=_ When the cue-ball is in contact with another, the balls are spotted and the player plays with his ball in hand. _=10.=_ Playing with the wrong ball is foul. However, should the player using the wrong ball play more than one shot with it, he shall be entitled to his score just the same as if he had played with his own; as soon as his hand is out, the white balls must change places, and the game proceed as usual. ON FOUL STROKES.--It is a foul, and no count can be made: _=1.=_ If a stroke is made except with the point of the cue. _=2.=_ If the cue is not withdrawn from the cue-ball before the latter comes in contact with an object-ball. _=3.
See Merry ma-tansa, Nettles. Munshets or Munshits Is played by two boys as follows:--One of the boys remains at home, and the other goes out to a prescribed distance. The boy who remains at home makes a small hole in the ground, and holds in his hand a stick about three feet long to strike with. The boy who is out at field throws a stick in the direction of this hole, at which the other strikes. If he hits it, he has to run to a prescribed mark and back to the hole without being caught or touched with the smaller stick by his playfellow. If he is caught, he is out, and has to go to field. And if the boy at field can throw his stick so near to the hole as to be within the length or measure of that stick, the boy at home has to go out to field. A number of boys often play together; for any even number can play. I am told that the game was common fifty years ago. In principle it resembles cricket, and looks like the rude beginning of the game.
This element of luck seems to come and go like the swell of the ocean. In the lives of some men the tide of fortune appears to be a long steady flood, without a ripple on the surface. In others it rises and falls in waves of greater or lesser length; while in others it is irregular in the extreme; splashing choppy seas to-day; a storm to-morrow that smashes everything; and then calm enough to make ducks and drakes with the pebbles on the shore. In the lives of all the tide of fortune is uncertain; for the man has never lived who could be sure of the weather a week ahead. In the nature of things this must be so, for if there were no ups and downs in life, there would be no such things as chance and luck, and the laws of probability would not exist. The greatest fallacy in connection with luck is the belief that certain men _are_ lucky, whereas the truth is simply that they _have been_ lucky up to that time. They have succeeded so far, but that is no guarantee that they will succeed again in any matter of pure chance. This is demonstrated by the laws governing _=the probability of successive events=_. Suppose two men sit down to play a game which is one of pure chance; poker dice, for instance. You are backing Mr.
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Cards which are likely to form parts of sequences are called _=close cards=_, and those which are too widely separated to do so are called _=wide cards=_. _=METHOD OF PLAYING.=_ The crib laid out and the starter cut, the pone begins by playing any card he pleases. The card he selects he lays face upward on the table on his own side of the cribbage board, and at the same time announces its pip value; two, five, or ten, whatever it may be. 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.
See Mary mixed a Pudding up, Oliver, Oliver, follow the King. [1] Miss Chase says, I think the order of verses is right; the children hesitated a little. [2] Mr. Hardy says, This was sung to me by a girl at Earls Heaton or Soothill Nether. Another version commences with the last verse, continues with the first, and concludes with the second. The last two lines inserted here belong to that version. All the Fishes in the Sea A Suffolk game, not described.--Moor s _Suffolk Glossary_. See Fool, fool, come to School, Little Dog, I call you. All the Soldiers in the Town [Music] All the soldiers in the town, They all bop down.
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. 77:-- Soar d in the swing, half pleas d and half afraid, Through sister elms that wav d their summer shade. Speght, in his _Glossary_, says, Meritot, a sport used by children by swinging themselves in bell-ropes, or such like, till they are giddy. In _Mercurialis de Arte Gymnastica_, p. 216, there is an engraving of this exercise. Halliwell quotes from a MS. _Yorkshire Glossary_, as follows:-- Merrytrotter, a rope fastened at each end to a beam or branch of a tree, making a curve at the bottom near the floor or ground in which a child can sit, and holding fast by each side of the rope, is swung backwards and forwards. Baker (_Northamptonshire Glossary_) calls Merrytotter the game of See-saw, and notes that the antiquity of the game is shown by its insertion in Pynson, Myry totir, child s game, oscillum.
In a smug show of control, I dealt the cartwheels off the top of the stack, one at a time, and fired them hard. Each one snapped away from the hovering stack, like a thrown discus. My perception was of the best. Each coin knifed into the soft cedar of the door, burying itself about halfway. My best sustained lift, I suppose is about two hundred times the weight of a silver dollar. But with the lift split by the need to keep the stack together, about twenty gees was all the shove I gave the cartwheels. Still, you might figure out how fast those cartwheels were traveling after moving twenty feet across the bar at an acceleration of twenty gees. Smythe gasped. I doubted he had ever seen better, even in the controlled conditions of Lodge Meeting. A little something to remember me by, I said, as I opened the silver-studded door.
_=METHOD OF PLAYING.=_ The player to the left of the dealer begins by taking into his hand the card that is face up, if it suits him, or the top card of the stock. If he takes the top of the stock, he puts it into his hand without showing it. He may then lay out any combination of three cards that he holds, but he is not obliged to do so. Whether he lays out anything or not, he must discard a card, face up, to take the place of the one drawn. This discard is always placed beside the stock, and of course covers up any card already there. _=LAYING OUT.=_ After drawing from the stock and before discarding, a player may lay out any three cards, but no more than three at one time. Or he may add one card from his hand to any combination already laid out by another player, but he cannot add more than one card in this way. He may add a card to a combination laid out by himself if he wishes to.
Muggins is sometimes varied by playing from both ends of the first doublet set, as well as from the sides. It is not necessary to play on the ends of the first set until one cannot play on the line; but any of the four points may be played to at any time. The end of the first doublet does not count in making multiples of five, but the ends of any dominoes played to it must be counted. If only one end of the first doublet has been played to, there will be three ends to count to make multiples of five; and if both ends of the first doublet have been played to, there will be four ends. Every count must take in all the ends that are in play. The highest count possible is 35; all four lines open, with the 6-6, 4-4, 5-5, and 0-5 at the ends. _=ALL THREES.=_ Muggins is sometimes played by making the object to get multiples of three at the ends, instead of multiples of five. Otherwise the game is the same as All Fives. There are several _=card games=_ with dominoes, but they are little used, and hardly worth description in a work of this kind.
65. (_b_) In the Suffolk game the children form a ring, a boy and girl being in the centre. The boy is called a gentleman and the girl a lady. The gentleman commences by singing the first verse. Then they say alternately the questions and answers. When the gentleman says the lines commencing, Stab me, he pretends to stab the lady, who falls on the ground. Then he walks round the lady and sings the last verse, Rise up, and lifts up the lady. In the Derbyshire game only three children play, the lover, lady, and fairy. The girl stands a little distance off. The lover says the first four lines, then approaches the lady, falls on one knee, and says the next line.
13. +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | ⛂ | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] [Illustration: No. 14. +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛂ | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | | | ⛀ | | | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] In Diagram No. 13, if White moves 24 19 he loses, because Black goes to 11, and as the tailors advance to head him off, he goes back to 15 and 18, and then gets round by going to 14. White’s proper play is 22 18, after which 26 22 will reform his line. In Diagram No. 14, if White moves 26 22, or 19 15, he loses immediately. In the first case Black will run to 15 and 11, and either get round or double back to 18. In the second case Black will get round by way of 7, or get through.
On arriving at the next table, the partners divide, and another game of four deals is played, the winning pair again progressing. The general arrangements for the original positions of the players, and the prizes to be given, are the same as in Progressive Euchre, and have been fully described in connection with that game. _=Blind Cinch.=_ 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.
If any person will take the trouble to deal out four hands, and after turning them face up on the table, count how many tricks each side will probably take with its high cards and trumps, he will find that the total will hardly ever be exactly thirteen tricks. Let us suppose the following to be one of the hands so dealt; Z turning up the ♡6 for trumps:-- [Illustration: ♡Q J 8 ♣6 ♢K J 6 5 3 ♠A 9 8 6 ♡4 3 2 +-------+ ♡A K 10 5 ♣A K Q 8 7 4 3 | Y | ♣J 9 ♢7 |A B| ♢A 8 4 ♠Q 7 | Z | ♠K 5 4 2 +-------+ ♡9 7 6 ♣10 5 2 ♢Q 10 9 2 ♠J 10 3 ] On looking over this hand it would appear that A could only make one trick in Clubs, of which the second round would be trumped. His partner can count on five tricks: the two best and the fourth trumps; the ♢A, and the ♠K; a total of six tricks. On counting the adversaries’ probable tricks, Y should make one of his three trumps, and the ♠A. Diamonds will not go round twice without being trumped, so we cannot count on his ♢K. We cannot see any sure tricks for Z. Where are the five other tricks necessary to bring our total up to thirteen? They must be there, for there are thirteen tricks taken in every hand played. If we play over the hand, we shall find that A-B may make six, seven, nine, or ten tricks, according to their good management, and the good or bad play of their adversaries. In _=Foster’s Whist Tactics=_, Illustrative Hand No. 13, may be found the various ideas of sixteen of the best players in the American Whist League with regard to the proper management of this hand.
The marble which can hit it three times in succession, and finally be shot into the hole, is the winning ball, and its owner gets all the other marbles which have missed before he played.--London (_Strand Magazine_, ii. 519). See Bridgeboard, Capie Hole, Hundreds. Honey Pots [Music] --London (J. P. Emslie). [Illustration: Fig. 1.] [Illustration: Fig.
If he will, he must put up as much as their combined stakes. He cannot be raised; but if any one player or combination of players call him, and one of them can beat his hand, the field divide the pool. For instance: Age makes it a blue, and three others stay with him. After the draw C puts up three blues against the field. D and A call it, and all show hands. If any of the three, A, B or D can beat C they divide the pool, B getting his third, although he did not contribute to the call. This game is a pure gamble; except that a bold player may occasionally bluff the field off. _=METHODS OF CHEATING.=_ Poker and its congeners have received more attention from the greeks than any other family of card games. In fact it is generally believed that the term greek, as applied to a card sharper, had its origin in the Adam of the poker family, which was a gambling game introduced by the Greeks in Italy.
Hop-frog The players bend as though about to sit on a _very low_ stool, then spring about with their hands resting on their knees.--Dorsetshire (_Folk-lore Journal_, vii. 234). Miss Peacock says that a game called Hop-frog over the Dog is played at Stixwould, Lincolnshire, in the same way as Leap-frog. See Curcuddie, Cutch-a-cutchoo, Harie Hutcheon, Hirtschin Hairy. Hop-score Game of Hop-scotch. --Hunter s _Glossary of Hallamshire_. Hop-scotch A game, the object of which is to eject a stone, slate, or dump out of a form linearly marked on the ground in different directions, by hopping without touching any of the lines.--Halliwell s _Dictionary_. In the plan (fig.
Bingo. Bird-apprentice. Birds, Beasts, and Fishes. Bittle-battle. Bitty-base. Black Man s Tig. Black Thorn. Blind Bell. Blind Bucky Davy. Blind Harie.
... gold. | | | 16.|.....
=_ The great objection to the method of settling at Sweepstake Hearts is that it makes the game almost entirely one of chance. No matter how good a player one may be, good luck alone will bring success. In a four-handed game it is possible for one player to take in only 58 hearts in 60 deals, and still to be 46 counters behind; while another player may take in 500 hearts in 60 deals and be 46 counters ahead. It may be claimed that the player who has 46 counters ahead at the end was the better player, because he won; but most persons will agree that a player who takes in only 58 hearts in 60 deals is a much better player than one who has taken in 500 hearts in the same time. It was to remedy this defect, and to give skill its proper percentage of value, that Mr. E. C. Howell of Boston proposed the manner of contributing to and dividing the pools which is now known as Howell’s Settling. Each player begins with an equal number of counters, usually 100. At the end of the hand, after the hearts have been counted and announced, each player pays into the pool, for every heart he holds, as many counters as there are players besides himself.
=_ The single player should almost always begin with the trumps, in order to get them out of his way. With a sequence of Wenzels, it is a common artifice to begin with the lowest, hoping the second player may fatten the trick by discarding a Ten or Ace, under the impression that the Hinterhand can win it. This style of underplay is called _=Wimmelfinte=_, and the Mittelhand should beware of it. With only one Wenzel and the Ace and Ten, it is better to begin with a small trump. If you find all the trumps in one hand against you, or tenace over you, stop leading trumps, and play forcing cards. If you have no Wenzels it is usually best to lead your smallest trumps. If you have only Ace Ten and small trumps, and know the adversaries have one Wenzel and one trump better than your small one, lead your Ten, so that they cannot make both trumps. In playing for a schneider, it is often advisable to continue the trumps, even after the adversaries are exhausted, so that they shall not know which suit to keep for the last trick. _=Laying out the Skat.=_ In a Frage or a Tourné, some judgment is required in discarding for the Skat.
ILLUSTRATIVE GAMES. The asterisk shows the losing move. +-----------------------+-------------------------------+ | Play with Black Men. | Play with White Men. | +-------+-------+-------+-------+-------+-------+-------+ | _1_ | _2_ | _3_ | _4_ | _5_ | _6_ | _7_ | +-------+-------+-------+-------+-------+-------+-------+ | 11-15 | 11-15 | 10-15 | 11-15 | 11-15 | 11-15 | 10-15 | | 22 18 | 23 19 | 22 18 | 24 20 | 22 18 | 23 19 | 23 18 | | 15-22 | 8-11 | 15-22 | 8-11 | 15-22 | 8-11 | 12-16 | | 25 18 | 22 17 | 25 18 | 28 24 | 25 18 | 26 23 | 21 17 | | 8-11 | 3- 8 | 6-10 | 4- 8 | 8-11 | 4- 8 | 16-19 | | 29 25 |*17 14 | 29 25 | 23 19 | 29 25 | 30 26 | 17 14 | | 4- 8 | 9-18 | 10-15 |* 9-13 | 4- 8 |* 9-13 | 9-13 | | 24 20 | 21 17 |*25 22 | 20 16 | 24 20 | 19 16 | 24 20 | | 10-15 | 18-22 | 15-19 | 11-20 | 10-15 | 12-19 | 8-12 | | 25 22 | 25 18 | 23 16 | 22 17 | 25 22 | 23 16 | 25 21 | | 12-16 | 15-22 | 12-19 | 13-22 |* 9-13 | 11-20 | 12-16 | |*27 24 | 26 23 | 24 15 | 25 4 | 20 16 | 22 17 | 21 17 | | 15-19 | 5- 9 | 9-14 |W wins.| 12-19 | 13-22 | 4- 8 | | 24 15 | 17 13 | 18 9 | | 23 16 | 25 4 | 29 25 | | 16-19 | 11-15 | 11-25 | | 11-20 |W wins.| 6- 9 | | 23 16 | 23 18 |B wins.| | 18 4 | | 27 24 | | 9-14 | 1- 5 | | |W wins.| | 1- 6 | | 18 9 | 18 11 | | | | | 32 27 | | 11-25 | 7-23 | | | | | 6-10 | | 28 24 | 27 18 | | | | | 27 23 | | 5-14 | 9-14 | | | | | 8-12 | | 24 19 | 18 9| | | | | 25 21 | | 6-10 | 5-14 | | | | | 2- 6 | |B wins.|B wins.
Vade, F., the pool to be played for. Vergeben, G., misdeal. Verleugnen, or Verläugnen, G., to revoke. Vivant, F., Dummy’s partner. Vole, F., winning all the tricks, a slam.
_, ii. 518, says it is now (1850) danced with a handkerchief instead of a cushion as formerly, and no words are used, but later correspondents contradict this. See also _N. and Q._, iii. 282. (_d_) Two important suggestions occur as to this game. First, that the dance was originally the indication at a marriage ceremony for the bride and bridegroom to retire with the bowster to the nuptial couch. Secondly, that it has degenerated in Southern Britain to the ordinary Drop Handkerchief games of kiss in the ring. The preservation of this Bab at the Bowster example gives the clue both to the origin of the present game in an obsolete marriage custom, and to the descent of the game to its latest form.
Two or more cards played simultaneously by either of the declarer’s adversaries give the declarer the right to call any one of such cards to the current trick and to treat the other card or cards as exposed. 70_a_. Should an adversary of the declarer expose his last card before his partner play to the twelfth trick, the two cards in his partner’s hand become exposed, must be laid face upward on the table, and are subject to call. 71. If, without waiting for his partner to play, either of the declarer’s adversaries play or lead a winning card, as against the declarer and dummy and continue (without waiting for his partner to play) to lead several such cards, the declarer may demand that the partner of the player in fault win, if he can, the first or any other of these tricks. The other cards thus improperly played are exposed. 72. If either or both of the declarer’s adversaries throw his or their cards face upward on the table, such cards are exposed and liable to be called; but if either adversary retain his hand, he cannot be forced to abandon it. Cards exposed by the declarer are not liable to be called. If the declarer say, “I have the rest,” or any words indicating the remaining tricks or any number thereof are his, he may be required to place his cards face upward on the table.