This making of a better proposition than one already made is known as “_=Over-calling=_.” A player who has made a call of any kind, or has accepted a proposal, may amend his proposition to a better one, only in case he is over-called; or a player who can not get a partner to accept him may amend his call to solo. For instance: A player may have a hand which he feels sure is good for 8 tricks, perhaps 9. To be safe, he calls solo, and hopes to make three or four over-tricks. If he is outbid by some player over-calling him with a misère, he may be tempted to amend his call to abundance. No call is good until every player who has not already passed does so, by saying distinctly, “I pass.” _=STAKES.=_ The losses and gains of the players are in proportion to the difficulties of the tasks they set themselves. The most popular method of settling is to pay or take red counters for the various calls, and white counters for the tricks under or over the exact number proposed. If the callers succeed in their undertakings, their adversaries pay them; if they fail, they pay their adversaries.
_=TAKING UP THE TRUMP.=_ After the trump is turned up, each player in turn examines his cards, and if he does not care whether the trump suit remains unchanged or not, he says: “_=I pass=_.” If all pass, the dealer must decide. The dealer has the advantage of being allowed to take the trump card into his own hand, discarding one of his worthless cards in its place. If he thinks he can make three tricks with the turn-up suit for trumps, and his partner’s probable assistance, or can win five tricks by playing alone, he discards any card he pleases, placing it under the remainder of the pack, face down, and without showing or naming it. If the dealer decides to play alone, it is usual for him to pass his discard across the table to his partner, face down, so that there may be no misunderstanding his intention. The dealer may take up the trump card at any time during the play of the hand; but it is usual to leave it on the pack until it is played to a trick. No one but the dealer can take the trump into his hand. _=TURNING DOWN THE TRUMP.=_ If the dealer fears that he and his partner cannot make three tricks with the turn-up suit for trumps, or would prefer to have the suit changed, he can pass.
These versions are so similar to the Hanwell version, with the exception of the Very well, ladies, that it is needless to print them in full; special differences are noted hereafter. In some places the game is said in a sing-song manner. Some of the versions differ from the general type in two ways--first, in the method of playing; secondly, in the wording of the verses. The differences in the method of playing direct attention to the connection of the game with ancient custom. The game is always played by the players taking sides; but one method is for one side to consist of only two children (Mother and Jenny Jones), and the other side to consist of all the other players; while the other method is for the players to be divided into two sides of about equal numbers, each side advancing and retiring in line when singing their part. Jenny Jones in some cases walks with the girls in her line until the funeral, when she is carried to the grave, and in others she stands alone behind the line. The way of performing the funeral also differs. Generally two of the players carry Jenny to the grave, the rest following two by two; but in one Hampshire version six or eight children carry Jenny, stretched out and flat, to the grave, and cover her over; in Holywood, co. Down, she is carried sitting on the crossed hands of two players; while in some versions no funeral is apparently performed, the words only being sung. Another significant incident is the Ghost.
90. A trick turned and quitted may not be looked at (except under Law 82) until the end of the play. The penalty for the violation of this law is 25 points in the adverse honour score. 91. Any player during the play of a trick or after the four cards are played, and before the trick is turned and quitted, may demand that the cards be placed before their respective players. 92. When an adversary of the declarer, before his partner plays, calls attention to the trick, either by saying it is his, or, without being requested to do so, by naming his card or drawing it toward him, the declarer may require such partner to play his highest or lowest card of the suit led, or to win or lose the trick. 93. An adversary of the declarer may call his partner’s attention to the fact that he is about to play or lead out of turn; but if, during the play, he make any unauthorized reference to any incident of the play, the declarer may call a suit from the adversary whose next turn it is to lead. 94.
[Illustration: 7 8 9 10 4 5 6 2 3 1 ] _=The Pins=_ are spotted as shown in the margin, the centres 12 inches apart, and those of the back row 3 inches from the edge of the pit. The regulation pins are 15 inches high, 2¼ diam. at the base, 15 inches circumference 4½ from the bottom, and 5¼ at the neck. _=The Balls=_ must not exceed 27 inches in circumference in any direction, but smaller balls may be used. _=Frames.=_ Each player rolls ten frames or innings, in each of which he is supposed to have three balls, although as a matter of fact he rolls two only. In match games, two alleys are used, and the players roll one inning on each alternately. _=A Strike=_ is made when all ten pins are knocked down with the first ball of the innings, and it is scored on the blackboard with a cross, the number of pins made with the three balls being filled in afterward. _=A Spare=_ is made when all ten pins are knocked down with the two balls of one inning, and it is marked with a diagonal stroke. If the player fails to get either a strike or a spare, it is a _=Break=_, marked with a horizontal line, under which is written the actual number of pins down.
If they have four, they have 3 in excess, and 1 for honours, a total of 4. If they have five, they count 6 by honours. At the end of the hand the points made by cards and by honours are multiplied by the value of the trump suit. This value varies according to the suit which is cayenne, which is always first preference. If cayenne is also the trump suit the points made by cards and honours are multiplied by 4. If the trump suit is the same colour as cayenne, the multiplier is 3. If it is a different colour the multiplier is 2 or 1, according to the suit. The rank of the suits as multipliers will be readily understood from the following table:-- If Cayenne is | ♡ | ♢ | ♣ | ♠ | If trumps, multiply by 4. Second color is | ♢ | ♡ | ♠ | ♣ | If trumps, multiply by 3. Third color is | ♣ | ♣ | ♡ | ♡ | If trumps, multiply by 2.
--J. T. Micklethwaite (_Arch. Journ._, xlix. 327-28). I am told that in the iron districts of Staffordshire, the round bits of iron punched out in making rivet holes in boiler plates are the modern representatives of hucklebones.--_Ibid._ In Westminster four stones are held in the right hand, a marble is thrown up, and all four stones thrown down, and the marble allowed to bounce on the hearthstone or pavement, and then caught in the same hand after it has rebounded. The marble is then thrown up again, and one of the four stones picked up, and the marble caught again after it has rebounded.
Betting the Hands.=_ The opener makes the first bet; or, if he has withdrawn, the player next on his left. Should the opener decline to bet after the draw, he must show his openers before abandoning his hand. He need not show the cards he has drawn. If no bet is made, the last player holding cards takes the pool without showing his hand. If a bet is made, the game proceeds as in the ordinary pools. Should the opener retire during the betting, he must show his openers; if he is in the final call he must show his entire hand, whether it is the best or not. If he or any other player declines to show his hand when a call is made, he must ante for all the other players for another jack. _=46. Shy Bets.
It is a general law in all games of chance that you should never do a thing which you would not be willing to repeat under the same circumstances a hundred times. The best example of the application of this law is in drawing to bobtails. If you have a four-card flush to draw to, the odds against getting it are about four to one; and unless you can obtain the privilege of drawing to it by paying not more than one-fifth of the amount in the pool, you will lose by it in the long run. The best players never draw to four-card flushes except when they have the age, and the ante has not been raised. There are some players who pretend to be so guided by probabilities that they never go into a pool unless the chances in favour of their having a good hand after the draw are at least equal to the odds they have to bet by going into the pool. This is all nonsense; for no player knows when he goes into a pool how much it will cost him to get out, and the value of his individual hand is an unknown quantity at the best, because it cannot be compared to the others. One thing only is certain, and that is that in the long run the player who goes in with the strongest hand will still have the strongest hand after the draw. This is an important thing to remember in jack pots, in which the value of at least one hand is known. If you draw to a pair smaller than Jacks, you do so with the full knowledge that the pair itself is not strong enough to win. Now what are the odds against your winning the pool? Suppose you hold tens, and draw three cards.
This game, called Hawld Hard, is commonly played about Christmas-time, where a number hold a piece of a handkerchief. One then moves his hand round the handkerchief, saying, Here we go round by the rule of Contrairy; when I say Hawld hard, let go, and when I say Let go, hawld hard. Forfeits are paid by those not complying with the order.--Lowsley s _Berkshire Glossary_. Cop-halfpenny The game of Chuck-farthing. --Norfolk and Suffolk (Holloway s _Dict. of Provincialisms_). Corsicrown A square figure is divided by four lines, which cross each other in the crown or centre. Two of these lines connect the opposite angles, and two the sides at the point of bisection. Two players play; each has three men or flitchers.
_=Leading Out of Turn.=_ Should any person, not playing alone, lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead. The demand must be made by the person who will be the last player on the trick in which the suit is called. If all have played to the lead before discovering the error, it cannot be rectified; but if all have not played, those who have followed the false lead must take back their cards, which are not liable to be called. Any player may ask the others to _=draw cards=_ in any trick, provided he does so before the cards are touched for the purpose of gathering them. In answer to this demand, each player should indicate which card of those on the table he played. No one is allowed to see any trick that has been turned and quitted. _=Taking Tricks.=_ As the tricks are taken they should be neatly laid one upon the other in such a manner that any player at the table can count them. All tricks belonging to one side should be kept together.
This is called An Old Woman from the Wood in Dorsetshire. The children form themselves into two ranks. The first rank says: Here comes an old oman from the wood. The second party answers: What cans t thee do? First Party: Do anythin . Second Party: Work away. This the children proceed to do, some by pretending to sew, some to wash, some to dig, some to knit, without any instruments to do it with. If the opposite side guess what they are doing, they change sides. This game, Miss Summers believes, is very old, and has been played by several generations in the village of Hazelbury Bryan.--Dorsetshire (_Folk-lore Journal_, vii. 230).
Please will you take one in? [choose out one] Now poor ---- she is gone Without a farthing in her hand, Nothing but a gay gold ring. Good-bye! Good-bye! Good-bye, mother, good-bye! --Isle of Man (A. W. Moore) VII. Here comes a poor widow from Sandalam, With all her children at her hand; The one can bake, the other can brew, The other can make a lily-white shoe; Another can sit by the fire and spin, So pray take one of my daughters in. The fairest one that I can see Is pretty [Mary] come to me. And now poor [Mary] she is gone Without a guinea in her hand, And not so much as a farthing. Good-bye! Good-bye, my love, good-bye! --Forest of Dean, Gloucester (Miss Matthews). VIII. Here comes an old woman from Cumberland, With seven poor children in her hand; One can sing, the other can sew; One can sit up in the corner and cry, Alleluia! Choose the fairest you can see.
Should the partner of the lone player expose a card, the adversaries may prevent the lone hand by compelling the player in error to play with his partner, leaving the exposed card on the table. _=26.=_ _=CALLING EXPOSED CARDS.=_ The adversary on the right of an exposed card must call it before he plays himself. If it will be the turn of the player holding the exposed card to lead for the next trick, the card, if wanted, must be called before the current trick is turned and quitted. Should a player having an exposed card and the lead, play from his hand before the previous trick is turned and quitted, the card so led may also be claimed as exposed. _=27.=_ _=LEADING AND PLAYING OUT OF TURN.=_ If a player leads when it was his partner’s turn, a suit may be called from his partner. The demand must be made by the last player to the trick in which the suit is called.
It is also given in _Yorkshire Glossary_ (Whitby). See Bandy, Doddart, Hockey. Jud A game played with a hazel nut bored and run upon a string.--Dickinson s _Cumberland Glossary_. Probably the same game as Conkers. See Conkers. Keeling the Pot Brockett mentions that a friend informed him that he had seen a game played amongst children in Northumberland the subject of which was Keeling the Pot. A girl comes in exclaiming, Mother, mother, the pot s boiling ower. The answer is, Then get the ladle and keel it. The difficulty is to get the ladle, which is up a height, and the steul wants a leg, and the joiner is either sick or dead (_Glossary North Country Words_).
Green gravel, green gravel, The grass is so green, Such beautiful flowers As never were seen. O Annie [or any name], O Annie, Your sweetheart is dead! He has sent you a letter To turn back your head. --Earls Heaton, Yorkshire (H. Hardy). V. Green gravel, green gravel, The grass is so green, The fairest young damsels As ever were seen. O ----, O ----, your true love is dead; He sent you a letter To turn round your head. Green gravel, green gravel, The grass is so green, The dismalest damsels As ever were seen. O ----, O ----, your true love s not dead; He sends you a letter To turn back your head. --Lincoln, Winterton, and Wakefield (Miss Fowler and Miss Peacock).
See Boston. Mittelhand, G., the second player on the first trick, in Skat. Mixed Pair, a lady and gentleman playing as partners. Mort, F., the dummy hand at Whist or Bridge. Mouth Bets, those made without putting up the money. One who fails to pay mouth bets is a welcher. Muggins, to take a score which has been overlooked by an adversary, especially in Cribbage and Dominoes. Natural, anything which wins the stake immediately; 7 or 11 at Craps; 21 at Vingt-et-un; 8 or 9 at Baccara.
If none of the hands shown contains either a natural pair or a bragger, the highest card wins, the ace ranking above the King. In case of equal natural pairs, the highest card outside the pair wins. Should the pairs tied both be made with a bragger, the highest bragger wins. Two odd cards, seven high, with the club Jack, would beat two cards seven high with the diamond nine. _=Three Stake Brag.=_ In this variation each player puts up three equal amounts to form three equal pools. These amounts must be invariable, and should be agreed upon before play begins. The dealer then gives two cards to each player, one at a time, face down; and then a third card to each, face up. The highest card turned up in this manner wins one of the pools, the ace being the highest and the deuce the lowest. The diamond ace, being a bragger, outranks any other ace; the club Jack any other Jack; and the diamond nine any other nine.
=_ 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. If the loser of any trick draws and looks at two cards from the stock, his adversary may look at both cards of the following draw, and may select either for himself. If he chooses the second card, he need not show it. If, on account of some undetected irregularity, an even number of cards remain in the stock, the last card must not be drawn. The winner of the trick takes the last but one, and the loser takes the trump card. _=Irregular Announcements.
* * * * * The Lady May was the most thoughtful Partner he had ever met. In her, the finely bred pedigree mind of a Persian cat had reached one of its highest peaks of development. She was more complex than any human woman, but the complexity was all one of emotions, memory, hope and discriminated experience--experience sorted through without benefit of words. When he had first come into contact with her mind, he was astonished at its clarity. With her he remembered her kittenhood. He remembered every mating experience she had ever had. He saw in a half-recognizable gallery all the other pinlighters with whom she had been paired for the fight. And he saw himself radiant, cheerful and desirable. He even thought he caught the edge of a longing-- A very flattering and yearning thought: _What a pity he is not a cat._ Woodley picked up the last stone.
Grand is practically Whist after the trumps are exhausted. For the Laws of Cayenne see Whist Family Laws. SOLO WHIST, OR WHIST DE GAND. _=CARDS.=_ Solo Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. Two packs are generally used, the one being shuffled while the other is dealt. _=MARKERS=_ are not used in Solo Whist, every hand being a complete game in itself, which is immediately settled for in counters representing money. At the beginning of the game each player should be provided with an equal number of these counters. They are usually white and red, the red being worth five times as much as the white. Twenty white and sixteen red is the usual allotment to each player when the game begins.
In Continuous Pool, the scoring of the game is continued until all the balls in each frame have been pocketed, and the game may consist of any number of balls or points up which may be agreed upon. Each ball pocketed scores one point for the striker and the game is usually scored upon the string of buttons over the table, as in regular billiards. Penalties are paid through deducting points from the offending player’s score or string of buttons, instead of forfeiting a ball to the table as in regular pyramid pool. The numbers on the balls are simply used for convenience in calling the number of each ball which the player intends to pocket, and do not in any way affect the score of the player. ENGLISH PYRAMID POOL. This differs from the American game in several points. There are no “call shots,” the player being entitled to every ball he pockets, whether he played for it or not. All balls in hand must be played from a D, 21 to 23 inches in diameter. There is no rule about driving two balls to the cushion on the opening shot. When all the red balls but one are pocketed, the red and white balls are used as cue balls alternately.
Wakeman, is interesting, as it confirms the above idea, and adds one or two details which may be important, _i.e._, the choose your maidens one by one, and sweep the house till the bride comes home. This game is called the Gala Ship, and the girls, forming a ring, march round singing-- Three times round goes the gala, gala ship, And three times round goes she; Three times round goes the gala, gala ship, And sinks to the bottom of the sea. They repeat this thrice, courtesying low. The first to courtesy is placed in the centre of the circle, when the others sing:-- Choose your maidens one by one, One by one, one by one; Choose your maidens one by one-- And down goes (all courtesy) Merrima Tansa! She chooses her maidens. They take her to a distance, when she is secretly told the name of her lover. The remainder of the girls imitate sweeping, and sing several stanzas to the effect that they will sweep the house till the bride comes home, when the bride is now placed within the circle, and from a score to a hundred stanzas, with marching and various imitations of what the lucky bride accomplishes or undergoes, are sung. Each one closes with Down goes Merrima Tansa and the head-ducking; and this wonderful music-drama of childhood is not concluded until the christening of the bride s first-born, with-- Next Sunday morn to church she must gae, A babe on her knee, the best of a-- And down goes Merrima Tansa! Jamieson gives the game as a ring within which one goes round with a handkerchief, with which a stroke is given in succession to every one in the ring; the person who strikes, or the taker, still repeating this rhyme:-- Here I gae round the jingie ring, The jingie ring, the jingie ring, Here I gae round the jingie ring, And through my merry-ma-tanzie. Then the handkerchief is thrown at one in the ring, who is obliged to take it up and go through the same process.
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C. C. Bell). II. He was a jolly, jolly sailor boy, Who had lately come ashore; He spent his time in drinking wine As he had done before. Then we will have a jolly, jolly whirl, Then we will have a jolly, jolly whirl, And he who wants a pretty little girl Must kiss her on the shore. --Forest of Dean, Gloucestershire (Miss Matthews). III. Here comes one jolly sailor, Just arrived from shore, We ll spend our money like jolly, jolly joes, And then we ll work for more. We ll all around, around and around, And if we meet a pretty little girl We ll call her to the shore.
451). Gilty-galty (or gaulty) A boy s game. One boy is chosen, who says:-- Gilty-galty four-and-forty, Two tens make twenty. He then counts one, two, three, four, &c., up to forty, having his eyes covered by his hands, and the others hide while he is saying the nominy. At the conclusion he uncovers his eyes, and if he sees any boys not yet hidden they have to stand still. He seeks the rest, but if he moves far away from his place, called the stooil (stool), one of the hidden boys may rush out and take it, provided he can get there first. Should he fail in this he also has to stand aside; but if any one succeeds, then all run out as before, and the same boy has to say the nominy again. On the other hand, if he finds all the boys without loosing his stooil, the boy first caught has to take his place and say the nominy. The game was thus played in 1810, and is so still, both here and at Lepton.
The child who is caught last becomes one of the first set for another game. This is the Earls Heaton version. The Lancashire game, as described by Miss Dendy, is: One child stands opposite a row of children, and the row run over to the opposite side, when the one child tries to catch them. The prisoners made, join the one child, and assist her in the process of catching the others. The rhyme is repeated in each case until all are caught, the last one out becoming Blackthorn for a new game. Harland and Wilkinson describe the game somewhat differently. Each player has a mark, and after the dialogue the players run over to each other s marks, and if any can be caught before getting home to the opposite mark, he has to carry his captor to the mark, when he takes his place as an additional catcher. (_c_) Miss Burne s version (_Shropshire Folk-lore_, p. 521) is practically the same as the Earls Heaton game, and Easther in his _Almondbury Glossary_ gives a version practically like the Sheffield. Mr.
Misdealing.=_ A misdeal does not lose the deal; the same dealer must deal again. It is a misdeal: If the dealer fails to present the pack to the pone; or if any card is found faced in the pack; or if the pack is found imperfect; or if the dealer gives six or more cards to more than one player; or if he deals more or fewer hands than there are players; or if he omits a player in dealing; or if he deals a card incorrectly, and fails to correct the error before dealing another. _=14. Irregularities in the Hands.=_ Should the dealer, or the wind, turn over any card, the player to whom it is dealt must take it; but the same player cannot be compelled to take two exposed cards. Should such a combination occur there must be a new deal. If the player exposes cards himself, he has no remedy. _=15.=_ Should any player receive more or less than his proper number of cards, and discover the error before he looks at any card in his hand, or lifts it from the table, he may demand a new deal if no bet has been made; or he may ask the dealer to give him another card from the pack if he has too few, or to draw a card if he has too many.
Four Aces is always a no-trumper, no matter what the rest of the hand may be. If he is obliged to make it black, and has three or four probable tricks, he should announce whichever suit he is best in. Attention should be paid to the score; for in many instances the suit must be selected so that the adversaries cannot win the game with the odd trick, even if they double. _=Doubling.=_ The dealer or his partner having announced the trump, the adversary should carefully consider the score before doubling or playing. Most players consider themselves justified in doubling when they have six reasonably certain tricks in their own hands, trusting partner for one only. Great caution should be used in doubling no-trumpers, the position of the lead being carefully studied; because the odd trick usually settles the fate of the game when a no-trumper is doubled. While a player with the lead, and seven certain tricks in one suit, should double a no-trumper, his partner would be very foolish to do so, unless he had, in addition to his long suit, the heart ace; for it is a conventionality of the game for A to lead hearts if B doubles a no-trumper. The original maker of the trump should be very strong to justify him in redoubling the adversary. If he had four probable tricks originally, he may count the adversary who doubles for five, and of the four doubtful tricks remaining, the odds are against partner having the three which would be necessary to win the odd trick.
They were young. They were good. But they had limitations. So much depended on the choice of Partners, so much on the sheer luck of who drew whom. THE SHUFFLE Father Moontree and the little girl named West entered the room. They were the other two pinlighters. The human complement of the Fighting Room was now complete. Father Moontree was a red-faced man of forty-five who had lived the peaceful life of a farmer until he reached his fortieth year. Only then, belatedly, did the authorities find he was telepathic and agree to let him late in life enter upon the career of pinlighter. He did well at it, but he was fantastically old for this kind of business.