If the dealer does not want to discard and draw, he can play _=misery=_, which is a no-trumper, but played to lose tricks, instead of to win them. If the dealer takes more than one trick, his adversary scores five points penalty for each so taken. But if the dealer succeeds in taking only one trick, or none at all, he scores five points for every trick his adversary has taken over the book of six. _=PIVOT BRIDGE.=_ This is simply a movement of the players, very popular in social games, which requires that the four originally seated at a table shall remain at that table until the game is ended, and shall not cut for partners after the first rubber, but change in regular order. The usual way is for the first dealer to sit still all the time, the three other players moving round her in a circle at the end of each rubber. This will compel the player on her left to pass behind her and take the seat on her right. At the end of three rubbers, each will have had each of the others for a partner. When there are a number of tables in play, it will be necessary to have a prize for each, giving the first choice to the player who has the highest score in the room. When this method is adopted, it is not necessary to deduct the lower score from the higher at the end of each rubber, so that each player can keep what she gets, the comparative result being the same if the players remain at the same table.
They are then laid face up on the top of the six cards which are lying on the table face down, so as to cover them. The last four cards are then dealt, one to each player. These last are retained in the hand, and must not be shown or named; they are usually called the “_=down cards=_.” _=MAKING THE TRUMP.=_ After examining the cards exposed on the table, and the down card in his own hand, the dealer has the privilege of naming any suit he pleases for trumps. No consultation with partner is allowed. _=METHOD OF PLAYING.=_ The player to the left of the dealer begins by leading any one of his exposed cards, and the others must follow suit if they can; either with one of their exposed cards, or with their down cards. A player having none of the suit led may either discard or trump. The highest card played of the suit led wins the trick, and trumps win all other suits.
Any over-call annuls the double, or redouble. Suppose A says two hearts, Y doubles, B redoubles, and Z says two royals. The doubling is all knocked out, and if A were to go three hearts and get the contract, hearts would be worth only 8 a trick in the scoring unless Y doubled all over again. A double reopens the bidding, just the same as any other declaration, allowing the player’s partner, or the player himself in his turn, to take himself out of the double by bidding something else. _=IRREGULARITIES IN DECLARING.=_ If any player declares out of turn, either in bidding a suit or in doubling, either opponent may demand a new deal, or may allow the declaration so made to stand, in which case the next player to the left must bid, just as if the declaration had been in turn. If a player pass out of turn there is no penalty, and the player whose turn it was must declare himself. The player who has passed out of his proper turn may re-enter the bidding if the declaration he passed has been over-called or doubled. If a player makes an insufficient or impossible declaration, either adversary may call attention to it. Suppose the last bid is three royals, and the next player says four clubs.
The fifteens formed by _=two cards=_ only are the simplest, and should be studied first. [Illustration: 🂮 🂻 🂥 ] It is obvious that if there is in the hand or the starter a duplicate of either of the cards forming the fifteen, no matter which, another fifteen can be formed, and the combination will therefore always be worth 6 points; 4 for the two fifteens, and 2 for the pair. It must not be forgotten that in the case of _=tenth cards=_, as they are called, the duplicates may not form pairs, as for instance with K J 5. The fifteen is duplicated, but there is no pair. [Illustration: 🂩 🃉 🃙 🂦 ] If there are two duplicates of either card, the combination will always be worth 12 points; 6 for the three fifteens, and 6 more for the pair royal. [Illustration: 🂹 🃙 🃆 🂶 ] If the duplicates are of two different cards, the combination is still worth 12, because four different fifteens can be formed by combining each Nine with each Six separately, and there are two single pairs. [Illustration: 🃙 🃆 🂶 🃖 🂦 🂹 🂩 🃉 🃖 🂦 ] The same is true of any combinations of two-card fifteens in which all five cards are of value; they are both of the same pegging value, 20 points. If there are three duplicates of one card in the original fifteen, the four separate fifteens will be worth 8, and the double pair royal 12. If there are two duplicates of one card, and one of the other, six separate fifteens can be formed by combining each Nine with each Six, pegging 12; and the pair royal of one card with the single pair of the other will add 8 more. _=Three-card Fifteens=_ may be formed in fifteen different ways, ranging from 10 4 A, to 5 5 5.
I felt one of the bouncers go for his sap. Try it, you gorilla, I told him, wrenching around, now that I was free on his side. Try it and I ll rip the retinas off your eyeballs the way you d skin a peach! He recoiled as though I were a Puff Adder. The other bouncer let go of me, too. I skidded in the slippery sawdust, scared half to death, but got my back against a wall just as the stick-man who had slugged me lost his orientation completely and fell to his knees in the sawdust. It would be some minutes before his vision started dribbling back. * * * * * The click of the door latch broke the silence. One of the other stick-men eased himself in, holding the door only wide enough to squeeze past the jamb. Don t give the suckers a peek at the seamy side. They might just take their money to the next clip joint down the street.
[Illustration: +-----------------------+ | Single Numbers. | HIGH. +---+---+---+---+---+---+ LOW. | 1 | 2 | 3 | 4 | 5 | 6 | +---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ | 18| 17| 16| 15| 14| 13| 12| 11| 10| 9| 8| 7| 6| 5| 4| 3| +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ |180| 60| 29| 18| 12| 8| 6| 6| 6| 6| 8| 12| 18| 29| 60|180| +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ +-----------------------+ | Raffles. | ODD. +---+---+---+---+---+---+ EVEN. | 1 | 2 | 3 | 4 | 5 | 6 | +---+---+---+---+---+---+ ] The Raffles are sometimes indicated by a representation of one face of a die. Bets on single numbers pay even money, if the number bet on comes up on the face of any of the three dice. If it comes up on two of them, such as two deuces, it pays double; but if all three dice are alike it is a _=raffle=_, and the house takes all bets not placed on raffles. Bets on the numbers from 18 to 3 are upon the total count of the pips on the upper faces of the three dice.
=_ All disputes are to be decided by the marker; but if he be interested in the game, they shall then be settled by a majority of the players. BLACK POOL. This is a variation of English Colour-Ball Pool. A black ball is placed on the centre spot. The colours follow one another just as in English pool, until all the balls have come upon the table. After that, any ball on the table may be played at, and if it is pocketed, the player has the option of playing at the black ball. If he pockets it, each player pays him the amount of a life, so that the player whose ball was first pocketed would have to pay two, one for his own ball and one for the black. If a ball is pocketed before the balls are all on the table, the player may play on the black; but the following players must play on their colours until the first round is complete. No one is ever dead, and the game may be continued indefinitely, although half an hour is the usual limit. The players share the expense of the table, as at Shell-out.
Holding the _=Lowest=_ trump. 5th. Winning a trick with the _=Jack=_ of trumps in it. 6th. Making the majority of the pips that count for what is called _=Game=_. _=Turning the Jack=_ is entirely a matter of chance, and should not occur more than once in thirteen deals. If a Jack is turned every few deals, you may be sure that unfair methods are being used. Nothing is more common among advantage players than turning up Jacks every few deals. _=Begging=_ is resorted to by a player who holds no trumps, or such indifferent ones that it is very unlikely they will be either High or Low. If he has anything better, such as very high or low cards in other suits, such a hand is called, “a good hand to run to,” and the player begs, hoping the new trump will better fit his hand.
=_ If the bidder is successful in his undertaking, he and his partners, if any, are credited by the scorer with the number of points bid, but no more. Should a player bid five, and his side take seven, it would count them only five points. If the player making the trump fails to reach his bid, he is euchred, and the adversaries are credited with the number of points bid. _=Prizes.=_ It is usual to give two prizes for each table in play; one for the highest number of points won during the evening, and one for the smallest number; the latter being usually called the “booby” prize. _=Suggestions for Good Play.=_ It is very risky to bid seven without the Joker, the odds being 11 to 1 against finding it in the widow. A bid of ten should not be made without both Joker and Right Bower, and all the other cards winners and trumps. To bid twenty, a player should have a practically invincible hand, with at least five winning leads of trumps. The first bidders are always at a disadvantage, because they know nothing of the contents of the other hands; but after one or two players have made a bid, those following them can judge pretty well how the cards lie.
Where s the fire? T waters sleekt (extinguished) it. Where s the water? T oxen drank it. Where s the oxen? T butcher killed em. Where s the butcher? Upon the church tops cracking nuts, and you may go and eat the shells; and them as speaks first shall have nine nips, nine scratches, and nine boxes over the lug! Every one then endeavours to refrain from speaking in spite of mutual nudges and grimaces, and he who first allows a word to escape is punished by the others in the various methods adopted by schoolboys. In some places the game is played differently. The children pile their fists in the manner described above; then one, or sometimes all of them, sing: I ve built my house, I ve built my wall; I don t care where my chimneys fall! The merriment consists in the bustle and confusion occasioned by the rapid withdrawal of the hands (Halliwell s _Nursery Rhymes_, p. 225). Compare Burne s _Shropshire Folk-lore_, p. 529. Northall (_Folk Rhymes_, p.
The secret of success in Losing Game is to get your men on such squares that they cannot be made to jump to the king row. These squares will be the row next you on your own side of the board, and every second row from that, horizontally. Get your men on those squares as soon as possible, and do not be in too great a hurry to capture your adversary’s men. _=POLISH DRAUGHTS.=_ Although intended for a special board of 100 squares this game can be played on a common checker board. It differs from ordinary draughts in two particulars: Although the men can move only forward, they can take backward, and Kings can go any distance at one move. If in taking a piece, a man arrives at the king row, that does not end the move if he can capture another piece by jumping backward out of the king row again. As this brings him away from the king row before the move is complete, he will not be a king until he can get to the king row at the end of a move. Kings can go any number of squares in a straight line, and can capture any piece which is on the diagonal, not protected by another piece behind it. Kings can also go on for any number of squares beyond the captured piece, and then turn a corner to capture another piece.
| +------------+-----------+--------------+-------+-------+ Any King and Queen is _=Matrimony=_; any Queen and Jack is _=Intrigue=_; any King and Jack is _=Confederacy=_; any two cards of the same denomination form a _=Pair=_, and the diamond ace is always _=Best=_. The players draw, and the lowest card deals: ace is low. The dealer then takes any number of counters he chooses, and distributes them as he pleases on the various divisions of the layout. Each player then takes a number of counters one less than the dealer’s, and distributes them according to his fancy. The cards are then cut, and the dealer gives one to each player, face down; and then another, face up. If any of the latter should be the diamond ace, the player to whom it is dealt takes everything on the layout, and the cards are gathered and shuffled again, the deal passing to the left, the new dealer beginning a fresh pool. If the diamond ace is not turned up, each player in turn, beginning with the eldest hand, exposes his down card. The first player to discover Matrimony in his two cards, takes all that has been staked on that division of the layout. The first to discover Intrigue or Confederacy, takes all on that, and the first player to expose a Pair takes that pool. The ace of diamonds is of no value except as one of a pair, if it is one of the cards that were dealt to the players face down.
One impossible paladin slew in succession nine men and turned defeat to victory, to the extreme exasperation of the strategist who had led those victims to their doom. This inordinate factor of chance eliminated play; the individual freedom of guns turned battles into scandals of crouching concealment; there was too much cover afforded by the books and vast intervals of waiting while the players took aim. And yet there was something about it.... It was a game crying aloud for improvement. Improvement came almost simultaneously in several directions. First there was the development of the Country. The soldiers did not stand well on an ordinary carpet, the Encyclopedia made clumsy cliff-like cover , and more particularly the room in which the game had its beginnings was subject to the invasion of callers, alien souls, trampling skirt-swishers, chatterers, creatures unfavourably impressed by the spectacle of two middle-aged men playing with toy soldiers on the floor, and very heated and excited about it.
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The Knight that has been moved is on K B 3, because it is a white Knight. If it was a black Knight it would be on K B 6, reckoning from the black side of the board for the black pieces. In order to test your understanding of this system of notation, which is very important in following published games or problems, take the board and men, white side next you, and set up the following position, remembering that when no number is given, the piece stands upon the square originally occupied by the piece which gives its name to the file:-- Black men;--King on Q R’s; Queen on Q Kt’s; Pawns on Q R 2, and Q Kt, 3; Rook on Q R 3. White men;--King on Q Kt 5; Queen on Q B 6. Now look at Diagram No 11, and see if you have it right. In addition to the notation of position, there is that of action. If a dash is placed between the initials of the piece and the definition of the square, it shows first the piece moved, and then the square to which it is moved. In Diagram No 11, for instance, Black’s only move to cover the check would be given: Q-Q Kt 2; and White’s continuation would be given; Q-K 8. The first of these might be abbreviated by saying, Q-Kt 2, because there is only one Kt 2 to which the Queen could be moved. The moves of the white pieces are always given first, either in the left hand of two vertical columns, which are headed “White,” and “Black” respectively; or above a line which divides the white move from the black, the latter form being used in text-books, the former in newspapers.
Wash by the river side, wash by the river side. --Crockham Hill, Kent (Miss Chase). X. Please, mother, buy me a milking-can, Milking-can, milking-can, Please, mother, buy me a milking-can, My dear mother. Where can I get the money from? Sell father s feather bed. Where shall your father sleep? Sleep in the boys bed. Where shall the boys sleep? Sleep in the pig-sty. Where shall the pigs sleep? Sleep in the washing-tub. What shall I wash with? Wash in an egg-shell. The egg-shell will break.
When they are _=in the vein=_ they will “follow their luck” in perfect confidence that it will continue. The same men will not bet on another man’s luck, even if he is “in the vein,” because “the maturity of the chances” tells them that it cannot last! GAMES. ODDS. One 1 to 1 Two 3 to 1 Three 7 to 1 Four 15 to 1 Five 31 to 1 Six 63 to 1 Seven 127 to 1 Eight 255 to 1 Nine 511 to 1 Ten 1023 to 1 If Smith and his adversary had started with an agreement to play ten games, the odds against either of them winning any number in succession would be found by taking the first game as an even chance, expressed by unity, or 1. The odds against the same player winning the second game also would be twice 1 plus 1, or 3 to 1; and the odds against his winning three games in succession would be twice 3 plus 1, or 7 to 1, and so on, according to the figures shown in the margin. GAMES. 1st 2nd 1 1 1 0 0 1 0 0 That this is so may easily be demonstrated by putting down on a sheet of paper the total number of events that may happen if any agreed number of games are played, expressing wins by a stroke, and losses by a cipher. Take the case of two games only. There are four different events which may happen to Smith, as shown in the margin. He may win both games or lose both; or he may win one and lose the other, either first.
Arches--_i.e._, gobs in a row. This was described by the player as while the tally is up to sweep the whole row or line off the ground into the arch of the finger and thumb before catching the tally. (_b_) These games are variants of one common original. It is the same game as that described by F. H. Low in the _Strand Magazine_, ii. 514, as played in the London streets. The marble there is called a buck.
=_ Carte blanche must be announced and shown before a discard is made. Each player having discarded and drawn, the elder hand proceeds to announce any counting combinations he holds, which he must declare in regular order, beginning with the point. In announcing the point, the suit is not mentioned, only its value. The sequences are defined by the number of cards and the highest; “sixième to the King,” for instance. The fours and trios are defined in the same way; “four Kings,” or “three Jacks.” To each of these declarations, as they are made in regular order, the dealer must reply: “_=Good=_,” “_=Equal=_,” or, “_=Not good=_.” If the point is admitted to be good, the holder scores it; not by putting it down on the score sheet, but simply by beginning his count with the number of points it is worth. If the point is equal, neither player scores it, and secondary points have no value under any circumstances. If the point declared by the elder hand is not good, it is not necessary for the dealer to say how much better his point is; that will come later. To each of the other declarations replies are made in the same manner, except that fours and trios cannot be “equal.
♡ A Q 5 4; ♣ K Q J 6 3; ♢ A 9 2; ♠ K. If at any later stage of the hand, a player finds himself with an established suit and a card of re-entry, he should lead trumps if he has four. For instance: The player with the last example should lead trumps if the first round of Clubs either forced the Ace out of his way, or found it with his partner. _=Rules for Leading Plain Suits.=_ It is safest for the beginner to select his longest suit for the original lead; unless he has a four-card suit which is much stronger. Length and high cards, the two elements of strength, are often very nearly balanced. In the following examples the player should begin with the longest suit:-- ♡ A 4 3; ♣ J 10 9 8 3; ♢ A K Q; ♠ K 2. ♡ K 10 8 3; ♣ 4 2; ♢ K Q 10 8 2; ♠ A Q. In the following the four-card suit should be selected:-- ♡ J 3; ♣ 6 5 4 3 2; ♢ J 10 5 3; ♠ Q 8. ♡ Q 4 2; ♣ 7; ♢ 10 6 4 3 2; ♠ A K Q 10.
The play is to force the Ace, as if the combination of K Q J x x were in one hand. Many opportunities arise for leading the Ace first from a short suit, in order to secure a ruff on the second or third round. _=Second Hand Play.=_ If any card is led by the adversaries which the fourth hand cannot win, the second hand should cover it if possible; for unless he does so, his weakness will be exposed, and the suit will be continued. This is especially true of cases in which the second hand holds single honours, such as Jack and others, or Queen and others. Even the King should be played second hand in such cases, unless it is so well guarded that the Ace must fall before the King can be forced out. If the fourth hand can win the card led, it is seldom necessary to cover second hand. For instance: If the Jack of trumps is led, the dealer holding Q 9 7 4, and Dummy having A 6 3 2; there is no need to play the Queen. If the King is in third hand, such play would establish the Ten. If the King is with the leader, it or the Ten must make.
It is the usual custom, and an excellent one, to fix upon a definite hour for closing a game of table stakes, and to allow no player to retire from the game before that hour unless he is _=decavé=_, (has lost all his capital). Should he insist on retiring, whatever counters he has must be divided among the other players, and if there are any odd ones after the division, they must be put into the current pool. In table stakes, any player may _=call a sight=_ for what money or counters he has in front of him, even should another player have bet a much larger amount. For instance: A has bet three dollars, and B has only two dollars in front of him, but wishes to call A. B calls for a sight by putting his two dollars in the pool, and A must then withdraw his third dollar from the pool, but leave it on the table to be called or raised by any other player. Should C wish to call A, or even to raise him, A and C may continue the betting independently of B’s part of the pool. Should C have even less money than B, say one dollar, he may still further reduce the original pool, leaving the two dollars aside for settlement between A and B, and A’s third dollar still aside from that again for the decision of any other player. Let us suppose that A and C continue the betting until one calls. When the hands are shown, if either A’s or C’s is better than B’s, B loses his interest; but if B’s hand is better than either A’s hand or C’s hand, he takes the part of the pool for which he called a sight, while A and C decide the remainder between them. For instance: A calls C, and C shows three tens.
6, says that a stool or cushion is one of the preparations for the reception of the bridegroom, who on entering the apartment sits down on the stool which is presented to him. He says, I step on this for the sake of food and other benefits, on this variously splendid footstool. The bride s father then presents to him a cushion made of twenty leaves of cúsa grass, holding it up with both hands and exclaiming, The cushion! the cushion! the cushion! The bridegroom replies, I accept the cushion, and taking it, places it on the ground under his feet, while he recites a prayer. It is probable that we may have in the Cushion Dance the last relics of a very ancient ceremony, as well as evidence of the origin of a game from custom. Cutch-a-Cutchoo Children clasp their hands under their knees in a sitting posture, and jump thus about the room. The one who keeps up longest wins the game.--Dublin (Mrs. Lincoln). (_b_) In _Notes and Queries_, x. 17, E.
Ghost at the Well. Giants. Giddy. Gilty-galty. Gipsy. Gled-wylie. Glim-glam. Gobs. Green Grass. Green Gravel.
Suppose the nuts were rotten and bad? We ll give him a horse to gallop around, &c. --Enborne School, Berks (M. Kimber). VIII. London Bridge is broken down, Gran says the little D, London Bridge is broken down, Fair la-dy. Build it up with lime and stone, Gran says the little D, Build it up with lime and stone, Fair la-dy. [Then follow verses beginning with the following lines--] Lime and stone would waste away. Build it up with penny loaves. Penny loaves would be eaten away. Build it up with silver and gold.
His adversary then counts everything in his hand, whether his combinations were inferior or not. He also counts for what he wins in the tricks. If the elder hand’s declaration is admitted by the dealer to be good, it is good, even if the dealer afterward proves to have a better point, sequence, quatorze or trio. If any combination named by the elder hand is not actually his best, he cannot amend his declaration after the dealer has replied to it. This is in order to prevent a player from getting information to which he is not entitled. If he holds three Kings and three Tens, for instance, and announces the Tens in order to find out whether or not his adversary has three Queens or Jacks, and the dealer says: “Not good,” the three Kings are lost, and the dealer scores his own trios. It sometimes happens that in order to keep a good point or sequence, a player will discard one card of a quatorze originally dealt him; or one of a trio, of which he afterward draws the fourth. He can score only the trio, of course; but his adversary, having none of that denomination either in his hand or discards, knows that four were possible, and after playing a card he has a right to ask the suit of the card which was discarded. _=METHOD OF PLAYING.=_ The elder hand can lead any card he pleases, announcing the suit at the same time.
Instead of taking any one person as an authority, the history of each game has been traced from its source to its present condition, and its rules have been carefully compared with those of other members of the same family. The times and the reasons for the various changes have been ascertained, and the rules given are not only in strict accord with the true spirit of the game, but are based upon common sense and equity. When official laws for any game exist they are given in full. The list of technical terms is the most complete ever published. CONTENTS. page A list of terms, 674 Ace in the Pot, _dice_, 617 All Fours Family, 324 All Fives, 329 Auction Pitch, 330 Blind All Fours, 325 California Jack, 330 Cinch, 334 Commercial Pitch, 330 Dom Pedro, 334 Double Pedro, 334 High Five, 334 Old Sledge, 325 Pedro, 333 Pedro Sancho, 333 Sell-out, 330 Seven-up, 325 Shasta Sam, 330 Smudge, 333 Snoozer, 334 Ambigu, 259 American Billiard Laws, 627 American Laws of Bridge, 48 American Pyramid Pool, 631 American Skat, 434 Auction Binocle, 407 Auction Bridge, xxv Cards Played in Error, xxxi Declarer’s Play, 22 Discarding, 21 Ducking, 25 Dummy, xxx Eleven Rule, 13 Encouraging Discards, 22 Exposed Cards, xxxi Finessing, 24 Fourth-hand Play, 21 Illustrative Auction Hands, 27 Irregularities in Declaring, xxix Irregularities in the Deal, xxvii Leading High Cards, 6 Leading Out of Turn, xxxi Leading Second Round, 9 Leading Short Suits, 8 Leading Small Cards, 9 Leading Trumps, 11 Making the Trump, xxvii No-trump Leads, 11 Nullo, 26 Scoring, 26 Suggestions for Bidding, 26 Suggestions for the Play, 26 Opening Leads, 5 Penalties, 1 Playing against Dummy, 14 Playing to the Score, 21 Pone’s Lead, 11 Rank of the Bids, xxviii Returning Suits, 14 Revoke, xxx Scoring, xxxii Second-hand Play, 17 Selecting the Suit to Lead, 6 Suggestions for Good Play, 3 Third-hand Play, 12, 19 Auction Cinch, 340 Auction Euchre, 279 Auction Hearts, 354 Auction Pitch, 330 Authors, 500 Baccara, 521 Baccara Chemin de Fer, 526 Backgammon, 590 Opening Throws, 595 English Game, 598 American Game, 599 The Laws, 601 Russian Backgammon, 602 Banking Games, 516 Bank-shot Billiards, 626 Base-ball with dice, 617 Baulk-line Billiards, 625 Bergen Game, _dominoes_, 609 Bézique Family, 374 Bézique, 375 Chinese Bézique, 394 Chouette Bézique, 394 Penchant, 384 Rubicon Bézique, 386 Cinq-Cents, 383 Four-handed, 382 Polish Bézique, 382 Three-handed, 382 Bid Euchre, 287 Bid Whist, 687 Bierspiel, 319 Billiards and Pool, 620 American Game, 624 Amer. Pyramid Pool, 631 Baulk-line Billiards, 625 Black Pool, 642 Books on Billiards, 650 Bottle Pool, 649 Chicago Pool, 633 Colour-ball Pool, 639 Continuous Pool, 632 Cow-boy Pool, 634 Cushion Caroms, 626 English Billiards, 643 English Pool, 639 English Pyramid Pool, 632 English Billiard Laws, 644 Fifteen-ball Pool, 629 Forty-one Pool, 633 High-low-jack Game, 633 Laws of Billiards, American, 627 Little Corporal, 648 Pin Pool, 647 Shell Out Pool, 632 Snooker Pool, 636 Spanish Game of Billiards, 649 Binochle, 395 Melds, 398 Auction Binochle, 407 Gaigel, 406 Three-handed, 405 Four-handed, 407 Black Jack or Lady, 356 Black Pool, English, 642 Blind All Fours, 325 Blind Cinch, 340 Blind Euchre, 278 Blind Hookey, 527 Block Game, _dominoes_, 606 Bluff, _poker_, 245 Boodle, 507 Books on Billiards, 650 Boston, 165 Payments, 171 French Boston, 179 Russian Boston, 183 Boston de Fontainebleau, 174 Bottle Pool, 649 Bouillotte, 254 Bowling Alley Laws, 662 Brag, _poker_, 250 Brelan, 254 Bridge, xxv, 28 Bridge Laws, 41 Bridge Tactics, 28 Doubling, 32 Illustrative Hand, 34 Making the Trump, 28, 31 Opening Leads, 33 Text Books, 59 Bridge, Varieties of, 35 Auction Bridge, xxv Bridge for Three, 36 Bridge for Two, 36 Double Dummy Bridge, 39 Draw Bridge, 40 Duplicate Auction, 35 Duplicate Bridge, 38 King’s Bridge, 40 Misery Bridge, 37 Pivot Bridge, 37 Progressive Bridge, 38 Reversi Bridge, 40 Short Bridge, 40 Six-hand Bridge, 39 Three-hand Auction, 35 Calabrasella, 489 California Jack, 330 Call-ace Euchre, 287 Canfield, 693 Cartomancie, 513 Cassino, 478 Spade Cassino, 485 21 Point Cassino, 484 Royal Cassino, 485 Draw Cassino, 485 Catch the Ten, 159 Cayenne, 138 Centennial, _dice_, 618 Chance, and its Laws, 651 Concurrent Events, 654 Conflicting Events, 654 Dice Probabilities, 655 Distribution of Suits, 656 Distribution of Trumps, 656 Doubling up Bets, 657 Luck, 651 Martingales, 657 Maturity of the Chances, 652 Playing Progression, 658 Poker Probabilities, 655 Successive Event, 652 Whist Probabilities, 656 Checkers, 577 The Openings, 580 The Four Positions, 582 Theory of the Move, 584 Illustrative Games, 586 Devil and Tailors, 587 Checker Laws, 588 Losing Game, 587 Polish Draughts, 587 Chemin de fer, 526 Chess, 546 The Openings, 557 The Endings, 567 Games at Odds, 565 Knights’ Tour, 570 American Laws, 571 Chicago Pool, 633 Chinese Bézique, 394 Chinese Fan Tan, 528 Chinese Whist, 184 Chouette Bézique, 394 Chuck Luck, 540 Cinch, 334 Auction Cinch, 340 Blind Cinch, 340 Progressive Cinch, 340 Sixty-three, 340 Widow Cinch, 341 Illustrative Hands, 342 Cinch Laws, 344 Razzle-Dazzle, 340 Cinq-Cents, 383 Colour-ball Pool, 639 Commerce, 252 Commercial Pitch, 330 Commit, 503 Compass Whist, 113 Continuous Pool, 632 Conquian, 486 Cow-boy Pool, 634 Cushion Carroms, 626 Craps, _dice_, 614 Cribbage, 442 Five-card Cribbage, 460 Six-card Cribbage, 444 Seven-card Cribbage, 462 Solitaire Cribbage, 700 Three-hand Cribbage, 461 Four-hand Cribbage, 461 Cut-throat Euchre, 277 Dice Games, 611 Ace in the Pot, 617 Base-Ball, 616 Centennial, 618 Chuck-Luck, 540 Crap Shooting, 614 Going to Boston, 617 Help Your Neighbour, 619 Law of Chances, 613 Multiplication, 618 Passe Dix, 619 Poker Dice, 615 Probabilities, 655 Raffles, 613 Round the Spot, 618 Sweat, 540 Ten Pins, 616 Throwing Dice, 612 Under and Over Seven, 543 Vingt-et-un, 618 Discard Hearts, 356 Distribution of Suits, Whist, 657 Distribution of Trumps, Whist, 657 Division Loo, 319 Doctrine of Chances, 651 Domino Hearts, 357 Dominoes, 605 All Fives, 609 All Threes, 610 Bergen Game, 609 Block Game, 606 Draw Game, 608 Domino Pool, 609 Matadore, 608 Muggins, 609 Sebastopol, 609 Dom Pedro, 334 Double Dummy Bridge, 39 Double Dummy Whist, 130 Double Pedro, 334 Doubling-up Bets, 657 Draughts, 577 Draw Bridge, 47 Draw Cassino, 485 Draw Game, _dominoes_, 608 Draw Poker, 208 Drive Whist, 687 Dummy, 127 Duplicate Bridge, 45 Duplicate Whist, 100 Apparatus Necessary, 102 Club against Club, 103 Compass Whist, 113 Foster’s Pair System, 115 Gilman’s Team System, 109 Howell Pair System, 114 Individual against Individual, 114 Laws of Duplicate Whist, 119 Married Couples System, 118 Memory Duplicate, 110 Pair against Pair, 110 Safford’s Systems, 116 Team against Team, 105 Dutch Bank, 527 Earl of Coventry, 502 Ecarté, 293 Jeu de règle, 299 Pool Ecarté, 306 Enflé, 370 English Billiards, 643 English Billiard Laws, 644 English Following Pool, 639 English Pyramid Pool, 632 English Whist Laws, 196 Euchre Family of Games, 263 Euchre, 264 Auction Euchre, 279 Bid Euchre, or 500, 287 Blind Euchre, 278 Call-ace Euchre, 287 Cut-Throat, 277 Five-handed, 286 French Euchre, 279 Jambone, 283 Jamboree, 283 Laps, 283 Laws of Euchre, 288 Military Euchre, 281 Penalty Euchre, 279 Progressive Euchre, 280 Railroad Euchre, 282 Set-Back Euchre, 278 Seven-handed Euchre, 284 Slams, 283 Fan Tan, 528 Fan Tan with Cards, 509 Farmer, or Ferme, 520 Faro, 529 Favourite Whist, 99 Fifteen-ball Pool, 629 Five-card Cribbage, 460 Five-card Loo, 323 Five-handed Euchre, 286 Five Hundred, 287 Five and Ten, 316 Five or Nine, 509 Flat Poker, 229 Following Pool, 639 Fortune Telling, 513 Forty-five, 316 Forty-one Pool, 633 Four-ball Billiards, 626 Four-handed Cribbage, 461 ” ” Bézique, 382 ” ” Binocle, 407 ” ” Sixty-six, 413 Four Jacks, 369 Freeze-out, _poker_, 228 French Boston, 179 French Carrom Game, 624 French Dummy, 133 French Euchre, 279 French Games:-- Ambigu, 259 Baccara, 521 Bouillotte, 254 Cinq-Cents, 383 Ferme, 520 Humbug Whist, 132 Impérial, 476 Macao, 520 Mort, 133 Nain Jaune, 505 Rouge et Noir, 534 Roulette, 536 Trente et Quarante, 534 Vingt-et-un, 517 Frog, 441 Gaigel, 406 General Laws, Card Games, 671 German Games:-- Binocle, 395 Kreutz Mariage, 413 Schwellen, 370 Sixty-six, 408 Skat, 415 Solo, 493 Go-bang, 604 Going to Boston, _dice_, 617 Halma, 604 Hazard, _dice_, 540, 614 Hearts:--, 349 Auction Hearts, 354 Black Jack, 356 Black Lady, 356 Discard Hearts, 356 Domino Hearts, 357 Heartsette, 357 Howell’s Hearts, 352 Illustrative Hands, 366 Joker Hearts, 355 Laws of Hearts, 371 Progressive Hearts, 356 Spot Hearts, 355 Sweepstake Hearts, 352 Three-handed Hearts, 354 Two-handed, 354 Heart Solo, 498 Heartsette, 357 Help Your Neighbour, _dice_, 619 High Five, 334 High-low-jack, 325 ” ” ” Pool, 633 Howell Pairs, Whist, 114 Howell’s Hearts, 352 Humbug Whist, 132 I Doubt It, 695 Impérial, 476 Irish Loo, 323 Jack Pots, _poker_, 223 Jambone, _euchre_, 283 Jamboree, _euchre_, 283 Jass, 696 Two-hand Jass, 697 Jeu de Règle, _écarté_, 299 Jink Game, _spoil five_, 315 Joker Hearts, 355 Keno, or Lotto, 539 King’s Bridge, 40 Klondike, 512 Kreutz Mariage, 413 Lansquenet, 543 Laps, _euchre_, 283 Law of Chances, 651 Laws of all Games, 671 Laws, Official Codes for:-- Backgammon, 601 Billiards, American, 627 Billiards, English, 644 Bowling, or Ten Pins, 662 Bridge, 41 Chess, 571 Checkers, 588 Cinch, 344 Euchre, 288 Hearts, 371 Poker, 238 Skat, 435 Ten Pins, or Bowling, 662 Whist, American, 186 Whist, Duplicate, 119 Whist, English, 196 Laws of Probabilities, 651 Lift Smoke, 502 Little Corporal, 648 Loo, or Division Loo, 319 Five-card Loo, 323 Irish Loo, 323 Losing Game, _draughts_, 587 Lotto, 539 Luck, 651 Macao, 520 Man-of-war Billiards, 644 Martingales, 657 Matadore, _dominoes_, 608 Matrimony, 504 Maturity of the Chances, 652 Memory Duplicate, 110 Military Euchre, 281 Misery Bridge, 37 Mistigris, _poker_, 216 Monte Bank, 542 Monte Carlo Betting Limit, 658 Morelles, 604 Mort, 133 Muggins, _dominoes_, 609 Multiplication, _dice_, 618 My Bird Sings, 253 My Ship Sails, 253 Nain Jaune, 505 Napoleon, 307 National Games:--, 414 America, Cassino, 478 England, Cribbage, 442 Germany, Skat, 415 France, Piquet, 463 Italy, Calabrasella, 489 Mexico, Conquian, 486 Newmarket, 507 Nine Men’s Morris, 604 Norwegian Whist, 688 Odd Games, 497 Old Maid, 501 Old Sledge, 325 Patience Games, 510 Patience Poker, 698 Pedro, 333 Peep Nap, 312 Penalty Euchre, 279 Penchant, 384 Pinochle, 395 Pin Pool, 632 Piquet, 463 Piquet Normand, 473 Piquet Voleur, 473 Piquet a Ecrire, 474 Rubicon Piquet, 475 Pitch, 325 Pivot Bridge, 37 Playing Progression, 658 Pochen, 508 Poker Family of Games, 207 Poker, 207 Bluff, 245 Bluffing, 237 Cheating, 229 Draw Poker, 208 Eccentric Hands, 215 Flat Poker, 229 Freeze Out, 228 Going In, 232 Good Play, 231 How to Win, 236 Jack Pots, 223 Joker Poker, 216 Mistigris, 216 Odds against Hands, 216 Patience Poker, 698 Poker Gin, 692 Poker Rum, 691 Poker Laws, 238 Probabilities, 217, 233, 655 Progressive Poker, 248 Rank of Hands, 213 Schnautz, 248 Show-down Poker, 229 Straight Poker, 245 Stud Poker, 246 Table Stakes, 227 Text-books, 262 Thirty-one, 248 Whiskey Poker, 247 Poker Dice, 615 Polignac, 369 Polish Bézique, 382 Polish Draughts, 587 Pool Games:-- Amer. Pyramid Pool, 631 Black Pool, English, 642 Bottle Pool, 649 Chicago Pool, 633 Colour-ball Pool, 639 Continuous Pool, 632 Cow-boy Pool, 634 English Pyramid Pool, 632 Eng. Following Pool, 639 Fifteen-ball Pool, 629 Following Pool, 639 Forty-one Pool, 633 High-low-jack Pool, 633 Little Corporal, 648 Pin Pool, 647 Shell Out, 632 Spanish Pool, 649 Pool with Dominoes, 609 Pool Ecarté, 306 Pope Joan, 505 Preference, 496 Probabilities, 651 Progressive Bridge, 38 Progressive Cinch, 340 Progressive Euchre, 280 Progressive Hearts, 356 Progressive Poker, 248 Progressive Whist, 119 Prussian Whist, 98 Purchase Nap, 311 Pyramid Pool, 631 Quatre Valets, 369 Quinze, 521 Raffles, _dice_, 613 Railroad Euchre, 282 Rams, 317 Ranter Go Round, 508 Razzle-Dazzle, 340 Reversi, 603 Reversi Bridge, 40 Rondeau, 541 Rouge et Noir, 534 Roulette, 536 Rounce, 319 Round the Spot, _dice_, 618 Royal Cassino, 485 Rubicon Bézique, 386 Rubicon Piquet, 475 Rum, 689 Double-pack Rum, 692 Single-pack Rum, 689 Poker Gin, 692 Poker Rum, 691 Russian Backgammon, 602 Russian Boston, 183 Sancho Pedro, 333 Saratoga, 507 Scat, see Skat, 415 Schnautz, 248 Schwellen, 370 Scotch Whist, 159 Sebastopol, _dominoes_, 609 Sell Out, 330 Set-back Euchre, 278 Seven-handed Euchre, 284 Seven-card Cribbage, 462 Seven-up, 325 Shasta Sam, 330 Shell-out Pool, 632 Shooting Craps, 614 Short Bridge, 47 Show-down Poker, 229 Shuffle Board, 619 Six-card Cribbage, 444 Six-hand Bridge, 39 Sixty-four Card Binocle, 375 Sixty-three, _cinch_, 340 Sixty-six, 408 Four-handed, 413 Kreutz Mariage, 413 Three-handed, 413 Skat, 415, 434 Game Values, 421 Scoring, 427 Illustrative Hands, 432 Skat Laws, 435 Slams, _euchre_, 283 Slobberhannes, 368 Smudge, 333 Snip-snap-snorem, 502 Snooker Pool, 649 Snoozer, 334 Solitaires, 510, 693, 698, 700 Solo, 498 Three-handed Solo, 499 Solo Whist, 144 Spade Cassino, 485 Spanish Monte, 542 Spanish Pool, 649 Speculation, 501 Spin, 507 Spoil Five, 312 Spot Hearts, 355 Stops, 507 Straight Poker, 245 Stud Poker, 246 Sweat, _dice_, 540 Sweepstake Hearts, 352 Table Games, 544 Table Stakes, _poker_, 227 Technical Terms, 674 Telling Fortunes, 513 Ten Pins, or Bowling, 660 American Ten Pins, 662 Battle Game, 665 Cocked Hat, 664 Cocked Hat & Feather, 665 “Don’ts” for Players, 669 Duck Pin Game, 669 Five Back, 668 Four Back, 667 Head Pin; four back, 666 Head Pin Out, 667 Kinsley Candle Pin, 669 Newport Game, 668 Nine Up and Nine Down, 666 Ten Pins with Dice, 616 Three-card Monte, 542 Thirty-one, _poker_, 248 Three-cushion Carroms, 626 Three-handed Auction, 35 ” ” Bézique, 382 ” ” Bridge, 36 ” ” Cribbage, 461 ” ” Hearts, 354 ” ” Binocle, 405 ” ” Sixty-six, 413 Throwing Dice, 612 Trente et Quarante, 534 Tric-trac, 590 Twenty-one Point Cassino, 484 Two-handed Bridge, 36 ” ” Hearts, 354 Under and over Seven, 543 Varieties of Bridge, 42 Vingt-et-un, 517 Vingt-et-un with Dice, 518 Vint, 493 Whiskey Poker, 247 Whist Family of Games, xvii Whist, 60 American Laws, 186 Auction Bridge, xxv Bridge, xxv, 28 Bid Whist, 687 Cayenne Whist, 138 Chinese Whist, 184 Double Dummy, 130 Dummy, 127 Dummy Laws, 206 Drive Whist, 687 Duplicate Whist, 100 English Laws, 196 Favourite Whist, 99 French Whist, 164 German Whist, 183 Humbug Whist, 131 Memory Duplicate, 110 Mort, 133 Norwegian Whist, 688 Probabilities, 656 Progressive Whist, 119 Prussian Whist, 98 Scotch Whist, 159 Solo Whist, 144 Text Books, 99 Thirteen and the Odd, 132 Whist Family Laws, 186 Whist Tactics, 70 Albany Lead, 86 American Game, 94 American Laws, 186 American Leads, 88 Conventional Plays, 70 Deschapelles Coups, 91 Discarding, 80 Discard Signals, 90 Echo in Plain Suits, 90 Echo in Trumps, 86 Eleven Rule, 79 False Cards, 92 Finessing, 92 Forcing, 80 Four-signal, 86 Fourth-hand Play, 84 General Directions, 60 General Principles, 68 High-card Leads, 72 How to Study, 70 Illustrative Hands, 97 Inferences, 93 Inviting a Ruff, 88 Leader’s Partner, 78 Leading Plain Suits, 72 Leading Short Suits, 91 Leading Trumps, 71 Low Card Leads, 74 Low’s Signal, 90 Methods of Cheating, 67 Method of Playing, 61 Minneapolis Lead, 89 Partner’s Duties, 78 Placing the Lead, 92 Plain-suit Echo, 90 Playing to the Score, 92 Returning Partner’s Suits, 80 Scoring, 64 Second-hand Play, 81 Short-suit Game, 91-94 Short-suit Leads, 74-61 Signal Game, 85 Stacking Tricks, 63 Suggestions for Good Play, 67 Tenace Positions, 91 Third Hand Play, 78 Trump Signals, 85 Unblocking, 90 Underplay, 91 Using the Markers, 66 Works on Whist, 99 Widow Binocle, 408 Widow Cinch, 341 Yerlash, _see_ Vint, 493 INTRODUCTION. The word “Hoyle” has gradually come to stand as an abbreviation for an “Encyclopedia of Indoor Games.
Why didn t you steal a pair? Do you want me to get hung? Then the Mother runs after her, and if she can catch her thrashes her for letting Sunday go. Then the Mother pretends to go out washing again, and the Witch fetches the other days of the week one by one, when the same dialogue is rehearsed.--Dronfield, Derbyshire (S. O. Addy). This game was also played in London. The _dramatis personæ_ were a mother, an eldest daughter, the younger children, a witch, and a pot was represented by another child. The Mother names the children after the days of the week. She tells her eldest daughter that she is going to wash, and that she expects her to take great care of her sisters, and to be sure and not let the old witch take them. She is also to look after the dinner, and be sure and not let the pot boil over.
--Rev. W. Gregor. Same game as Harie Hutcheon. See Curcuddie, Cutch-a-cutchoo, Hop-frog. Hiry-hag A boys game, in which several, joining hands, endeavour to catch another, who, when caught, is beaten with caps, the captors crying out-- Hiry-hiry-hag, Put him in a bag, &c. --Ross and Stead s _Holderness Glossary_. Hiss and Clap All the boys are requested to leave the room, when the girls take their seats, leaving a vacant place on the right side of each girl for the gentleman of her choice. Each boy in turn is then summoned by another who acts as doorkeeper, and asked to guess which lady he imagines has chosen him for her partner. Should he guess rightly he is allowed to take his seat by the lady who has chosen him, while the other girls loudly clap hands.