We ll take this pretty maiden, We ll take her by the hand, She shall go to Derby, And Derby is the land! She shall have a duck, my dear, She shall have a drake, She shall have a nice young man A-fighting for her sake! Suppose this young man was to die, And leave the poor girl a widow; The bells would ring and we should sing, And all clap hands together! --Berrington (_Shropshire Folk-lore_, p. 511). VII. Tripping up the green grass, Dusty, dusty, day, Come all ye pretty fair maids, Come and with me play. You shall have a duck, my dear, And you shall have a swan, And you shall have a nice young man A waiting for to come. Suppose he were to die And leave his wife a widow, Come all ye pretty fair maids, Come clap your hands together! Will you come? No! Naughty man, he won t come out, He won t come out, he won t come out, Naughty man, he won t come out, To help us in our dancing. Will you come? Yes! Now we ve got our bonny lad, Our bonny lad, our bonny lad, Now we ve got our bonny lad, To help us in our dancing. --Middlesex (Miss Collyer). VIII. Stepping on the green grass Thus, and thus, and thus; Please may we have a pretty lass To come and play with us? We will give you pots and pans, We will give you brass, No! We will give you anything For a bonny lass.
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. If the bidder has his right number of cards and succeeds, he must be paid. If he fails, he neither wins nor loses; because he is playing against a foul hand. If the bidder has more than his right number of cards he must pay if he loses; but wins nothing if he succeeds. If he has less than his right number of cards, he is simply supposed to have lost the trick for which he has no card to play.
In case the game is lost after taking the second card, it costs double. This is called _=Passt mir Nicht=_. In a _=Solo=_, the skat cards are not touched, the successful bidder naming the trump to suit the hand of ten cards originally dealt him. The Skat belongs to him, as in Frage and Tourné, but he must not see its contents until the hand is played out, when any points and Matadores it may contain will count for him. In a _=Grand=_ there is no trump suit, the four Jacks being the only trumps in play. These four cards preserve their relative suit value, the club Jack being the best, and they are still Matadores. There are four varieties of Grand: A tourné player may make it a Grand if he turns up a Jack. This is called a _=Grand Tourné=_. A player may make it a grand without seeing either of the skat cards. This is called a _=Grand Solo=_.
| -- | -- | -- | | 29.|To take you up the | -- | -- | | |garden. | | | | 30.|Suppose this young man| -- |Suppose he were to | | |was to die. | |die. | | 31.| -- | -- | -- | | 32.| -- | -- | -- | | 33.|And leave the girl a | -- |And leave his wife a | | |widow. | |widow.
1 For _=Low=_, the deuce of trumps. 1 For the _=Jack=_ of trumps. 1 For the Ten of trumps, or _=Game=_. 5 For the Five of trumps, or _=Right Pedro=_. 5 For the Five of the same colour, or _=Left Pedro=_. -- 14 points altogether; all in the trump suit. All these points, including Low, count to the player winning them, and not to the players to whom they are dealt. This saves endless disputes. _=BIDDING.=_ Beginning with the eldest hand, each player in turn, after examining his nine cards, can make _=one bid=_ for the privilege of naming the trump suit.
| Derbyshire. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. |Green gravel. | -- | | 2.| -- | -- |Around the green | | | | |gravel. | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.
_You_ were my vigorish! We rode the copter together to the airport. Old Grand Master Maragon would sneer out of the other side of his face when I brought Pheola to him. He couldn t keep _her_ from PC training. She _had_ it. Tell me, I asked her. Can you always tell what I m going to do next? I reckon, she said. If I think hard about it. But you can t _control_ what I m going to do next, can you? I grinned. I wonder, she said. Never tried, yet.
--Chamberlain s _West Worcestershire Glossary_. (_b_) This game is played with horse chestnuts threaded on a string. Two boys sit face to face astride of a form or a log of timber. If a piece of turf can be procured so much the better. One boy lays his chestnut upon the turf, and the other strikes at it with his chestnut; and they go on striking alternately till one chestnut splits the other. The chestnut which remains unhurt is then conqueror of one. A new chestnut is substituted for the broken one, and the game goes on. Whichever chestnut now proves victorious becomes conqueror of two, and so on, the victorious chestnut adding to its score all the previous winnings. The chestnuts are often artificially hardened by placing them up the chimney or carrying them in a warm pocket; and a chestnut which has become conqueror of a considerable number acquires a value in schoolboys eyes; and I have frequently known them to be sold, or exchanged for other toys (Holland s _Cheshire Glossary_). The game is more usually played by one boy striking his opponent s nut with his own, both boys standing and holding the string in their hands.
SEC. 10. Should a player record on the trump slip a different trump from one turned in dealing and the error be discovered at the next table, there must be a new deal. If the deal has been played at one or more tables with the wrong trump, the recorded trump must be taken as correct and the players at the original table take the average score for the deal; if less than three tables are in play, there must be a new deal. SEC. 11. By the unanimous consent of the players in any match, a trump suit may be declared and no trump turned. LAW V.--IRREGULARITIES IN THE HAND. SEC.
For instance: You want one trick, and have Q 10 x x, Dummy having K x x, of an unplayed suit. The Queen is the best play; for if partner has any honour you must get a trick; otherwise it is impossible. You have K x in one suit, a losing card in another, and a winning card. You want all four tricks to save the game. Play the King, and then the small card; for if your partner has not the Ace and another winning card you must lose the game. You have a losing trump, and Q x x of a suit in which Dummy has K 10 x. If you want one trick, play the losing trump, counting on partner for an honour in the plain suit. If you must have two tricks, lead the Queen, trusting your partner to hold Ace. _=Leading up to Dummy.=_ The best thing for the third hand, or pone, to do, when he does not return his partner’s suit, and has no very strong suit of his own, is to lead up to Dummy’s weak suits, and to lead a card that Dummy cannot beat, if possible.
One boy lays his chestnut upon the turf, and the other strikes at it with his chestnut; and they go on striking alternately till one chestnut splits the other. The chestnut which remains unhurt is then conqueror of one. A new chestnut is substituted for the broken one, and the game goes on. Whichever chestnut now proves victorious becomes conqueror of two, and so on, the victorious chestnut adding to its score all the previous winnings. The chestnuts are often artificially hardened by placing them up the chimney or carrying them in a warm pocket; and a chestnut which has become conqueror of a considerable number acquires a value in schoolboys eyes; and I have frequently known them to be sold, or exchanged for other toys (Holland s _Cheshire Glossary_). The game is more usually played by one boy striking his opponent s nut with his own, both boys standing and holding the string in their hands. It is considered bad play to strike the opponent s _string_. The nut only should be touched. Three tries are usually allowed. (_c_) For information on various forms of this game, see _Notes and Queries_, 1878.
Patterson). IV. I came to see Jenny jo, Jenny jo, Jenny jo, I came to see Jenny jo, is she within? Jenny jo s washing clothes, washing clothes, washing clothes, Jenny jo s washing clothes, and ye can t see her to-day. Oh but I m sorry, I m sorry, I m sorry, Oh but I m sorry, I can t see her to-day. Farewell ladies, O ladies, O ladies, Farewell ladies, and gentlemen too. [Then the same verses are repeated for-- (1) starching clothes, (2) smoothing clothes, (3) dead, the four lines above being repeated after each, and the verses proceed with--] What shall we dress her in, dress her in, dress her in? What shall we dress her in? Shall it be black? Black for the sweeps, the sweeps, the sweeps, Black for the sweeps, and that shall not do. What shall we dress her in, dress her in, dress her in? What shall we dress her in? Shall it be blue? Blue for the sailors, sailors, sailors, Blue for the sailors, and that shall not do. What shall we dress her in, dress her in, dress her in? What shall we dress her in? Shall it be red? Red for the soldiers, soldiers, soldiers, Red for the soldiers, and that shall not do. What shall we dress her in, dress her in, dress her in? What shall we dress her in? Shall it be orange? Orange for the Orange-men, Orange-men, Orange-men, Orange for the Orange-men, and that shall not do. What shall we dress her in, dress her in, dress her in? What shall we dress her in? Shall it be white? White for the corpse, the corpse, the corpse, White for the corpse, and that will just do.
_=DEALING.=_ It is usual for Vivant to deal the first hand for himself, as the disadvantage of exposing fourteen cards is more than compensated for in compelling the adversary to open the game by leading up to an unknown hand. If Vivant deals the first hand for Mort, he must present the pack to the player on dummy’s right to be cut, and deal the cards from right to left, turning up the trump at Mort’s place. If he deals for himself, he presents the pack to the pone to be cut, and proceeds as in whist. When two packs are used, the French laws require that if the deal is for Mort, the Right shall gather and shuffle the still pack; and that if Vivant deals for himself, the pone shall gather and shuffle. I have found this to be awkward, because the player who is gathering and shuffling the cards of one pack is called upon to cut the other. For this reason I recommend that whichever adversary is the pone for the deal in hands should allow his partner to gather and shuffle the still pack. When either adversary deals, his partner will, of course, gather and shuffle the still pack. The general rules with regard to irregularities in the deal are the same as at whist, with the following exceptions:-- A misdeal does not lose the deal unless the opponents so elect; they may prefer a new deal by the same dealer. The reason for this is that the deal is a disadvantage, especially for Mort.
[Illustration] He felt a moment of fierce, terrible, feral elation running through the mind of the Lady May as she finished her kill. It was always disappointing to the cats to find out that their enemies whom they sensed as gigantic space Rats disappeared at the moment of destruction. Then he felt her hurt, the pain and the fear that swept over both of them as the battle, quicker than the movement of an eyelid, had come and gone. In the same instant, there came the sharp and acid twinge of planoform. Once more the ship went skip. He could hear Woodley thinking at him. You don t have to bother much. This old son of a gun and I will take over for a while. Twice again the twinge, the skip. He had no idea where he was until the lights of the Caledonia space board shone below.
If he has no proposal to make, he says distinctly; “_=I pass=_,” and the other players in turn have an opportunity to bid. If any player makes a bid, such as six tricks, and any other player thinks he can make the same number of tricks with a trump of the same colour as the turn-up, that is, Second Preference, he over-calls the first bidder by saying “_=I keep=_;” or he may repeat the number bid, saying “_=Six here=_.” This is simply bidding to win the number of tricks _=in colour=_. The original caller may hold his bid, or a third player may overbid both, by saying; “_=I keep over you=_,” or “_=Six here=_.” This means that he will undertake to win the number of tricks already bid, with the _=turn-up=_ suit for trumps. In order to over-call such a bid as this, any other player would have to announce a greater number of tricks. For instance; Z deals, and turns a heart. A calls six tricks, intending to name hearts trumps; but not saying so. B passes; Y says “I Keep.” This announces to the table that Y will play with a red trump, and A knows he is bidding on diamonds.
Is when a player, holding one or more cards of the suit led, plays a card of a different suit. 72. The penalty for a revoke-- I. Is at the option of the adversaries, who at the end of the hand may either take three tricks from the revoking player or deduct three points from his score, or add three to their own score; II. Can be claimed for as many revokes as occur during the hand; III. Is applicable only to the score of the game in which it occurs; IV. Cannot be divided, _i.e._, a player cannot add one or two to his own score and deduct one or two from the revoking player; V. Takes precedence of every other score--_e.
| |12.| -- | -- | |13.| -- | -- | |14.|Washed in milk, |Wash em in milk, | | |dressed in silk. |dress in silk. | |15.| -- | -- | |16.| -- | -- | |17.| -- | -- | |18.| -- | -- | |19.
Ace is low. The players are provided with an equal number of counters, and before the cards are dealt, each places an agreed number in the pool. All the cards are dealt out. If some have more than others it does not matter. The eldest hand begins by playing any card he pleases, and the next player on his left must either play the card next above it, or put one counter in the pool. Only one card is played at a time, and after the sequence has arrived at the King it must be continued with the ace, and go on until the suit is exhausted. The person who plays the thirteenth card of any suit must start another sequence, in any suit and with any card he pleases. The player who first gets rid of all his cards takes the pool. The great trick in this game is to provide for the last suit to be played, and in order to have the selection of the second suit it is usual for the eldest hand to begin with the higher of two cards next in value to each other, which will make him the last player in that suit. Each suit is turned face down as it is exhausted.
When there are five or seven players, the spade 6 must be removed from the pack. In some places this is not done; the thirty-fifth card being turned up for the trump, the thirty-sixth shown to the table, and then laid aside. _=CUTTING.=_ Whatever the number of persons offering for play, the table is formed by cutting from the outspread pack for partners, seats, and deal. When two play, the one cutting the lowest card has the choice of seats and cards, (if there are two packs). When three play, the lowest deals, and chooses his seat and cards. The next lowest has the next choice of seats. When four play, partners are cut for; the two lowest pairing against the two highest; the lowest of the four is the dealer, and has the choice of seats and cards. When five play, each for himself, the lowest cut deals, and has the first choice of seats and cards. The next lowest has the next choice of seats, and so on.
Nutt). See How many miles to Barley Bridge? King Cæsar. King o the Castle One boy is chosen as King. He mounts on any convenient height, a knoll, or dyke, or big stone, and shouts-- A m King o the Castle, An fah (who) ll ding (knock) me doon? The players make a rush at the King, and try to pull him down. A tussle goes on for a longer or a shorter time, according to the strength of the King and his skill in driving off his assailants. The boy that displaces the King becomes King, and is in his turn assaulted in the same way. The game may go on for any length of time. Another form of words is-- I m the King o the Castle, An nane can ding me doon. --Keith (Rev. W.
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. The dealer should seldom announce a black trump unless he has a certainty of the game in his own hand, without any assistance from his partner, or unless he has such a poor hand that he must make it a “defensive spade.” If he cannot safely make it no-trump or red, he should pass, and allow his partner the chance. With such a hand as seven clubs, including four honours, and absolutely worthless cards otherwise, the dealer should make it clubs, except when the adversaries have won the first game, and are about 20 points in the second. This makes it not unlikely that they will win the rubber on the next hand with their deal.
gutenberg.org. Section 3. Information about the Project Gutenberg Literary Archive Foundation The Project Gutenberg Literary Archive Foundation is a non-profit 501(c)(3) educational corporation organized under the laws of the state of Mississippi and granted tax exempt status by the Internal Revenue Service. The Foundation’s EIN or federal tax identification number is 64-6221541. Contributions to the Project Gutenberg Literary Archive Foundation are tax deductible to the full extent permitted by U.S. federal laws and your state’s laws. The Foundation’s business office is located at 809 North 1500 West, Salt Lake City, UT 84116, (801) 596-1887. Email contact links and up to date contact information can be found at the Foundation’s website and official page at www.
Combinations may be completed either by cards in the player’s hand, or by cards won in subsequent tricks. CINQ-CENTS. This might be described as Bézique with one pack of cards. All the regulations are the same as in the modern form of Bézique, but there is an additional count, 120, for a sequence of the five highest cards in any plain suit. Bézique is called _=Binage=_, and of course there are no double combinations. Cards which have been used in one combination cannot be used in any other, even of a different class. Brisques are not scored as they are won; but after the hand is over, and ten points have been counted for the last trick, each player turns over his cards and counts up the value of the points they contain. In this final count, the Ace reckons for 11, the Ten for 10, King for 4, Queen for 3, Jack for 2, no matter what the suit may be, so that there are 120 points to be divided between the players. It is usual for only one to count, the other taking the difference between his total and 120. From this it might be imagined that no notice was taken of the counting value of the cards taken in during the progress of the play.
It is probably ancient, and formerly of some significance. It refers to days of bows and arrows, and the allusion to the killing of the wren may have reference to the Manx and Irish custom of hunting that bird. All in the Well A juvenile game in Newcastle and the neighbourhood. A circle is made, about eight inches in diameter, termed the well, in the centre of which is placed a wooden peg four inches long, with a button balanced on the top. Those desirous of playing give buttons, marbles, or anything else, according to agreement, for the privilege of throwing a short stick, with which they are furnished, at the peg. Should the button fly out of the ring, the player is entitled to double the stipulated value of what he gives for the stick. The game is also practised at the Newcastle Races and other places of amusement in the North with three pegs, which are put into three circular holes made in the ground about two feet apart, and forming a triangle. In this case each hole contains a peg about nine inches long, upon which are deposited either a small knife or some copper. The person playing gives so much for each stick, and gets all the articles that are thrown off so as to fall on the outside of the holes.--Northumberland (Brockett s _North Country Glossary_).
516, says the divisions are respectively named onesie, twosie, threesie, foursie, and puddings. It is called Hop-bed at Stixwold in Lincolnshire (Miss Peacock), Hop-score in Yorkshire (Halliwell, l.c.), and Hitchibed in Cleveland, Yorks. (_Glossary of Cleveland Words_). Strutt describes it (_Sports_, p. 383); and Wood s _Modern Playmate_, p. 32, gives a diagram similar to one seen on a London pavement by A. B. Gomme (see fig.
394. Two children stand back to back, linked near the armpits, and weigh each other as they repeat these lines. See Weigh the Butter. Ball I. Stottie ba , hinnie ba, tell to me How mony bairns am I to hae? Ane to live, and ane to dee, And ane to sit on the nurse s knee! --Chambers _Pop. Rhymes of Scotland_, p. 115. II. Toss-a-ball, toss-a-ball, tell me true, How many years I ve got to go through! --Burne s _Shropshire Folk-lore_, p. 530.
If it is turned up, the dealer turns up the next card for a trump, and when it comes to his turn, he can take both cards into his hand, discarding others in their place. If the dealer passes, the eldest hand may take up the trump. If only two declare to play, a trump must be led for the first trick; if three play, trumps must be led twice; if four play, three times. If the leader has no trump, he must lead his smallest card, face downward, which calls for a trump from such of the other players as have one. All penalties are made by adding fresh crosses to the delinquent’s score. LOO, OR DIVISION LOO. This was at one time the most popular of all round games at cards; but its cousin Napoleon seems to have usurped its place in England, while Poker has eclipsed it in America. There are several varieties of the game, but the most common form is Three-card Limited Loo, which will be first described. _=CARDS.=_ Loo is played with a full pack of fifty-two cards, which rank, A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest.