Kiss her once, kiss her twice, Kiss her three times three. --Wrotham, Kent (Miss D. Kimball). VI. There stands a lady on the ocean [mountain], Who she is I do not know her; All she wants is gold or silver, All she wants is a nice young man. Choose once, choose twice, Choose three times over. Now you re married I wish you joy, First a girl and then a boy; Seven years old a son and daughter, Play and cuddle and kiss together. Kiss her once, kiss her twice, Kiss her three times over. --Deptford (Miss Chase). VII.
Here s my bend [curtseys], And here s my bow [touches forehead], Now will you let me go? --Fernham and Longcot (Miss I. Barclay). IV. How many miles to Babylon? Three score and ten. Can we get there by candle-light? Yes, and back again. Open your gates as wide as you can, And let King George and his family go through. Not without a back, not without a bow, Not without a curtsey, and then I ll let you through. --South Shields (Miss Blair). V. How many miles to Babylon? Three score and ten.
| |25.| -- | -- | -- | |26.| -- | -- |Mother, is it true; | | | | |What shall I do? [Then| | | | |repeat Nos. 14 & 16.] | |27.| -- | -- | -- | |28.| -- | -- | -- | |29.| -- | -- | -- | |30.| -- | -- | -- | |31.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.
| -- | -- |A waiting for to come.| | 28.| -- | -- | -- | | 29.|To take you up the | -- | -- | | |garden. | | | | 30.|Suppose this young man| -- |Suppose he were to | | |was to die. | |die. | | 31.| -- | -- | -- | | 32.| -- | -- | -- | | 33.
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But what if I should fall in? We ll get a rope and pull you out, To me, I, O, OM. --Sheffield (S. O. Addy). V. Mother, come buy me two milking-pails, Two milking-pails, two milking-pails, Mother, come buy me two milking-pails, O sweet mother o mine. [Then verses beginning with the following lines--] Where shall I get my money from, O sweet daughter o mine? Sell my father s feather beds. Where shall your father sleep? Sleep in the servant s bed. Where shall the servant sleep? Sleep in the washing-tub. Where shall I wash the clothes? Wash them in the river.
=_ If one player, or two partners together, reach 20 in counting, without playing, they count 90 for the repic. If they reach 20 in declarations and play together, they count 60 for the pic. Carte blanche in the hand of one or other partner may count toward pic or repic; and if two partners each held carte blanche, they would be entitled to 90 points for the repic, no matter what the adversaries held, because carte blanche takes precedence of all other scores. PIQUET A ÉCRIRE. This game somewhat resembles Skat in the manner of playing and settling. Any number from three to seven persons sit around the table; but only two play, and the losses of each individual are charged to him on a score sheet ruled off for the purpose. The players may take turns, each playing two deals, the first with the person on his left, and the second with the one on his right. Or it may be agreed that the loser in each deal shall give way to a new player, the winner of the majority of points in each deal to continue. The game is generally arranged for a certain number of tours or deals, at the end of which the scores are balanced and settled for. RUBICON PIQUET, FOR TWO PLAYERS.
=_ Any three or more cards, following one another in numerical order, will form a sequence. A sequence may also run into the court cards, such as 9 10 J, 10 J Q, or J Q K; but Q K A is not a sequence in Cribbage. The counting value of a sequence is one point for each card in it. Sequences formed in the course of play must always be single, although the cards forming them need not fall in regular order. Those found in the hand or crib may be double, and those formed with the aid of the starter may be treble or quadruple. The method of computing the value of double and treble sequences should be thoroughly understood, in order that such combinations may be counted at sight. A few examples will show that each combination belongs to a certain class, to which the same counting value is always attached. These classes are distinguished by the number of duplicates of the sequence cards. [Illustration: 🂲 🃓 🂴 🂤 ] If you hold three cards which form a sequence, and have also a duplicate of any one of them, no matter which, it is evident that by substituting the card of equal value you can form another sequence. Such combinations are therefore always worth 8 points, 6 for the _=double run=_, as it is called, and 2 for the pair, no matter what the cards are that form the combination.
L. Gomme). Leap-frog is known in Cornwall as Leap the Long-mare (_Folk-lore Journal_, v. 60), and in Antrim and Down as Leap the Bullock (Patterson s _Glossary_). See Accroshay, Loup the Bullocks, Spanish Fly. Leap the Bullock See Leap-frog, Loup the Bullocks. Leaves are Green The leaves are green, the nuts are brown, They hang so high they will not come down; Leave them alone till frosty weather, Then they will all come down together. --Berkshire (Miss Thoyts, _Antiquary_, xxvii. 254). These lines are sung while the children dance round in a circle.
[The owner or keeper of the Bridgeboard presumably pays those boys who succeed in winning marbles.] See Nine Holes. Broken-down Tradesmen A boys game, undescribed.--Patterson s _Antrim and Down Glossary_. Brother Ebenezer Ebenezer is sent out of the room, and the remainder choose one of themselves. Two children act in concert, it being understood that the last person speaking when Ebenezer goes out of the room is the person to be chosen. The medium left in the room causes the others to think of this person without letting them know that they are not choosing of their own free will. The medium then says, Brother Ebenezer, come in, and asks him in succession, Was it William, or Jane, &c., mentioning several names before saying the right one, Ebenezer saying No! to all until the one is mentioned who last spoke.--Bitterne, Hants (Mrs.
org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. Title: Vigorish Author: John Berryman Illustrator: Petrizzo Release date: January 21, 2008 [eBook #24382] Language: English Credits: Produced by Greg Weeks, Bruce Albrecht, Mary Meehan and the Online Distributed Proofreading Team at http://www.pgdp.net *** START OF THE PROJECT GUTENBERG EBOOK VIGORISH *** Produced by Greg Weeks, Bruce Albrecht, Mary Meehan and the Online Distributed Proofreading Team at http://www.pgdp.net VIGORISH By WALTER BUPP Illustrated by Petrizzo [Transcriber s Note: This etext was produced from Astounding Science Fiction June 1960. Extensive research did not uncover any evidence that the U.S. copyright on this publication was renewed.
Suppose he draws a card that will fit one of his sequences; it is to his advantage to pass it; but upon laying it on the table his adversary may take it up and force him with it, by placing it at the end of his sequence, at the same time saying: “Discard.” In the same manner a player holding one of the cards of his adversary’s show-down sequence or triplet may force after using a card, by placing his discard on his adversary’s sequence, instead of laying it on the table. If it is laid on the table, the adversary may pass it at once, by turning it down, and it is then too late to compel him to use it. Suppose you think your adversary holds two cards of an unplayed sequence, and has a triplet on the table. If you can use one of those sequence cards in his hand to advantage, and can force him by giving him the fourth card of his triplet, which is of no use to you, you should do so; but you must remember that you cannot force except after using a card yourself, because you are not allowed to discard under any other circumstances. If a player looks at any of the cards that have been passed and turned down, his adversary may take up and examine the remainder of the stock, but without disturbing the position of the cards therein, and without showing them. If a player looks at any of the cards in the stock except the one he draws, his adversary may look at all of them. If a player draws out of turn, his adversary simply claims the card. _=Showing.=_ After the last card is drawn from the stock and passed, each player shows the remainder of his hand, and as neither can combine his cards so as to get eleven down, it is a tableau, and each puts a counter in the pool for the next hand.
The Kentish game is played with two lines of children advancing and retiring. This was also the way in which the London version (A. B. Gomme) was played. In the version sent by Mr. H. S. May a ring is formed by the children joining hands. One child stands in the centre--she represents the Mother. The ring of children say the first, third, and every alternate verse.
It now comes to B, who must either lose the two he has already put up, or add five more to them. Let us suppose that D puts up the seven, and that E, the dealer, puts up twelve. This will force the age to put up eleven; B to put up ten; and C to put up five more. This will make each player’s ante an equal amount, twelve counters, and they will then be ready to draw cards. No one can now raise the ante any further, because it is no one’s turn to “say.” It will thus be seen that every player in his turn can do one of three things, which are sometimes called the _=a b c=_ of Poker: He can _=Abdicate=_; by throwing down his hand, and abandoning whatever money he has already placed in the pool. He can _=Better=_; by putting up more money than any player before him, which is sometimes called “going better.” Or, he can _=Call=_, by making his amount in the pool equal to the highest bet already made. Should any player increase the ante to such an extent that none of the others care to call him, they must of course throw down their hands, and as there is no one to play against him, the one who made the last increase in the ante takes down all the counters in the pool. This is called _=taking the pot=_, and the cards are gathered, shuffled, and dealt again, the deal passing to the player who was the age.
77. If a revoke be claimed, and the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries, the revoke is established. The mixing of the cards only renders the proof of a revoke difficult; but does not prevent the claim and possible establishment of the penalty. 78. A revoke cannot be claimed after the cards have been cut for the following deal. 79. The revoking player and his partner may, under all circumstances, require the hand in which the revoke has been detected to be played out. 80. If a revoke occur, be claimed and proved, bets on the odd trick or on amount of score, must be decided by the actual state of the latter, after the penalty is paid. 81.
If a revoke is claimed and proved, the hand in which it occurs is immediately abandoned. The adversaries of the revoking player then have the option of adding two points to their own score, or deducting two points from his score. If both sides revoke, the deal is void. If one person is playing alone, the penalty for a revoke is as many points as would have been scored if the lone hand had succeeded. _=31.=_ A revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted, unless the revoking player or his partner, whether in his right turn or otherwise, has led or played to the following trick. _=32.=_ If a player corrects his mistake in time to save a revoke, the card played in error is exposed; but any cards subsequently played by others may be taken back without penalty. _=33.=_ _=PLAYING ALONE.
The game is made.” A round stick, about a foot long, is placed behind nine small ivory balls. Any person may roll. He takes his stand at one corner of the table and rolls the balls across the table to the pocket diagonally opposite him. At least one ball must go into the pocket and one must be left out, or they must be rolled over again. The number of balls left outside the pocket, odd or even, decides whether the inside or the outside bets win; and after the banker has deducted his ten per cent, the players who have backed the winning side get their money. MONTE BANK. The money staked by the banker is piled upon the table, so that all players may see what is to be won. The banker takes a Spanish pack of forty cards, shuffles them, and offers them to the players to be cut. Holding the pack face down, the banker draws two cards from the bottom and places them on the table, face up, for the “bottom layout.
509, 510). IV. Stands a lady on the mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young beau. Take her by the lily-white hand, Lead her across the water; Give her kisses, one, two, three, For she is her mother s daughter. --Shipley, Horsham (_Notes and Queries_, 8th series, i. 210, Miss Busk). V. There stands a lady on a mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Now she s married I wish her joy, First a girl and then a boy; Seven years after son and daughter, Pray young couple kiss together. Kiss her once, kiss her twice, Kiss her three times three.
I m not your darlin Billy. The dice were to my right--I d get them after a couple more losers rolled. My unwanted hustler stood on that side of me, too. They never have any money of their own. I wasn t about to give her any of mine. I wanted to lose some dough in a hurry. I started playing field numbers, and TK d the dice away from the field every time a gambler came out. Of course, I could have let the table s six per cent vigorish take it away from me, but that would have taken longer. Even with losing on every roll, the dice got around to me before I had lost the nine hundred I had set out to drop. I put four chips on the Don t Pass side of the line, shook left-handed because of my weak right arm, and got ready to come out.
The successful bidder takes the widow, selecting from it what cards he pleases, and discarding others in their stead, so as to restore the number of his cards to seven. He then places a red counter in front of him, and chooses his partners, passing a red counter to each of them. These counters must be placed in front of the players to distinguish them as belonging to the bidder’s side; but the players make no changes in their respective positions at the table. Each player should bid on the possibilities of his hand, however small, so as to guide the others in their selection of partners. _=Partners.=_ If the bidder has proposed to take not more than _=five=_ tricks out of the seven possible, he chooses two partners, and these three play against the remaining four. If he has bid to make _=six=_ or _=seven=_ tricks he chooses three partners, and these four play against the remaining three. Partners cannot refuse to play. _=Playing Alone.=_ Should a player think he can take all seven tricks without any partners, he may bid _=ten=_, which would outrank a bid of seven; but such a bid must be made before seeing the widow.
Jeux de Cartes, by Jean Boussac. Académie des Jeux, by Van Tenac. Académie des Jeux, by Richard. Règles de tous les Jeux, by Dreyfous. Bohn’s Handbook of Games. Piquet, and Rubicon Piquet, by Berkeley. Laws of Piquet, by “Cavendish.” _Westminster Papers_, Vols. II. to IX.
On the whole evidence from the rhymes, therefore, I should be disposed to class this game as originally belonging to burial, and not love, rites. Green Gravel [Music] --Madeley, Shropshire (Miss Burne). [Music] --Earls Heaton (H. Hardy). [Music] --Sporle, Norfolk (Miss Matthews). [Music] --Redhill, Surrey (Miss G. Hope). [Music] --Lancashire (Mrs. Harley). [Music] --Derbyshire (Mrs.
_=When five or seven play=_, there are special scores for lone hands. When all five tricks are taken by one side, but not by an individual playing a lone hand, it is simply a march, and counts two points, no matter how many are playing. When two or three are playing, a march must of course be a lone hand, as there are no partnerships. As we shall see later, there are some varieties of Euchre in which a lone hand may play against a lone hand, but this is not permitted in the ordinary game. No one but the individual player who makes the trump can play alone. Except in five and seven-handed Euchre, the player or side first reaching five points wins the game. If three are playing, and two of them reach five points simultaneously by euchreing the third, they both win a game. If they are playing for stakes, they divide the pool. _=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=_.
” 40. The manner of taking up the skat cards, when the player uses them, is sufficient announcement for a Tournée, Passt-mir-nicht, or Guckser; but a Gucki Nullo must be announced before the skat cards are touched, and open Gucki Nullo must be announced before the skat cards are seen. 41. The player is not allowed to announce either schneider or schwarz in any game in which he uses the skat cards. 42. The adversaries cannot announce schneider or schwarz under any circumstances. 43. No player but Vorhand can announce Ramsch, and then only when no bid has been made. PLAYING. 44.
There is no penalty if a player, during the betting, tells his adversaries exactly what he holds; nor is he likely to lose anything by it, for no one will believe him. _=JACK POTS.=_ The addition of jack pots has probably done more to injure Poker than the trump signal has injured Whist. In the early days, when poker parties were small, four players being a common number, it was frequently the case that no one had a pair strong enough to draw to, and such a deal was regarded as simply a waste of time. To remedy this, it was proposed that whenever no player came in, each should be obliged to ante an equal amount for the next deal, and just to demonstrate that there were some good hands left in the pack no one was allowed to draw cards until some one had _=Jacks or better=_ to draw to. The result of this practice was to make jack pots larger than the other pools, because every one was compelled to ante, and this seems to have prompted those who were always wanting to increase the stakes to devise excuses for increasing the number of jack pots. This has been carried so far that the whole system has become a nuisance, and has destroyed one of the finest points in the game of Poker,--the liberty of personal judgment as to every counter put into the pool, except the blind. The following excuses for making jack pots are now in common use: _=After a Misdeal=_ some parties make it a jack; but the practice should be condemned, because it puts it in the power of any individual player to make it a jack when he deals. _=The Buck=_ is some article, such as a penknife, which is placed in the pool at the beginning of the game, and is taken down with the rest of the pool by whichever player wins it. When it comes to his deal, it is a jack pot, and the buck is placed in the pool with the dealer’s ante, to be won, taken down, and make another jack in the same way.
Where will the boys lie, daughter, daughter? Lie in the servants bed, mother, mother. Where will the servants lie, daughter, daughter? Lie in the pig-sty, mother, mother. Where will the pigs lie, daughter, daughter? Lie in the washing-tub, mother, mother. Where will we wash our clothes, daughter, daughter? Wash them at the sea-side, mother, mother. Suppose the clothes should float away, daughter, daughter? Take a boat and bring them in, mother, mother. Suppose the boat would go too slow, daughter, daughter? Take a steamboat and bring them in, mother, mother. Suppose the steamboat would go too fast, daughter, daughter? Then take a rope and hang yourself, mother, mother. --South Shields (Miss Blair, aged 9). (_b_) One child stands apart and personates the Mother. The other children form a line, holding hands and facing the Mother.
On the next and all following turns, the winning card on the previous turn will be placed on the same pile as the Soda, so that it shall be possible at any time to decide which cards have won, and which have lost. The _=Object of the Game=_ is for the players to guess whether the various cards on which they place their money will win or lose. They are at liberty to select any card they please, from the ace to the King, and to bet any amount within the established limit of the bank. _=The Layout.=_ All bets are made with counters of various colors and values, which are sold to the players by the dealer, and may be redeemed at any time. These counters are placed on the layout, which is a complete suit of spades, enamelled on green cloth, sufficient space being left between the cards for the players to place their bets. The ace is on the dealer’s left. [Illustration: +----------------+ | 🂦 🂥 🂤 🂣 🂢 🂡 | |🂧 | | 🂨 🂩 🂪 🂫 🂭 🂮 | +----------------+ ] There are a great many ways of placing bets at Faro. For instance: A player may make bets covering twenty-one different combinations of cards, all of which would play the Ten to win, as follows:-- [Illustration: 🂥 🂤 🂣 20 12 13 21 18 3 19 14 15 16 17 🂨10 🂩 2 8🂪9 4 🂫 11🂭 6 5 7 ] If the first bet is supposed to be flat upon the Ten itself, 2, 3 and 4 would take in the card next the Ten; 5 the cards on each side with the Ten; 6 and 7 the three cards behind which the bets are placed, the Ten being one in each instance; 8 and 9 take in the Ten and the card one remove from it in either direction; 10 and 11 are the same thing, but placed on the other card; 12 to 17 inclusive take in the various triangles of which the bet is the middle card; 18 and 19 take in the four cards surrounding them; 20 and 21 are _=heeled=_ bets, the bottom counter being flat on the corner of the card, and the remainder being tilted over toward the card diagonally across from the one on which the bet is placed, playing both cards to win. In addition to these twenty-one bets, others might be made by heeling bets that would take certain cards to lose, and the Ten to win.
It is not necessary to follow suit except in trumps; but if a player does not follow suit when he is able to do so, he must trump the trick, or it is a revoke. If he cannot follow suit, he may trump or discard at his pleasure. The highest card played of the suit led wins the trick, and trumps win all other suits. The winner of the first trick leads any card he pleases for the next, and so on, until all five tricks have been played. Each player gathers his own tricks, as there are no partnerships. _=RENEGING.=_ The three highest trumps have special privileges in the matter of not following suit. Any player holding the Five or Jack of the trump suit; or the ace of hearts, but having no smaller trump with them, may refuse to follow suit if any inferior trump is led; but if he has also a smaller trump, he must play one or the other. If a superior trump is led, the player must follow suit in any case. For instance: If the Five of trumps is led, no one can refuse to follow suit, no matter what trumps he holds; but if the Jack is led, and any player holds the Five alone, he need not play it to the inferior trump lead.
F. Foster, 1911. Auction Bridge, by “Bascule,” 1911. New Auction and Dummy Play, by J.B. Gleason, 1912. Fine Points of Bridge, by Florence Irwin, 1912. Auction Bridge, by J.B. Elwell, 1912.
QUINZE. This is a form of Vingt-et-un for two players, but the number to be reached is 15 instead of 21. Court cards are reckoned as 10, and the ace as 1 only. Each player stakes an agreed amount every time, and the dealer then gives one card to his adversary and one to himself. The pone may stand on the first card, or draw; but he does not say anything if he overdraws. The dealer then draws or stands, and both show their cards. The one nearest to 15 wins; but if the result is a tie, or if both have overdrawn, the stakes are doubled, and another hand is dealt, the deal passing from player to player in rotation. BACCARA. This very popular variation of Vingt-et-un originated in the south of France, and came into vogue during the latter part of the reign of Louis Philippe. It is neither a recreation nor an intellectual exercise, but simply a means for the rapid exchange of money, well suited to persons of impatient temperament.