In the second class the circle is formed, the players all clasp hands,

dance round together, and sing the same words; but the action is

confined to first one and then two players, who are taken by "choice"

from those forming the circle. This class principally consists of

courtship, love-making, and marriage games. The two principal parties

concerned usually have no words to say, though in some "love" games the

centre player does express his or her own feelings in verse. The fact

that this form is used for love and marriage games accounts for the much

larger number of games in this class and their greater variety.

In the third class of the circle game the players form the circle to act

the part of "chorus" to the story. There are also two, three, or four

players, as required, who act parts in dumb show suitable to the

character personified. In this class the circle personate both animate

and inanimate objects. The circle is stationary--at least the players

forming it do not dance or walk round. They sometimes represent houses;

a village, and animals are usually represented rather than people.

The circle games I consider to be survivals of dramatic representations

of customs performed by people of one village or of one town or

tribe--representations of social customs of one place or people, as

distinct from the "line" form of games, which represent a custom

obtaining between two rival villages or tribes. Thus I am inclined to

consider the joining of hands in a circle as a sign of amity, alliance,

and kinship. In the case of the line games hands are clasped by all

players on each side, who are thus in alliance against those on the

opposite side. When hands are joined all round so that a circle is

formed, all are concerned in the performance of the same ceremony. There

is no division into parties, neither is difference of opinion shown

either by action or words in circle games.

In the third class of game there are several distinct characters, and

the game partakes more of the nature of what we should call a play

proper, and may be considered an outcome of the circle play. There are

several characters, usually a mother, a witch or old woman, an elder

daughter and several younger children, a ghost, and sometimes animals,

such as sheep, wolves, fox, hen, and chickens. The principal characters

(not more than two or three) are played by different children, and these

having each a part allotted to them, have also a certain amount of

dialogue to say, and corresponding actions to perform. The remaining

characters, whether children or animals, merely act their part when

action is required, all doing the same thing, and have no words to say.

The dialogue in these games is short and to the point. It has not been

learnt from written sources, but orally, and as long as the main idea

and principal incidents are not departed from, the players may,

according to their capacity, add to or shorten the dialogue to heighten

the situation. There is no singing in these games, though there is what

perhaps might be called the remains of rhyme in the dialogue.

The fourth form, that of the arch, is played in two ways. In the first,

two children clasp their hands and hold them up to form an arch. Under

this all the other players run as if going through an arch or gateway,

and the players are generally stopped by the two who form the arch. Then

a circle is formed, and all the players join hands and dance round

together. In the second way, the arch is formed as above, and all the

players run under. These players are then caught one by one within the

arch, and have to choose one of the two leaders, behind whom they stand.

A tug-of-war then ensues between the two leaders and their followers.

The first of these, that ending with the circle or dancing, indicates

the celebration of an event in which all the people join, and all are of

one way of thinking--differing from this group of customs celebrated by

the simple circle game by each person in turn performing a ceremony,

signified in games by the action of going under or through an arch.

The second way, when the "tug" follows, represents a contest, but I do

not think the contest is of the same kind as that of the line form. This

rather represents the leaders of two parties who are antagonistic, who

call, in the words of the rhymes, upon the people of a town, or faction,

to join one of the two sides. The fact that each player in the line or

string is caught by the leaders, and has to choose which of them he will

fight under, together with the tug or pulling of one side over a marked

line, by the other side, indicates a difference in the kind of warfare

from the line contests, where territory is clearly the cause of the

struggle and fight. The line contest shows a fight between people of

different lands; and the arch contest, a method of choosing leaders by

people living in one land or town.

In the fifth form, "winding up games," the players join hands in a long

line, and wind round and round one player at the end of the line,

usually the tallest, who stands still until all are formed in a number

of circles, something like a watch spring. They then unwind, sometimes

running or dancing, in a serpentine fashion until all are again in

straight line. These games probably refer to the custom of encircling

trees, as an act of worship. They differ from the circle game in this

way: The players in a circle game surround something or some one. In the

"winding up" game they not only surround, but attachment or "hold" to

the thing surrounded has to be kept.

The fact that these games lend themselves to such treatment, and the

fact that I am obliged to use the terms, district, tribe, localities,

obliged to speak of a state of contest between groups, of the sacred

encircling of a tree, and of other significant usages, go far to suggest

that these games must contain some element which belongs to the

essential part of their form, and my next quest is for this element. I

shall take each class of game, and endeavour to ascertain what element

is present which does not necessarily belong to games, or which belongs

to other and more important branches of human action; and it will depend

on what this element is as to what can ultimately be said of the origin

of the games.

Of the games played in "line" form, "We are the Rovers" is the best

representative of pure contest between two opposing parties. If

reference is made to the game (vol. ii. pp. 343-356), the words will be

found to be very significant. In my account of the game (pp. 356-60), I

suggest that it owes its origin to the Border warfare which existed on

the Marches between England and Scotland and England and Wales, and I

give my reasons, from analysing the game, why I consider it represents

this particular form of contest rather than that of a fight between two

independent countries. Both sides advancing and retiring in turn, while

shouting their mutual defiance, and the final fight, which continues

until all of one side are knocked down or captured, show that a

deliberate fight was intended to be shown. I draw attention, too, to the

war-cry used by each side, which is also significant of one of the old

methods of rallying the men to the side of their leader--an especially

necessary thing in undisciplined warfare. This game, then, contains

relics of ancient social conditions. That such a contest game as this is

represented by the line form combining words, singing, and action, is, I

submit, good evidence of my contention that the line form of game

denotes contest. This game, then, I consider a traditional type of

contest game.

It is remarkable that among the ordinary, now somewhat old-fashioned,

contest games played by boys there should be some which, I think, are

degenerate descendants of this traditional type. There are a number of

boys' games, the chief features of which are catching and taking

prisoners and getting possession of an enemy's territory--as in the

well-known "Prisoner's Base" and "Scots and English." "Prisoner's Base"

(ii. pp. 80-87) in its present form does not appear to have much in

common with games of the type of "We are the Rovers," but on turning to

Strutt we find an earlier way of playing (_ibid._ p. 80). Now, this

description by Strutt gives us "Prisoner's Base" played by two lines of

players, each line joining hands, their homes or bases being at a

distance of twenty to thirty feet apart. That the line of players had to

keep to their own ground is, I think, manifest, from it being necessary

for one of the line to touch the base. There is no mention of a leader.

Thus we have here an undoubted form of a contest game, where the taking

of prisoners is the avowed motive, played in almost the same manner as

the line dramatic game. When the dramatic representation of a contest

became formulated in a definite game, the individual running out and

capturing a certain player on the opposite side would soon develop and

become a rule of the game, instead of all on one side trying to knock

down all on the other side. It may be a point to remember, too, that in

primitive warfare the object is to knock down and kill as many of the

enemy as possible, rather than the capture of prisoners.

In other games of a similar kind, the well-known "Scots and English"

(ii. p. 183), for example, we have the ground divided into two parts,

with a real or imaginary line drawn in the middle; the players rush

across the line and try to drag one of the opposite side across it, or

to capture the clothes of the players.

In other boys' games--"Lamploo," "Rax," "King of Cantland," "King

Cæsar," "Stag"--there are the two sides; the players are sometimes all

on one side, and they have to rush across to the other, or there are

some players on each side, who rush across to the opposite, trying to

avoid being taken prisoner by a player who stands in the middle between

the opposite goals. When this player catches a boy, that boy joins hands

with him; the next prisoner taken also joins hands, and these assist in

capturing others. This is continued until all the players are caught and

have joined hands in a long line, practically reverting to the line form

of game, and showing, according to my theory of the line game, that all

joining hands are of one side or party. If the line gets broken the

players can run back to their own side. There are many other games which

are played in a similar way (see Contest Games), though farther removed

from the original form. In most of these we have practically the same

thing--the sides have opposite homes, and the leader, though individual

at first, becomes merged in the group when the line is formed, and the

game ends by all the players being on one side. It must be mentioned,

too, that in these boys' games of fighting, the significant custom of

"crowning," that is, touching the head of the captured one, obtains. If

this is omitted the prisoner is at liberty to escape (see "Cock," "King

of Cantland").

Although there is no dialogue between the opposing parties in these

contest games, there are in some versions undoubted remains of it, now

reduced to a few merely formal words called a "nominy." These "nominys"

must be said before the actual fight begins, and the remains are

sufficient to show that the nominy was originally a defiance uttered by

one side and answered by the other. For these nominys, see "Blackthorn,"

"Chickidy Hand," "Hunt the Staigie," "Scots and English," "Johnny

Rover," "Shepherds," "Stag," "Warney," &c.

The next most important games in line form are marriage games. In the

well-known "Nuts in May" (vol. i. p. 424-433) there is a contest between

the two parties, but the contest here is to obtain an individual for the

benefit of the side. A line is drawn on the ground and a player is

deliberately sent to "fetch" another player from the opposite side, and

that this player is expected to conquer is shown by the fact that he is

selected for this purpose, and also because the ceremony of "crowning"

prevails in some versions. The boy, after he has pulled the girl across

the line, places his hand on her head to complete the capture and to

make a prisoner. This custom of "crowning" prevails in many games where

prisoners are made, and I have already mentioned it as occurring in the

boys' contest games. If the crowning is performed, the capture is

complete; if not performed, the prisoner may escape.

The evidence of this game, I consider, points to customs which belong to

the ancient form of marriage, and to what is technically known as

marriage by capture.

In the game of the "Three Dukes" (vol. ii. p. 233-255), it will be

noticed that the actions are very spirited. Coquetry, contempt, and

annoyance are all expressed in action, and the boys imitate riding and

the prancing of horses. I must draw special attention to the remarks I

have made in my account of the game, and for convenience in comparing

the line marriage games I will repeat shortly the principal points here.

In some versions, the three dukes each choose a wife at the same time,

and when these three are "wived" or "paired" another three do the same.

In another version "five" dukes each choose a wife, and all five couples

dance round together. But most significant of all is the action of the

dukes after selecting the girl, trying to carry her off, and her side

trying to prevent it.

In this game, then, I think we have a distinct survival of or

remembrance of the tribal marriage--marriage at a period when it was the

custom for the men of a clan or village to seek wives from the girls of

another clan--both belonging to one tribe. The game is a marriage game

of the most matter-of-fact kind. Young men arrive from a place at some

distance for the purpose of seeking wives. The maidens are apparently

ready and expecting their arrival. They are as willing to become wives

as the men are to become husbands. It is not marriage by force or

capture, though the triumphant carrying off of a wife appears. It is

exogamous marriage custom. The suggested depreciation of the girls, and

their saucy rejoinders, are so much good-humoured chaff and banter

exchanged to enhance each other's value. There is no mention of "love"

in the game, nor courtship between the boy and girl. The marriage

formula does not appear, nor is there any sign that a "ceremony" or

"sanction" to marry is necessary, nor does "kissing" occur. Another

interesting point about this game is the refrain, "With a rancy, tancy,

tee," which refrain, or something similar, accompanies all verses of all

versions, and separates this game from others akin to it. This refrain

is doubtless a survival of an old tribal war-cry.

The game of "The Three Knights from Spain" (ii. pp. 257-279), played in

the same way as "Three Dukes," may appear at first to be a variant of

the "Three Dukes"; but it is significant that the form of marriage

custom is different, though it is still marriage under primitive

conditions of society. The personal element, entirely absent from the

"Three Dukes," is here one of the principal characteristics. The

marriage is still one without previous courtship or love between two

individuals, but the parental element is present here, or, at any rate,

if not parental, there is that of some authority, and a sanction to

marry is given, although there is no trace of any actual ceremony. The

young men apparently desire some particular person in marriage, and a

demand is made for her. The suitors here are, I think, making a demand

on the part of another rather than for themselves. They may be the

ambassadors or friends of the would-be bridegroom, and are soliciting

for a marriage in which purchase-money or dowry is to be paid. The

mention of "gold" and "silver" and the line, "She must be sold," and the

offering of presents by the "Knights," are important. These indications

of purchase refer to a time when the custom of offering gold, money, and

other valuables for a bride was in vogue. While, therefore, the game has

traces of capturing or carrying off the bride, this carrying off is in

strict accord with the conditions prevalent when marriage by purchase

had succeeded to marriage by capture. There is evidence in this game of

a mercantile spirit, which suggests that women and girls were too

valuable to be parted with by their own tribe or family without

something deemed an equivalent in return.

In another line game, "Here comes Three Sailors" (ii. pp. 282-289),

there is still more evidence of the mercantile or bargaining spirit.

Here the representative of the parental element or other authority

selects the richest and highest in rank of the suitors, and a sum of

money is given with the bride. The suitors are supposed to have

performed some actions which have gained them renown and entitled them

to a wife. The suitors are accepted or rejected by a person having

authority, and this authority introduces an interesting and suggestive

feature. The suitors are invited to stay or lodge in the house if

accepted, probably meaning admission into the family. The girl is to

"wake up," and not sleep, that is, to rouse up, be merry, dress in

bridal array, and prepare for the coming festival. She is given to the

suitors with "in her pocket one hundred pounds," and "on her finger a

gay gold ring." This is given by the "mother" or those having authority,

and refers, I believe, to the property the girl takes with her to her

new abode for her proper maintenance there; the ring shows her station

and degree, and is a token that she is a fit bride for a "king."

Curious, too, is the "Here's my daughter safe and sound," which looks

like a warrant or guarantee of the girl's fitness to be a bride, and the

robbery of the bride may also have originally related to the removal of

the bride's wedding-dress or ornaments before she enters on her wifely

duties.

Following these definite marriage games in line form, in which previous

love or courtship does not appear, we have several games formerly played

at weddings, practically as a part of the necessary amusement to be gone

through after a marriage ceremony by the company present, amusements in

which are the traces of earlier custom.

"Babbity Bowster" (i. pp. 9-11) is an old Scottish dance or game which

used to be played as the last dance at weddings and merrymakings. It was

danced by two lines of players, lads on one side, girls on the other. A

lad took a handkerchief--in earlier times a bolster or pillow--and

danced out in front of the girls, singing. He then selected a girl,

threw the handkerchief into her lap or round her neck, holding both ends

himself, and placed the handkerchief at her feet on the floor. His

object was to obtain a kiss. This was not given without a struggle, and

the line of girls cheered their companion at every unsuccessful attempt

the boy made. When a girl took the handkerchief she threw it to a boy,

who had to run after and catch her and then attempt to take a kiss. When

all had done thus they danced in line form. This dance took place at the

time when bride and bridegroom retired to the nuptial chamber. It is

probable the bride and bridegroom would first go through the dance, and

after the bridegroom had caught his bride and they had retired the dance

would be continued in sport. The chasing of the bride in sport by her

new-made husband at the close of the marriage festivities is mentioned

in old ballads.

In the "Cushion Dance" (i. pp. 87-94) we have an instance of another

similar old English game sang and danced at weddings. The "Cushion

Dance," though not played in line form, has two other elements of

"Babbity Bowster." The description is so interesting, I will repeat it

shortly here. The company were all seated. Two young men left the room,

and returned carrying, one a square cushion, the other a drinking horn

or silver tankard. The young man carrying the cushion locked the door,

taking the key. The young men then danced round the room to a lively

tune played by a fiddler, and sang the words of the dance. There is a

short dialogue with the fiddler, in which it is announced that "Jane

Sandars won't come to." The fiddler says "She must come, whether she

will or no." The young men then dance round again and choose a young

woman, before whom they place the cushion and offer the horn or cup. The

girl and the young man kneel on the cushion and kiss. Here there is no

capturing or chasing of the girl, but her reluctance to be brought to

the cushion is stated by another person, and the locking of the door is

evidently done to prevent escape of the girls.

Other line games contain the element of courting, some versions of

"Green Grass," for instance (i. pp. 161-62), show boys on one line,

girls on the other, inviting girls to come and dance, and promising them

gifts. After the boys have selected a girl, she is asked if she will

come. She replies first No! then Yes! "Pray, Pretty Miss," is similar to

these (vol. ii. pp. 65-67).

The remaining line form of marriage games are probably degenerate

versions of "Three Dukes," "Three Knights," except "Here Comes a Lusty

Wooer" (i. 202) and "Jolly Hooper" (i. 287-88). Ritson records the

first of these two in "Gammer Gurton's Garland," 1783; the second is

probably a degenerate version of the first or similar version. They are

both demands for a bride.

The other important line games are "Jenny Jones" (i. 260-283), "Lady of

the Land," and "Queen Anne." I refer here to the Scotch version of

"Jenny Jones," quoted from Chambers, given in vol. i. p. 281, where

"Janet Jo" is a dramatic entertainment amongst young rustics. Two of the

party represent a goodman and a goodwife, the rest a family of

daughters. One of the lads, the best singer, enters, demands to court

Janet Jo. He is asked by the goodwife what he will give for Janet Jo.

His offers of a peck o' siller, a peck of gold, are refused; he offers

more and is accepted, and told to sit beside his chosen one. He then has

a scramble with her for kisses. Versions of this game which indicate

funeral customs will be treated under that head; but love and courtship

appear in the game, and the courting appears to be that of a young man

or young men, to whom objection is made, pretended or real; the suitors

are evidently objects of suspicion to the parental authority, and their

sincerity is tested by the offers they make.

In "Queen Anne," vol. ii. pp. 90-102, I have attempted a conjectural

rendering of what the game might have been, by putting together the

words of different versions. If this conjectural restoration be accepted

as something near the original form, it would suggest that this game

originated from one of the not uncommon customs practised at weddings

and betrothals, where the suitor has to discriminate between several

girls all dressed exactly alike, and to distinguish his bride by some

token. This incident of actual primitive custom also obtains in

folk-tales, showing its strong hold on popular tradition. Many a lost

bride in the folk-tales proves her identity by having possession of some

article previously given as a token, and this idea may account for the

"ball" incident in this game. (See also "King William.")

From these games, when thus taken together, we have evidence of the

existence of customs obtaining in primitive marriage, and the fact that

these customs, namely, those of marriage by capture, marriage by

purchase, marriage by consent of others than those principally

concerned, in other words, marriage between comparative strangers, occur

in games played in line form, a form used for contest and fighting

games, tends to show that the line form is used for the purpose of

indicating the performance of customs which are supposed to take place

between people living in different countries, towns, and villages, or

people of different tribes or of different habits and customs. The more

imperfect games of this type, though they have lost some of the vigour,

have still enough left to show, when placed with the others, a

connection with customs performed in the same manner.

In "Lady of the Land," for instance (vol. i. pp. 313-20), the words

indicate a lady hiring a poorer woman's daughters as servants, and, no

doubt, originates from the country practice of hiring servants at fairs,

or from hirings being dramatically acted at Harvest Homes. The old

practice of hirings at fairs is distinctly to be traced in local customs

(see p. 319), and is a common incident in folk-tales. In this game, too,

actions would be performed suitable to the work the players undertake to

do.

It is not necessary to mention in detail any of the remaining line

games, because they are fragmentary in form, and do not add any further

evidence to that already stated.

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