a system of playing Faro according to the colour of the first winner or loser in each deal. Command, the best card of a suit, usually applied to suits which the adversary is trying to establish. Couper, F., to cut the cards; also to ruff a suit. Couleur, F., a suit of cards, such as hearts or clubs. Coup, a master stroke or brilliant play; a single roll of the wheel at Roulette, or a deal at Rouge et Noir.
Should the striker in pocketing any ball hole the white, he cannot score, and is penalized in the value of the ball pocketed. Should the striker (excepting as provided in _Rule_ 9) pocket a ball other than the one aimed at, he cannot score, and is penalized in the value of such ball unless the ball pocketed is of lower value than the ball aimed at, in which case the penalty is governed by the value of the ball aimed at. 25. If the striker play at or pocket a ball except in the proper rotation, he shall be penalized in the value of the ball so played at or pocketed unless the ball so played at be of lower value than the ball which should have been selected, in which case the penalty is governed by the latter ball. 26. If the striker strike simultaneously a pool ball and a red ball, or two pool balls, he shall be penalized in the value of the higher ball. 27. If the striker pocket the white ball after contact with another, he shall be penalized in the value of the ball struck, unless the object ball so struck be out of order, in which case the penalty shall be governed by the ball of the higher value. 28. Should the striker give an intentional miss, he shall be penalized in the value of the black ball, and be compelled to play the stroke again.
_=R.=_ She is jealous. Jack. A probable marriage. _=R.=_ It may have to be postponed. Ten. Success in business. If followed by ♢ 9, the note will not be paid when it is due; if followed by the ♠ 9 you will lose the entire account. Nine.
That is 20. The four Queens must be good, as the adversary cannot have any quatorze. This makes the total 34, and 60 added for repic, 94 altogether, to which he will add one for leading the first card, if it is above a Nine. Suppose the elder hand had the following cards:-- ♡ A K Q J 8; ♣ A K; ♢ A K; ♠ A K 10. If his point is good, that and his four Aces and Kings will make him 33 altogether; but his sequence is not good, because the dealer holds five diamonds to the Queen, which comes in order before the score for quatorze, and so saves the repic. Suppose that with the foregoing cards the elder hand was told that even his point was not good. He would count 29 for the 14 Aces, 14 Kings, and the card led. If the dealer had a sixième in diamonds, and a quinte in clubs, for instance, he would claim a repic, 96 points, in spite of the 29 announced by the elder hand; because point and sequence score before quatorze. Equalities do not save the repic. Take the following hands:-- Elder:--♡ A J 10 9 8; ♣ 10; ♢ 10; ♠ A J 10 9 8.
If the highest bid was “two in diamonds,” and the bidder’s side won nine tricks, they would score 9 times 20, or 180; while their adversaries would score 4 times 20, or 80. As soon as either side reaches 500, they win the game, even if it is in the middle of a hand; but the hand must be played out in order to see how many points are won by each side. It should be observed that although the bidder’s side may make nine or ten tricks the adversaries can win the game if they get enough to count out before the bidder, by reaching 500 first. _=Tricks and Honours.=_ The score for tricks and for honours must be kept separate, usually above and below the line, as at bridge. All trick points, which are the only ones that count toward game, are placed below the line; the honour points above. For winning a game, 1,000 points are added in the honour column. The side that first wins two games of 500 points each adds 2,000 rubber points in the honour column. _=Slams.=_ If a little slam, 12 tricks, is made, but has not been bid, it is worth 1,000 points in honours.
[Illustration: 🂮 🂭 🂫 🂪 | 🂾 🂽 🂺 🂸 🃎 🃍 🃋 🃄 | 🃞 🃝 🃗 🃖 ] The _=King=_ is the proper lead from these combinations. If it wins, the partner should have the Ace; if it loses, partner should know the leader holds at least the Queen. Both these groups, which contain all the King leads, may be easily remembered by observing that the King is always led if accompanied by the Ace or Queen, or both. Beginners should follow this rule for leading the King, regardless of the number of small cards in the suit, unless they hold the sequence of K Q J, and at least two other cards. [Illustration: 🂮 🂭 🂫 🂪 🂤 | 🃎 🃍 🃋 🃄 🃃 ] From this combination the _=Jack=_ is the usual lead, in order to invite partner to put on the Ace, if he has it, and get out of the way, thus establishing the suit in the leader’s hand. This is the only high-card combination from which the Jack is led. There is only one combination from which the _=Queen=_ is led, regardless of the number of the small cards. [Illustration: 🂭 🂫 🂪 🂦 🂥 ] This may be remembered by observing that there is no higher card in the suit than the one led, and that it contains a sequence of three cards, Q J 10. This lead is an indication to the partner that the leader holds neither Ace nor King. There is only one combination from which the _=Ten=_ is led, regardless of the number of small cards.
There s a mouse. The Mother then goes to see herself. The second time she is scratched and chased. When caught she takes the Mouse s place.--Deptford, Kent (Miss Chase). This is evidently the same game as Ghost in the Garden and Ghost in the Copper, in a decaying stage. There is no _raison d etre_ for either mouse or cobbler. Probably these words are a corruption of the older Ghost in the Copper. Muffin Man [Music] --Earls Heaton (H. Hardy).
(10) If a player double out of turn, each of his adversaries counts 100 points in his respective honour score, and the player whose declaration has been doubled may elect whether the double shall stand. The bidding is then resumed, but if the double shall be disallowed, the declaration may not be doubled by the other player. (11) The rubber continues until two games have been won by the same player; it may consist of two, three, or four games. (12) When the declarer fulfils his contract, he scores as in Auction. When he fails to do so, both of his adversaries score as in Auction. (13) Honours are scored by each player separately, _i.e._, each player who holds one honour scores the value of a trick; each player who holds two honours scores twice the value of a trick; a player who holds three honours scores three times the value of a trick; a player who holds four honours scores eight times the value of a trick; and a player who holds five honours scores ten times the value of a trick. In a no-trump declaration, each ace counts ten, and four held by one player count 100. The declarer counts separately both his own honours and those held by the dummy.
If he closes at once, and leads the Ace, his adversary will have to follow suit, and the 11 points will put the closing player to 46. He can then show his marriage, without leading it, and claim 66. But if the adversary should turn out to have none of the suit led, and should trump the Ace, A might never reach 66, and B would count two points. A player may close, hoping to make schneider or schwartz. For instance: A knows his score is 13, while B has 32. A has royal marriage and Ace of trumps in his hand, and the Nine is turned up. If A closes, and so compels B to follow suit, he must catch the Jack or Ten of trumps by leading the Ace. If he catches the Jack, that will put him to 26, and showing the royal marriage will put him 66, and make B schneider. If B has no trump, one of the marriage cards can be led without any fear of losing it, and that will put A to 66, even if B plays a Nine to both leads. But if A leads the ace of trumps without closing, B is not compelled to follow suit, and might play the Nine of a plain suit to the Ace of trumps.
Further inquiry by Miss Hope elicited the fact that the cousin had learned the game, when a boy, in his native place in Lancashire. He did not know whether it was a well-known game there. This information points perhaps to a modern origin, but in such cases it must be borne in mind that people are very fond of suggesting recent circumstances as the cause of the most ancient traditions or customs. The obvious analogy to the incident in the myth of the Pied Piper, and to the Welsh custom at St. Almedha Church, near Brecknock, recorded by Giraldus Cambrensis, where the imitation of a frenzied leader is carried out as a religious ceremony, rather suggests that in this game we may have a survival of a ceremonial so common among early or uncultured people, the chief incident of which is the frenzied dancing of a god-possessed devotee. [3] A variant of the second line is, Ranting, roaring, heely man. I suppose he was Irish, said my informant, as he was named Healey (Miss G. Hope). Follow my Leader This is a boys game. Any number can take part in it.
In yore darlin haid! Fingers worked over my scalp. Oh, there! she gasped. Hit s ahurtin me! Hurtin , hurtin , and I m a draggin it off n yuh! Her backwoods twang sharpened as she aped some contemporary witch. Hurt? She didn t know what it meant. She fired a charge of thermite in my head, and it seared its way down my arm to my fingers. My right arm came off the bed and thrashed like a wounded snake. She wrestled it, climbed onto the bed, and held it down with her boney knees. Her fingers kneaded it, working some imaginary devil out through the fingertips, till the hurt was gone. * * * * * We sat close together on the edge of the bed at last, as I worked and moved my arm, one of us more in awe of what had happened than the other. It was weak--with those flabby, unused muscles, it had to be.
For instance: A has bid nine; and Y revokes. A-B make eight only, which they score, Y-Z scoring nothing. When a player renounces, his partner should ask him if he is void of the suit. If any player abandons his hand, the cards in it may be exposed and called by the adversaries. The practice of throwing down the hand as soon as one renounces to trumps, cannot be too strongly condemned. All _=exposed cards=_, such as cards dropped on the table; two or more played at once; cards led out of turn; or cards named by the player holding them, must be left face up on the table, and are liable to be called by the adversaries, unless they can be previously got rid of in the course of play. If the exposed card is a trump, the adversaries may prevent its being played, but the holder of it is not liable for a revoke in such cases. _=SCORING.=_ When the last card has been played, each side turns over all the tricks won, and counts the points they contain; High, Low, Jack, Game, Right and Left Pedro. Everything, including Low, counts to the side winning it.
6. _=Bas.=_ At the bottom of any of the three vertical columns, taking in the twelve numbers. This pays 2 for 1. Limit is 3,000 francs. 7. _=Bas à cheval=_, between any two of these columns. This pays ½ for 1. Limit is 3,000 francs. 8.
A complete Heart pack consists of fifty-two cards, which rank in the following order:--A K Q J 10 9 8 7 6 5 4 3 2, the Ace being highest in play. In Three-Handed Hearts, the spade deuce is thrown out. In Five-Handed, both the black deuces are laid aside. In Six-Handed, all four deuces are discarded. In Joker Hearts the heart deuce is replaced by the Joker. 4. When two packs are used, the player next but one on the dealer’s left must collect and shuffle the cards for the next deal, placing them on his right. The dealer has the privilege of shuffling last. 5. The dealer must present the pack to his right-hand adversary to be cut.