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=_ The various calls outrank one another in the order in which we have given them. If one player says, “I propose,” and another calls “Solo,” the solo call shuts out the proposal, even though it has been accepted by a second player. The call of a misère would in turn shut out a solo; abundance would take precedence of misère; and abundance in trumps would be a better call than simple abundance. The slam of course outranks all other bids. This making of a better proposition than one already made is known as “_=Over-calling=_.” A player who has made a call of any kind, or has accepted a proposal, may amend his proposition to a better one, only in case he is over-called; or a player who can not get a partner to accept him may amend his call to solo. For instance: A player may have a hand which he feels sure is good for 8 tricks, perhaps 9. To be safe, he calls solo, and hopes to make three or four over-tricks. If he is outbid by some player over-calling him with a misère, he may be tempted to amend his call to abundance. No call is good until every player who has not already passed does so, by saying distinctly, “I pass.
Only one die is used, and it is thrown from a box. The captains of the teams throw for the first time at the bat, the higher throw winning the choice. Each player in turn of the side at the bat has one throw, and a marker is placed on the base he reaches. Ace, deuce, and trey count for first, second, and third bases respectively; four is a home run. When a five or six is thrown, the result depends on the number of men on bases, but the striker is always out. If there are no men on bases, or if all the bases are full, the player is out if he throws five or six. If there is only one man on the bases and a five is thrown, the striker is _=caught out=_, and the man on the base is also caught. If six is thrown, only the striker is caught out, and the man holds his base. If there are two men on bases, they must be in one of three positions: on first and second; on first and third; or on second and third. In any position, only the striker is out on six thrown.
It is then the dealer’s turn to play a card from his hand, which is also laid face upward on the table, but on the dealer’s side of the cribbage board. Instead of announcing the pip value of this second card, the dealer calls out the total value of the two cards taken together. The pone then lays another card on the table face upward and on the top of the first, which is not turned face down, and at the same time announces the total pip value of the three cards so far played; the dealer plays again, and so on. If at any time the total pip value of the cards played is exactly 15 or 31, the one who plays the card that brings it to that number pegs two points for it at once. If any counting combination, such as a pair, pair royal, or sequence, is formed by the cards played, its value is pegged by the person that plays the card which completes the combination; but neither player is allowed to play a card which will make the total pip value of the cards played pass 31. The method of forming and pegging these various combinations in play will be better understood if they are described separately. A card once played cannot be taken up again, unless it passes 31. _=Pairs.=_ If the first card played by the pone should be a 6, and the dealer had a 6 also, the latter would probably play it, announcing: “Twelve, with a pair,” and pegging two holes. If the pone held a third six he would immediately play it, announcing: “Eighteen, with a pair royal,” and would peg six holes for the three pairs which can be formed with the three Sixes, although he did not hold all of them.
Once they get going, they re faster than Rats. And they always will be. I know it s not easy, letting a Partner share your mind-- It s not easy for them, either, said Underhill. Don t worry about them. They re not human. Let them take care of themselves. I ve seen more pinlighters go crazy from monkeying around with Partners than I have ever seen caught by the Rats. How many do you actually know of them that got grabbed by Rats? * * * * * Underhill looked down at his fingers, which shone green and purple in the vivid light thrown by the tuned-in pin-set, and counted ships. The thumb for the _Andromeda_, lost with crew and passengers, the index finger and the middle finger for _Release Ships_ 43 and 56, found with their pin-sets burned out and every man, woman, and child on board dead or insane. The ring finger, the little finger, and the thumb of the other hand were the first three battleships to be lost to the Rats--lost as people realized that there was something out there _underneath space itself_ which was alive, capricious and malevolent.
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_=Playing.=_ The discards settled, the eldest hand leads any card he pleases, and the others must follow suit if they can, but no one is obliged to win a trick if he has a smaller card of the suit led, and does not want the lead. The two adversaries of the single player do their best to get him between them, and combine their forces to prevent him from winning tricks that contain counting cards, especially Aces. Whatever tricks they win are placed together, and the counting cards contained in them reckon for their joint account. The tricks have no value as such, except the last. _=Showing.=_ The winner of the last trick takes the stock, and each side then turns over its cards and counts the total value of the points won. The lower score is deducted from the higher, and the difference is the value of the game. If all 35 points are won by either side, they count double, 70. _=Scoring.
Ball. Ball and Bonnets. Ball in the Decker. Ball of Primrose. Baloon. Bandy-ball. Bandy-cad. Bandy-hoshoe. Bandy-wicket. Banger.
The various methods of throwing, and the rules governing all such games are as follows:-- _=THE DICE.=_ Although dice may be of any size, the standard pattern are half an inch square, of ivory or bone, with black spots one tenth of an inch in diameter. The opposite sides of the die always equal seven, and if the die is placed upon the table with the ace uppermost and the deuce nearest you, the four will be on the left and the three on the right. The positions of the three and four are sometimes reversed to enable sharpers to distinguish fair dice from those which have been doctored. At the beginning of any dice game, it is quite unnecessary to examine the dice to be used, because they are always fair. Crooked dice are _=rung in=_ during the game, and the player should make it a point to examine the dice frequently if he has any suspicions. First see that each die has all six figures upon it, for some dice are _=dispatchers=_, made with double numbers, so as to secure higher throws than the natural average. Double fives are great favourites with backgammon sharps. The next thing is to place the dice together in pairs, to be sure that they are exactly the same height each way. If dice are not square they can be made to roll over and over on the same faces.
EXTENSIONS AND AMPLIFICATIONS OF LITTLE WAR VI. ENDING WITH A SORT OF CHALLENGE APPENDIX-- LITTLE WARS AND KRIEGSPIEL I OF THE LEGENDARY PAST LITTLE WARS is the game of kings--for players in an inferior social position. It can be played by boys of every age from twelve to one hundred and fifty--and even later if the limbs remain sufficiently supple--by girls of the better sort, and by a few rare and gifted women. This is to be a full History of Little Wars from its recorded and authenticated beginning until the present time, an account of how to make little warfare, and hints of the most priceless sort for the recumbent strategist.... But first let it be noted in passing that there were prehistoric Little Wars. This is no new thing, no crude novelty; but a thing tested by time, ancient and ripe in its essentials for all its perennial freshness--like spring. There was a Someone who fought Little Wars in the days of Queen Anne; a garden Napoleon.
The dealer’s play always requires careful planning of the whole hand in advance. _=THE NULLO.=_ Although not yet in the official laws of the game, this bid seems to be a popular one with many players. It is a contract to lose tricks instead of winning them, and is primarily a defence against overwhelmingly strong no-trumpers. A bid of three nullos means that the declarer will force his opponents to win nine tricks, he winning four only, so that each trick _=under=_ seven counts for the nullo player on his side. _=SCORING.=_ There is some difference of opinion as to the proper value for the nullo, but the general verdict seems to be to put it just below the no-trumper at 10 a trick, no honours. Two no-trumps will outbid two nullos. If the adversaries of a nullo revoke, the declarer can give them three of his tricks, or take 100 in honours as penalty. If he revokes, they take 100 penalty as usual.
The 7 red counters lost by A and Y being divided, shows a loss of 35 white counters for each of them. If three players take four tricks apiece, they each pay the fourth man a red counter. _=WINNING THE POOL.=_ Besides the white counters won and lost by the players individually, the successful caller takes the pool, provided he has made a bid of seven tricks or better, which is called _=a pool bid=_. Any lower bid does not entitle him to the pool, unless the other players compel him to play the hand out. In order to save the pool, it is usual for the adversaries, before playing to the second trick, to say: “_=I pay.=_” If all agree to pay, the bidder must accept the amount of his bid without any over-tricks, and the pool is not touched. If a player has made a pool bid, and the adversaries, before playing to the second trick, agree to pay, they cannot prevent the caller from taking the pool; but they save possible over-tricks. The agreement of the adversaries to pay must be unanimous. Misère Partout does not touch the pool.
This game resembles one described by F. H. Low in _Strand Mag._, ii. 516. London Bridge [Music] --Wrotham, Kent (Miss D. Kimball) [Music] --Rimbault s _Nursery Rhymes_, p. 34. [Music] --Enborne School, Berks. (Miss M.
_=THE CRIB.=_ The cards dealt, each player takes up his six cards and examines them with a view to laying out two cards, face downward, for the crib; leaving himself four cards with which to play. The four cards which form the crib, two from each hand, always belong to the dealer, and it is usual for each player, in discarding for the crib, to slip his two cards under the end of the cribbage board opposite to that occupied by the remainder of the pack. Cards once laid out for the crib, and the hand removed from them, cannot be taken up again. A penalty of two points may be scored by the adversary for each card so taken up again, whether it is returned to the player’s hand or not. If either player confuses his cards in any manner with those of the crib, his adversary scores two points, and may also claim a fresh deal. If it is not discovered until he comes to lay out for the crib, that a player has too many cards, the same rules apply that are given for misdealing; but if he has too few cards there is no remedy, as he has lifted his hand. He must lay out two cards for the crib and play with what remain, his adversary scoring two points penalty at the same time. _=THE STARTER.=_ Both players having discarded for the crib, the non-dealer cuts the remainder of the pack, and the dealer lifts the top card from the portion left on the table, turning it face up.
Common Sense in Chess, by E. Lasker. Walker’s Treatise on Chess, 1841. Handbuch des Schachspiels. Lehrbuch des Schachspiels, by J. Dufresne. Teoria e Practica del Giuoco degli Schacchi. British Chess Magazine. Chess Player’s Chronicle. Chess Monthly.
A bid of ten should not be made without both Joker and Right Bower, and all the other cards winners and trumps. To bid twenty, a player should have a practically invincible hand, with at least five winning leads of trumps. The first bidders are always at a disadvantage, because they know nothing of the contents of the other hands; but after one or two players have made a bid, those following them can judge pretty well how the cards lie. For instance: The seven players are _=A=_ _=B=_ _=C=_ _=D=_ _=E=_ _=F=_ _=G=_. _=A=_ deals, and _=B=_ bids 2 in hearts. _=C=_ and _=D=_ pass. _=E=_ bids 3 in clubs; and _=F=_ says 4 in hearts. It is evident that _=F=_ is bidding on _=B’s=_ offer in hearts, and intends to choose him for a partner. _=G=_ finds in his hand four good spades and the Joker, but neither Bower. He may safely bid 5 or 6, taking _=E=_ for a partner if successful, as _=E=_ very probably has one or both the black Bowers.
The weak place. I flopped on the bed, stretched my arm out against the counterpane. She ran her fingers over it--the old laying on of hands. If she were the real thing, I knew what it was--perception at a level a TK can t match. The real healers feel the nerves themselves. I d been worked on before. The more hysterical healers, some really creepy witches, had given me some signs of relief, but none could ever find the real weak place, as she called it. She was mumbling to herself. I guess you could call it an incantation. I got a picture of a nubile waif, too freakish to fit where she d been raised.
See Handy Croopen. How many Miles to Babylon I. King and Queen of Cantelon, How many miles to Babylon? Eight and eight and other eight. Will I get there by candle-light? If your horse be good and your spurs be bright. How mony men have ye? Mae nae ye daur come and see. --Chambers _Popular Rhymes_, p. 124; Mactaggart s _Gallovidian Encyclopædia_. II. How many miles to Babylon? Three score and ten. Will we be there by candle-light? Yes, and back again.
In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, it is still the custom to permit looking at the last trick, except in Misères. The penalty in a misère game is the same as for a lead out of turn. 38. If a player is lawfully called upon to play the highest or lowest of a suit, or to trump or not to trump a trick, or to lead a suit, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked. 39. In all cases where a penalty has been incurred, the offender must await the decision of the adversaries. If either of them, with or without his partner’s consent, demands a penalty to which they are entitled, such decision is final. If the wrong adversary demands a penalty, or a wrong penalty is demanded, none can be enforced. * * * * * The following rules belong to the established code of Whist Etiquette. They are formulated with a view to discourage and repress certain improprieties of conduct, therein pointed out, which are not reached by the laws.
(_c_) Miss Burne s version (_Shropshire Folk-lore_, p. 521) is practically the same as the Earls Heaton game, and Easther in his _Almondbury Glossary_ gives a version practically like the Sheffield. Mr. Hardy says it is sometimes called Black-butt, when the opposite side cry Away we cut. Miss Dendy quotes an old Lancashire rhyme, which curiously refers to the different subjects in the Lancashire game rhyme. It is as follows:-- Little boy, little boy, where were you born? Way up in Lancashire, under a thorn, Where they sup butter-milk in a ram s horn. Another version is given in _Notes and Queries_, 3rd Series, vii. 285. (_d_) This is a dramatic game, in which the children seem to personate animals, and to depict events belonging to the history of the flock. Miss Burne groups it under her dramatic games.
T. Potteries { Lawton. Wolstanton Miss Keary. { Moor s _Suffolk Words_, Forby s SUFFOLK { _Vocabulary_, Lady C. Gurdon s { _Suffolk County Folk-lore_. SURREY-- Barnes Mrs. G. L. Gomme. Clapham Miss F.
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If a player deals out of turn, he must be stopped before the cards on the table are turned face upward. A misdeal loses the deal. It is a misdeal if the pack has not been cut, or if the cards are shuffled after the pack has been properly cut; or if the dealer deals a card incorrectly, and fails to remedy it before dealing to the next player; or if he deals too many or too few cards to any player or to the table. If a card is exposed during the deal, an adversary may claim a fresh deal. If, after the cards on the table have been faced, a card is exposed by the dealer, or is found faced in the pack, the player to whom it would be dealt may reject it, and it must then be placed in the middle of the stock, and he must be given the top card. If a card is exposed in the last round, the dealer must take it, and must allow the player to whom it would have been dealt to draw a card from the dealer’s hand, face downward. If he draws the exposed card, he must keep it. If the dealer gives any player an incorrect number of cards in any round after the first, and does not detect and correct the error before he deals to the next player, the dealer cannot count anything that hand. The number of cards in each hand must be restored to four, either by drawing from them, face down, or adding from the stock. If any player lifts his cards before the dealer has helped all the players, including himself, a misdeal cannot be claimed.
=_ Every deal is a game in itself, and must be settled for in counters immediately. It is usual for each player to begin with fifty counters, which are purchased from some person who is agreed upon to act as banker. When only two play, the game may be scored on a pull-up cribbage board, and settled for at the end. _=PLAYERS.=_ Any number from two to six persons may play, but four is the usual number, each playing for himself against all the others. The players on the dealer’s right and left are known as the _=pone=_ and the _=eldest hand=_, respectively. _=STAKES.=_ The value of the counters must be agreed upon before play begins, and the method of settling should also be understood, Sweepstake Hearts and Howell’s Settling being entirely different games, and requiring totally different methods of play. _=CUTTING.=_ If seven players assemble, it is usual to make up a table in which the dealer takes no cards.
=_ The points for dix, melds, and the last trick are all scored with the counters in the ordinary way, but the score for cards must be kept mentally. The moment any player correctly announces that he has reached 1000 points, he wins the game, no matter what the others may have scored. If his claim is not correct, he retires, and the two remaining players finish alone. If neither wins the game that deal, they play the next deal as in ordinary two-handed Binocle, with a stock, the ultimate winner taking the stakes. If it has been agreed that the lowest score pays when the first player goes out, the game is ended as soon as one retires. If two players reach 1000 points without either having claimed the game, they must both go on to 1250; but if the third player reaches and announces 1000 before either of the others reaches 1250, he wins the game. _=The Revoke.=_ The individual player in error loses his entire score for “cards.” The bidder cannot be set back if either adversary revokes. He may demand that the hand be played out if he thinks he can get a good score.
=_ No player but the one that takes up, orders up, or makes the trump can play a lone hand. If the dealer takes up the trump card of his own accord, he can play alone. If any player orders up or assists, that player can play alone. Any player making a new trump after the first has been turned down, can play alone. If one player orders up the trump, neither his partner nor his adversary can play alone; and if the dealer’s partner assists, that prevents the dealer from playing a lone hand. In many clubs the mistake is made of allowing the dealer to play alone on his partner’s assist; or letting the pone play alone after the dealer has been assisted; or letting the partner of the player who makes the new trump play alone. This is not good Euchre, because it gives an unfair advantage to one side, as we shall see when we come to the suggestions for good play, especially in connection with ordering up at what is called the “bridge;” that is, when the score is 4 to 1, or 4 to 0. _=METHOD OF PLAYING.=_ The trump settled, the eldest hand, or the player next him on the left, if the partner of the eldest hand is playing alone, begins by leading any card he pleases, and the others must follow suit if they can. Failure to follow suit when able is a _=revoke=_, if the error is not discovered and corrected before the trick in which it occurs is turned and quitted.
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When this method is adopted, it is not necessary to deduct the lower score from the higher at the end of each rubber, so that each player can keep what she gets, the comparative result being the same if the players remain at the same table. This method is open to the objection that if two strong players are opposed to weak ones all the time, it is a great advantage. It is also liable to abuse, if four players agree to double everything, so that some one at the table shall be high score. _=PROGRESSIVE BRIDGE.=_ This is simply a movement of the players from table to table, much as described under the heading of _=compass whist=_. The players may either agree that all the N & S pairs shall sit still, all the E & W pairs moving one table; or they may arrange for the winners to move in a certain direction. In all progressive games, sometimes called _=Drive Bridge=_, there are no rubbers or games, as one table would keep all the others waiting. An even number of deals, usually four, is the rule for each round before moving. _=DUPLICATE BRIDGE.=_ This is bridge with the hands kept separate and put into trays to be carried from table to table.
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