





































9

triCkster’s eConomiCs: Conservation and  
innovation in the game oF Jinx

JeFFrey g . howArd

“It is desirable to combat the persisting popular tendency to disregard 
the holistic humanity of children as equal, fully human beings — even 
to the extent of their having meaningful culture” (Carpenter 1994, 19).

Forty years ago, as of the time I am writing this, Herbert and Martha Knapp 
published an article in The Journal of American Folklore called “Tradition and 
Change in American Playground Language.” Their article dealt with national — 
rather than regional — distribution of language and terminology types whose 
long-lasting presence on the playground had separated certain games from more 
trendy and faddish types of activities practiced by schoolchildren (Knapp and 
Knapp 1973, 131). These language types included the truce terms “Time Out” and 
“King’s X,” the tag terminology involving “cooties,” and finally — and perhaps the 
most significant and popular phenomenon — “jinks.” Peter and Iona Opie have 
also written about Jinx as they observed it in English schoolchildren (although 
they do not refer to it by that name), describing the performance in this manner: 

If two children accidentally say the same thing at once (it must be 
accidental), they instantly stop what they are doing and, without 
uttering a further word to each other or making any sound, glide into 
a set ritual which varies only according to the part of Britain or, for 
this is an international performance, the part of the world in which 
they live. (Opie and Opie 1961, 310)

The Opies recorded various rituals associated with this game, including phrases 
such as “touch wood and whistle” and “white rabbits” and actions like linking 
pinkies and making wishes. In the U.S, many children use the word jinx, a more 
modernized form of “jinks” (which I will use to refer to the game throughout the 
remainder of this essay), as the cue for the performance of their own rituals. These 
rituals have consisted of pinching, poking, punching, counting, and even extorting. 
Sometimes the winner demands silence from the loser; other times, a simple soda 
pop. In fact, although the game does have quite a few variations, a few of which 
the Knapps recorded, one of the most widespread phrases associated with the 
game is “Jinx, you owe me a Coke!” In 2006, the line even made an appearance 
in a Season 2 episode of the American TV sitcom The Office when the office 
secretary, Pam, and her co-worker Jim say something at the same time, and Pam 
calls, “Jinx! You owe me a Coke!”

Unfortunately, since the Knapps’ article in 1973, the game has received 
very little attention, which is odd since the Opies in The Language and Lore of 
Schoolchildren claim that “the rite would bear detailed investigation in the United 

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States,” and the Knapps’ exposition of the game, while interesting and informative, 
was by no means definitive or exhaustive (Opie and Opie 1961, 19). One of the 
few references to the jinx game in folklore scholarship since that time occurs in 
Simon J. Bronner’s classic work American Children’s Folklore. Bronner records 
a single instance of the game, but provides no commentary on it (Bronner 1988, 
172). Consequently, while I make no assertions about conducting a “detailed 
investigation” of the game, I feel the need to break the near-silence of forty years 
regarding the state of the Jinx to respond to the Knapps’ uncertainty as to whether 
“the popularity of the game [was] increasing or decreasing” (Knapp and Knapp 
1973, 138). Not only does Jinx still continue to be popular among schoolchildren 
— and even some adults, myself included on occasion — as both a game and a 
linguistic performance, but it is also changing and evolving in response to social 
influences. A version of the Jinx game that I collected from my niece (to whom I 
will refer as Lydia for the purposes of this project) illustrates Brian Sutton-Smith’s 
dual concept of innovation and conservation at work in the game (qtd. in Zumwalt 
1995, 43). Lydia’s version of Jinx conserves some of the traditional aspects of 
the game, such as rhyming and demanding compensation, but it also creates 
content that reflects the innovative trends of the technological society of today 
and combines those trends with the role of the trickster archetype. Jinx, like other 
games and teasing, is for my niece (and children like her) “a means of more fully 
experiencing and defining the people in their lives and the world in which they 
live” (Jorgensen 1995, 213), and through the rules of jinx and the spirit of play she 
breaks down existing hierarchies and sets up new ones in their place.

Etymology and Context

The term jinx is a fairly recent one. The OED records the earliest known usage 
of the term in 1911, although its variations may be far older (Oxford English 
Dictionary Online, 2013). In fact, the Knapps trace “jinks” back to 1670 as “a piece 
of conjurer’s gibberish,” and it has since appeared in other variations (jinkgo, 
jingo, jings, etc.) since then (Knapp and Knapp 1973, 139). A jinx is more than 
just a spell or conjuration, though; it can also come in the form of a person 
with contagious ill fortune. Barbara Rieti reports instances in Newfoundland of 
fisherman with bad luck who were and are known as jinkers, which is close 
enough to jinx to potentially share an etymological heritage. The following is an 
account given by one of Rieti’s student regarding such bearers of bad-luck: “If 
you went with a fisherman and he got a water haul, i.e. no fish, … then you were 
considered a jinker or Doone dinker … and it was highly unlikely that they would 
let you go with them again” (qtd. in Rieti 2008, 19). Incidentally, the OED also 
associates jinx with a Jonah, another seafaring term taken from the biblical Jonah 
and assigned to people who bring bad luck not only on themselves but also on 
their mates (Oxford English Dictionary Online, 2013). The Jonah-as-jinx concept 
has been referred to both explicitly and implicitly in various books such as Daniel 
Defoe’s Robinson Crusoe, Herman Melville’s Moby Dick, Ernest Hemingway’s The 
Old Man and the Sea, and even films such as Peter Weir’s Master and Commander 
(in which the Jonah character receives such ill treatment from the crew members 

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that he finally throws himself overboard). 
Regardless, though, of how jinx and its associated ideas of luck, superstition, 

and powerlessness have been preserved in written language and oral tradition 
up until the term jinx surfaced in its current form in 1911, it eventually made the 
jump from conjurers’ spell and sea-farer’s lore to the schoolchild’s playground 
as a word game. According to the Knapps, the Jinx game became popular in the 
1940s as a replacement (so it seems) for a prior “ceremonial colloquy” known only 
as “Needles and Pins” (Knapp and Knapp 1973, 138). “Needles and Pins” was a 
wishing ritual that required two children to accidentally say the same word at the 
same time (it cannot be on purpose, or the mystique is lost), lock pinkies, and 
repeat the chant, “Needles and pins, / needles and pins, / when a man marries/ 
his trouble begins” or some derivation (Knapp and Knapp 1973, 138). The chant 
appears as a nursery rhyme in the 1916 children’s book The Real Mother Goose, 
and B.A. Botkin recorded the same rhyme in 1947 in his hefty volume A Treasury 
of New England Folklore, Stories, Ballads, and Traditions of the Yankee People. 
However, neither version mentions speaking at the same time or making wishes. 
Both the Knapps and the Opies recorded children in New England, but also 
in Missouri and east Texas, who employed the “Needles and Pins” model and 
wishing ceremony throughout the early to mid-1900s (Opie and Opie 1961, 312).

The Opies also recorded multiple verbal rituals similar to “Needles and Pins” 
in England during that same time period. Many of these rituals also have to do 
with wishing as a collaborative endeavor in which both individuals participate. 
The Opies collected one version “at the Royal School, Bath,” in which “after 
making the wish, one girl says: ‘I wish, I wish your wish comes true.’ And the 
other replies: ‘I wish, I wish the same to you.’ In Southampton both chant: ‘I wish, 
I wish this wish to you, / I wish, I wish your dream come true’ (Opie and Opie 
1961, 311). These ceremonial procedures emphasize unity of purpose and the idea 
that people must work together and look out for each other in order for needs and 
wants to be realized. Luck is only responsible for the opportunity, but they must 
take advantage of it together. 

Jinx, on the other hand, at least those versions that the Knapps collected 
and many of the versions I have heard work in an almost opposite direction, 
stressing competition and dominance of one individual over another instead 
of collaboration and equality. Many versions make references to payment and 
indebtedness, i.e. “You owe me a Coke!” while others allow children to perform 
a type of physical dominance with pinching and poking or discursive superiority 
by forcing them to be silent. My dad explained that the version he played with his 
siblings involved both hitting and remuneration: “You yell ‘Jinx!’ and you hit them, 
and then they have to buy you a pop or something” (Howard, 2013).

The reason for this shift from the cooperative wishing of “Needles and Pins” 
to the more antagonistic relationships of “Jinx” in the 1940s could be due to a 
number of social factors. The 1940s, of course, consisted of a rise in international 
tensions that resulted in the United States entering WWII. The global community, 
while still maintaining some sense of alliance and cooperation within the 
competing sides (the Axis and the Allied forces), became a place of competition 
and combat. Coping mechanisms dealing with this wartime environment might 

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have manifested themselves in the form of rough physical play had not the 1920s 
and onward begun to curtail and reduce such things with more adult supervision 
(Hughes 1996, 320). Thus, by replacing games like “Needles and Pins” with “Jinx” 
allowed children to express that type of antagonism verbally when they were not 
allowed to express it physically. 

Whether or not these factors are responsible for the shift, I think it fair to say 
that the need for collaboration and the need for control and dominance form 
major roles in a child’s developing personality. The game in either form is certainly 
reflective of each set of tendencies, and the fact that children are able to express 
both of these diametrically opposed characteristics is a testament to their inherent 
complexity. Children play with both of these needs in order to achieve power and 
success, and these versions of Jinx demonstrate this weighing of capitalistic and 
communal roles as children seek to translate these ideologies into the idiom of 
their own lore.

The Jinx Machine: an Analysis

One evening in May 2013, I was sitting down to eat a dinner of pizza and salad 
at a family get-together. At gatherings of this nature, I generally sit with my nieces 
and nephews because I happen to like the topics of conversation circulating 
around the kids’ table more so than those selected by the adults’; tales of second-
grade romances, name-calling, and body humor suit me far better than hearing 
about number of circumcisions my OBGYN brother-in-law has done and how easy 
it was to perform an especially gruesome C-section (the story of which he might 
choose to relate at the exact moment I am cutting into the pizza). 

In between mouthfuls of Bell peppers and Canadian bacon, my niece and 
nephews shared funny stories about school and church and friends and knock-
knock jokes, frequently interrupting each other in order to usurp an especially silly 
punch line (I don’t often understand their humor, but the fact that it doesn’t make 
any sense at all doesn’t deter me from enjoying it. Most of their jokes are made 
up on the spot, and, to use the rhetorical terminology of my profession, consist 
primarily of non-sequiturs). At one point, my niece, Lydia, and her brother said the 
same thing at the exact same moment. Lydia pointed at her brother and shouted, 
“Jinx!” They giggled at the coincidence, and she continued, “The jinx machine is 
out of order. Please insert another quarter” (Lydia, 2013). I quickly overcame my 
surprise at hearing a version of Jinx that I had never heard before (and which 
does not seem to exist anywhere else in jinx-lore), asked her to repeat it, and I 
transcribed it into my phone calendar (I would have used something more official 
to record the event, but I had no pencil and my napkin was covered in marinara 
and grease). Her brother complained that she had stolen the phrase from him, 
although when I questioned him more closely, he admitted that he, too, had taken 
that version of Jinx from friends at school. While innovative in several ways which 
I will discuss later, this particular version of Jinx conserves some of the elements 
found in versions collected by the Knapps and Simon J. Bronner, and even in 
some of the versions that I have heard and used at various times as a child. 

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First and foremost, Lydia’s Jinx couplet is what Jan Brunvand would call a 
“game rhyme” (Brunvand 1968, 64). C.W. Sullivan III says, “Children’s games … 
often include rhymes,” but the appearance of rhyme in recorded Jinx versions 
is rare, although in its predecessor “Needles and Pins” rhyming is standard issue 
(Sullivan 1995, 147). However, in 1971, the Knapps did collect a game rhyme 
version of Jinx in Smithville, Indiana: “Pinch, poke, / you owe me a Coke” (Knapp 
and Knapp 1973, 137). The metric qualities of this rhyme (two stresses, one iamb, 
and one anapest) are a bit chaotic for a couplet, but it does demonstrate that 
my niece’s version still (after forty years) conserves the notion of Jinx as a game 
rhyme. 

Lydia’s game rhyme, however, has a more unified rhythmical structure than the 
Knapps’. Her two lines consist of a variation of iambic tetrameter (with one extra 
unstressed syllable), a metric form employed by poets such as Emily Dickinson, 
Alfred Lord Tennyson, and Percy Bysshe Shelley, among others. The first line of 
the rhyme begins with four iambic feet and an extra unstressed syllable at the 
end (“The jinx machine is out of order”). The final unstressed syllable, however, 
connects to the stress in “please” in the second line, thus unifying the rhyme as 
one line glides into the next. 

Further, the couplet is not only an example of poetic completeness, but also 
of satire. One of the most well-known usages of iambic tetrameter appears in 
Samuel Butler’s “Sir Hudibras,” a seventeenth-century poetic satire written about 
Puritans and Roundheads in the late seventeenth century. The iambic tetrameter 
and couplet form (like those found in my niece’s rhyme) rhythmically convey the 
sense of mockery and derision. In the same way, the metric quality of this version 
of Jinx (not only a game rhyme but also a “rhyme of derision” or taunt [Brunvand 
1968, 68]) also asserts the competitive nature of the game; in a sense, the rhyme 
celebrates the victory of the crowing child and the defeat of the rival, not in words 
but in music.

In addition to its rhyming quality, Lydia’s Jinx game also conserves the motif of 
playing the game at dinner. Bronner records,

Ganie and Neil had a custom when people said the same thing at 
the dinner table. One person shouted out “jinx,” and started to count 
until the other person said “stop.” The person who said “jinx” got to 
slug the second person who said stop as many times as he counted. 
(Bronner 1988, 172)

Dinner time is traditionally supposed to be a time of familial unity and 
cooperation. According to Gregory K. Fritz, “Family dinners allow all members 
of the family to be involved, to know what is important, enjoyable, difficult or 
annoying for the others … For parents, regular family meals provide opportunities 
to inculcate values and model supportive interactions” (Fritz 2006, 8). Richard 
Wilk echoes that sentiment, referring to the “image of the happy family meal” in 
the United States as “the warm, encompassing circle of commensality [that] drew 
everyone together around real food cooked with unique family recipes, teaching 
children religious values and respect for their elders, and brought order and 

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comfort to a nation founded on family values” (Wilk 2010, 428). His assertion in 
a sense gives dinner time a connotation of spiritual development, sustenance, 
and, most importantly, ritual. At the table, parents, as the authority figures, have 
constructed an ordered setting in which children and parents can interact in 
meaningful ways. Even at the kids’ table, when authority figures are physically 
absent, the values and expectations of the parents should keep the parents 
figuratively present. Ideally, children will behave because they will give into the 
panoptical gaze of the absent parent and behave as if they are not completely 
unobserved. 

The child’s performance of the Jinx game, though, disrupts the order that is 
supposed to prevail at dinner time. The rituals of Jinx trump the dinner ritual 
and essentially provide the child the opportunity to act the part of the trickster, a 
virtual Brer Rabbit whose intent is to subvert the sacred ritual of eating and the 
system imposed by the more powerful parental authority, not out of spite but for 
the sake of spectacle and performance. George Lankford says, 

Trickster is more likely to be discovered through roles and functions 
than through labels and appearances … Inordinately clever, he 
frequently lures others into humiliation, injury, and even death … He 
is a menace to society without being its enemy, and he brings disaster 
to others without malevolence. He is the rule breaker par excellence. 
(Lankford 1996, 716)

The trickster archetype fits well with the Jinx game (and many other children’s 
games as well) because of what Roger D. Abrahams refers to as his “regressive 
infantilism” and his desire to play (Abrahams 1968, 173). While Lydia’s and 
Bronner’s Jinx games are certainly not intended to bring about injury or death to 
the other participants, they do “menace” the society of the table by upsetting the 
rules of good behavior and peer-ness, humiliating competitors, and reducing that 
person’s position in the eyes of the others. In my niece’s case, the victim of the 
rhyme game is her brother, who is both older and bigger than she is. Her jinxing 
of him temporarily overturns not only his advantage in age, size, and strength 
(once again an echo of Brer Rabbit and his encounter with animals like Brer Bear 
and Brer Fox), but also the constructed superiority of his masculinity. Further, Jinx 
not only becomes a mockery of her male rival, but by extension also of the ritual 
of dinner time and the adults who have instituted it. All of them fall prey to the 
culprit’s jinxing couplet.

The mental superiority of the trickster as manifested in its ability to upset the 
status quo not only demonstrates of the children’s ability to conserve elements 
of the game, but within the behavior of the same archetype exists an illustration 
of childhood innovation and understanding of everyday realities and their 
complexity. Marilyn Jorgensen suggests (paraphrasing Richard Tallman’s article “A 
Generic Approach to the Practical Joke”) that one of the main roles of a trickster 
involves trying to “get something for nothing” (Jorgensen 1995, 214). Interestingly, 
this endeavor to procure amenities at someone else’s expense is also the guiding 
objective of the Jinx performance. In a few cases, such as the one that Bronner 

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reports, the winner procures the right to strike the opponent a certain amount of 
times, while in other cases (and I remember having played it this way) the winner 
gains control over loser’s speech because the loser has to be silent until the winner 
says his name three times. Most commonly, the trickster cries, “Jinx, you owe me 
a Coke!” “Pinch, poke you owe me a Coke!” or, as the Knapps report from an 
informant in Tacoma in 1959, “Jinks, Cokes, and Hamburgers” and thus secures 
physical sustenance (Knapp and Knapp 1973, 137). Regardless of which version is 
used, the winner gains something by calling “Jinx!” first without investing anything. 
Lydia’s Jinx version retains or conserves this “something for nothing” aspect. The 
phrase “The jinx machine is out of order, / Please insert another quarter” indicates 
this underlying ideology because inserting a quarter into a broken machine 
indicates logically (though logic frequently matters but little place in a children’s 
rhyme) that the giver will receive nothing in return. After all, a machine that is “out 
of order” can’t actually do anything. However, her request (her demand, I should 
say) for the quarter also demonstrates her creativity in that instead of asking for a 
type of currency like the Coke or other kind of soda that has limited usage (she 
can only drink it), she asks for money. 

Her demand for cash is clever in that it makes the brother beholden to her and 
gives her real power in the economic discourse of the world in which she lives. 
Though a Coke possesses physical fluidity, she realizes that money is the only true 
liquid asset. Money has far more weight and versatility than a Coke does in its 
purchasing power. A person who has money has the ability to buy a Coke, should 
she feel the need, but she can choose to purchase something besides a Coke. 
She can even choose not to spend it at all. In her own way, she is demanding 
more freedom at the expense of her brother’s. She is not only Trickster, but she is 
Trickster masquerading as the economic “machine.” 

My niece’s couplet, further, is also interesting in that it asks for an amenity 
(money) whose system is founded on belief, which is exactly how the game 
functions. The power of money comes from the trust and belief of consumers; the 
metal disk we call a quarter has no real power in and of itself, but only insofar as 
people believe in the value it represents. In the same way, she only has power 
over her rival because both parties believe in the rules of the game. In a sense, 
then, her innovative demand suits the game’s ideology better metaphorically than 
the Cokes and pinches of previous Jinx versions.

In the end, the trickster/my niece triumphs, but her victory is only short-lived, 
which is to be expected since, as Lankford states, “Trickster is as much tricked as 
tricker in countless stories about his dealings with others, often leaving the analyst 
to ponder who is the Trickster” (Lankford 1996, 716). In the Jinx game, the final 
part of the performance occurs when the loser refuses to make good on his or her 
debt. This seems to be a fundamental part of the game’s narrative. The Knapps 
mention that frequently after the winner proclaims victory, “no one takes [the] 
debt seriously” (Knapp and Knapp 1973, 137). Essentially, this refusal to pay up 
by the loser becomes the proverbial Tar Baby; trickster Lydia never collects the 
quarter from her brother and is thus outfoxed in her demand for remuneration. 
She has, though, throughout the game shown her ability to deal with the complex 
issues of modern economic systems of exchange, while also retaining some of the 

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original elements of the Jinx tradition in unexpectedly profound demonstration of 
the “dynamics of cultural acquisition” (Carpenter 1994, 19). Overall, her version of 
Jinx is a veritable playground where the interaction of old and new ideologies can 
occur. 

WORKS CITED

Abrahams, Roger D. 1968. Trickster, the Outrageous Hero. Our Living Traditions: 
an Introduction to American Folklore. Edited by Tristram Potter Coffin. New 
York: Basic Books, Inc.

Bronner, Simon J. 1988. American Children’s Folklore: A Book of Rhymes, Games, 
Jokes, Stories, Secret Languages, Beliefs ad Camp Legends for Parents, 
Grandparents, Teachers, Counselors, and All Adults Who Were Once 
Children. Little Rock: August House.

Brunvand, Jan Harold. 1968. The Study of American Folklore: an Introduction. 
New York: W.W. Norton & Company, Inc.

Carpenter, Carole H. 1994. Developing an Appreciation for the Cultural 
Significance of Childlore. Children’s Folklore Review 17 (1): 19-29.

Fritz, Gregory K., M.D. 2006. The importance of the family dinner. The Brown 
Child and Adolescent Behavior Letter 22 (2): 8. 

Howard, David. 2013. Jinx. Personal Interview.
Hughes, Linda A. 1996. Games. American Folklore: An Encyclopedia. Edited by Jan 

Harold Brunvand. New York: Garland Publishing, Inc.
jinx, n. OED Online. March 2013. Oxford University Press. http://www.oed.com/

view/Entry/101360?rskey=D2G9no&result=1 
Jorgensen, Marilyn. 1995. Teases and Pranks. Children’s Folklore: a Source Book. 

Edited by Brian Sutton-Smith et al. New York: Garland Publishing, Inc.
Knapp, Herbert and Martha Knapp. 1973. Tradition and Change in American 

Playground Language. The Journal of American Folklore 86 (340): 131-141. 
Lankford, George. 1996. Trickster. American Folklore: an Encyclopedia. Edited by 

Jan Harold Brunvand. New York: Garland Publishing, Inc.
Lydia. 2013. Jinx. Personal Interview.
Opie, Iona, and Peter Opie. 1961. The Lore and Language of Schoolchildren. 

Oxford: Clarendon Press.
Rieti, Barbara. 2008. Making Witches: Newfoundland Traditions of Spells and 

Counterspells. Montreal: McGill-Queen’s University Press.
Sullivan III, C.W. 1995. Songs, Poems, and Rhymes. Children’s Folklore: a Source 

Book. New York: Garland Publishing, Inc.
Wilk, Richard. Power at the Table: Food Fights and Happy Meals. Cultural Studies/

Critical Methodologies 10 (6): 428-436.
Zumwalt, Rosemar Lévy. 1995. The Complexity of Children’s Folklore. Children’s 

Folklore: a Source Book. New York: Garland Publishing, Inc.

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