| Isle of Man. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. | -- |Green gravel. | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- |Yellow gravel. | -- | | 6.
The table you watch is the one that gets hit? I asked Smythe. He blushed, clear to the top of his bald head. A subtle, nasty operator, he said gruffly. And he s had the gall to stick it in me pretty badly, Wally. What Sime says is true. Well, this we wouldn t stand for. I didn t give a care if every gambling house in Nevada went broke. But Smythe was in the Lodge. And it finally made sense that the Lodge had sent me to bail him out. I gave old Maragon my mental apology.
Should one of the players be able to strike the tin while the keeper is absent, that player calls out, Hide again. They can then all hide until the same keeper discovers them again.--Beddgelert (Mrs. Williams). See New Squat. Mouse and the Cobbler One girl stands up and personates a mother, another pretends to be a mouse, and crouches behind a chair in a corner. The mother says to another player-- Go and get your father s shirt. This player goes to the chair to look for the shirt, and is tickled or touched by the one hiding. She rushes back and calls out-- Mother, there s a mouse. Go and get your father s coat.
But if he is not correct, and has not quite reached 66, his adversary scores two points in any case, and if the non-closer had not won a trick up to the time the stock was closed, he scores three; because that is the number the closer would have won if he had been correct in his count. If a player thinks he would have a better chance to reach 66 first if his adversary was compelled to follow suit, he may close the stock. For instance: A’s mental count is 35, and he holds in his hand a marriage, and the Ace of another plain suit; but no trumps. 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.
II. Please, mother, may I go a-maying? Why, daughter, why? Because it is my sister s birthday. 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.
Never play with a man who looks attentively at the faces of the cards as he gathers them for his deal; or who stands the pack on edge, with the faces of the cards towards him, and evens up the bunch by picking out certain cards, apparently because they are sticking up. Any pack can be straightened by pushing the cards down with the hand. The man who lifts them up is more than probably a cheat. Never play with a man who looks intently at the pack and shuffles the cards slowly. If he is not locating the cards for the ensuing deal he is wasting time, and should be hurried a little. Never play with a person who leaves the cut portion of the pack on the table, and deals off the other part. In small parties this is a very common way of working what is known as _=the top stock=_. If such a dealer is carefully watched it will usually be found that he seizes the first opportunity to place the part cut off on the top of the part dealt from. The top stock is then ready for the draw, and the judicious player should at once cash his chips and retire from the game. Never play with a man who continually holds his cards very close to his body, or who completely conceals his hand before the draw, or who takes great care to put his discard among previous discards, so that the exact number of cards put out cannot be counted.
This game was played for the most part at Christmas.--Keith (Rev. W. Gregor). (_b_) Hairry = rob, Bossie = a wooden bowl, commonly used for making the leaven in baking oat-cakes, and for making brose. This is a very general game amongst schoolboys. Half-Hammer The game of Hop-step-and-jump, Norfolk. This game is played in the west of Sussex, but not in the east. It is played thus by two or more boys. Each boy in his turn stands first on one leg and makes a hop, then strides or steps, and lastly, putting both feet together, jumps.
| | 34.| -- |And give his wife a | -- | | | |feather. | | | 35.|Birds shall sing and |Bells shall ring and |Bells ring and we | | |bells ring. |birds sing. |shall sing. | | 36.| -- | -- | -- | | 37.|Clap all your hands |We ll all clap hands |And all clap hands | | |together. |together.
Northall (_Rhymes_, p. 401) describes a game very similar to this under Buck, in which the rhyme and method of play is the same as in that game. He continues, This is closely allied to a game called in Warwickshire Jack upon the Mopstick. But in this there is no guessing. The leaping party must maintain their position whilst their leader says-- Jack upon the mopstick, One, two, three, four, five, six, seven, eight, nine, ten, Count em off again. Bunting Name for Tip-cat. --Cole s _S. W. Lincolnshire_ Glossary. Burly Whush A game played at with a ball.
The leader plays anything he pleases for the first set, and each following player must follow suit if he can, to one end or the other. If a person cannot play, he says “go,” and the player on his left plays or passes also. When one makes domino he wins the pool. If all are blocked, the smallest number of pips left in hand wins; ties divide. _=MUGGINS, OR ALL FIVES.=_ This is a game for two, three, or four players. The object is to make the two ends of the line some multiple of five, and for every five so made the player scores five points toward game, which is usually 100 up. If only one point is scored for each five, 20 or 21 may be game. Each player draws seven bones, and the highest double sets, each person afterward playing in turn. If double five is the first set it counts 10.
The three active players make up a pool, each putting in an equal amount at first, and the bidder putting into it as many as he bids for the privilege of naming the trump suit. Any one may deal the first hand, after which the deal passes to the left. Three cards are given to each player the first round, then two are laid off for a widow, then four to each player, and then three to each. Beginning on the dealer’s left, each player in turn may name the trump if he thinks he can take at least six of the ten tricks to be played for. Bids outrank one another in the order of the suits, hearts being preference always. The number of tricks is not mentioned. In case there are no bids, each in turn has a second chance to bid for the widow. These bids are made in counters, to be put into the pool. The highest bidder takes the widow, lays out two cards, and then names the trump suit. The players agree upon a value for the tricks won, and payments are made from the pool accordingly.
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If he plays Ace on a King led, he has the Jack alone, or no more. If the Second Hand plays King first round on a small card led, he has Ace also, or no more. If he plays Ace under the same conditions, he has no more. [See Minneapolis Lead.] If a suit is led, and neither Third nor Fourth Hand has a card in it above a Nine, the original leader must have A Q 10, and the second player K J. When neither Third nor Fourth Hand holds a card above the Ten, the major and minor tenaces are divided between the leader and the Second Hand. If it can be inferred that the leader held five cards in the suit originally, he holds the minor tenace. When a player, not an American leader, begins with a Jack and wins the trick, the adversaries may conclude that his partner had two small cards with the Ace, and had not four trumps and another winning card. When a good player changes his suit, he knows that it will not go round again, or that the command is against him. This is often a valuable hint to the adversaries.
298) to determine the number of years before marriage will arrive. Miss Baker (_Northamptonshire Glossary_) says, The May garland is suspended by ropes from the school-house to an opposite tree, and the Mayers amuse themselves by throwing balls over it. A native of Fotheringay, Mr. C. W. Peach, says Miss Baker, has supplied me with the reminiscences of his own youth. He says the May garland was hung in the centre of the street, on a rope stretched from house to house. Then was made the trial of skill in tossing balls (small white leather ones) through the framework of the garland, to effect which was a triumph. See Cuck Ball, Keppy Ball, Monday. Ball and Bonnets [Illustration: Fig.
Let us suppose this number to be 12, he having already scored 18. These 12 points can be made by winning six by cards with spades for trumps; three by cards with clubs; or two by cards with diamonds or hearts. But if the hand can be played without a trump, the odd trick wins the game. It is hardly necessary to say that a player would be very foolish to engage himself to win six by cards if the odd trick would equally answer his purpose; nor would he undertake to win three by cards with clubs for trumps, if he had as good a chance of making two by cards with diamonds or hearts. In other words, the player should not make the trump which promises the greatest number of tricks, but should select that which will yield the largest number of points. It is for this reason that every good player first considers the advisability of making it “no-trump,” and if he thinks that injudicious, hearts or diamonds, leaving the black suits as a last resort. It is the custom invariably to make it no-trump with three Aces, unless the hand is strong enough for a heart make, or holds great honour value in red. In estimating the probabilities of trick-taking, it is usual to count the partner for three tricks on the average. Conservative players do not depend on him for more than two. Generally speaking, the maker of the trump should have four pretty certain tricks in his own hand.
W. Gregor). See Bull in the Park, Frog in the Middle. Fox in the Hole All the players are armed with handkerchiefs. One of the players is chosen for Fox, who has his den marked out. The Fox hops out on one leg, with his handkerchief ready to strike. The players gather round him and attack him. If he can strike one of his assailants without putting his foot to the ground from his hopping position, the player so struck is chased by the others into the den, and he then becomes the Fox for another round of the game.--Cork (Miss Keane). Halliwell (_Nursery Rhymes_, p.
W. S. Sykes. Sharleston Miss Fowler, Rev. G. T. Royds. Sheffield Mr. S. O.
But as he did not wish to play alone, his only payment, besides the pool, is 24 counters from each player if he played in petite; 48 if in belle; double those amounts if the deal was one of the last eight in the game. If two partners make a slam, thirteen tricks, they take the pool, and receive from each adversary 24 counters if they played in petite; 48 if in belle; double if in one of the last eight hands in the game. _=EXPOSED CARDS.=_ The laws governing these are almost identical with those in Boston, with the additional rule that a player allowing a card to fall upon the table face up before play begins, can be forced to play independence in that suit. _=REVOKES.=_ The individual player who is detected in a revoke must double the pool, and pay both adversaries. _=PAYMENTS.=_ Payments are made according to the table. The player holding diamond Jack receives two counters from each of the other players in a simple; four in a double; except in misères, in which the card has no value. Misères are paid for according to the trump turned in the deal in which they are played.
The first person whom he touches with his thumbs becomes his property, joins hands with him, and aids in attempting to catch the rest: and so on until they are all made captives. Those who are at liberty still cry out, Hornie, Hornie. --Lothian (Jamieson). Jamieson says: Whether this play be a vestige of the very ancient custom of assuming the appearance and skins of animals, especially in the sports of Yule, or might be meant to symbolise the exertions made by the devil (often called Hornie ) in making sinful man his prey, and employing fellow-men as his coadjutors in this work, I cannot pretend to determine. See Hunt the Staigie, Whiddy. Hornie Holes A game in which four play, a principal and an assistant on each side. A. stands with his assistant at one hole, and throws what is called a Cat (a piece of stick, and frequently a sheep s horn), with the design of making it alight in another hole at some distance, at which B. and his assistant stand ready to drive it aside. The bat or driver is a rod resembling a walking-stick.
Draw a bucket of water To wash my lady s garter; A guinea gold ring And a silver pin, Please, little girl, pop under. --Earls Heaton (Herbert Hardy). XII. See-saw, a bucket of water, To wash my lady s garter. One in a rush, and two in a bush, To see a fine lady pop under a bush. --Anderby, Lincolnshire, and Nottinghamshire near the Trent (Miss Peacock). XIII. One we go rush, Two we go push; Lady come under the corner bush. --Shepscombe, Gloucestershire (Miss Mendham). XIV.
” Clubs ” ” ” ” ” 4 ” ” Diamonds ” ” ” ” ” 6 ” ” Hearts ” ” ” ” ” 8 ” ” there is no trump, ” ” ” 12 ” Better to understand the importance of this variation in value, it should be noticed that the game is 30 points; so that if two partners won 3 by cards with no trump, or 4 by cards with hearts for trumps, they would win the game in one deal. On the other hand, if either of the black suits were trumps, they could not lose the game, even if a slam were made against them. It will thus be evident that two considerations influence the player whose privilege it is to make the trump: First, to win as much as possible, if he has the cards to do it. Second, to save himself, if he is weak; or the game, if it is in danger. As a general proposition, it may be said that his decision will be indicated by the colour of the trump he names. If it is red, he is strong, and plays to win; if it is black, he is taking to the woods. A further element may enter into his calculations, the state of the score. If he feels sure of the few points necessary to win the game or the rubber with a black trump, there is no necessity to risk making it red. This is a part of the subject which we shall go into further when we come to the suggestions for good play. The dealer has the first say in making the trump.
With Ace and small cards, the Ace should be played on the Ten. With Queen and small cards the Ten should be passed. When Third Hand plays Queen on a Ten led, it should be a certainty that he has no more of the suit. If he holds A K and only one small card, the King should be played on a Queen led. If he holds Ace and only one small card, the Ace should be played on the Jack led. If Third Hand has four trumps and a card of re-entry, the Ace should be played on Jack led, regardless of number, in older to lead trumps at once, to defend the suit. _=When Partner Leads Low Cards=_, the Third Hand should do his best to secure the trick. If he has several cards of equal trick-taking value, such as A K Q, or K Q J, he should win the trick as cheaply as possible. The only _=finesse=_ permitted to the Third Hand in his partner’s suit, is the play of the Queen, when he holds A Q and others; the odds being against Fourth Hand having the King. _=Foster’s Eleven Rule.
What do you want your sand for? To sharpen knives with. What do you want your knives for? To cut all the little chickens heads off with. Here the Outsider tries to dodge past the Leader to catch one of the children at the further end of the row, the Leader meanwhile attempting to bar her progress. When at last she succeeds, the child caught takes her place, and the game is recommenced.--Winterton (Miss M. Peacock). See Fox and Goose, Gled-wylie. Here comes a Lusty Wooer [Music] --Rimbault s _Nursery Rhymes_. Here comes a lusty wooer, My a dildin, my a daldin; Here comes a lusty wooer, Lily bright and shine a . Pray who do you woo? My a dildin, my a daldin; Pray who do you woo? Lily bright and shine a .
Players are not obliged to follow suit, nor to trump; but may renounce or trump at pleasure until the stock is exhausted, after which the method of play undergoes a change. Until the first marriage is declared and scored there is no trump suit. If the second player in any trick follows suit, the higher card wins. Trumps win plain suits. If identical cards are played to the same trick, such as two club aces, the leader wins. The tricks are left face upward on the table until an ace or Ten is played, for tricks not containing either of these cards are of no value. When an ace or Ten is played, the winner of the trick gathers in all the cards that have accumulated, and turns them face down in front of him. These counting cards are called _=brisques=_, and if a player neglects to gather the brisques he wins, his adversary may do so when next he wins a trick, whether the trick he wins contains a brisque or not; the fact that there is a brisque on the table is sufficient. _=Declaring.=_ The winner of any trick, before leading for the next trick, has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand.
Hard Buttons Several boys place one button each close together on a line. The game consists in hitting a particular button out of this line with the nicker without touching the others. This is generally played in London streets, and is mentioned in the _Strand Magazine_, ii. 515. See Banger, Buttons. Hare and Hounds A boys game. One boy is chosen as the Hare. He carries with him a bag filled with strips of paper. The rest of the boys are the Hounds. The Hare has a certain time (say fifteen minutes) allowed him for a start, and he goes across country, scattering some paper on his way in order to indicate his track.
The opposite sides of the die always equal seven, and if the die is placed upon the table with the ace uppermost and the deuce nearest you, the four will be on the left and the three on the right. The positions of the three and four are sometimes reversed to enable sharpers to distinguish fair dice from those which have been doctored. At the beginning of any dice game, it is quite unnecessary to examine the dice to be used, because they are always fair. Crooked dice are _=rung in=_ during the game, and the player should make it a point to examine the dice frequently if he has any suspicions. First see that each die has all six figures upon it, for some dice are _=dispatchers=_, made with double numbers, so as to secure higher throws than the natural average. Double fives are great favourites with backgammon sharps. The next thing is to place the dice together in pairs, to be sure that they are exactly the same height each way. If dice are not square they can be made to roll over and over on the same faces. The faces should then be tested to see that they are not convex, even in the slightest degree. Shaped dice are usually flat on the ace and six faces, especially in crap shooting.
(It is merely to be remarked that a too crowded Country makes the guns ineffective and leads to a mere tree to tree and house to house scramble, and that large open spaces along the middle, or rivers without frequent fords and bridges, lead to ineffective cannonades, because of the danger of any advance. On the whole, too much cover is better than too little.) We decided that one player should plan and lay out the Country, and the other player choose from which side he would come. And to-day we play over such landscapes in a cork-carpeted schoolroom, from which the proper occupants are no longer evicted but remain to take an increasingly responsible and less and less audible and distressing share in the operations. [Illustration: Showing the war game in the open air] [Illustration: The war game in the open air] We found it necessary to make certain general rules. Houses and sheds must be made of solid lumps of bricks, and not hollow so that soldiers can be put inside them, because otherwise muddled situations arise. And it was clearly necessary to provide for the replacement of disturbed objects by chalking out the outlines of boards and houses upon the floor or boards upon which they stood. And while we thus perfected the Country, we were also eliminating all sorts of tediums, disputable possibilities, and deadlocks from the game. We decided that every man should be as brave and skilful as every other man, and that when two men of opposite sides came into contact they would inevitably kill each other. This restored strategy to its predominance over chance.