| | |28.| -- | -- | -- | |29.| -- | -- | -- | |30.| -- | -- | -- | |31.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Sporle, Norfolk. | Gainford, Durham. | Hants. | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- |Green gravels.
The games may be roughly divided into two classes; those in which the result is entirely dependent on chance, and cannot be changed by the player after the cards have been shuffled and cut; and those which present opportunities for judgment and skill, the choice of several ways to the same end being offered to the player at various stages of the game. The first class is of course the simplest, but the least satisfactory, as it is nothing more than a game of chance. Of the many hundreds of patience games, it is possible to give only a few of the best known. _=TAKE TEN.=_ Shuffle and cut the cards, and deal out thirteen face upward in two rows of five each, and one row of three. Any two cards, the pip value of which equals 10, may be withdrawn from the tableau, and others dealt from the top of the pack in their places. Only two cards may be used to form a 10. The K Q J 10 of each suit must be lifted together, none of these cards being touched until all four of the same suit are on the table together. When no cards can be lifted, the game is lost. The object in most patience games is to arrange the cards in sequences.
Each dealer sits at the long end of the table, the two dealers being partners. On each side of one sits a pair of adversaries so that the initial arrangement, if pair A had the deal, would be this:-- [Illustration: B C +-----+-----+ | 5 | 6 | | | | A |1 | 4| A | | | | 2 | 3 | +-----+-----+ B C ] Numbers are placed on the tables to indicate the positions to which the players shall move after each deal. The player at 6 goes to 5; 4 to 3; 3 to 2; 2 to 1, and 1 to 6. Each pair of partners, as they fall into the end seats, have the deal. If the dealer at either end will not declare on his own cards, he passes it, and the Dummy hand opposite him must be handed to the dealer that sits at the other end of the long table, who must declare for his partner. The usual four hands are dealt and played at each table, and scored as usual. Three scores must be kept, because there are three separate rubbers going on at once,--that between A and B; between A and C, and between B and C. If one pair wins its rubber against one of the others, three players will be idle at one end of the table for one deal, but then all will come into play again, for the next deal. Some persons think this is better than four playing a rubber while two look on. _=DOUBLE DUMMY BRIDGE.
If any card is found faced in the pack, or is exposed in any manner; or if more than thirteen cards are dealt to any player, or if the last card does not come in its regular order to the dealer, or if the pack has not been cut, there must be a new deal. Attention must be called to a deal out of turn, or with the wrong cards, before the last card is dealt, or the deal stands. There are no misdeals in auction. That is to say, whatever happens the same dealer deals again. Minor irregularities will be found provided for in the laws. The cards being dealt, each player sorts his hand to see that he has the correct number, thirteen; and the player or players keeping the score should announce it at the beginning of each hand. _=STAKES.=_ In auction, the stake is a unit, so much a point. The number of points won or lost on the rubber may be only two or three, or they may run into the hundreds. The average value of a rubber at auction is about 400 points.
| | . | | . | | . | +---+-.-+---+-.-+---+-.-+---+-.-+ | | . | | . | | .
For this reason, many players _=discard the suit they are not afraid of=_; that is, their best protected suit, and keep what protection they have in the weak suits, even if it is nothing but three to a Jack or ten. Unfortunately, no one has yet been able to advance any argument sufficiently convincing for either system to demonstrate that it is better than the other. Some of the best teachers of the game advocate the discard from strength against no-trumps; others teach the weak discard. _=ENCOURAGING DISCARDS.=_ In order to distinguish between discards from weakness and those from strength, many players use what is called an encouraging card. This is anything higher than a six, if they have protection in the suit, or want it led. A player with an established suit, and A 8 2 of another suit, for instance, would discard the 8, to encourage his partner to lead that suit and put him in. In case there is no card higher than the six, the _=reverse discard=_ is used. With A 4 2, the play would be the 4 and then the 2. Some use this reverse or encouraging card to induce the partner to continue the suit he is leading, but the practice is confusing.
V. Every card named by the player holding it. In _=Boston=_ and _=Solo Whist=_ there are no penalties for cards exposed by the single player, because he has no partner to take advantage of the information. 21. All cards liable to be called must be placed and left face upwards on the table. A player must lead or play them when called, provided he can do so without revoking. The call may be repeated at each trick until the card is played. A player cannot be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of play, no penalty remains. In _=Boston=_ and in _=Solo Whist=_, if the exposed card is a trump, the owner may be called upon by his adversary not to use it for ruffing. If the suit of the exposed card is led, whether trump or not, the adversary may demand that the card be played or not played; or that the highest or lowest of the suit be played.
In his _Latin Dictionary_ he has _level-coil_, alternation, cession; and to play at _level coil_, vices ludendi præbere. Skinner is a little more particular and says, Vox tesseris globulosis ludentium propria: an expression belonging to a game played with little round tesseræ. He also derives it from French and Italian. It is mentioned by Jonson, _Tale of a Tub_, iii. 2:-- Young Justice Bramble has kept _level-coyl_ Here in our quarters, stole away our daughter. Gifford says that, in our old dramatists, it implies riot and disturbance. The same sport is mentioned by Sylvester, _Dubartas_, IV. iv. 2, under the name of _level-sice_:-- By tragick death s device Ambitious hearts do play at _level-sice_. In the margin we have this explanation: A kinde of Christmas play, wherein each hunteth the other from his seat.
May), are almost identical, except the termination. This seems to be the most general tune for the game. The Lancashire tune is the same as the London version. Miss Burne says of the Madeley version: I never knew Green Gravel and Wallflowers played together as in this way elsewhere (I had not got this variant when I wrote _Shropshire Folk-lore_), except at Much Wenlock, where they reverse the two verses, and only sing _one line_ (the last) of Green Gravel. But I feel sure they must have been _meant_ to go together (see my note in _Shropshire Folk-lore_, p. 510), and I can explain them, I think. The ring of girls are dancing on the green grass plot in the middle of an old-fashioned sixteenth-century walled garden: each gets the news of her lover s death, and turns her face to the wall, the old token of hopeless sorrow. Then they apostrophise the wallflowers in the border surrounding the grass plot against the old high wall; and here another variant explains the lament (second line)-- Wallflowers, wallflowers, growing up so high, _We shall all be maidens_ [and so], we shall all die; Except the youngest (who will meet with another lover), whether as an instance of the proverbial luck of the youngest born, or as a piece of juvenile giddiness and inconstancy, I cannot say; but considering the value set on true love and hopeless constancy in the ballad-lore, and the special garland which distinguished the funerals of bereaved but constant maidens, and the solemnity of betrothal in old days, the latter seems probable, especially considering the for shame. The incidents of _washing_ a corpse in milk and _dressing_ it in silk occur in Burd Ellen, Jamieson s _Ballads_, p. 125.
When they are successful, they divide the pool. _=SLAMS.=_ If a player has demanded, and not been accepted, and has been forced to play alone for five tricks, but wins eight, it is called a slam. But as he did not wish to play alone, his only payment, besides the pool, is 24 counters from each player if he played in petite; 48 if in belle; double those amounts if the deal was one of the last eight in the game. If two partners make a slam, thirteen tricks, they take the pool, and receive from each adversary 24 counters if they played in petite; 48 if in belle; double if in one of the last eight hands in the game. _=EXPOSED CARDS.=_ The laws governing these are almost identical with those in Boston, with the additional rule that a player allowing a card to fall upon the table face up before play begins, can be forced to play independence in that suit. _=REVOKES.=_ The individual player who is detected in a revoke must double the pool, and pay both adversaries. _=PAYMENTS.
Fine Points of Bridge, by Florence Irwin, 1912. Auction Bridge, by J.B. Elwell, 1912. Royal Auction Bridge, by R.F. Foster, 1912. Scientific Auction Bridge, by E.V. Shepard, 1913.
Dust-point A game in which boys placed their points in a heap, and threw at them with a stone. Weber and Nares give wrong explanations. It is alluded to in Cotton s Works, 1734, p. 184. I ll venter on their heads my brindled cow, With any boy at dust-point they shall play. --Peacham s _Thalia s Banquet_, 1620. Nares (_Glossary_) suggests that this game and blow-point resembled the game of Push-pin. See also Halliwell s _Dictionary_. Eller Tree A number of young men and women stand in a line, a tall girl at one end of the line representing the tree. They then begin to wrap round her, saying, The old eller tree grows thicker and thicker.
Auction Developments, by Milton Work, 1914. Whitehead’s Conventions of Auction Bridge, by Wilbur C. Whitehead, 1914. WHIST. _=CARDS.=_ Whist is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but ranking below the deuce in cutting. Two packs are generally used, the one being shuffled while the other is dealt. _=MARKERS=_ are necessary to keep the score. The most common are red and white circular counters; the white being used for the points in each game, and the red for the games themselves, or for rubber points. It is better to have two sets, of different colours, each set consisting of four circular and three oblong counters, the latter being used for the rubber points, or for games.
Another point is that either side can score toward game by getting the odd trick or more, there being no penalties for failure to make the odd except losing the value of the tricks because the dealer never declares to make any given number of tricks on the hand. There are some irregularities which are peculiar to straight bridge that would not apply to auction. These are fully covered by the following description of the game, all other matters, such as the correct card to lead and the manner of combining the hands, have been fully described in connection with auction. _=MAKING THE TRUMP.=_ This is the chief peculiarity in bridge. The trump is not turned up, but the suit is named by the dealer or his partner, after they have examined their cards. In order properly to understand the considerations which guide them in making the trump, one should first be familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by one side do not count; but each trick above that number counts toward game according to the following table:-- When Spades are trumps, each trick counts 2 points. ” Clubs ” ” ” ” ” 4 ” ” Diamonds ” ” ” ” ” 6 ” ” Hearts ” ” ” ” ” 8 ” ” there is no trump, ” ” ” 12 ” Better to understand the importance of this variation in value, it should be noticed that the game is 30 points; so that if two partners won 3 by cards with no trump, or 4 by cards with hearts for trumps, they would win the game in one deal. On the other hand, if either of the black suits were trumps, they could not lose the game, even if a slam were made against them.
Inst._, ix. 26. Cat-gallows A child s game, consisting of jumping over a stick placed at right angles to two others fixed in the ground.--Halliwell s _Dictionary_. (_b_) In Ross and Stead s _Holderness Glossary_ this is called Cat-gallas, and is described as three sticks placed in the form of a gallows for boys to jump over. So called in consequence of being of sufficient height to hang cats from. Also mentioned in Peacock s _Manley and Corringham Glossary_ and Elworthy s _West Somerset Words_, Brogden s _Provincial Words, Lincs._, Dickinson s _Cumberland Glossary_, Atkinson s _Cleveland Glossary_, Brockett s _North Country Words_, Evans _Leicestershire Glossary_, Baker s _Northants Glossary_, and Darlington s _South Cheshire Glossary_. On one of the stalls in Worcester Cathedral, figured in Wright s _Archæological Essays_, ii.
The ring sing the first verse, and then the centre child chooses one from the ring. The chosen pair kiss when the ring has sung the second. The first child then joins the ring, and the game begins again. In the Barnes version the centre child calls one to her from the ring by singing the second verse and naming the child she chooses. (_c_) A version from Lady C. Gurdon s _Suffolk County Folk-lore_ (p. 62) is the same as previous versions, except that it ends-- Now you re married you must be good Make your husband chop the wood; Chop it fine and bring it in, Give three kisses in the ring. Other versions are much the same as the examples given. (_d_) This game has probably had its origin in a ballad. Miss Burne draws attention to its resemblance to the Disdainful Lady (_Shropshire Folk-lore_, p.
SEC. 11. By the unanimous consent of the players in any match, a trump suit may be declared and no trump turned. LAW V.--IRREGULARITIES IN THE HAND. SEC. 1. If, on the overplay, a player is found to have more than his correct number of cards or the trump card is not in the dealer’s hand, or any card except the trump card is so faced as to expose any of the printing on its face, and less than three tables are engaged, there must be a new deal. If more than two tables are in play, the hands must be rectified and then passed to the next table; the table at which the error was discovered must not overplay the deal but shall take the average score. SEC.
--Addy s _Sheffield Glossary_. Nitch, Notch, No-Notch Children cut a number of slices from an apple, extending from the eye to the tail, broader on the outside than on the inner, which reaches nearly to the core; one piece has a part cut out, making a notch--this is called Notch; another is not cut at all--this is called No-Notch; while a third has an incision made on it, but not cut out--this is called Nitch. The pieces when thus marked are replaced, and the game consists in one child holding the apple, and pointing to one of the pieces, asking another child which he will have, Nitch, Notch, or No-Notch; if he guesses right, he has it and eats it; if wrong, the other eats it.--Sussex (Holloway s _Dict. of Provincialisms_). Not A game where the parties, ranged on opposite sides, with each a bat in their hands, endeavour to strike a ball to opposite goals. The game is called Not, from the ball being made of a knotty piece of wood.--Gloucestershire (Holloway s _Dict. of Provincialisms_). See Hawkey.
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If he has exactly 21, an Ace and a tenth card, which is called a natural, he shows it at once, and the players must pay him twice the amount they have staked in front of them, unless they also have a natural, when it is a stand-off. If the dealer has not a natural, each player in turn, beginning with the eldest hand, examines his two cards to see how nearly their total value approaches 21. If he has a natural, he exposes it immediately, and the dealer must pay him double the amount staked. It is sometimes the rule for the holder of a natural, the dealer having none, to take the stakes of all the other players; but this variation is not in favour. _=Drawing.=_ No natural being shown, each player in turn may draw another card, or stand on the two dealt him, which are not shown under any circumstances. If he is content, he says: “I stand.” If he wants a card he says: “One,” and the dealer gives it to him, face up. If the pips on the card drawn, added to those already in his hand, make his total greater than 21, he is créve, and passes over to the dealer his stake, throwing his cards in the centre of the table, still face down. If the total is not 21, he may draw another card, and so on until he is créve or stands.
To cook is to toss or throw. Cook a ball, cherry tree; Good ball, tell me How many years I shall be Before my true love I do see? One and two, and that makes three; Thankee, good ball, for telling of me. See Ball, Cuckoo, Monday. Kibel and Nerspel This game was played at Stixwold seventy years ago. It resembled Trap, Bat, and Ball. _Kibel_ = bat, _ner_ = ball of maplewood, _spel_ = trap, with a limock (pliant) stick fastened to it. The score was made by hitting the _ner_ a certain distance, but not by the striker running, as in Rounders. --Miss M. Peacock. See Nur and Spell.
Buckey-how. Buff. Buk-hid. Bull in the Park. Bulliheisle. Bummers. Bun-hole. Bunch of Ivy. Bung the Bucket. Bunting.
] [Illustration: Fig. 2.] Cockertie-hooie This game consists simply of one boy mounting on the neck of another, putting a leg over each shoulder and down his breast. The boy that carries takes firm hold of the legs of the one on his neck, and sets off at a trot, and runs hither and thither till he becomes tired of his burden. The bigger the one is who carries, the more is in the enjoyment to the one carried.--Keith (Rev. W. Gregor). See Cock s-headling. Cockle-bread Young wenches have a wanton sport, which they call moulding of Cocklebread; viz.
=_ In all games in which the cards are dealt in bulk, four or six at a time, there is more or less temptation for the greek to gather desirable cards in the pack, leaving them undisturbed in the shuffle. If he can pick up two tricks of the previous deal with eight good cards of the same suit in them, by placing any two tricks of other cards between them, and dealing six at a time, he can tell exactly how many of the eight located cards are in his partner’s hand. For this reason a player who does not thoroughly shuffle the cards should be carefully watched; and an immediate protest should be made against any disarrangement of the tricks as they are taken in during the play, such as placing the last trick taken under the first. If the player doing this is to be the next dealer, any one observing the movement should insist upon his right to shuffle the cards thoroughly; if not to leave the game. We are strongly opposed to dealing the cards in bulk at Cayenne, and see no reason why the methods that prevail in the very similar game of Bridge should not be adopted. _=SUGGESTIONS FOR GOOD PLAY.=_ There is little to add to the rules already given for Whist. The principles that should guide in the making of the trump have been given in connection with the more important game of Bridge; and the suggestions for playing nullo will be fully discussed in the games in which it is a prominent characteristic: Solo Whist, and Boston. Grand is practically Whist after the trumps are exhausted. For the Laws of Cayenne see Whist Family Laws.
_=Irregular Announcements.=_ If a player announces a combination which he does not show; such as fours, when he has only three, which he may easily do by mistaking a Jack for a King, _his_ adversary can compel him not only to take down the score erroneously marked, but to lead or play one of the three Kings. A player may be called upon to lead or play cards from other erroneous declarations in the same manner; but if he has the right card or cards in his hand, he is permitted to amend his error, provided he has not drawn a card from the stock in the meantime. _=The Last Nine Tricks.=_ When the stock is exhausted, all announcements are at an end, and the players take back into their hands all the cards upon the table which may remain from the combinations declared in the course of play. The winner of the previous trick then leads any card he pleases, but for the last nine tricks the second player in each must not only follow suit, but must win the trick if he can, either with a superior card or with a trump. Any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand from that point. In France he is penalised by counting nothing from that point on, either for brisques or for the last trick. The winner of the _=last trick=_ scores fifty points for it immediately. _=SCORING.