Hurstmonceux Miss Chase. Shipley, Horsham, West { Miss R. H. Busk (_Notes and Grinstead { Queries_). Ninfield Mr. C. Wise. { Northall s _Folk Rhymes_, _Notes and WARWICKSHIRE { Queries_, _Northants Notes and { Queries_, Mr. C. C.
” Penultimate, the lowest but one of a suit at Whist. Phaser, F., to change the pack. Philosopher, a card sharp. Piano Hands, hands which run along smoothly at Whist, and yield no opportunities for loss or gain. Piking, making small bets all over the layout at Faro. Playboy, the Jack of trumps at Spoil Five. Plain Suits, those which are not trumps. Point, F., the suit containing the greatest number of pips.
If a player take into the hand dealt to him a card belonging to the other pack, the adversaries, on discovery of the error, may decide whether they will have a fresh deal or not. A MISDEAL. 43. A misdeal loses the deal. 44. It is a misdeal-- I. Unless the cards are dealt into four packets, one at a time in regular rotation, beginning with the player to the dealer’s left. II. Should the dealer place the last (_i.e.
If he fails, he must double the pool, and pay each of his adversaries. The table of payments will be given later. _=ANNOUNCEMENTS.=_ The proposals rank in the order following, beginning with the lowest. The French terms are given in _=italics=_:-- Five tricks; or eight with a partner, in petite. _=Simple in petite=_. Five tricks; or eight with a partner, in belle. _=Simple in belle=_. Six tricks solo, in any suit. _=Petite independence=_.
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Mr. Newell (_Games_, pp. 190-93) describes a similar game to Fivestones played in Boston under the name of Otadama, or Japanese Jacks. This game is of Japanese origin, Tedama (that is, Handballs ) being its proper name. He says there can be no doubt that the two forms of this amusement are branches of the same root; and we thus have an example of a game which, having preserved its essential characteristics for thousands of years, has fairly circumnavigated the globe, so that the two currents of tradition, westward and eastward, from Europe and Asia, have met in America. See Checkstones, Dibs, Hucklebones, Jackstones. Flowers Sides are chosen; each side must have a home at the top and bottom of the ground where the children are playing. One side chooses a flower and goes over to the other side, the members of which stand in a row facing the first side. The first side states the initial letters of the flower it has chosen, and when the second side guesses the right flower they run and try to catch as many of the opposite side as they can before they reach their home. The captives then become members of the side which captured them.
The elder hand having finished his declarations, and announced their total value in points, leads any card he pleases. If this card is a Ten or better, he claims one point for leading it, even if he does not win the trick, and he adds this point to his score. An illustration will probably make the foregoing processes clearer. The elder hand, after the draw, holds these cards:-- ♡ A K Q J: ♣ A K Q: ♢ A K Q 7: ♠ A. He announces: “Forty-one.” “Not good.” “Quatrième to the Ace.” “Not good.” “Quatorze Aces,” which he knows is good; and which admits of his counting his triplets of Kings and Queens. These are worth collectively 20 points, and on leading one of his Aces he announces “Twenty-one.
The player having the least number of points at the finish of the game shall be adjudged the loser. Any number of persons can play, and the rotation of the players is decided as in ordinary pool. Player No. 1 must play with the white ball from any point within the string at the head of the table, at either the 1 or 2 ball at his option. The player who leads must play at and strike one of the object-balls before he can score a carrom on the pool-bottle. If a player carrom on the bottle from either of the object-balls, in such a way as to seat the bottle on its base, he wins the game, without further play. Should the 1 or 2 ball in any way, during the stroke, touch the bottle and the bottle is in the same play knocked over or stood on its base by the cue-ball, the stroke does not count. If the player forces the bottle off the table or into a pocket, the bottle must be spotted on its proper spot in the centre of the table, the player loses his shot and forfeits one point, and the next player plays. A player who makes more than 31 points is burst, and must start his string anew; all that he makes in excess of 31 points count on his new string, and the next player plays. BILLIARD TEXT BOOKS.
W. Lincolnshire Glossary_. Biggly Name for Blind Man s Buff. --Dickinson s _Cumberland Glossary_. Billet The Derbyshire name for Tip-cat. --Halliwell s _Dictionary_. Billy-base A name for Prisoner s Base. --Halliwell s _Dictionary_. Bingo [Music] --Leicestershire. [Music] --Hexham.
Lincolnshire Glossary_. Biggly Name for Blind Man s Buff. --Dickinson s _Cumberland Glossary_. Billet The Derbyshire name for Tip-cat. --Halliwell s _Dictionary_. Billy-base A name for Prisoner s Base. --Halliwell s _Dictionary_. Bingo [Music] --Leicestershire. [Music] --Hexham. [Music] --Derbyshire.
_=16.=_ If the player first out refuse to star, the second player out may do so; but if the second refuse, the third may star, and so on, until only two players are left in the pool, when the privilege of starring ceases. _=17.=_ Only one star is allowed in a pool. _=18.=_ If the striker move his own or any other ball _while in the act of striking_, the stroke is foul; and if, by the same stroke, he pocket a ball or force it off the table, the owner of that ball does not lose a life, and the ball so pocketed must be placed on its original spot. But if by that foul stroke the player pocket his own ball or force it off the table, _he_ loses a life. _=19.=_ If the striker’s ball touch the one he has to play at, he is at liberty either to play at it or at any other ball on the table, and such stroke is not to be considered foul; in such a case, however, the striker loses a life by running his ball into a pocket or forcing it over the table. _=20.
) which is very similar. Mr. Newell (_Games_, p. 55) prints words and tune of a song which is very similar to that ballad, and he mentions the fact that he has seen it played as a round by the Arabs of the street. He considers it to be an old English song which has been fitted for a ring game by the addition of a verse. See Lady on Yonder Hill. Lady on Yonder Hill I. Yonder stands a lovely lady, Whom she be I do not know; I ll go court her for my beauty, Whether she say me yea or nay. Madam, to thee I humbly bow and bend. Sir, I take thee not to be my friend.
The cards are then presented to the pone to be cut, and at least four cards must be left in each packet. Beginning on his left, the dealer gives nine cards to each player, three at a time in three separate rounds. No trump is turned, and the remainder of the pack is left on the table face downward. _=MISDEALING.=_ If any card is found faced in the pack, the cards must be reshuffled and dealt again. If the dealer exposes a card in dealing, or turns up a trump by mistake, the adversaries may elect to have a new deal by the same dealer, or to let the deal stand. If the dealer gives too many or too few cards to any player, or fails to give the same number of cards in each round, it is a misdeal, and the deal passes to the next player on the left. Any player dealing out of turn, or with the wrong cards, may be stopped before the last three cards are dealt; but after that the deal stands good. If a misdeal is not discovered until after a bid has been made, the deal stands good if three players have their right number of cards. The deal passes in regular rotation to the left.
_=MARKERS.=_ There are no suitable counters for Scotch Whist, and the score is usually kept on a sheet of paper. _=PLAYERS.=_ Any number from two to eight may play. When there are five or seven players, the spade 6 must be removed from the pack. In some places this is not done; the thirty-fifth card being turned up for the trump, the thirty-sixth shown to the table, and then laid aside. _=CUTTING.=_ Whatever the number of persons offering for play, the table is formed by cutting from the outspread pack for partners, seats, and deal. When two play, the one cutting the lowest card has the choice of seats and cards, (if there are two packs). When three play, the lowest deals, and chooses his seat and cards.
Don t say it, I told her. I m not your darlin Billy. The dice were to my right--I d get them after a couple more losers rolled. My unwanted hustler stood on that side of me, too. They never have any money of their own. I wasn t about to give her any of mine. I wanted to lose some dough in a hurry. I started playing field numbers, and TK d the dice away from the field every time a gambler came out. Of course, I could have let the table s six per cent vigorish take it away from me, but that would have taken longer. Even with losing on every roll, the dice got around to me before I had lost the nine hundred I had set out to drop.
Suppose the pone begins with a Nine. The dealer plays a Six and pegs 2 for the fifteen. The pone pairs the Six, calls “Twenty-one,” and pegs 2 for the pair. The dealer with two Fives and a Four in his hand, plays the Four, and calls “Twenty-five,” hoping the pone has no small card, which will allow the dealer to make a run of three with one of his Fives if he is told to go. But the pone plays a Five, calling: “Thirty, with a run of three.” The dealer tells him to go, and he plays an Ace, pegging two holes for the 31. The cards are all turned down, and the pone having no cards, the dealer plays his two Fives, and pegs a pair and the last card. The pair counts in this case because the adversary has no cards to interfere with it. A run of three might be played and scored in the same way, because the score for combinations made in play are determined by the order in which the cards are played, irrespective of who plays them. _=Irregularities in Hands.
A piece of stick is made red in the fire; one hands it to another, saying-- About wi that, about wi that, Keep alive the preest cat. Then round is handed the stick, and whomsoever s hand it goes out in, that one is in a wad, and must kiss the crook, the cleps, and what not, ere he gets out of it. Lilly cuckoo, lilly cuckoo, Sticks and stanes lie at thy weary banes If thou fa , for a I blaw, Lilly cuckoo, lilly cuckoo. This rhyme is common in the Preest Cat sport toward the border. Anciently, when the priest s cat departed this life, wailing began in the country side, as it was thought it became some supernatural being--a witch, perhaps, of hideous form--so to keep it alive was a great matter.--Mactaggart s _Gallovidian Encyclopædia_. He also refers to a game called Robin-a-Ree, much like Preest Cat, only in passing the burnt stick round the ring the following rhyme is said-- Robin-a-Ree, ye ll no dee wi me, Tho I birl ye roun three times and three; O Robin-a-Ree, O Robin-a-Ree, O dinna let Robin-a-Reerie dee. Robin-a-Ree occurs in an old song.--Mactaggart s _Gallovidian Encyclopædia_. In Cornwall it is known as Robin s a-light, and is played around the fire.
Let us suppose that A and C continue the betting until one calls. When the hands are shown, if either A’s or C’s is better than B’s, B loses his interest; but if B’s hand is better than either A’s hand or C’s hand, he takes the part of the pool for which he called a sight, while A and C decide the remainder between them. For instance: A calls C, and C shows three tens. Neither A nor B can beat it, and C takes everything. But if B had three Jacks, and A only three fives, B would take the part of the pool for which he called a sight, and C would take the remainder. Should C have raised and bluffed A out, or have bet so much that A finally refused to call, A would have no interest in either pool, and C would take all the money outside the pool for which B called a sight. Should it then transpire, on the show of hands between B and C, that A had laid down a better hand than either of them, that would not entitle A to claim the sight pool from B, because in laying down his hand he has practically acknowledged that C’s hand is better, and has retired from the game. If B’s hand is better than C’s, B takes the sight pool. _=FREEZE OUT.=_ This might be called a variety of table stakes.
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Players are sometimes permitted to _=pass a jack=_; that is, not to ante nor to take any part in the game until the jack is decided. If this is to be allowed, it should be so understood at the beginning of the game. _=The High Hand=_ jack pot is played whenever a hand of an agreed value, such as a flush or a full, is shown to the board; that is, called. In some places four of a kind calls for _=a round of jacks=_, every player in turn making it a jack on his deal. _=Only Two In.=_ It is a common custom in large parties, say six or seven players, to make it a jack when no one but the dealer will ante. Instead of allowing the blind to make his ante good, and draw cards against the dealer, each player contributes two white counters, the age adding one to his blind, and the cards are redealt for a jack pot. Another variety of this custom is when the blind is opposed by only one ante, to allow the age to make this player take down his two counters, and to pay two counters for him, to make it a jack. For instance: Five play, and A has the age. B and C pass, and D antes two counters.
Mary with the rosy cheeks, Catch her if you can; And if you cannot catch her, We ll tell you her young man. --Hanging Heaton (Herbert Hardy). A ring is formed by the children joining hands, one child in the centre. The first verse is sang. Two children from the ring go to the one in the centre and _ask_ her who is her love, or as they say here [Yorks.], who she goes with; after that the rest is sung. See All the Boys. Merrils See Nine Men s Morris. Merritot, or the Swing This sport, which is sometimes called Shuggy-shew in the North of England, is described as follows by Gay:-- On two near elms the slackened cord I hung, Now high, now low, my Blouzalinda swung. So Rogers, in the _Pleasures of Memory_, l.
The one getting nearest 21 takes the pool; ties divide it. CENTENNIAL. Two persons or sides play with three dice. The object of the game is to secure pips on the dice, or multiples of pips, which will make the figures from 1 to 12 in numerical order, and afterward the numbers from 12 to 1 again. The first side to accomplish this wins the game. There must be an ace in the first throw or nothing counts; that obtained, any following numbers may be made singly, or by adding two or more together. Suppose the first throw is 4, 2, 1. The 1 and 2 will make 1, 2 and 3. Then the 4, 1, 2 will make 4, 5, 6 and 7. Each side continues to throw until it fails to score, when the box must be passed to the adversary.
Then a boy, who has one hand free, knocks the piled fists off one by one, saying to every boy as he strikes his fist away, What s there, Dump? He continues this process till he comes to the last fist, when he exclaims:-- What s there? Cheese and bread, and a mouldy halfpenny! Where s my share? I put it on the shelf, and the cat got it. Where s the cat? She s run nine miles through the wood. Where s the wood? T fire burnt it. Where s the fire? T waters sleekt (extinguished) it. Where s the water? T oxen drank it. Where s the oxen? T butcher killed em. Where s the butcher? Upon the church tops cracking nuts, and you may go and eat the shells; and them as speaks first shall have nine nips, nine scratches, and nine boxes over the lug! Every one then endeavours to refrain from speaking in spite of mutual nudges and grimaces, and he who first allows a word to escape is punished by the others in the various methods adopted by schoolboys. In some places the game is played differently. The children pile their fists in the manner described above; then one, or sometimes all of them, sing: I ve built my house, I ve built my wall; I don t care where my chimneys fall! The merriment consists in the bustle and confusion occasioned by the rapid withdrawal of the hands (Halliwell s _Nursery Rhymes_, p. 225).
Mother, please buy me a milking-can, A milking-can, a milking-can! Mother, please buy me a milking-can, With a humpty-dumpty-daisy! [Then follow verses sung in the same manner, beginning--] Where s the money to come from, to come from? Sell my father s feather bed. Where s your father going to lie? Lie on the footman s bed. Where s the footman going to lie? Lie in the cowshed. Where s the cows going to lie? Lie in the pig-sty. Where s the pig going to lie? Lie in the dolly-tub. And what am I to wash in? Wash in a thimble. A thimble wunna hold a cap. Wash in an egg-shell. An egg-shell wunna hold a shirt. Wash by the river-side.
Unless the player in error correct himself at once, and make it five clubs, either adversary may demand that it be five clubs, and the partner of the corrected player cannot bid unless this five-club bid is over-called or doubled. A player correcting himself must stick to the suit named, not being allowed to say four diamonds when he sees that four clubs is not enough. If an insufficient declaration is passed or over-called by the player on the left, it is too late to demand any penalty, and the insufficient bid stands as regular. Suppose A bids three royals and Y says four clubs, B and Z passing. A can repeat his bid of three royals if he likes, as that is enough to over-call four clubs. If a player makes an impossible declaration, such as calling six diamonds over five no trumps, when it is clearly impossible to make any diamond declaration worth 50, either adversary may demand a new deal, or may insist that the last bid made by his own side, five no trumps, shall be the winning declaration, or he may force the player in error to declare a grand slam in diamonds and play it, his partner being forbidden to take him out. _=METHOD OF PLAYING.=_ The winning declaration settled, whether doubled or not, the player on the left of the declarer leads for the first trick, and dummy’s cards go down, the declarer playing the combined hands. The declarer gathers the tricks for his side, but either adversary may gather for the other. The first six tricks taken by the declarer make a book, and all over the book count toward his contract.
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=_ Instead of giving each player thirteen cards at once, the hands are dealt in two parts. First of all, nine cards are dealt to each player, three at a time. Then four cards are dealt in front of each player, but not to be touched until the bidding is finished. The highest bidder takes up his four extra cards and then names the trump, after which he discards down to six cards for play. The others then take up their four cards and discard down to six, and the game proceeds like regular cinch. _=Sixty-three.=_ In this variation, nine cards are dealt to each player, three at a time. After the bidding, the players discard and fill up again to six cards. Players are allowed several bids, each raising in turn if he is raised. The highest bid possible is sixty-three, and these may be made as follows: High, low, Jack, and ten of trumps count 1 each; pedros, 5 each; King of trumps, 25; trey of trumps, 15; nine of trumps, 9.
When this comes into play on the next deal, he will follow every cut, and finally cut for himself so that the desired distribution of the suits shall come about. Even if he fails to secure an invincible hand for bidding on himself, he knows so nearly the contents of the other hands that he can bid them up, and afterwards play against them to great advantage. It is unnecessary to say that if a greek can mark the cards, the game becomes a walkover, even if he can recollect only the hand on his left. _=SUGGESTIONS FOR GOOD PLAY.=_ Boston so closely resembles Solo Whist in such matters as bidding, and playing single-handed against three others, that the reader may be referred to that game for the outlines of the principles that should guide him in estimating the probable value of his hand, playing for tricks or for misères, and combining forces with his partners for the purpose of defeating the single player. For laws, see Whist Family Laws. BOSTON DE FONTAINEBLEAU. This game is sometimes, but incorrectly, called French Boston. The latter will be described in its proper place. _=CARDS.
I have found this to be awkward, because the player who is gathering and shuffling the cards of one pack is called upon to cut the other. For this reason I recommend that whichever adversary is the pone for the deal in hands should allow his partner to gather and shuffle the still pack. When either adversary deals, his partner will, of course, gather and shuffle the still pack. The general rules with regard to irregularities in the deal are the same as at whist, with the following exceptions:-- A misdeal does not lose the deal unless the opponents so elect; they may prefer a new deal by the same dealer. The reason for this is that the deal is a disadvantage, especially for Mort. If Vivant or Mort offers the pack to one adversary to cut, and then deals as if the other had cut, it is a misdeal; and it is not admissible to shift the packets in order to remedy matters. It might be imagined that a card exposed in dealing, if dealt to Mort, would make no difference, as all his cards will presently be exposed. But the laws give the opponents of the dealer the option of either allowing the deal to stand, or having a new deal, or calling it a misdeal. According to the French laws, if there is any discussion in progress with regard to the previous hand or play, the dealer may lay aside the trump card, face down, until the discussion is finished. If this law prevailed in America, I think the trump would very seldom be turned immediately.
The dealer marks the King, marks another point for penalty, and takes down the pone’s point, erroneously marked. If the player announcing the King without holding it, discovers his error before a card is played, he simply amends the score and apologizes, and there is no penalty. If any cards have been played after an erroneous announcement of the King, such cards can be taken back by the adversary of the player in error, and the hand played over again. _=METHOD OF PLAYING.=_ The elder hand begins by leading any card he pleases, at the same time announcing the suit; “hearts;” “spades;” or whatever it may be. This announcement must be continued at every trick. If a player announces one suit and leads another, his adversary may demand that he take back the card played, and lead the suit announced. If he has none of the announced suit, the adversary may call a suit. If the adversary is satisfied with the card led, but improperly announced, he may demand that it remain as played. _=RENOUNCING.