_=10.=_ If a man wrongly moved can be moved correctly, the player in error is obliged to move that man. If he cannot be moved correctly, the other man that was moved correctly on the same throw must be moved on the number of points on the second die, if possible. If the second man cannot be so moved onward, the player is at liberty to move any man he pleases. _=11.=_ Any man touched, except for the purpose of adjusting it, must be moved if the piece is playable. A player about to adjust a man must give due notice by saying, “J’adoube.” A man having been properly played to a certain point and quitted, must remain there. _=12.=_ The numbers on both dice must be played if possible.
Please, will blue do, blue do, blue do? Please, will blue do, please will it do? [Then follow verses as before, beginning-- Blue s for the sailors, the sailors, the sailors. Please, will red do, red do? Red s for the soldiers. Then--] Please, will black do, black do, black do? Black s for the funeral, black will do. --Northamptonshire (Rev. W. D. Sweeting). XII. I ve come to see how Jenny Jones is to-day. You can t see her, she s washing.
There is nothing to count at the end of the hand but the cards. Sixty-one points is game, once round the board and into the game hole. DRAW CASSINO. In this variation, no more cards are dealt after the first round, but each player keeps his hand filled to four cards by drawing one from the top of the stock as soon as he plays one from his hand. The stock is left on the table, face down, slightly spread, for convenience in slipping off the top card as it is drawn. CONQUIAN. The etymology of this word is Spanish; _con quién_, “with whom,” but of the game it stands for, little or nothing is known except that it is a great favorite in Mexico, and in all the American States bordering upon it, especially Texas. It is an excellent game for two players, quite different from any other in its principles, and requiring very close attention and a good memory to play it well. In its finer points, especially in the judgment of what the adversary holds or is playing for, it ranks with our best games, and will probably grow in popularity as it becomes better known. _=Cards.
The player must win a trick before he can score anything; but the first trick he wins entitles him to score everything he has announced, including dix. It is usual to put the melds on a slate, and to rub them out if the player does not win a trick. _=Playing.=_ The melds are all taken in hand again before play begins. The eldest hand leads for the first trick any card he pleases, and the others must follow suit if able, and must win the trick if they can, either with a higher card or with a trump. If the third hand cannot win the trick, he is still obliged to follow suit if he can; but if he has none of the suit led, and the second hand has already put on a better trump than any held by third hand, the latter must under-trump if he can. The winner of one trick leads for the next, as in the ordinary game. The winner of the sixteenth or last trick counts ten points for it at once. _=Scoring.=_ 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.
Such a bid over-calls one of the same number in diamonds. If the eldest hand has no proposal to make, he says, “I pass,” and the others in turn have an opportunity to bid. The bids outrank one another according to their order in the foregoing table, and the rank of the suits in which they are made. The players bid against one another, until all but one declare to pass, he then becomes the single player against the three others. A player having once passed cannot come into the bidding again, even to call a misère. In this respect the game differs from Boston. A player is not compelled to bid the full value of his hand, but it is to his interest to do so, and he should make the full announcement the first time he bids, because if he has had a good hand for ten tricks, and begins with a bid of seven, he cannot increase his proposal unless some player bids over him. _=PARTNERS.=_ Before playing, the successful bidder may call for a partner if he chooses to do so. The player accepting him undertakes that the two together shall win three tricks more than the number bid.
You can go now, he said, like a schoolmarm dismissing class. The gorillas helped the blindly staring dealer to his feet, brushing at the sawdust that clung to his clothing, and had him presentable by the time they led him through the door. They seemed glad to get away. The Blackout, the TK said musingly to me. You hear about it, and the Psiless cringe when they think it might happen to them. But you don t see it every day. You re in the Lodge, of course? he added. Of course, I said coldly. Please, he said, waving a hand at me. Don t take it so big.
If, prior to the cut for the following deal, a pack be proved incorrect, the deal is void, but all prior scores stand.[7] The pack is not incorrect when a missing card or cards are found in the other pack, among the quitted tricks, below the table, or in any other place which makes it possible that such card or cards were part of the pack during the deal. 40. Should three players have their proper number of cards, the fourth, less, the missing card or cards, if found, belong to him, and he, unless dummy, is answerable for any established revoke or revokes he may have made just as if the missing card or cards had been continuously in his hand. When a card is missing, any player may search the other pack, the quitted tricks, or elsewhere for it. If before, during or at the conclusion of play, one player hold more than the proper number of cards, and another less, the deal is void. 41. A player may not cut, shuffle, or deal for his partner if either adversary object. THE DECLARATION. 42.
Guess ye wha s the young gudeman, The young gudeman, the young gudeman, Come guess ye wha s the young gudeman About the merry-ma-tansa. Honey s sweet and so is he, So is he, so is he, Honey s sweet and so is he, About the merry-ma-tansa. [Or-- Crab-apples are sour and so is he, So is he, so is he, Crab-apples are sour and so is he, About the merry-ma-tansa.] Can she bake and can she brew? Can she shape and can she sew, Boot a house can a things do? About the merry-ma-tansa? She can bake and she can brew, She can shape and she can sew, Boot a house can a things do, About the merry-ma-tansa. This is the way to wash the clothes, Wash the clothes, wash the clothes, This is the way to wash the clothes, About the merry-ma-tansa. [Then follows verses for wringing clothes, ironing, baking bread, washing hands, face, combing hair, washing and sweeping the house, and a number of other things done in housekeeping. The boy then presents the girl with a ring, and they all sing--] Now she s married in a goud ring, A gay goud ring, a gay goud ring, Now she s married in a goud ring, About the merry-ma-tansa. A gay goud ring is a dangerous thing, A cankerous thing, a cankerous thing, A gay goud ring is a dangerous thing, About the merry-ma-tansa. Now they re married we wish them joy, Wish them joy, wish them joy, Now they re married we wish them joy, About the merry-ma-tansa. Father and mother they must obey, Must obey, must obey, Father and mother they must obey, About the merry-ma-tansa.
You cannot save it, but you may establish your partner’s 9. In the last three tricks, if you find yourself with a doubtful card, and the best and a small card of a suit which the declarer leads through you, win the trick and lead the doubtful card, for if the declarer held the best of that suit he would have led it first, to be sure of a trick. _=Dummy on the Right.=_ When Dummy leads through you, your skill in avoiding any traps the declarer may be setting for you will depend on your knowledge of how he manages his hand, and your ability to infer what he holds. As a general principle, it may be assumed that any high card led by Dummy forms part of a combination, the unseen part of which is in the declarer’s hand. If Dummy leads a Queen from Q x x, you holding A J x, it is almost a certainty that the declarer holds the King. If you have A K x, the dealer must have J 10 and several others. If you have K x x, the declarer probably holds Ace, or a long suit headed by J 10. When Dummy leads strengthening cards, they must be to give the declarer a finesse. If he leads a small card from small cards, some high-card combination must be in the declarer’s hand.
If a player has too many cards after playing to the first trick, his adversary may either claim a fresh deal or may compel him to play without drawing from the talon, until the number of cards in his hand is reduced to eight; the player with too many cards not being allowed to make any announcements until he has his right number of cards. If a player has too few cards, his adversary may either claim a fresh deal, or may allow him to make good the deficiency by drawing from the stock. After the stock is exhausted, any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand. In France he is penalised by counting nothing from that point on, either for brisques or for the last trick. _=Irregularities in Drawing.=_ If a player has forgotten to take a card from the talon, and has played to the next trick, his adversary may elect to call the deal void, or to allow him to draw two cards next time. If a player has drawn two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself. If he has not seen it, he may put it back without penalty. If he draws out of turn, he must restore the card improperly drawn; and if it belongs to his adversary the player in error must show his own card. If both players draw the wrong cards there is no remedy.
The order of scoring should be carefully observed, in order to determine which goes out first, and whether or not a player is lurched. Carte blanche, The Point, Sequence, Quatorze or Trio, Repic, Points for Leading or Winning, Pic, the Odd Trick, Capot. If one player reaches 100 before his adversary has reached 50, it is a _=lurch=_, and counts a double game. _=Abandoned Hands.=_ If a player throws down his cards, he may still take them up again, unless he or his adversary have mixed their cards with the discards, or with the remainder of the talon. _=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner are good discarding, and taking advantage of tenace positions in the play, so as to secure the count for cards, which is often important. _=Elder Hand.=_ In discarding, the pone should consider what there may be against him. If it is unlikely that he will lose a pic or repic, he should try for the _=point=_, which very often carries with it the sequence.
The upper faces of the dice must be played first, and if all four cannot be played the opposites and the second throw are lost. If the upper faces can be played, but not all the opposites, the second throw is lost. 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.
--Huloet, 1572. See Hide and Seek. King Cæsar One player is chosen to be King Cæsar by lot or naming. All the others stand in two rows, one row at each end of the ground. A line is drawn on the ground in front of them to mark dens. All the players must keep within this line. King Cæsar stands in the middle of the ground. Any number of the players can then rush across the ground from one den to another. King Cæsar tries to catch one as they run. When he catches a boy he must count from one to ten in succession before he leaves hold of the boy, that boy in the meantime trying to get away.
It is probable, therefore, that it may be an altered form of the game of London Bridge. The refrain, My fair lady, occurs in both games. See London Bridge. Hats in Holes A boys game. The players range their hats in a row against the wall, and each boy in turn pitches a ball from a line at some twenty-five feet distance into one of the hats. The boy into whose hat it falls has to seize it and throw it at one or other of the others, who all scamper off when the ball is packed in. If he fails to hit he is out, and takes his cap up. The boy whose cap is left at the last has to cork the others, that is, to throw the ball at their bent backs, each in turn stooping down to take his punishment.--Somerset (Elworthy s _Dialect_). See Balls and Bonnets.
26. Should a player leave a table during the progress of a rubber, he may, with the consent of the three others, appoint a substitute to play during his absence; but such appointment becomes void upon the conclusion of the rubber, and does not in any way affect the rights of the substitute. 27. If a player break up a table, the others have a prior right of entry elsewhere. SHUFFLING. 28. The pack must not be shuffled below the table nor so the face of any card be seen. 29. The dealer’s partner must collect the cards from the preceding deal and has the right to shuffle first. Each player has the right to shuffle subsequently.
King by your leave A playe that children have, where one sytting blyndefolde in the midle, bydeth so tyll the rest have hydden themselves, and then he going to seeke them, if any get his place in the meane space, that same is kynge in his roome. --Huloet, 1572. See Hide and Seek. King Cæsar One player is chosen to be King Cæsar by lot or naming. All the others stand in two rows, one row at each end of the ground. A line is drawn on the ground in front of them to mark dens. All the players must keep within this line. King Cæsar stands in the middle of the ground. Any number of the players can then rush across the ground from one den to another. King Cæsar tries to catch one as they run.
In this and all following notation, the exact size of any card below a Ten is immaterial. [Illustration: 🂡 🂮 🂭 🂫 | 🂱 🂾 🂻 🂷 🃁 🃎 🃍 🃆 | 🃑 🃞 🃔 🃓 ] So far as trick-taking is concerned, it is of no importance which of the winning cards is first led; but for the past hundred years it has been the custom for good whist players to lead the _=King=_ from all these combinations, in order that the partner may be informed, by its winning, that the leader holds the Ace also. In the second group are those containing both the second and third best, but not the best. [Illustration: 🂮 🂭 🂫 🂪 | 🂾 🂽 🂺 🂸 🃎 🃍 🃋 🃄 | 🃞 🃝 🃗 🃖 ] The _=King=_ is the proper lead from these combinations. If it wins, the partner should have the Ace; if it loses, partner should know the leader holds at least the Queen. Both these groups, which contain all the King leads, may be easily remembered by observing that the King is always led if accompanied by the Ace or Queen, or both. Beginners should follow this rule for leading the King, regardless of the number of small cards in the suit, unless they hold the sequence of K Q J, and at least two other cards. [Illustration: 🂮 🂭 🂫 🂪 🂤 | 🃎 🃍 🃋 🃄 🃃 ] From this combination the _=Jack=_ is the usual lead, in order to invite partner to put on the Ace, if he has it, and get out of the way, thus establishing the suit in the leader’s hand. This is the only high-card combination from which the Jack is led. There is only one combination from which the _=Queen=_ is led, regardless of the number of the small cards.