(b) A ring is formed by each child holding one end of a handkerchief. One child stands in the centre and acts as leader. The ring moves round slowly. The leader says the words as above while the ring is moving round, and then suddenly calls out whichever he chooses of the two sayings. If he says “Hold fast!” every one must immediately let go the corner of the handkerchief he holds. They should all fall to the ground at once. When he says “Let go!” every one should retain their hold of the handkerchief. Forfeits are demanded for every mistake.

This game, called “Hawld Hard,” is commonly played about Christmas-time, where a number hold a piece of a handkerchief. One then moves his hand round the handkerchief, saying, “Here we go round by the rule of Contrairy; when I say ‘Hawld hard,’ let go, and when I say ‘Let go,’ hawld hard.” Forfeits are paid by those not complying with the order.—Lowsley’s Berkshire Glossary.

Cop-halfpenny

The game of “[Chuck-farthing].”—Norfolk and Suffolk (Holloway’s Dict. of Provincialisms).

Corsicrown

A square figure is divided by four lines, which cross each other in the crown or centre. Two of these lines connect the opposite angles, and two the sides at the point of bisection. Two players play; each has three men or flitchers. Now there are seven points for these men to move about on, six on the edges of the square and one at the centre. The men belonging to each player are not set together as at draughts, but mingled with each other. The one who has the first move may always have the game, which is won by getting the three men on a line.—Mactaggart’s Gallovidian Encyclopædia.

See “[Kit Cat Cannio],” “[Noughts and Crosses].”

Cots and Twisses

A flat stone is obtained called a Hob, upon which those who are playing place equal shares of Cots and Twisses. Cots are brass buttons, and Twisses bits of brass—a Twiss of solid brass being worth many Cots. Each player provides himself with a nice flat [key] stone, and from an agreed pitch tosses it at the Hob. If he knocks off any of the Cots and Twisses nearer to the players than the Hob is, he claims them. The other players try to knock the Hob away with their key-stones from any Cots and Twisses that may not have been claimed; and if any key-stone touches Hob after all have thrown, the owner cannot claim any Cots and Twisses.—Earls Heaton (Herbert Hardy).