Each player throws in turn, and the highest die is left on the table; if two are equally high, only one remains. The two other dice are thrown again, and the higher left. The sum of these two is then added together, and the third die is thrown as a multiplier, the result of the multiplication being the player’s score. ROUND THE SPOT. Any number can play, and three dice are used. Nothing counts but the spots that surround a centre one; so that ace, deuce, four, and six count as blanks. The trey counts as 2, and the five as 4. Each player has three throws with the three dice, and the highest total wins. VINGT-ET-UN. Any number of persons can play, making up a pool for the winner.
And-- Nivvie, nivvie-nick-nack, Which han will ye tack? Tack ane, tack twa, Tack the best amo them a . Dickinson s _Cumberland Glossary_ describes this as a boyish mode of casting lots. The boy says-- Neevy, neevy-nack, Whether hand will ta tack, T topmer or t lowmer? Mr. W. H. Patterson (_Antrim and Down Glossary_) gives the rhyme as-- Nievy, navy, nick nack, Which han will ye tak , The right or the wrang? I ll beguile ye if I can. Chambers (_Popular Rhymes_, p. 117) gives the rhyme the same as that given by Mr. Patterson. In _Notes and Queries_, 6th Series, vii.
Potteries version Miss Keary says, How it ends I have never been able to make out; no one about here seems to know either. With the exception of these few variants, it is singular how stereotyped the words of the rhyme have become in this game. (_d_) This game may owe its origin to the fact of the miller in olden times paying himself in kind from the corn brought to him to be ground. The miller is a well-known object of satire in old ballads and mediaeval writers. It is, however, probable that the custom which formerly prevailed at some of the public festivals, of catching or grabbing for sweethearts and wives, is shown in this game. For instance, to account for a Scottish custom it is said that St. Cowie, patron saint of two parishes of Campbeltown, proposed that all who did not find themselves happy and contented in the marriage state, should be indulged with an opportunity of parting and making a second choice. For that purpose he instituted an annual solemnity, at which all the unhappy couples in his parish were to assemble at his church; and at midnight all present were blindfolded and ordered to run round the church at full speed, with a view of mixing the lots in the urn. The moment the ceremony was over, without allowing an instant for the people present to recover from their confusion, the word Cabbay (seize quickly) was pronounced, upon which every man laid hold of the first female he met with. Whether old or young, handsome or ugly, good or bad, she was his wife till the next anniversary of this custom (Guthrie s _Scottish Customs_, p.
He then turns over his tricks and counts the points they contain to show his adversary that he has won the game. Even if his adversary has also enough points to go out, the player who knocked wins the game, provided his count is correct. If the player who knocks is mistaken, and cannot count out, he loses, no matter what his adversary may have. If neither knocks, and at the end of the hand both players are found to have points enough to put them out, neither wins the game, which must be continued for 100 points more; that is, as 500 points is the usual game, it must be made 600 in such a case. Should both reach 600 without knocking, it must be continued to 700. If neither knocks, and only one has enough points to go out he wins the game on its merits. As the name implies, 500 points is game. PENCHANT. Penchant is a complicated form of Cinq-cents and Bézique, played with a single pack of thirty-two cards, which rank as at Piquet; A K Q J 10 9 8 7, the ace being highest both in cutting and in play. _=Cutting.
All the rules for irregularities in the deal are the same as in Seven-up, but a misdeal does not lose the deal under any circumstances. _=Objects of the Game.=_ As in Seven-up, the object of each player is to get rid of his seven counters, one of which he is entitled to put in the pool for each of the following points: For holding the _=highest=_ trump in play; for holding (having dealt to him) the _=lowest=_ trump in play; for winning a trick with the _=Jack=_ of trumps in it; for making the greatest number of the pips that count for the _=game=_ point. The details of these points have already been explained in connection with Seven-up. If the count for Game is a tie, no one scores it. _=Bidding.=_ The eldest hand sells. If he pitches without waiting for a bid he must make four points, or he will be set back that number. Each player in turn, beginning on the left of the eldest hand, bids for the privilege of pitching the trump, naming the number of points he thinks he can make. If he will not bid, he must say distinctly: “_=I pass=_.
The full number of tricks bid had to be made, and if they were not made, the adversaries scored in the honour column for penalties, the penalty being always the same, regardless of the trump suit. The great disparity in the values of the suits as then played practically confined the bidding to the hearts and royal spades. This soon brought about another change, which was to raise the values of all the suits except spades and to cut down the no-trumper. This was done in 1912, and made it possible for any suit to go game on the hand. All the well known writers on whist and bridge came out with text-books on auction, and the newspapers took up the subject in weekly articles. Although to many the game now seemed perfect, there were those that felt the helplessness of weak hands to offer any defence in the bidding against a run of no-trumpers or hearts and royals. To remedy this, F.C. Thwaites of the Milwaukee Whist Club suggested the introduction of the nullo. This was a bid to lose tricks, at no trump only, and its value was to be minus 10, that is, it was to be outranked only by a no-trumper to win.
If he does not peg these two holes before he plays a card the score is lost. If the Jack of the same suit as the starter is found in the hand or crib of any player, it is called _=his nobs=_, and when the hand is reckoned up after the play is over, one point may be scored for it. If the dealer exposes more than one card after the pack has been properly cut, his adversary may choose which of the exposed cards shall be the starter. In order to understand the motives which govern the players in discarding, and the influences which the starter has upon the value of the hands and crib, it will be necessary to describe the objects of the game, before giving the method of play. _=OBJECTS OF THE GAME.=_ The chief object in Cribbage is to form and to preserve various counting combinations. As these combinations occur in the course of play, or are shown in the hand or crib after the play is over, their value in points is pegged on the cribbage board, and the player who first pegs a sufficient number of these combinations to reach a total of 61 points, wins the game. There are five principal varieties of these counting combinations: Pairs, Triplets, Fours, Sequences, and Fifteens; besides some minor counts which will be spoken of in their proper place. The various counting combinations in Cribbage may arise in two ways. They may be formed by combining the cards played by one person with those played by his adversary; or they may be found in the individual hand or crib after the play is over.
If the dealer does not hold two trumps, it is impossible to prevent the player from winning the point with these cards; because he need only lead his winning sequence until it is trumped, and then trump himself in again. With this hand the player will win 44,724 times out of 65,780. There are about twenty hands which are generally known as jeux de règle, and every écarté player should be familiar with them. In the following examples the weakest hands are given, and the trumps are always the smallest possible. If the player has more strength in plain suits than is shown in these examples, or higher trumps, there is so much more reason for him to stand. But if he has not the strength indicated in plain suits, he should propose, even if his trumps are higher, because it must be remembered that strong trumps do not compensate for weakness in plain suits. The reason for this is that from stand hands trumps should never be led unless there are three of them; they are to be kept for ruffing, and when you have to ruff it does not matter whether you use a seven or a Queen. The King of trumps is of course led; but a player does not stand on a hand containing the King. The first suit given is always the trump, and the next suit is always the one that should be led, beginning with the best card of it if there is more than one. The figures on the right show the number of hands in which the player or the dealer will win out of the 65,780 possible distributions of the twenty-six unknown cards.
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The farmer s dog lay on the hearth, And Bingo was his name oh! B-i-n-g-o, B-i-n-g-o, B-i-n-g-o, And Bingo was his name oh! --Nottinghamshire (Miss Winfield). VI. The miller s dog lay on the wall, And Bingo was his name Oh! B-i-n-g-o, And Bingo was his name Oh! --Maxey, Northants (Rev. W. D. Sweeting). VII. The shepherd s dog lay on the hearth, And Bingo was his name O. B i n g o, Bi, n, g, o, Bi-n-g-o, And Bingo was his name O. --Eckington, Derbyshire (S.
N.G; the letter O has to be sung; if not, the one who says it goes in the ring, and repeats it all again until the game is given up. In the other Staffordshire version, when they stop, the one in the middle points to five of the others in turn, who have to say the letters forming Bingo, while the one to whom O comes has to sing it on the note on which the others left off. Any one who says the wrong letter, or fails to sing the O right, takes the place of the middle one. The Northants version follows the Lancashire version, but if the answers are all made correctly, the last line is sung by the circle, and the game begins again. In the Metheringham version the child in the centre is blindfolded. When the song is over the girls say, Point with your finger as we go round. The girl in the centre points accordingly, and whichever of the others happens to be opposite to her when she says Stop! is caught. If the blindfolded girl can identify her captive they exchange places, and the game goes on as before. The Forest of Dean and the Earls Heaton versions are played the same as the Lancashire.