Part 25
Here come three soldiers, three by three, To court your daughter, fair lady; Oh! have you any lodgings here, oh, here? Oh! have you any lodgings here?
Sleep, sleep, daughter, do not wake, Here come three soldiers we cannot take; We haven't any lodgings here, oh, here, We haven't any lodgings here.
Here come three kings, three by three, To court your daughter, fair lady; Oh! have you any lodgings here, oh, here? Oh! have you any lodgings here?
Wake, wake, daughter, do not sleep, Here come three kings that we can take; We have some lodgings here, oh, here, We have some lodgings here.
Here's my daughter, safe and sound, And in her pocket five hundred pounds, And on her finger a five guinea gold ring, And she is fit to walk with a king.
Here's your daughter, nor safe nor sound, And in her pocket no five hundred pound, And on her finger no five guinea gold ring, And she's not fit to walk with the king.
--Sporle, Norfolk (Miss Matthews).
III. Here's three sweeps, three by three, And down by the door they bend their knee; Oh! shall we have lodgings here, oh, here? Oh! shall we have lodgings here?
Sleep, dear daughter, do not wake, For here's three sweeps coming to take; Lodgings here they shall not have, So sleep, dear daughter, sleep.
Here's three bakers, three by three, And down by the door they bend their knee; Oh! shall we have lodgings here, oh, here? Oh! shall we have lodgings here?
Sleep, dear daughter, do not wake, &c. (as above).
Here's three kings, three by three, &c. (as above).
Wake, dear daughter, do not sleep, For here's three kings coming to take; Lodgings here they all may have, So wake, dear daughter, wake.
Here's my daughter, safe and sound, And on her finger a guinea gold ring, And in her pocket a thousand pounds, So she is fit to marry a king.
Here's your daughter, safe and sound, And on her finger no guinea gold ring, And in her pocket no thousand pounds, So she's not fit to marry a king.
--Aberdeen Training College (Rev. W. Gregor).
IV. Here come three tailors, three by three, To court your daughter, fair and fair; Have you got a lodger here, oh, here? Have you got a lodger here?
Sleep, daughter, sleep, sleep, Here come three tailors we can't take; We haven't got a lodger here, oh, here, We haven't got a lodger here.
[The verses are repeated for "sailors," "blacksmiths," &c., and then "kings," and ends in the same way as the preceding version.]
--Swaffham, Norfolk (Miss Matthews).
V. Here come three sailors, three by three, A courting your daughter, Caroline Mee; [Some would sing it "Because your daughter"] Can we have a lodging here to-night?
Sleep, daughter, do not wake, Here's three sailors we can't take; You cannot have a lodging here to-night.
Here come three soldiers, three by three, A courting your daughter, Caroline Mee; Can we have a lodging here to-night?
Sleep, daughter, do not wake, Here's three soldiers we can't take; You cannot have a lodging here to-night.
[This is repeated for "kings," and the game ends as in the previous versions. "Three" hundred pounds being substituted for "five."]
--Deptford, Kent (Miss Chase).
VI. Here come some travellers three by three, And down by a door they bend their knee. "Can we get lodgings here?" The fairest one that I can see Is pretty little ----, come to me, And you'll get lodgings here-- "Will you come?" "Yes," or "No!"
--Isle of Man (A. W. Moore).
(_c_) The players form in two lines, and stand facing one another. One line consists of a mother and daughters. The other of the suitors. The mother stands a little in advance of her daughters. They remain stationary during the game, the mother alone singing the words on her side. The suitors advance and retire in line while singing their verses. The mother turns partly round when singing the two first lines of her verses addressing her daughters, and then faces the suitors when singing to them the remaining two lines. When she accepts the "kings" she brings one of her daughters forward, presents her to the suitors, and shows them the money in her pocket, and the ring on her finger. The daughter goes with the kings, who take her a little way apart, pretend to rob her of her ring, money, and clothes, and then bring her back to her mother, and sing the last verse. They then run off in all directions, and the mother and daughters chase and catch them, and they change sides. Sometimes all the daughters are taken by the suitors before they are robbed and brought back. The game is also played by five players only; three representing the sailors or suitors, and two the mother and daughter. The mother then chases the suitors, and whoever she catches becomes the daughter the next game. These are the usual methods of playing. In the Norfolk version the middle one of the three suitors takes the girl, robs her, and all three bring her back and sing the verses. In the Isle of Man version one player sits down, the others join hands, advance and retire singing the lines. The girl who is chosen joins the one sitting down.
(_d_) This game points to that period of tribal society, when the youths of one tribe sought to obtain their wives from the maidens of another tribe according to the laws of exogamy, but a definite person is here selected for the wife, and it is to the relatives or persons having authority (as in "Three Knights") that the demand for the bride is made, and not to the girl personally, as in "Three Dukes."
The game, while not so interesting a one to us as "Three Dukes," and "Three Knights," has its particular or peculiar features. It is probably later, and shows more clearly that position and wealth were of importance to a man in the obtaining of a wife. Individually he has not (apparently) courted the girl before, but he comes for that purpose now. He may be announcing himself under the various ranks or professions mentioned, before stating his real position; or, this may show that the girl having many suitors, and those of all degrees, the "mother" or relatives are actuated by purely mercenary motives, and wish to select the best and richest suitor for her. We must remember that it was accounted great honour to a girl to have many suitors and amongst these men distinguished by the performance of brave deeds, which had gained them renown and pre-eminence, or wealth. The fact that the rejection or acceptance of the suitors is made known to the girl by the "mother," or person having authority, shows that "sanction" or permission is necessary, and that "rejection" or "acceptance" is signified to the suitors in the words, you "may not," or, you "may" have a lodging here, signifies admission into the family. This is a most interesting feature. The girl is to "wake up," that would be to rouse up, be merry, dress in bridal array and prepare for the coming festival. She is also given to the suitors with "in her pocket one hundred pounds," and "on her finger a gay gold ring." This, it will be seen, is given her by her "mother" or person having authority, and probably refers to the property the girl brings with her to her new abode for her proper maintenance there; the ring shows likewise her station and degree in her former abode, and is the token that she is fit bride for a king, and must be treated accordingly. Curious, too, is "Here's my daughter safe and sound," which looks like a warrant or guarantee of the girl's fitness to be a bride. The expression "walk with," meaning "to marry," again occurs in this game as in "Three Dukes." The line occurring in two versions, "And down by the door they bend their knee," is suggestive of courtesy shown to the bride and her family at the threshold of the house.
The incident of the three kings becoming robbers is not easily understood. Robbery was common of course, particularly when money and valuables were known to be carried on the person; but I do not think this is sufficient in itself to account for the incident. It may be a reflection of the later fact that a man always took possession of his wife's personal property after marriage, and considered it his own to do as he pleased with. When this idea became codified in written law, the idea might readily get reflected in the game, when _kings_ would not be understood as apparently taking things that did not belong to them, unless they were bandits in disguise. This last verse and the robbery may be a later addition to the game, when robbery was of everyday occurrence. There may have been (although there is nothing now in any version to warrant the idea) some similar action on the part of the kings, such as a further arraying of the bride, and presenting her to their party or house, which has been misunderstood. Mr. Newell suggests that children having forgotten the original happy finish, and not understanding the "haggling" over the suitors, turned the kings into bandits. Children think it such a natural thing to wish to marry kings, princes, and princesses, and are so sincere in thinking it a matter of course to refuse a sailor or soldier for a king, when it is only a question of marriage, and not of choosing the one you like the best, that this reason does not to me seem to apply to a game of this kind.
Through the Needle Eye, Boys
Two leaders each choose a name such as "Golden Apple" and "Golden Pear." The remaining children all hold each other's waists in a long string, the "Golden Apple" and "Golden Pear" holding hands aloft like an arch. The string of children then runs under the arch. The last child that passes under is detained by the "Golden Apple" and "Golden Pear" (they having dropped hands previously). The detained child is asked in a whisper which she prefers, "Golden Apple," "Golden Pear;" she chooses, and then stands at the back of the "Golden Apple" or "Golden Pear." When all the children have passed through, the "Golden Apple" and "Golden Pear" hold each other's hands and stand with the others behind them and pull like a "Tug of War." There should be a line drawn between the "Golden Apple" and the "Golden Pear," and whichever side pulls the other over the line, wins the game.--Northumberland (from a lady friend of Hon. J. Abercromby).
The formula sung in Fraserburgh when the players are running under the raised arms is--
Clink, clink, through the needle ee, boys, One, two, three, If you want a bonnie lassie, Just tak me.
After the tug of war the victors call out "Rotten eggs, rotten eggs" (Rev. W. Gregor).
The words used in Galloway are--
Through the needle e'e, boys, Through the needle e'e! If 'twasna for your granny's sake, I wadna let 'e through.
--Galloway (J. G. Carter).
Jamieson describes this game in the south of Scotland as follows: "Two children form an arch with both hands. The rest, who hold each other by the skirts following in a line, attempt to pass under the arch. The first, who is called the king, is sometimes laid hold of by those who form the arch, each letting fall one of his arms like a portcullis for enclosing the passenger. But more generally the king is suffered to pass, the attempt being reserved for the last; whoever is seized is called the prisoner. As soon as he is made captive he takes the place of one of those who formed the arch, and who afterwards stand by his side."
It is differently played in Mearns, Aberdeen, and some other counties. A number of boys stand with joined hands in a semicircle, and the boy at one end of the link addresses the boy at the other end of the line:
A---- B----, if ye were mine, I wad feed you with claret wine; Claret wine is gude and fine, Through the needle-ee, boys.
The boy to whom this is addressed makes room between himself and his next neighbour, as they raise and extend their arms to allow the opposite boy to run through the opening followed by all the other boys still linked to each other. If in running through the link should be broken, the two boys who are the cause suffer some punishment.--Ed. Jamieson's Dictionary.
The Northumberland game resembles "Oranges and Lemons." The other versions are nearer the "Thread the Needle" and "How many Miles to Babylon" games. Both games may be derived from the same custom.
See "How many Miles to Babylon," "Thread the Needle."
Thun'er Spell
A thin lath of wood, about six inches long and three or four inches broad, is taken and rounded at one end. A hole is bored in that end, and in the hole is tied a piece of cord between two and three yards long. It is then rapidly swung round, so as to produce a buzzing sound. The more rapidly it is swung, the louder is the noise. It was believed that the use of this instrument during a thunder-storm saved one from being struck with "the thun'er bolt." I have used it with this intention (Keith). In other places it is used merely to make a noise. It is commonly deeply notched all round the edges to increase the noise.
Some years ago a herd boy was observed making one in a farm-kitchen (Udny). It was discovered that when he was sent to bring the cows from the fields to the farmyard to be milked, he used it to frighten them, and they ran frantically to their stalls. The noise made the animals dread the bot-fly or "cleg." This torment makes them throw their tails up, and rush with fury through the fields or to the byres to shelter themselves from its attacks. A formula to effect the same purpose, and which I have many and many a time used when herding, was: Cock tail! cock tail! cock tail! Bizz-zz-zz! Bizz-zz-zz.--Keith (Rev. W. Gregor).
Dr. Gregor secured one of these that was in use in Pitsligo, and sent it to the Pitt-Rivers Museum at Oxford, where it now lies. Professor Haddon has made a collection of these toys, and has written on their connection with the Australian boomerang.
They are still occasionally to be met with in country districts, but are used simply for the purpose of making a noise.
See "Bummers."
Tick
A game mentioned by Drayton, and still played in Warwickshire.--Halliwell's _Dictionary_. The same game as "Touch."
Tickle me Quickly
An old game (undescribed) mentioned in Taylor's _Motto_, 1622, sig. D, iv.
Ticky Touchwood.
Ticky, ticky Touchwood, my black hen, She lays eggs for gentlemen; Sometimes nine and sometimes ten, Ticky, ticky Touchwood, my black hen.
--Sporle, Norfolk (Miss Matthews).
Addy (_Sheffield Glossary_, under "Tiggy Touchwood") says, "One player who is called Tiggy stands out, and each of the others takes hold of or touches a piece of wood, such as a door, or rail, &c. One then leaves his 'wood' and runs across the playground, and if whilst doing so Tiggy can touch him he must stand out or take Tiggy's place."
One child is chosen to be "Ticky," _i.e._, to be on the _qui vive_ to lay hold of or touch any one who is not touching wood. If played out of doors it must be clearly defined _what is wood_, trees and all growing wood being forbidden. The fun consists in the bold ventures of those who tempt "Ticky" to run after them, and contrive to touch "wood" just before he touches them. When one is caught he is "Ticky" in turn.--Swaffham, Norfolk (Miss Matthews).
Played within a given boundary, in which were wooden buildings or fences. When one of the players was being pursued by the tigger, if he touched wood he could not be made prisoner, but he was not allowed to remain long in that position, and directly his hand left wood he was liable to instant capture. If when pursued he called out "a barla!" he was again exempt from capture, but he could not move from the position or place where he or she was when they called out, a barla! When wishing to move he had to call out "Ma barla oot!" No den in this game, but constant running.--Biggar (Wm. Ballantyne).
Lowsley (_Berkshire Glossary_) says, "Boys have games called Touch-wood and Touch-iron, where any one not touching either of the substances named is liable to be caught by the one standing out."
Ross and Stead (_Holderness Glossary_) give this game as Tiggy Touchwood, a game similar to Tig, but in which the player must touch wood. It is called Ticky, Ticky Touchwood by Brogden (_Lincolnshire Provincial Words_), and Tiggy in Addy's _Sheffield Glossary_.
Also played in another way. One tree or piece of wood was selected for "Home," and the players darted out from this saying, "Ticky, Ticky Touchwood," then running back to the tree and touching it before Ticky caught them. "Parley" or "fainits" were the words called out when exempt.--London (A. B. Gomme).
It is also described in Patterson's _Antrim and Down Glossary_.
Tig.
A game in which one player touches another, then runs off to be pursued and touched in turn.
Mr. Addy says, "Children _tig_ each other when they leave school, and there is a rivalry among them to get the last tig. After a boy has said _tig-poison_, he is not to be 'tigged' again." Brockett says: "Tig, a slight touch (as a mode of salutation), a play among children on separating for the night, in which every one endeavours to get the last touch; called also Last Bat."--Brockett's _North Country Words_, and consult Dickinson (_Cumberland Glossary_), also Jamieson. A boys' game, in which the player scores by touching one who runs before him.--Stead's _Holderness Glossary_. A play among children when separating for the night.--Willan's _Dialect Words of West Riding of Yorks._ Called also "Touch" and "Tigga Tiggy," in East and West Cornwall; (Courtney and Couch), also Patterson's _Antrim and Down Glossary_.
See "Canlie," "Cross Tig."
Time.
The players stand in a line. Two are chosen, who stand apart, and fix on any hour, as one, two, three, &c., or any half-hour. A nestie is marked off at some distance from the row of players. One of the two goes in front of the line of players, and beginning at one end asks each the hour. This is done till the hour fixed on between the two is guessed. The one that makes the right guess runs to catch the other of the two that fixed the hour, and she makes off to the "nestie." If she is caught she goes to the line of players, and the one that caught her takes her place. If she reaches the "nestie" without being caught, she has still to run to the line of players; if she does this without being caught she holds her place as one of the time-fixers, but if caught she takes her stand in the line, and the one that caught her becomes time-fixer.--Fraserburgh (Rev. W. Gregor).
Tip it.
This is played by six players, divided into two sides of three each, with one captain to each side. A ring or other small object is taken by the side which wins the toss, and then both sides sit down to a small table. The in-side puts their hands under the table, and the ring is given to one of the three players. At a given signal they all bring up their closed hands on to the table, and the other side has to guess in which closed fist the ring is. The guesser has the privilege of ordering "off" the hands which he thinks are empty. If he succeeds in getting the empty hands off, he says "tip it" to the remaining one. If he guesses right the ring changes sides. The game is to keep the ring or other object on one side as long as possible.--London (Alfred Nutt).
Tip-Cat.
Strutt says this is so denominated from the piece of wood called a cat, about six inches in length, and an inch and a half or two inches in diameter, diminished from the middle to both ends. When the cat is on the ground the player strikes it smartly, when it rises with a rotatory motion high enough for him to hit it again before it falls, in the same manner as a ball. He says there are various methods of playing the game, and describes the two following: A large ring is made in the ground; in the middle of this the striker takes his station; his business then is to hit the cat over the ring. If he fails in doing so he is out, and another player takes his place; if successful, he judges with his eye the distance the cat is driven from the centre of the ring, and calls for a number at pleasure to be scored towards his game: if the number demanded be found upon measurement to exceed the same number of lengths of the bludgeon, he is out; on the contrary, if it does not, he obtains his call. The second way of playing is to make four, six, or eight holes in the ground in a circular direction, and at equal distances from each other, at every hole is placed a player with his bludgeon: one of the opposite party who stand in the field tosses the cat to the batsman who is nearest him, and every time the cat is struck the players are obliged to change their situations, and run once from one hole to another in succession; if the cat be driven to any great distance they continue to run in the same order, and claim a score towards their game every time they quit one hole and run to another; but if the cat be stopped by their opponents and thrown across between any two of the holes before the player who has quitted one of them can reach the other, he is out.
Mr. Kinahan says there is among old Irish games one sometimes called cat, played with three or more players on each side, two stones or holes as stations, and a lobber, but the regular cat is played with a stick four inches long, bevelled at each end, called the cat. This bevelled stick is laid on the ground, and one end hit with a stick to make it rise in the air, when it is hit by the player, who runs to a mark and back to his station. The game is made by a number of runs; while the hitter is out if he fails three times to hit the cat, or if he is hit by the cat while running.--(_Folk-lore Journal_, ii. 264.) The common game of "tip-cat" was called _cat-and-kitten_ by Dorset children. The long stick represented the "cat" and the small pieces the "kitten."--(_Folk-lore Journal_, vii. 234.) Elworthy (_West Somerset Words_) calls it Stick and Snell. Brogden (_Provincial Words, Lincolnshire_) gives it as tip-cat, as does Lowsley (_Berkshire Glossary_), also Trippit and Coit, and Trippit and Rack in some parts of the North.--Brockett's _North Country Words_. Once commonly played in London streets, now forbidden.
See "Cudgel," "Waggles."
Tip-tap-toe.
A square is drawn having nine smaller squares or houses within it. Two persons play. They alternately make the one a square and the other a cross in any one of the houses. He that first gets three in a line wins the game.--Peacock's _Manley and Corringham Glossary_. Brogden (_Provincial Words, Lincolnshire_) calls it Tit-tat-toe, also Lowsley (_Berkshire Glossary_).
Northall says called Tick-tack-toe in Warwickshire and Staffordshire; the rhyme is "Tick-tack-toe, I've caught you."
This game is called "Noughts and Crosses," in London, probably from those marks being used in the game.
See "Kit-Cat-Cannio," "Noughts and Crosses."
Tiring Irons.
An old game with iron rods and rings.--Holland's _Cheshire Glossary_.
Tisty Tosty
See "Shuttlefeather," "Teesty Tosty."
Titter-totter
The game of see-saw.--Halliwell's _Dictionary_.
Tit-tat-toe.