The last person to throw on each round follows his lead, throwing the first hand on the next round. TEN PINS WITH DICE. Any number can play, and the score sheet is ruled off for ten frames, just as in ten pins. Only two dice are used, and they are rolled from a box. Sixes count nothing, and are “off the alley.” Each player has three balls or rolls, and he can leave either one or both dice at the end of any throw. If he leaves one he picks up the other and throws it again, but he must abide by the figures appearing on the two dice at the end of his third throw. Suppose he throws double fives on his first throw; that is a _=strike=_, and is so scored, and the total pips appearing on the two dice at the end of his second throw on the next frame will count on the strike. Suppose he rolls five-deuce the first time. He leaves the five and rolls the other die again, getting another five.
[If any lad was left without a partner, the ring sing--] Here s a silly auld man left alone, Left alone, left alone, He wants a wife and can t get none, About the merry-ma-tansa. --Biggar (William Ballantyne). II. Here we go the jingo-ring, The jingo-ring, the jingo-ring, Here we go the jingo-ring, About the merry-ma-tansie. Twice about, and then we fa , Then we fa , then we fa , Twice about, and then we fa , About the merry-ma-tansie. Guess ye wha s the young goodman, The young goodman, the young goodman, Guess ye wha s the young goodman, About the merry-ma-tansie. Honey is sweet, and so is he, So is he, so is he, Honey is sweet, and so is he, About the merry-ma-tansie. [Or-- Apples are sour, and so is he, So is he, so is he, Apples are sour, and so is he, About the merry-ma-tansie.] He s married wi a gay gold ring, A gay gold ring, a gay gold ring, He s married wi a gay gold ring, About the merry-ma-tansie. A gay gold ring s a cankerous thing, A cankerous thing, a cankerous thing, A gay gold ring s a cankerous thing, About the merry-ma-tansie.
[Then follow verses in the same style and with the same refrain, beginning with--] Bring some water, we ll wash it away. Build it up with silver and gold. Silver and gold will be stolen away. We ll set a man to watch at night. Suppose the man should fall asleep? Give him a pipe of tobacco to smoke. Suppose the pipe should fall and break? We ll give him a bag of nuts to crack. Suppose the nuts were rotten and bad? We ll give him a horse to gallop around, &c. --Enborne School, Berks (M. Kimber). VIII.
In this deduction all fractions of a hundred are disregarded. For instance: A’s score is 1830; while B’s is 1260. A wins 1800, less the 1200 scored by B, which leaves 600; to this must be added the 500 points for game, making the total value of A’s game 1100 points. If the scores are very nearly equal, being within one or two hundred points of each other, the tricks taken in by each player are turned over, and the brisques are counted, each player adding to his score ten points for every brisque he has won. Suppose that after the last trick had been played and scored, A’s total was 1260, and B’s 1140. This is close enough to justify B in demanding a count of the brisques. It is found that A has seven only, while B has twenty-five. This shows B to be the winner of the game, with a total score of 1390 to A’s 1330. If the difference between the final scores is less than 100 points, after adding the brisques and throwing off the fractions, the player with the higher score adds 100 points for bonus. In the case just given, B’s final score is equal to A’s, after dropping the fractions from both; so he would add 100 for bonus to the 500 for game, and win 600 points altogether.
The men are different in form and colour for distinction s sake, and from the moving these men backwards and forwards, as though they were dancing a morris, I suppose the pastime received the name of Nine Men s Morris, but why it should have been called Five-penny Morris I do not know. The manner of playing is briefly thus:--Two persons, having each of them nine pieces or men, lay them down alternately, one by one, upon the spots, and the business of either party is to prevent his antagonist from placing three of his pieces so as to form a row of three without the intervention of an opponent piece. If a row be formed, he that made it is at liberty to take up one of his competitor s pieces from any part he thinks most to his own advantage, excepting he has made a row, which must not be touched, if he have another piece upon the board that is not a component part of that row. When all the pieces are laid down they are played backwards and forwards in any direction that the lines run, but can only move from one spot to another at one time. He that takes off all his antagonist s pieces is the conqueror. The rustics, when they have not materials at hand to make a table, cut the lines in the same form upon the ground and make a small hole for every dot. They then collect stones of different forms or colours for the pieces, and play the game by depositing them in the holes in the same manner that they are set over the dots on the table. Hence Shakespeare, describing the effects of a wet and stormy season, says-- The folds stand empty in the drowned field, And crows are fatted with the murrain flock-- The Nine Men s Morris is filled up with mud. --_Midsummer Nights Dream_, act ii. sc.
SPOT-BROWN ” SPOT-GREEN. SPOT-BLUE ” SPOT-BROWN, and WHITE ” SPOT-BLUE. _=1.=_ When coloured balls are used, the players must play progressively, as the colours are placed on the pool marking-board, the top colour being No. 1. _=2.=_ Each player has _three_ lives at starting. No. 1 places his ball on the “winning and losing” spot, No. 2 plays at No.
Lahure. [Dummy.] x Whist, and its Masters, by R.F. Foster. * Whist, A monthly journal; pub. Milwaukee, Wis., U.S.A.
Authorities differ a little as to the exact value of the pieces, but if we take the Pawn as a unit, the fighting value of the others will be about as follows:-- A Knight is worth 3½ Pawns. A Bishop is worth 5¼ Pawns. A Rook is worth 9½ Pawns. A Queen is worth 15 Pawns. A King is worth 4½ Pawns. _=THE MOVES.=_ Each piece has a movement peculiar to itself, and, with the exception of the Pawns, any piece can capture and remove from the board any opposing piece which it finds in its line of movement. The captured piece is not jumped over, but the capturing piece simply occupies the square on which the captured piece stood. The movement of each piece should be studied separately. ♟ _=The Pawns=_ move straight forward, one square at a time, except on the first move, when they have the privilege of moving either one or two squares, at the option of the player.
The dealer then distributes them to the players four at a time, until each has twelve, four remaining in the stock or talon, which is left upon the table face down. No trump is turned. The deal passes to the left. There are no misdeals. If the cards are not properly distributed, or four cards are not left in the talon, the same dealer must deal again, without penalty. _=Objects of the Game.=_ The chief objects of the game are to win the last trick, and to secure counting cards in the other tricks in the course of play. There are 35 points to be played for in every deal. The six highest cards in each suit, 3 2 A K Q J, have a counting value, the Ace being worth 3, and the others 1 each. The last trick counts 3.
Then take the top card from the second pile, and so on, keeping the left hand as a marker on the pile last drawn from. When you come to a pile which is complete, all the cards being face up, you can skip it, and go on to the next. If at the end you find that the last card to be turned up lies on its proper pile, and needs turning over only, you win; but if you have to remove it to another pile, you lose. _=TRY AGAIN.=_ Shuffle and cut the pack, and deal the cards face upward into four heaps. You are not obliged to deal to each pile in succession, but may place the cards on any of the four piles, according to your judgment or pleasure. In dealing out in this manner it is not good policy to cover one card with a higher, unless you are compelled to do so. Every time you come to an ace, separate it from the others, placing it in a new row, as a foundation for an ascending sequence, which may be continued regardless of the suit of the cards used. The top cards of the four piles are used to build up the sequence. After an ace has appeared, the player may examine the cards in any or all of the piles, but their order must not be disturbed.
If the hands have not been seen, and the pone discovers that he has received more than five cards, he has the choice to discard the superfluous cards at hazard, or to claim a misdeal, which loses the deal. If the pone has received less than the proper number, he may supply the deficiency from the remainder of the pack, without changing the trump card, or he may claim a misdeal. If the dealer has given himself too many or too few cards, the pone may claim a misdeal, or he may draw the superfluous cards from the dealer’s hand, face downward, or allow him to supply the deficiency from the remainder of the pack, without changing the trump. If the cards have been seen, the pone, having an incorrect number, may supply or discard to correct the error, or he may claim a misdeal. If he discards, he must show the cards to the dealer. If the dealer has an incorrect number, the pone may draw from his hand, face downward, looking at the cards he has drawn, (as the dealer has seen them,) or allow him to supply the deficiency, or claim a misdeal. When any irregularity is remedied in this manner, the trump card remains unchanged. If the dealer turns up more than one card for the trump, his adversary has a right to select which card shall be the trump, or he may claim a new deal by the same dealer, provided he has not seen his hand. If he has seen his hand, he must either claim a misdeal, or the eleventh card must be the trump, the other exposed card being set aside. If the pack is found to be imperfect, all scores previously made with it stand good.
--Upper Lanarkshire (Jamieson). See Gully, Hoges. Hob-in-the-Hall An old game mentioned by Wycherley (_Plain Dealer_, 1677). Hockerty Cokerty The same game as Cockerty-hooie. Hockey This game is played with a solid indiarubber ball from two to two and a half inches in diameter. The players each have a bent or hooked stick or hockey. They take opposite sides. The object of the game is for each side to drive the ball through their opponents goal. The goals are each marked by two poles standing about eight to ten feet apart, and boundaries are marked at the sides. The ball is placed in the middle of the ground.
_=No. 1.=_ Sweepstake Hearts. | T| _=No. 2.=_ Sweepstake Hearts. A leads for first trick. | R| A leads for first trick. | I| ------+-------+-------+-------+ C+-------+------+------+-------- A Y B Z | K| A Y B Z ------+-------+-------+-------+--+-------+------+------+-------- 10♠ | Q♠ | 8♠ | _K♠_ | 1| _♣A_ | ♣K | ♣10 | ♣Q ♣J | _♣A_ | ♣4 | ♣K | 2| ♣5 | ♣2 | ♣9 | _♣J_ 6♢ | _A♢_ | J♢ | Q♢ | 3| 10♢ | J♢ | 9♢ | _A♢_ 5♢ | _K♢_ | 10♢ | 9♢ | 4| Q♢ | 8♢ | _K♢_ | 4♢ 4♢ | 3♢ | 2♢ | _8♢_ | 5| 2♠ | J♠ | _A♠_ | 9♠ ♣9 | ♣7 | ♣3 | _♣Q_ | 6| Q♠ | 10♠ | _K♠_ | 8♠ ♣6 | ♣5 | ♣2 | _♣10_ | 7| ♡A | _7♢_ | 3♢ | ♡Q 3♠ | 6♠ | 4♠ | _J♠_ | 8| _♡10_ | ♡4 | ♡3 | ♡5 2♠ | 5♠ | ♡K | 9♠ | 9| ♣4 | ♡K | ♣6 | _♣7_ _♡A_ | ♡Q | ♡10 | ♡5 |10| ♡9 | _7♠_ | ♡J | 5♠ ♡7 | _♡J_ | ♡9 | 7♠ |11| ♡7 | ♡2 | ♣8 | _♡8_ ♡6 | _♡8_ | ♡4 | ♣8 |12| ♡6 | _6♠_ | 6♢ | 4♠ A♠ | ♡2 | _♡3_ | 7♢ |13| ♣3 | _5♢_ | 2♢ | 3♠ ------+-------+-------+-------+--+-------+------+------+-------- A 4 Y 6 B 2 Z 1 A 4 Y 5 B 0 Z 4 Making it a Jack. B wins the Pool.
In the pull-up cribbage boards there are nine extra pegs for counting games won. These are placed in a line with the player’s game hole at each end. _=DEALING.=_ The cards are shuffled and presented to the pone to be cut, and he must leave at least six cards in each packet. Six cards are dealt to each player, one at a time in rotation, beginning with the player on the dealer’s left if there are more than two. No trump is turned, and the remainder of the pack is placed face downward at the end of the cribbage board on the dealer’s left. _=Irregularities.=_ It is a misdeal if any card is found faced in the pack, or if the pack is found to be imperfect, and there must be a fresh deal by the same dealer. Any previous cuts or scores made with the imperfect pack stand good. A player dealing out of turn may be stopped before the non-dealer lifts his cards from the table.
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II. A farmer s dog lay on the floor, And Bingo was his name O! B, i, n, g, o, B, i, n, g, o, And Bingo was his name O! The farmer likes a glass of beer, I think he calls it Stingo! S, t, i, n, g, o, S, t, i, n, g, o! I think he calls it Stingo! S, t, i, n, g, O! I think he calls it Stingo! --Market Drayton, Ellesmere, Oswestry (Burne s _Shropshire Folk-lore_, p. 513). III. There was a jolly farmer, And he had a jolly son, And his name was Bobby Bingo. BINGO, BINGO, BINGO, And Bingo was his name. --Liphook, Hants; Wakefield, Yorks (Miss Fowler). IV. There _was_ a farmer _had_ a dog, His name was Bobby Bingo. B-i-n-g-o, B-i-n-g-o, B-i-n-g-o, His name was Bobby Bingo.
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If the first throw of the game made by either player is a doublet, it is played as in the ordinary game, without playing the opposite faces or getting a second throw. The chief tactics of the game are in getting your men together in advance of your adversary, and covering as many consecutive points as possible, so that he cannot pass you except singly, and then only at the risk of being hit. After getting home, the men should be piled on the ace and deuce points unless there is very little time to waste in securing position. TEXT BOOKS. Backgammon, by Kenny Meadows, 1844. Backgammon and Draughts, by Berkeley. Pocket Guide to Backgammon, by “Cavendish.” Bohn’s Handbook of Games. REVERSI. This game requires a special board of sixty-four squares.