In this variety of the game, no men are placed upon the board at starting, but each player enters his men by throws of the dice, and both players enter upon the same table, so that all the men on both sides move round the board in the same direction, and both players have the same home table, which is always the one opposite the entering table. After having entered two men on the first throw, the player is at liberty either to continue entering his men with any subsequent throws, or to play the men already entered. In moving or in entering a player may capture any blots left by his adversary; but he cannot enter upon a point covered by two or more of the adversary’s men. If a player cannot enter a fresh man with the throw made, he must play a man if he can. When a man is captured, he must be re-entered before any other man can be moved. Except on the first throw of the game, doublets give the player a great advantage. He can not only play the upper faces of the dice twice over, as in the ordinary game, but the faces opposite them also, and can then throw again before his adversary. Should he again throw doublets, he would play both faces of the dice, and throw again, and so on. As the opposite face is always the complement of seven, it is not necessary to turn the dice over to see what it is. A player throwing double four knows that he has four fours and four threes to play and will then get another throw.
48. The loss on the dealer’s original declaration of “one spade” is limited to 100 points, whether doubled or not, unless redoubled. Honours are scored as held. 49. If a player make a declaration (other than passing) out of turn, either adversary may demand a new deal, or may allow such declaration to stand, in which case the bidding shall continue as if the declaration had been in turn. If a player pass out of turn, the order of the bidding is not affected, _i.e._, it is still the turn of the player to the left of the last declarer. The player who has passed out of turn may re-enter the bidding in his proper turn if the declaration he has passed be overbid or doubled. 50.
=_ The bridge player’s first consideration should be the state of the score, which will show how many points he needs to win the game. Let us suppose this number to be 12, he having already scored 18. These 12 points can be made by winning six by cards with spades for trumps; three by cards with clubs; or two by cards with diamonds or hearts. But if the hand can be played without a trump, the odd trick wins the game. It is hardly necessary to say that a player would be very foolish to engage himself to win six by cards if the odd trick would equally answer his purpose; nor would he undertake to win three by cards with clubs for trumps, if he had as good a chance of making two by cards with diamonds or hearts. In other words, the player should not make the trump which promises the greatest number of tricks, but should select that which will yield the largest number of points. It is for this reason that every good player first considers the advisability of making it “no-trump,” and if he thinks that injudicious, hearts or diamonds, leaving the black suits as a last resort. It is the custom invariably to make it no-trump with three Aces, unless the hand is strong enough for a heart make, or holds great honour value in red. In estimating the probabilities of trick-taking, it is usual to count the partner for three tricks on the average. Conservative players do not depend on him for more than two.
The simplest way to handle six pairs is to arrange them at three tables, two of which are constantly in play, the third only half the time. This is the first position:-- b d f a 1 a c 2 c e 3 e b d f Tables 1 and 2 deal and play two hands each, and then exchange trays with each other. At table 3, two hands are dealt and played, both being left in the trays. The players at tables 1 and 2 then change adversaries; dealing, playing and exchanging two fresh hands. The players at the third table remain idle, or look on. c d | f a 1 a b 2 b | e 3 e c d | f | Hands 5 and 6 played and exchanged. | None. The _=b=_ and _=c=_ pairs now give way to _=e=_ and _=f=_:-- e d | b a 1 a f 2 f | c 3 c e d | b | Hands 7 and 8 played and exchanged. | 3 and 4. While tables 1 and 2 are playing two fresh hands, the trays containing hands Nos.
It is possible that the different animals which are victims to the Fox appearing in the different games may arise from local circumstances, and that in this case a real distinction exists between the various names by which this game is known. A game called Wolf and Deer, similar to Fox and Geese, is given in _Winter Evening Amusements_, by R. Revel. The last one at the end of the tail may, if she has no other chance of escape, try and place herself before the Deer or Hen. She is then no longer to be hunted; all the others must then follow her example until the deer becomes the last of the line. The game then terminates by exacting a forfeit for each lady whom the Wolf has suffered to escape his clutches (pp. 64, 65). See Gled Wylie, Hen and Chickens, Old Dame. Fox and Geese (2) A game known by this name is played with marbles or pegs on a board on which are thirty-three holes, or on the pavement, with holes scraped out of the stones. To play this game there are seventeen pieces called Geese, and another one either larger or distinguished from the Geese by its colour, which is called the Fox.
They then begin to wrap round her, saying, The old eller tree grows thicker and thicker. When they have all got round her (the tree), they jump all together, calling out, A bunch of rags, a bunch of rags, and try to tread on each other s toes.--Sheffield, Yorks (S. O. Addy). (_b_) The tree is the alder. It abounds in the North of England more than in any other part of the kingdom, and seems always to have been there held in great respect and veneration. Many superstitions also attach to the tree. It is possible from these circumstances that the game descends from an old custom of encircling the tree as an act of worship, and the allusion to the rags bears at least a curious relationship to tree worship. If this conclusion is correct, the particular form of the game preserved by Mr.
We made this an outside limit at first, ten minutes, but afterwards we discovered that it made the game much more warlike to cut the time down to a length that would barely permit a slow-moving player to fire all his guns and move all his men. This led to small bodies of men lagging and getting left, to careless exposures, to rapid, less accurate shooting, and just that eventfulness one would expect in the hurry and passion of real fighting. It also made the game brisker. We have since also made a limit, sometimes of four minutes, sometimes of five minutes, to the interval for adjustment and deliberation after one move is finished and before the next move begins. This further removes the game from the chess category, and approximates it to the likeness of active service. Most of a general s decisions, once a fight has begun, must be made in such brief intervals of time. (But we leave unlimited time at the outset for the planning.) As to our time-keeping, we catch a visitor with a stop-watch if we can, and if we cannot, we use a fair-sized clock with a second-hand: the player not moving says Go, and warns at the last two minutes, last minute, and last thirty seconds. But I think it would not be difficult to procure a cheap clock--because, of course, no one wants a very accurate agreement with Greenwich as to the length of a second--that would have minutes instead of hours and seconds instead of minutes, and that would ping at the end of every minute and discharge an alarm note at the end of the move. That would abolish the rather boring strain of time-keeping.
Of the etymology of the word piquet, little or nothing is known, but the game itself is one of those perennials that have survived much more pretentious rivals, and, thanks to its intrinsic merits, it has never since its invention ceased to be more or less à la mode. There are several varieties of Piquet, but the straightforward game for two players, sometimes called _=Piquet au Cent=_, or 100 points up, is the most common and popular, and will be first described. _=CARDS.=_ Piquet is played with a pack of thirty-two cards, all below the Seven being deleted. The cards rank: A K Q J 10 9 8 7, the Ace being the highest both in cutting and in play. There is no trump in Piquet, and all suits are equal in value. Two packs are sometimes used, one by each player in his proper turn to deal. The cards have a certain pip-counting value, the Ace being reckoned for 11, other court cards for 10 each, and the 7 8 9 10 for their face value. _=MARKERS.=_ As the scores are not put down until the end of the hand or play the game is usually kept on a sheet of paper, or it may be marked on a cribbage board.
--Cumberland (Dickinson s _Glossary_). (_b_) In the Deptford version one of the players is blindfolded. The one who blindfolds ascertains that the player cannot see by putting the first question. When the players are satisfied that the blindfolding is complete, the dialogue follows, and the blind man is turned round three times. The game is for him to catch one of the players, who is blindfolded in turn if the blind man succeeds in guessing who he is. Players are allowed to pull, pinch, and buffet the blind man. [Illustration] (_c_) This sport is found among the illuminations of an old missal formerly in the possession of John Ives, cited by Strutt in his _Manners and Customs_. The two illustrations are facsimiles from drawings in one of the Bodleian MSS., and they indicate the complete covering of the head, and also the fact that the game was played by adults. Gay says concerning it-- As once I play d at _blindman s-buff_, it hap t, _About my eyes the towel thick was wrapt.
Carroms obtained by pushing during the first 90 points are legitimate, but not during the following ten points; and the 101st shot must be a clean stroke, and a push shot will not be allowed. 15. When a player is 100, should he fail to strike the 1 ball his hand is out and his run, if any, forfeited. 16. During the first 90 points, should the cue ball be frozen to an object ball, and if by a push causes the object ball to move, any resulting carrom shall be valid. If, however, the frozen object ball fails to move, it shall be considered as not having been touched except that should the cue ball strike a cushion, it shall not be a scratch. 17. Any cases not covered by these rules shall be governed as far as possible by the accepted rules of pool and four-ball billiards. SNOOKER POOL. 1.
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.
The methods of spreading, cutting, deciding ties, etc., are the same as those employed at whist. _=POSITION OF THE PLAYERS.=_ It is not usually considered necessary to distinguish the players further than to indicate which hand had the original lead. For this purpose the whist notation is used, A being the leader, and Z the dealer. [Illustration: Y +---+ ORIGINAL LEADER, A| |B +---+ Z ] _=DEALING.=_ When two packs are used, the still pack should be shuffled by the non-dealer, and placed on the left of the player or dummy whose turn it will be to deal next. The general rules with regard to irregularities in the deal are the same as in whist. The cards being dealt, it is usual to sort the dummy hands first, running the suits down in rows, with the turn-up trump across, and to the right of the others. _=STAKES.
The ending is very well played. _=No. 2.=_ A has an even chance to escape, and it is better for him to be third or fourth player in hearts than to lead them. _=3rd Trick.=_ B sees from the fall of the clubs that Y has no more, and that A is safe in them and will lead them again; so he holds up ♢ K to keep A out of the lead. _=7th Trick.=_ As A’s hand can now be counted to contain either the 7 4 3 of clubs and four dangerous hearts, or the 4 3 of clubs and five hearts, B’s game is clearly to lead diamonds, in order to load Y and Z. His only dangerous card, the ♡ J, will go on the next round of spades, which must be led again in the next two or three tricks. _=No.
Two other combinations are sometimes introduced in either form of Commerce: A flush, three cards of one suit, ranking next below the straight flush; and a single pair outranking the point. Another variety of Commerce is variously known as _=My Ship Sails; or My Bird Sings=_. The counters have a money value, and three are given to each player. Three cards are dealt, face down, and one at a time. There is no widow. The eldest hand may then exchange one card with the player on his left, who must give his card before seeing the one he is to receive. The exchange goes round to the left. The moment any player finds himself with a flush, three cards of the same suit, regardless of their value, whether dealt to him, or made by exchange, he says: “My Ship Sails;” and all exchange is stopped, and the hands are shown. Should there be more than one flush, the pips win, counting ace for 11, and other court-cards for 10 each. If no player has secured a flush after two rounds of exchanges, the hands are shown, and the highest number of pips in the two-card flushes wins the pool.
In America, the last two items are usually reduced, and are given as follows:-- | | ♣♠ | ♡ | ♢ | | Slam, thirteen tricks | | 250 | 300 | 350 | | Spread slam | | 350 | 400 | 450 | | ----------------------+--------+-----+-----+-----+---------+ Why a player should be paid more for spreads than for eleven or twelve tricks while the trick bid outranks the spreads, is difficult to understand; but we have no authority to change the tables. Misère Partout wins nothing but the pool. If partners play, it is usual for the losers to pay the adversaries on their right; or, if partners sit together, to pay the adversary sitting next. _=THE POOL.=_ Besides the white counters won and lost by the players individually, the successful player takes the pool. Successful partners divide it equally, regardless of the number of tricks bid or taken by each. If the partners fail, they must contribute to the pool an amount equal to that which they pay to one adversary. For instance: A calls seven diamonds, and asks for a partner. Y accepts him, and the pair win only nine tricks. Each pays 135 counters to the adversary sitting next him, and then they make up 135 more between them for the pool.
It is accomplished by striking so hard that the ball buries itself in the cushion, the result of which is that the angle of reflection is less than that of incidence. It is possible to drive an object ball to the rail at an angle of 60 degrees with such force that after crossing the table twice it will come off at a perfect right angle from the cushion. This is a very useful shot in banking for the side pockets, and also in playing for the 1 or 4 pin at Pin Pool. The following _=LAWS=_ for Fifteen-Ball Pool are copied, by permission, from the 1908 edition of the rules published by the Brunswick-Balke-Collender Co. _=1.=_ The game of Fifteen-Ball Pool is played with fifteen balls numbered from one to fifteen, respectively, and one white ball not numbered. The latter is the cue-ball, and at the opening of the game, the player plays with it from within the string at the head of the table, at any of the numbered balls, and afterward as he finds it on the table, his object being to pocket as many of the numbered balls as he can, the number on each ball he pockets being scored to his credit; so that not he who pockets the largest number of balls, but he whose score, when added up, yields the largest total, wins the game. Before commencing the game these fifteen balls are placed in the form of a triangle upon the table--a triangular frame being employed for this purpose to insure correctness. The ball numbered fifteen is so placed upon the table as to form the apex of the triangle, pointing upward toward the head of the table, and in forming the triangle the fifteen-ball should rest as nearly as possible upon the spot known as the deep-red spot in the Three-Ball Game. The other balls should have their places in the triangle so that the highest numbers shall be nearest the apex, the lowest numbers forming the base.
Twice again the twinge, the skip. He had no idea where he was until the lights of the Caledonia space board shone below. [Illustration] With a weariness that lay almost beyond the limits of thought, he threw his mind back into rapport with the pin-set, fixing the Lady May s projectile gently and neatly in its launching tube. She was half dead with fatigue, but he could feel the beat of her heart, could listen to her panting, and he grasped the grateful edge of a thanks reaching from her mind to his. THE SCORE They put him in the hospital at Caledonia. The doctor was friendly but firm. You actually got touched by that Dragon. That s as close a shave as I ve ever seen. It s all so quick that it ll be a long time before we know what happened scientifically, but I suppose you d be ready for the insane asylum now if the contact had lasted several tenths of a millisecond longer. What kind of cat did you have out in front of you? Underhill felt the words coming out of him slowly.
If, during the progress of the hand, the player lays his cards on the table, face up, and announces that he has won his game by reaching 61 or 91, whichever may be necessary to make good his bid, and it is proved that he is mistaken, he loses his game, even if he could have taken up his cards again and won it. 50. If an adversary lays his cards on the table, face up, and claims to have already defeated the player’s game, all that adversary’s cards shall be taken by the player and counted with the tricks already taken in by the player. If the adversary be found to be in error, the player shall score his game as won, even if he would have lost it had it been continued. 51. If the single player gives up his game as lost, and lays his cards on the table, the adversaries shall take all such cards and add them to their own, and count their cards to see if they have also made the player schneider. THE REVOKE. 52. Should the single player revoke, and not discover the error before the trick is turned and quitted, he loses his game. If he discovers the error and corrects it in time, there is no penalty; but any adversary who plays after him may amend his play.
So turn again, ladies, Ladies, ladies, ladies, So turn again, ladies, And gentlemen too. What shall we dress her in? Dress her in, dress her in? What shall we dress her in? Shall it be red? Red s for the soldiers, The soldiers, the soldiers, Red s for the soldiers, And that will not do. [Various other colours are suggested in the same way, but are found unsuitable--black because black s for the mourners, green because green s for the croppies, and so on till at last white is named.] White s for the dead people, Dead people, the dead people, White s for the dead people, And that will just do. --Belfast (_Notes and Queries_, 7th series, xii. 492, W. H. Patterson). IV. I came to see Jenny jo, Jenny jo, Jenny jo, I came to see Jenny jo, is she within? Jenny jo s washing clothes, washing clothes, washing clothes, Jenny jo s washing clothes, and ye can t see her to-day.