It is extra time. The player next moving may, if he has taken prisoners, move these prisoners. Prisoners may be sent under escort to the rear or wherever the capturer directs, and one man within six inches of any number of prisoners up to seven can escort these prisoners and go with them. Prisoners are liberated by the death of any escort there may be within six inches of them, but they may not be moved by the player of their own side until the move following that in which the escort is killed. Directly prisoners are taken they are supposed to be disarmed, and if they are liberated they cannot fight until they are rearmed. In order to be rearmed they must return to the back line of their own side. An escort having conducted prisoners to the back line, and so beyond the reach of liberation, may then return into the fighting line. Prisoners once made cannot fight until they have returned to their back line. It follows, therefore, that if after the adjudication of a melee a player moves up more men into touch with the survivors of this first melee, and so constitutes a second melee, any prisoners made in the first melee will not count as combatants in the second melee. Thus if A moves up nineteen men into a melee with thirteen of B s--B having only five in support--A makes six prisoners, kills seven men, and has seven of his own killed.
Alligoshee. Almonds and Reasons. Angel and Devil. Auntieloomie. BABBITY Bowster. Bad. Baddin. Badger the Bear. Bag o Malt. Ball.
. ] The pins are set as shown in the diagram. Three balls (not exceeding 6 inches in size) are bowled in each inning. Should a left-handed bowler be bowling, the second quarter pin can be set up on the left quarter spot. Strikes and spares count five each. No penalties are attached. Dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 150.
Foster. * Foster’s Whist Tactics, by R.F. Foster. x Foster’s Common Sense in Whist, by R.F. Foster. * Foster’s Self-Playing Cards, by R.F. Foster.
. pearl. | | 17.| -- | -- |..... anything. | | 18.
P. Emslie, Miss Dendy, Mr. London { J. T. Micklethwaite (_Archæological { Journal_, vol. xlix.), _Strand { Magazine_, vol. ii. NORFOLK { Forby s _Vocabulary_, Spurden s { _Vocabulary_, Mr. J.
4, he picks up one. The sides are considered to bear the names, Flush, Put doan two, Lave all, Sam up one. It has been suggested that the name Lawrence may have arisen from the marks scored on the instrument, not unlike the bars of a gridiron, on which the saint perished.--_Easthers s Almondbury Glossary._ See Teetotum. Leap Candle The young girls in and about Oxford have a sport called Leap Candle, for which they set a candle in the middle of a room in a candlestick, and then draw up their coats into the form of breeches, and dance over the candle back and forth, saying the words-- The taylor of Bicester he has but one eye, He cannot cut a pair of green galagaskins If he were to die. This sport, in other parts, is called Dancing the Candlerush (Aubrey s _Remaines of Gentilisme and Judaisme_, p. 45). Halliwell (_Rhymes_, p. 65) has a rhyme-- Jack be nimble, And Jack be quick, And Jack jump over The candlestick, which may refer to this game.
=_ Three games, of 30 points each, constitute a rubber; but if the first two are won by the same players, the third is not played. The side winning the majority of the games adds 100 (rubber) points to its score. _=SUGGESTIONS FOR GOOD PLAY.=_ The points which the beginner may profitably study in Bridge are chiefly in making the trump, and in the methods by which the hands of the partners are combined, so as to work together. _=Making the Trump.=_ The bridge player’s first consideration should be the state of the score, which will show how many points he needs to win the game. 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.
| -- | -- | -- | | 39.| -- | -- | -- | | 40.| -- | -- | -- | | 41.| -- | -- | -- | | 42.| -- | -- | -- | | 43.| -- | -- | -- | | 44.| -- | -- | -- | | 45.| -- | -- | -- | | 46.| -- | -- | -- | +----+----------------------+----------------------+----------------------+ +----+----------------------+----------------------+----------------------+ | No.| Lincolnshire, |Sussex, Hurstmonceux.
Mr. Newell, in writing of this game, says that the lamp-lighter or spill was lighted when placed in the hair of the players who made mistakes. He does not mention forfeits being exacted.--_Games_, p. 139. Ghost at the Well One of the party is chosen for Ghost (if dressed in white so much the better); she hides in a corner; the other children are a mother and daughters. The eldest daughter says:-- Mother, mother, please give me a piece of bread and butter. M. Let me (or leave me ) look at your hands, child. Why, they are very dirty.
See Cudgel, Kit-cat, Tip-cat. Cat-Beds The name of a game played by young people in Perthshire. In this game, one, unobserved by all the rest, cuts with a knife the turf in very unequal angles. These are all covered, and each player puts his hand on what he supposes to be the smallest, as every one has to cut off the whole surface of his division. The rate of cutting is regulated by a throw of the knife, and the person who throws is obliged to cut as deep as the knife goes. He who is last in getting his bed cut up is bound to carry the whole of the clods, crawling on his hands and feet, to a certain distance measured by the one next to him, who throws the knife through his legs. If the bearer of the clods let any of them fall, the rest have a right to pelt him with them. They frequently lay them very loosely on, that they may have the pleasure of pelting.--Jamieson. Cat s Cradle One child holds a piece of string joined at the ends on his upheld palms, a single turn being taken over each, and by inserting the middle finger of each hand under the opposite turn, crosses the string from finger to finger in a peculiar form.
The players arrange themselves in a line along one side of the playground. The Cock takes his stand in front of the players. When everything is ready, a rush across the playground is made by the players. The Cock tries to catch and croon --_i.e._, put his hand upon the head of--as many of the players as he can when running from one side of the playground to the other. Those caught help the Cock in the rush back. The rush from side to side goes on till all are captured. To croon was the essential point in capturing. When a boy was being pursued to be taken prisoner, his great object was, when he came to close quarters with his pursuers, to save his head from being touched on the crown by one of them.
Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case. _=Leading out of Turn.=_ Should a player lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead. American laws require the call to be made by the player on the right of the one from whom the suit is called. The English laws give the adversaries the option of calling the card played in error an exposed card. If all have played to the trick before discovering the error, it cannot be rectified; but if all have not played, those who have followed the false lead must take back their cards, which are not, however, liable to be called. _=Revoking Players=_ cannot win the game that hand, no matter what they score; but they may play the hand out, and score all points they make to within one point of game. Any player may ask the others to _=draw cards=_ in any trick, provided he does so before they are touched for the purpose of gathering them. In answer to this demand, each player should indicate which of the cards on the table he played. In the English game, any player may look at the last trick turned and quitted; in the American he may not.
=_ The cards dealt, each player takes up his six cards and examines them with a view to laying out two cards, face downward, for the crib; leaving himself four cards with which to play. The four cards which form the crib, two from each hand, always belong to the dealer, and it is usual for each player, in discarding for the crib, to slip his two cards under the end of the cribbage board opposite to that occupied by the remainder of the pack. Cards once laid out for the crib, and the hand removed from them, cannot be taken up again. A penalty of two points may be scored by the adversary for each card so taken up again, whether it is returned to the player’s hand or not. If either player confuses his cards in any manner with those of the crib, his adversary scores two points, and may also claim a fresh deal. If it is not discovered until he comes to lay out for the crib, that a player has too many cards, the same rules apply that are given for misdealing; but if he has too few cards there is no remedy, as he has lifted his hand. He must lay out two cards for the crib and play with what remain, his adversary scoring two points penalty at the same time. _=THE STARTER.=_ Both players having discarded for the crib, the non-dealer cuts the remainder of the pack, and the dealer lifts the top card from the portion left on the table, turning it face up. The two portions being again united, the turned card is placed face up on the pack, and is known as the starter, because it forms the starting-point in the count for every hand and crib.
and S. have moved. Rivers impassable. Next as to Supply in the Field: All troops must be kept supplied with food, ammunition, and forage. The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves. These supplies, at the time when they are given up, must be within six feet of the infantry they belong to and eighteen feet of the cavalry. Isolated bodies of less than thirty infantry require no supplies--a body is isolated if it is more than twelve feet off another body. In calculating supplies for infantry the fractions either count as thirty if fifteen or over, or as nothing if less than fifteen. Thus forty-six infantry require two packets of food or ammunition; forty-four infantry require one packet of food. N.
Codlings A game among youngsters similar to Cricket, a short piece of wood being struck up by a long stick instead of a ball by a bat. Also called Tip and Go or Tip and Slash. --Robinson s _Whitby Glossary_. See Cudgel. Cogger A striped snail shell. It is a common boyish pastime to hold one of these shells between the last joints of the bent fingers, and forcibly press the apex against another held in a similar manner by an opponent, until one of them, by dint of persevering pressure, forces its way into the other; and the one which in these contests has gained the most victories is termed the Conqueror, and is highly valued (Northamptonshire, Baker s _Glossary_). The game is known as Fighting Cocks in Evans _Leicestershire Glossary_. In London it was played with walnut shells. Cogs The top stone of a pile is pelted by a stone flung from a given distance, and the more hits, or cogglings off, the greater the player s score.--Robinson s _Whitby Glossary_.
Dump. Dumps. Dust-point. ELLER Tree. Ezzeka. FATHER S Fiddle. Feed the Dove. Find the Ring. Fippeny Morrell. Fire, Air, and Water.
Any card found faced in the pack is thrown in the waste basket. Any card once separated from the pack must be taken. If neither of the players want it, the dealer must take it himself. If the cards are dealt irregularly the error may be rectified if they have not been looked at; but any player may amend or withdraw his bet before the cards are seen. If the error is not detected in time, the player who holds cards may play the coup or not as he pleases, and all bets on his side of the table are bound by his decision. If a player holds one card too many, he may refuse the coup, or retain whichever two of the three cards he pleases, throwing the third into the waste basket, not showing it. If the banker has too many cards, the players may amend their bets, and the banker’s cards are then exposed, and the one taken from him which will leave him with the smallest point, the drawn card being thrown in the waste basket. If the banker gives himself two cards while either player has been given one only, the player must be given another card, and the banker must also take another. If the players have not amended their stake before the error was corrected, the first two cards dealt to the banker are thrown in the waste basket, and the third is his point for that deal. If the banker gives the second card to either player before dealing the first to himself, he must give the second to the other player also, and then take his own.
--Sporle, Norfolk (Miss Matthews). IV. Mother, mother, may I go to play? No, daughter, no! for fear you should stay. Only as far as the garden gate, to gather flowers for my wedding day. Make a fine curtsey and go your way. [They all curtsey and scamper off, and proceed to plan some mischief. Then they return.] Now where have you been? Up to Uncle John s. What for? Half a loaf, half a cheese, and half a pound of butter. Where s my share? Up in cupboard.
In the position shown in Diagram No. 1, for instance, it being White’s turn to move, he must jump over the black man, removing it from the board. Black will then have a choice of two jumps, over one man or over two, and will of course select the jump toward the right of the board first, and then over the second man, removing both from the board. A man may jump over and capture several men at one move, provided there are vacant squares between them, and beyond the last man. [Illustration: No. 1. +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛂ | | ⛀ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | | | ⛀ | | +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ ] _=Huffing.=_ If a player who can capture a piece neglects to do so, his adversary has the choice of three things:--To compel the player to take back his move and capture the piece; to huff (remove from the board,) the man that should have captured the piece; or to let the move stand, and go on with his own move. A huff does not constitute a move; the piece is simply removed from the board as a penalty, but the penalty must be enforced before the player exacting it makes his own move. _=Kings.
When a partie of five games is agreed upon, it is usual to have an extra stake upon the odd game, and when three games have been won by the same player, the partie is at an end. It is usual to count it a double game if the loser has not reached 500 points. _=PLAYERS.=_ Bézique is played by two persons, one of whom is known as the _=dealer=_, and the other as the _=pone=_. They cut for choice of seats and deal, the player cutting the highest card having the first choice, and electing whether or not to deal himself. In cutting, the cards rank as in play, and the ace is the highest. If a player exposes more than one card, he must cut again. _=DEALING.=_ The cards are thoroughly shuffled, and presented to the pone to be cut. At least five cards must be left in each packet.
=_ It is a misdeal if any card is found faced in the pack, or if the pack is found to be imperfect, and there must be a fresh deal by the same dealer. Any previous cuts or scores made with the imperfect pack stand good. A player dealing out of turn may be stopped before the non-dealer lifts his cards from the table. The penalty for dealing out of turn is two points, if the error is detected in time; otherwise the deal stands good. If the dealer neglects to have the pack cut, exposes a card in dealing, gives too many or too few cards to any player, deals a card incorrectly, and fails to remedy the error before dealing another, or exposes one of his adversary’s cards, the non-dealer scores two points by way of penalty. He also has the option of demanding a fresh deal by the same dealer, or of letting the deal stand. If the error is simply an irregularity in the manner of dealing, or an exposed card, the pone must decide without looking at his cards. If either player has too many or too few cards, the pone may look at the hand dealt him before deciding whether or not to have a fresh deal; but if it is the pone himself that has too many or too few cards, he must discover and announce the error before lifting his cards from the table, or he will not be entitled to the option of letting the deal stand. If the pone has too many cards he may return the surplus to the top of the pack, without showing or naming them. If the dealer has too many, the pone may draw from his hand face downward, returning the surplus to the top of the pack; but the pone may not look at the cards so drawn unless the dealer has seen them.
Any number can take part in it. It requires a good extent of country to play it well. The boy who is the swiftest runner and the best jumper is chosen as Leader. He sets out at a good speed over the fields, tries to jump as many ditches or burns, jumping such from one side to the other again and again, to scramble over dykes, through hedges, over palings, and run up braes. The others have to follow him as they can. This steeplechase continues till the followers are all tired out.--Keith (Rev. W. Gregor). This is a very general game among schoolboys, but in Hereford it was a town custom occurring once in seven years on 11th October (_Folk-lore Journal_, v.
_=Irregular Declarations.=_ If either player claims a combination which he does not hold, and does not remedy the error before he plays a card, he cannot count anything that deal, losing any other declarations he may have made which are correct. His adversary then counts everything in his hand, whether his combinations were inferior or not. He also counts for what he wins in the tricks. If the elder hand’s declaration is admitted by the dealer to be good, it is good, even if the dealer afterward proves to have a better point, sequence, quatorze or trio. If any combination named by the elder hand is not actually his best, he cannot amend his declaration after the dealer has replied to it. This is in order to prevent a player from getting information to which he is not entitled. If he holds three Kings and three Tens, for instance, and announces the Tens in order to find out whether or not his adversary has three Queens or Jacks, and the dealer says: “Not good,” the three Kings are lost, and the dealer scores his own trios. It sometimes happens that in order to keep a good point or sequence, a player will discard one card of a quatorze originally dealt him; or one of a trio, of which he afterward draws the fourth. He can score only the trio, of course; but his adversary, having none of that denomination either in his hand or discards, knows that four were possible, and after playing a card he has a right to ask the suit of the card which was discarded.
=_ This is played by six persons, sitting with two card tables pushed together so as to make one. Each dealer sits at the long end of the table, the two dealers being partners. On each side of one sits a pair of adversaries so that the initial arrangement, if pair A had the deal, would be this:-- [Illustration: B C +-----+-----+ | 5 | 6 | | | | A |1 | 4| A | | | | 2 | 3 | +-----+-----+ B C ] Numbers are placed on the tables to indicate the positions to which the players shall move after each deal. The player at 6 goes to 5; 4 to 3; 3 to 2; 2 to 1, and 1 to 6. Each pair of partners, as they fall into the end seats, have the deal. If the dealer at either end will not declare on his own cards, he passes it, and the Dummy hand opposite him must be handed to the dealer that sits at the other end of the long table, who must declare for his partner. The usual four hands are dealt and played at each table, and scored as usual. Three scores must be kept, because there are three separate rubbers going on at once,--that between A and B; between A and C, and between B and C. If one pair wins its rubber against one of the others, three players will be idle at one end of the table for one deal, but then all will come into play again, for the next deal. Some persons think this is better than four playing a rubber while two look on.
The editors of Jamieson append a lengthy note connecting the name of this game with the northern belief that the wicked were condemned to suffer eternal punishment in Hecla, the volcanic mountain in Iceland. See Namers and Guessers. Hen and Chicken Chickery, chickery, cranny crow, I went to the well to wash my toe, When I got back a chicken was dead. This verse is said by the Hen to her Chickens, after which they all go with the Hen to search for the dead Chicken. On their way they meet the Fox. The following dialogue between the Fox and Hen ensues, the Hen beginning:-- What are you doing? Picking up sticks. What for? To make a fire. What s the fire for? To boil some water. What s the water for? To boil some chickens in. Where do you get them from? Out of your flock.
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, and who lived till nearly the end of that of George II. I now transcribe the lines, not as possessing any great intrinsic merit, but in the hope of learning from some intelligent correspondent the name of the author and the story which gave rise to the ballad, for it probably originated in some accident that happened to the old bridge. The Lady Lea evidently refers to the river of that name, the favourite haunt of Isaac Walton, which, after fertilising the counties of Hertford, Essex, and Middlesex, glides into the Thames. London Bridge is broken down, _Dance over the Lady Lea_; London Bridge is broken down, _With a gay lady_ [_la-dee_]. Then we must build it up again. What shall we build it up withal? Build it up with iron and steel, Iron and steel will bend and break. Build it up with wood and stone, Wood and stone will fall away. Build it up with silver and gold, Silver and gold will be stolen away. Then we must set a man to watch, Suppose the man should fall asleep? Then we must put a pipe in his mouth, Suppose the pipe should fall and break? Then we must set a dog to watch, Suppose the dog should run away? Then we must chain him to a post. The two lines in _italic_ are all regularly repeated after each line.