V. How many miles to Babylon? Three score and ten. Can I get there o candle-light? There and back again. Here s my black [raising one foot], And here s my blue [raising the other], Open the gates and let me through. --Annaverna, Ravendale, co. Louth, Ireland (Miss R. Stephen). VI. How many miles to Barney Bridge? Three score and ten. Will I be there by candle-light? Yes, if your legs are long.

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These payments may vary according to the rank of the trump suit. ODD GAMES. There are quite a number of odd games of cards, which come and go as favourites from time to time, and pass round the world from one country to another under many different names. The origin of most of these games is lost in the weedy undergrowth of variations, but the chief family trait in some of them can be traced back to the alpha of cards. Among the oldest of games was Ombre, immortalised by Pope, the only survivor of which is a variation played by the older Germans, under the name of Solo; a game which still faintly resists the exterminating influence of Skat. The ancient and honourable games of Comète, Hoc, and Nain Jaune survive to the present day in a large and prosperous family, ranging from Commit to Fan Tan, the latter being to-day quite a favourite among those who like simple and amusing games, free from mental effort. Fan Tan is unfortunately named, as many persons confuse it with the Chinese banking game, and it would be much better under its older name, Play or Pay. Among the many games of which everyone has heard, and which many thousands have been advised to play, is one which, strange to say, is not to be found described in any work on card games, and that is Old Maid. There was a time when the result of this game was supposed to be final and conclusive, and parties of young men have been known to substitute a Jack or King for the discarded Queen, in order to learn what the future had in store for them. Under such circumstances the game became Old Bachelor, of course.

--Barnes, Surrey (A. B. Gomme). II. There lives a lady on the mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Choose one, choose two, Choose the fairest of the few. Now you re married I wish you joy, Father and mother you must obey; Love one another like sister and brother, And pray, young couple, come kiss one another. --Colchester (Miss G. M. Frances).

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One of the other side should gather all tricks won by the adversaries of the bidder. A trick once turned and quitted cannot again be seen. In some places they have a very bad habit of gathering tricks with the cards face up, turning down one card only. This always results in numerous misdeals, on account of cards being continually found faced in the pack. The hands are usually abandoned when the bidder succeeds in his undertaking, or shows cards which are good for his bid against any play. If it is impossible for him to succeed, as when he bids four and the adversaries have won two tricks, the hands are thrown up, because nothing is paid for under or over-tricks. Players should show the remainder of their hands to the board, as evidence that no revoke has been made. _=IRREGULARITIES IN HANDS.=_ If a player, before he makes a bid or passes, discovers that he holds too many or too few cards, he must immediately claim a misdeal. If he has either made a bid or passed, the deal stands good, and the hand must be played out.

CORNWALL { _Folk-lore Journal_, v., Courtney s { _Glossary_. Penzance Miss Courtney, Mrs. Mabbott. CUMBERLAND Dickinson s _Glossary_. DERBYSHIRE { _Folk-lore Journal_, vol. i., Mrs. { Harley, Mr. S.

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Lincoln). (_b_) In _Notes and Queries_, x. 17, E. D. says this amusement was fashionable sixty years ago, and from the low dresses worn then by ladies he mentions its indecency. He gives extracts from a satire called _Cutchacutchoo, or the Jostling of the Innocents_, 2nd ed., Dublin, in which the game and position are mentioned-- Now she with tone tremendous cries Cutchacutchoo. Let each squat down upon her ham, Jump like a goat, puck like a ram. Uneda, at same reference (x. 17), speaks of it as a known game in Philadelphia.

_=Two Pairs.=_ When only four players are engaged at a single table, the game is called Memory Duplicate; which is forbidden in all first-class clubs. The players retain their seats until they have played an agreed number of hands, which are laid aside one by one in trays. No trump is turned in Memory Duplicate; one suit being declared trumps for the entire sitting. Instead of the players changing positions for the overplay, the trays are reversed. If the indicators pointed N & S on the original deals, they must lie E & W for the overplay. [Illustration: A A +---------+ +---------+ | ^ | | | | | | | | B| | |B B| DE --- |B | | | AL | | DEALER| | ER | +---------+ +---------+ A A ORIGINAL POSITION OF TRAYS. POSITION FOR OVERPLAY. ] _=Scoring.=_ The E & W hands only are scored, the card being laid aside after the original play is completed, and a new card used for the overplay.

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Newell (_Games_, p. 122) gives this with a jesting formula of initiation into knighthood. He says it was not a game of children, but belonged to an older age. See Call-the-Guse. Magical Music A pleasant drawing-room evening amusement.--Moor s _Suffolk Words_. Probably the same as Musical Chairs. Malaga, Malaga Raisins A forfeit game. The players sat in a circle. One acquainted with the trick took a poker in his right hand, made some eccentric movements with it, passed it to his left, and gave it to his next neighbour on that side, saying, Malaga, Malaga raisins, very good raisins I vow, and told him to do the same.

If caught and held, or in imminent danger of being caught, he _throws_ the ball--but must in no case give it--to a less beleaguered friend, who, if it be not arrested in its course, or be jostled away by the eager and watchful adversaries, catches it; and he hastens homeward, in like manner pursued, annoyed, and aided, winning the notch (or snotch) if he contrive to _carry_, not _throw_, it between his goals. But this in a well-matched game is no easy achievement, and often requires much time, many doublings, detours, and exertions. I should have noticed, that if the holder of the ball be caught with the ball in his possession, he loses a _snotch_; if, therefore, he be hard pressed, he _throws_ it to a convenient friend, more free and in breath than himself. At the loss (or gain) of a _snotch_, a recommence takes place, arranging which gives the parties time to take breath. Seven or nine notches are the game--and these it will sometimes take two or three hours to win. Sometimes a large football was used--and the game was then called Kicking Camp --and if played with the shoes on, Savage Camp. --Moor s _Suffolk Words_. (_b_) The sport and name are very old. The Camping pightel occurs in a deed of the 30 Henry VI.--about 1486; Cullum s _Hawstead_, p.

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 . . . I have heard it credibly reported (and that _viva voce_) by men of great grauitie and reputation, that of fortie, threescore or a hundred maides going to the wood ouer night, there haue scaresly the third part of them returned home againe undefiled. Herrick s _Hesperides_ also describes the festival, and the custom of courting and marriage at the same time. The tune sung to this game appears to be the same in every version. END OF VOL. I. BALLANTYNE PRESS PRINTED BY BALLANTYNE, HANSON AND CO. EDINBURGH AND LONDON Transcriber s notes: General: This eBook is Volume I of a two-volume work.

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_=Abandoned Hands.=_ If the single player finds he has overbid himself, or sees that he cannot make as good a game as bid, he may abandon his hand to save himself from being made schneider or schwarz, provided he does so before he plays to the second trick. A Solo cannot be abandoned in this manner, as the rule is made only to allow a player to get off cheaply who has been unlucky in finding nothing in the Skat to suit his hand. For instance: A player has risked a Tourné with a missing suit, and turns up that suit. He can abandon his hand at once, losing his bid or the next higher game, but escaping schneider. _=Irregularities in the Hands.=_ If, during the play of a hand, any person is found to have too many or too few cards, the others having their right number, it is evident that there has been no misdeal if the pack is perfect and there are two cards in the Skat. If the player in error has too few cards, probably from having dropped one on the floor, or having played two cards to the same trick, he loses in any case, but the adversary may demand to have the hand played out in order to try for schneider or schwarz, and the last trick, with the missing card, must be considered as having been won by the side not in fault. If the player in fault is opposed to the single player, his partner suffers with him. If the player discovers his loss, he is not allowed to pick the card from the floor and replace it in his hand if he has in the meantime played to a trick with a wrong number of cards.

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We believe that the nearer that Kriegspiel approaches to an actual small model of war, not only in its appearance but in its emotional and intellectual tests, the better it will serve its purpose of trial and education. *** END OF THE PROJECT GUTENBERG EBOOK LITTLE WARS; A GAME FOR BOYS FROM TWELVE YEARS OF AGE TO ONE HUNDRED AND FIFTY AND FOR THAT MORE INTELLIGENT SORT OF GIRL WHO LIKES BOYS GAMES AND BOOKS. *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy. You may use this eBook for nearly any purpose such as creation of derivative works, reports, performances and research.

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The greater the opposition from a no-trumper, the more probable that the nullo will succeed, but it is a dangerous declaration in any case. The player with aces and kings is sure to win tricks, regardless of his partner’s hand, but deuces and treys are not sure to lose, as the partner may have all high cards, although not the tops. _=SUGGESTIONS FOR THE PLAY.=_ The declarer should count up the tricks he must win, and as a rule win them early, bunching his high cards as much as possible. Suits with two small cards and two high ones must win one trick, but should escape with that. The great point is to lead losing cards from one hand and discard dangerous cards in other suits from the other hand whenever possible. The opponents of a nullo should lead their shortest suits, so as to get discards later, keeping their eyes on the dummy and forcing it to win tricks whenever possible, but never allowing it to get a discard. The partner’s leads should be returned unless a singleton can be led at once. It is usual to lead the top of two cards, the intermediate of three or more, and to avoid leading suits that are safe, with small cards at the bottom. ILLUSTRATIVE AUCTION HANDS.

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In all calls except misères and slams, the hands must be played out, in order to give each side an opportunity to make all the over-tricks they can. The moment a misère player takes a trick, or a slam player loses one, the hands are thrown up, and the stakes paid. When a spread is called, the trump is taken up, and the eldest hand leads. As soon as all have played to the first trick, the caller spreads his remaining twelve cards face upward on the table, so that each of his adversaries may see them; but they have no control of the order in which they shall be played. The adversaries play their hands in the usual manner, with no further guidance than that possible by inference from the play and the exposed hand. The caller plays according to his best judgment. When a slam is called, the player proposing it has the original lead; but that does not alter the position of the deal for the next hand. _=REVOKES.=_ A revoke is a serious matter in Solo Whist. The penalty for it is the loss of three tricks, and the revoking players must pay the _=red=_ counters involved in the call whether they win or lose; but they may play the hand out to save over-tricks.

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In Mort it is very unusual for one person to take dummy continuously. If there are four players, the one cutting the highest card of the four sits out, and takes no part in the first game. It is customary for him to take Mort’s seat, and to make himself useful in sorting dummy’s cards for him. He plays in the three following games, taking Mort in the fourth, or last. Four games complete the tournée for four players. _=POSITION OF THE PLAYERS.=_ The players or hands are distinguished by the letters, M, V, L, and R; which stand respectively for Mort, Vivant, Left, and Right. The Mort is the dead hand, which is turned face up on the table. The Vivant is his partner, who sits opposite him, and plays his cards for him. The Left and Right are the adversaries who sit on the left and right of _=Mort=_.

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For instance: A calls solo, and revokes, but wins 6 tricks in all. He pays two red counters to each adversary. They then take three of his tricks, leaving him three only, and demand two white counters each, for the two under-tricks. If a player revokes who has called a misère or a slam, he immediately loses the stakes. If a revoke is made by any adversary of a player who has called misère or slam, the player in fault must individually pay all the stakes. _=CARDS PLAYED IN ERROR.=_ In the simple proposal and acceptance, the rules with regard to cards played in error, or led out of turn, are the same as at Whist. In the case of a single player against three adversaries, the caller is not liable to any penalty for cards played in error, or led out of turn; but his adversaries are subject to the usual whist penalties for all such irregularities, such as having the cards laid on the table as exposed, or a suit called, or the highest or lowest of a suit led demanded from an adversary who has followed suit out of turn. For the better protection of the single player, who is much more liable to be injured by irregularities than partners would be, he is allowed to prevent the use of an exposed trump for ruffing, and to demand or _=to prevent=_ the play of any exposed card in plain suits. If a suit is led of which an adversary has an exposed card on the table the single player may call upon him to play his highest or lowest of that suit.

After which there is, as usual, the ring dance. They then represent washing, ironing clothes, baking bread, washing the house, and a number of other familiar proceedings. Chambers quotes a fragment of this little ballet, as practised at Kilbarchan, in Renfrewshire, which contains the following lines similar to those in this game:-- She synes the dishes three times a day, Three times a day, three times a day; She synes the dishes three times a day, Come alang wi the merry-ma-tanzie. She bakes the scones three times a day, Three times a day, three times a day; She bakes the scones three times a day, Come alang wi the merry-ma-tanzie. She ranges the stules three times a day, Three times a day, three times a day; She ranges the stules three times a day, Come alang wi the merry-ma-tanzie. This game originated, no doubt, as a marriage dance round a sacred tree or bush. As it now exists it appears to have no other character than the performance of duties such as those enumerated in the description. In no version that I am acquainted with do the elements of love and marriage or kissing occur, otherwise the resemblance it bears to the Scotch Merry-ma-tanzie would suggest that it is a portion of that game. This game possesses the centre tree, which is not preserved in Merry-ma-tansa. Trees were formerly sacred to dancing at the marriage festival, as at Polwarth in Berwickshire, where the custom once prevailed, which is not unworthy of notice.

_=Eight Individuals.=_ This form of contest is seldom used, because players dislike the continual changing of position, and the delay in arriving at the results of the score. It would require seven sets to exhaust the combinations; and at each table two hands should be dealt, played, and exchanged with the other table in the set, before the players change positions. This would require 28 hands to complete the match. _=Safford’s System=_ for arranging the players is to have indicator cards on the tables:-- [Illustration: N N +---------+ +---------+ | 4 | | 3 | W|8 7|E W|1 5|E | 6 | | 2 | +---------+ +---------+ S S ] The players take their seats in any order for the first set; after which they go to the next higher number; 8 keeping his seat, and 7 going to 1. _=Scoring.=_ Each individual must keep his own score, adding up the total tricks taken in each set of four hands. These totals must then be compared with those of the player occupying the same position, N, S, E, or W, at the other table in the set; and it will save time in the end if these are tabulated at once, on a sheet prepared for the purpose. For instance: Let this be the arrangement of eight players in the first set:-- b f a 1 c Hands 1 to 4. e 2 g d h If _=a=_ and _=c=_ take 34 tricks E & W; _=e=_ and _=g=_ taking only 30 with the same cards, either _=a=_ and _=c=_ must have gained them, or _=e=_ and _=g=_ must have lost them.

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This is particularly true of following suit to erroneous leads, or playing after a revoke which is afterward amended. _=Irregularities in the Hands.=_ In all games in which the player need not follow suit unless he chooses, such as Seven-up, there should be no penalty if the player has not his full complement of cards, because he cannot possibly gain anything by playing with a short hand. But in all such games as Whist, where the absence of a card in plain suits might enable a player to trump, a penalty must be enforced for playing with less than the proper number of cards. In all such games as Poker, it is only to the player’s own disadvantage to play with too few cards, provided he is not allowed to call four cards a flush or a straight, and there should be no objection to his playing with a short hand. Many good players “squeeze” their cards, and if they find a good pair in the first two, they put up the ante without looking further. It is manifestly unfair to bar them out of the pool because the dealer has given them only four cards, which gives them no possible advantage, but rather the reverse. This is in accordance with common sense, and is the law in Cribbage and Piquet. _=Discrimination.=_ No person should be allowed any advantage over another which is not compensated for in some way.

Accroshay A cap or small article is placed on the back of a stooping boy by other boys as each in turn jumps over him. The first as he jumps says Accroshay, the second Ashotay, the third Assheflay, and the last Lament, lament, Leleeman s (or Leleena s) war. The boy who in jumping knocks off either of the things has to take the place of the stooper.--Cornwall (_Folk-lore Journal_, v. 58). See Leap-frog. All-hid A meere children s pastime (_A Curtaine Lecture_, 1637, p. 206). This is no doubt the game of Hide and Seek, though Cotgrave apparently makes it synonymous with Hoodman Blind. See Halliwell s _Dictionary_.

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If this player will not go banco, each of the others in order beyond him may do so. If no one goes banco, each player in turn to the right makes what bets he pleases, within the limit of the bank’s capital. If the banker wins the coup, he deals again, and so on until he loses, when the deal passes to the player on his left. The banker, after winning a coup, may pass the deal to the player on his right, if he chooses to do so, provided that player will put up an amount equal to that then in the bank. When this player loses a coup, the bank must go to the player to whom it would have gone in regular order; that is, the one on the left of the player who transferred his privilege. Six packs of cards are generally used in Chemin de Fer, and the cards are placed in a wooden box, from which each dealer takes as many as he wants. _=CHEATING.=_ Baccara is honeycombed with trickery. Dishonest players, in collusion with the banker, have certain means of informing him of their point, so that he may win all the money staked upon that side of the table by the other players. This may be done in many ways.

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510). III. Around the green gravel the grass is so green, All the pretty fair maids are plain to be seen; Wash them in milk, and clothe them in silk, Write their names down with a gold pen and ink. All but Miss Jenny, her sweetheart is dead; She s left off her wedding to turn back her head. O mother, O mother, do you think it is true? O yes, child! O yes, child! Then what shall I do? We ll wash you in milk, and dress you in silk, And write down your name with a gold pen and ink. --Derbyshire and Worcestershire (Mrs. Harley). IV. Green gravel, green gravel, The grass is so green, Such beautiful flowers As never were seen. O Annie [or any name], O Annie, Your sweetheart is dead! He has sent you a letter To turn back your head.

She is also to look after the dinner, and be sure and not let the pot boil over. The Mother then departs, and stays at a little distance from the others. The eldest daughter pretends to be very busy putting the house to rights, sweeps the floor, and makes everything tidy; the younger children pretend to play, and get in the elder sister s way. She gets angry with them, and pretends to beat them. Now, the girl who personates the Witch comes and raps with her knuckles on a supposed door. The Witch stooped when walking, and had a stick to help her along. Come in, says the eldest sister. What do you want? Let me light my pipe at your fire? My fire s out. Yes! if you ll not dirty the hearth. No, certainly; I ll be careful.

She is neither within, she is neither without, She is up in the garret a-walking about. Down she came, as white as milk, With a rose in her bosom as soft as silk. Silks and satins be ever so dear, You shall have a kiss [gown?], my dear, So off with the glove and on with the ring-- To-morrow, to-morrow, the wedding begins. --Forest of Dean, Gloucestershire (Miss Matthews). XVII. Around a green gravill The grass is so green, And all the fine ladies Ashamed to be seen. They wash em in milk And dress em in silk-- We ll all cou don together. 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.

515). IV. Mother, will you buy me a milking-can, A milking-can, a milking-can? Mother, will you buy me a milking-can, To me, I, O, OM? Where s the money to buy it with, To buy it with, to buy it with, Where s the money to buy it with, To me, I, O, OM? [Then the following verses--] Sell my father s feather bed. Where will your father sleep? My father can sleep in the boys bed. Where will the boys sleep? The boys can sleep in the pig-sty. Where will the pigs sleep? The pigs can sleep in the wash-tub. Where shall I wash my clothes? You can wash them in a thimble. A thimble is not large enough. You can wash them in an egg-shell. An egg-shell would not hold them.

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=_ An adversary should get rid of some one suit, if possible; for when that suit is afterwards led he will have free choice of his discards in the other suits. Short suits should be discarded in preference to high cards in long suits, unless the cards in the short suit are very low. Discards give great information to the adversaries if the rule is followed to discard the highest of a suit; because all cards higher than those discarded must be between the two other adversaries and the caller, and each adversary is thus furnished with a guide. It is useless to discard a suit of which the caller is void; and it is best to keep discarding from one suit until it is exhausted, or only the deuce remains. The trump signal is frequently used in discarding to indicate that the signaller wishes to get into the lead. _=Returning Suits.=_ Whether or not to return a partner’s lead may often be decided by inferences from the fall of the cards. It is frequently an easy matter to locate the cards in the various suits, if it is borne in mind that adversaries who play after the caller get rid of their highest cards. For instance: Right leads the 9; caller plays the 5; left the 10; and the last player finds he holds K Q J 6 of the suit. He should know that the caller has nothing between the 5 and the 9, and must have the Ace; so his cards were probably A 5 4 3 2.

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At the bottom they loose hands and divide, the first rank turning right, the second left, and march back in two single files to the other end again, where they re-form as at first, and repeat their man[oe]uvre, singing the verses alternately. The Lincolnshire game is played by the children walking two and two in a circle round one of their companions, singing. The players then stand facing the child in the centre, and place their hands on their partners shoulders. After the lines are sung the centre child cries out, Halt! Shoulder arms! Fire! at which words each child kisses his partner. If the commander sees any one hesitate, or avoid kissing, he runs forward and takes the defaulter s place, leaving him to fill the middle position. Similar versions are played at Earls Heaton (Mr. Hardy), Forest of Dean (Miss Matthews), Ellesmere (Burne, _Shropshire Folk-lore_, p. 574), Derbyshire (_Folk-lore Journal_, i. 386). Hurling A game played with a ball.