He must again take the chance of bringing the trumps down together. In the second example A proposes, or calls Solo, and Y over-calls him with Misère. The great point in playing against Misère is to continue leading suits in which he is known to be long, so as to give your partners discards. This B does with the two long spades, the caller being marked with the ace and others on the second trick. Then Z allows B to discard his high diamonds on the clubs. SCOTCH WHIST, OR CATCH THE TEN. _=CARDS.=_ Scotch Whist is played with a pack of 36 cards, which rank in plain suits, A K Q J 10 9 8 7 6; the Ace being highest both in play and in cutting. In the trump suit the Jack is the best card, the order being, J A K Q 10 9 8 7 6. _=MARKERS.
65) has a rhyme-- Jack be nimble, And Jack be quick, And Jack jump over The candlestick, which may refer to this game. Northall (_Folk Rhymes_, p. 412) says in Warwickshire a similar game is called Cock and Breeches. Leap-frog One boy stoops down sideways, with his head bent towards his body, as low as possible. This is called Tucking in your Tuppeny. Another boy takes a flying leap over the frog, placing his hands on his back to help himself over. He then proceeds to a distance of some four or five yards, and, in his turn, stoops in the same manner as the first boy, as another frog. A third boy then leaps first over frog No. 1, and then over frog No. 2, taking his place as frog No.
Shall we be there by candle-light? Oh, yes, and back again. [_Or, at Market Drayton._ Shift your feet with nimble light, And you ll be there by candle-light.] Open the gates as wide as the sky, And let King George and his lady go by. --Market Drayton, Ellesmere, Whitchurch, (Burne s _Shropshire Folk-lore_, p. 522). XVI. How many miles to Bethlehem? Three score and ten. Shall we get there by candle-light? Yes, there and back again. So open the gates and let King George and his family go through.
| Madeley. | Oxfordshire. | Sheffield. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. |Green gravel. | -- | | 2.| -- | -- |Round the green | | | | |gravel. | | 3.| -- | -- | -- | | 4.
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=_ Euchre may be played by any number of persons from two to seven; but in the seven-handed game the full pack of fifty-three cards is used. Whatever the number of players, they cut for positions at the table, for partners, and for the deal. _=CUTTING.=_ The cards are usually spread, face down, and each candidate for play draws a card. [Illustration: SPREADING THE PACK.] When _=two=_ or _=three=_ play, the lowest cut has the choice of seats, and takes the first deal. When _=four=_ play, they cut for partners; the two highest pairing against the two lowest. The lowest has the choice of seats, and deals the first hand. When _=five=_ or _=seven=_ play, they have the choice of seats in their order, the lowest first, and the lowest cut deals. When _=six=_ play, the three lowest are partners against the three highest, the lowest cut having the choice of seats, and the first deal.
If it is the player who has a wrong number, his game is lost. If it is one of his adversaries, the player’s game is won. 47. If the single player leads out of turn, the cards must be taken back if the trick is not complete and the adversary who has not played demands it. If both adversaries have played to the false lead, the trick stands. If an adversary has played to his false lead, the player cannot take it back unless the other adversary permit it. 48. If an adversary of the player leads out of turn, and the player calls attention to it, the player may immediately claim his game as won and abandon the hand; or he may insist that the play proceed with a view to making the adversaries schneider or schwarz. Whether he proceeds or not his game is won, and he may either let the false lead stand, or insist on a lead from the proper hand. 49.
” Good usage demands that those at the table should have the refusal of any bet made by a player, before it is offered to an outsider. _=METHOD OF PLAYING.=_ The player on the dealer’s left begins by leading any card he chooses, and the others must all follow suit if they can. Failure to follow suit when able is called _=revoking=_; the penalty for which, under the American laws, is the loss of two tricks; under the English laws, three tricks or points. Any player having none of the suit led may either trump it or throw away a card of another suit, which is called _=discarding=_. When it is the dealer’s turn to play to the first trick, he should take the trump card into his hand. After it has been taken up it must not be named, and any player naming it is subject to a penalty, (see Laws;) but a player may ask what the trump _=suit=_ is. If all follow suit, the highest card played wins the trick; trumps win against all other suits, and a higher trump wins a lower. The winner of the trick may lead any card he pleases for the next trick, and so on until all thirteen tricks have been played. _=Cards Played in Error=_, or dropped face upward on the table, or two or more played at once, are called _=exposed cards=_, and must be left on the table.
_=The Fourth-best.=_ From any combination of cards, if you have not the best, or both the second and third-best, in your hand for the second round, lead your original fourth-best. From all the following, the proper lead on the second round would be the fourth-best, in each case the four of the suit: [Illustration: 🂡 🂭 🂧 🂤 🂢 | 🂾 🂽 🂸 🂴 🃁 🃋 🃉 🃄 🃃 | 🂮 🂭 🂧 🂤 🃑 🃙 🃘 🃔 🃓 | 🃎 🃋 🃊 🃄 ] _=Leading Trumps.=_ A trump lead is sometimes adopted when all the plain suits are bad ones to lead away from, such as A Q, or A J, or K J in each and no length. If a player holds high cards which are not in sequence, such as the major tenace, ace and queen, it is very probable that the declarer holds the king. By refusing to lead such suits, and waiting for them to come up to the tenace, the declarer’s high card may be caught and a valuable trick saved. When a good player opens his hand with a trump, right up to the declaration, his partner should lead his best supporting cards boldly up to dummy’s weak suits. _=The Pone’s Leads.=_ When the pone gets into the lead, if he does not return his partner’s suit, he should open his own suits according to the rules already given for all the high-card combinations. If he has no high-card combination, it is usually better for him to lead some card that will beat Dummy than to lead his fourth-best.
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When this occurred, the player who held the natural took the bank and the deal until some one else held a natural. Another way was to agree upon a certain number of rounds for a banker, after which the privilege was drawn for again. Another was for one player to remain the banker until he had lost or won a certain amount, when the privilege was drawn for again. The modern practice is for each player to be the banker in turn, the deal passing in regular rotation to the left. When this is done there must be a penalty for dealing twice in succession, and it is usually fixed at having to pay ties, if the error is not discovered until one player has drawn cards. If before that, it is a misdeal. _=Pools.=_ Vingt-et-un is sometimes played with a pool. Each player contributes one counter at the start, and the pool is afterward fed by penalties. Every player who is créve puts in a counter; all ties with the dealer pay one, and the dealer pays one for any irregularity in dealing.
Crombie says, The game of Hop-scotch was one of considerable antiquity, having been known in England for more than two centuries, and it was played all over Europe under different names. Signor Pitré s solar explanation of its origin appeared improbable to him, for not only was the evidence in its favour extremely weak, but it would require the original number of divisions in the figure to have been twelve instead of seven, which was the number indicated by a considerable body of evidence. It would seem more probable that the game at one time represented the progress of the soul from earth to heaven through various intermediate states, the name given to the last court being most frequently paradise or an equivalent, such as crown or glory, while the names of the other courts corresponded with the eschatological ideas prevalent in the early days of Christianity. Some such game existed before Christianity, and Mr. Crombie considered that it had been derived from several ancient games. Possibly the strange myths of the labyrinths might have had something to do with Hop-scotch, and a variety of the game played in England, under the name of Round Hop-scotch, was almost identical with a game described by Pliny as being played by the boys of his day. Mr. Crombie also said he believed that the early Christians adopted the general idea of the ancient game, but they not only converted it into an allegory of heaven, with Christian beliefs and Christian names; they Christianised the figure also; they abandoned the heathen labyrinth and replaced it by the form of the Basilicon, the early Christian church, dividing it into seven parts, as they believed heaven to be divided, and placing paradise, the inner sanctum of heaven, in the position of the altar, the inner sanctum of their earthly church. See Hap the Beds. Hop, Step, and Jump See Half-Hammer.
|Where are these great | -- | -- | | |baa-lambs going? | | | | 2.|My fair lady. | -- | -- | | 3.|We are going to L. B. | -- | -- | | 4.| -- |Over L. B. we go. | -- | | 5.