Bad A rude kind of Cricket, played with a bat and a ball, usually with wall toppings for wickets. Bad seems to be the pronunciation or variation of Bat. Halliwell says it was a rude game, formerly common in Yorkshire, and probably resembling the game of Cat. There is such a game played now, but it is called Pig. --Easther s _Almondbury Glossary_. Baddin The game of Hockey in Cheshire.--Holland s _Glossary_. Badger the Bear A rough game, sometimes seen in the country. The boy who personates the Bear performs his part on his hands and knees, and is prevented from getting away by a string. It is the part of another boy, his Keeper, to defend him from the attacks of the others.
Immediately after the deal each player who is in the pool draws cards, the age first. There are then two ways to play: The hands are shown and the best wins; or, beginning with the age, each player may say if he will back his hand against the field; _i.e._, all the others in the pool. If he will, he must put up as much as their combined stakes. He cannot be raised; but if any one player or combination of players call him, and one of them can beat his hand, the field divide the pool. For instance: Age makes it a blue, and three others stay with him. After the draw C puts up three blues against the field. D and A call it, and all show hands. If any of the three, A, B or D can beat C they divide the pool, B getting his third, although he did not contribute to the call.
The same is true of the adversaries; but they must play on the chance that the partner has the honour, whereas the dealer knows it. _=Finessing.=_ This is a very important part of the strategy of the game for the dealer. The adversaries of the dealer never finesse in bridge; but the dealer himself relies upon finessing for any extra tricks he may want. A finesse is any attempt to win a trick with a card which is not the best you hold, nor in sequence with it. Suppose you have Ace and Queen in the hand which is longer in the suit and lead from the shorter hand a small card. If you play the Queen, that is a finesse, because you hope to take a trick with it, although the King is against you. It is usually bad play to finesse when there are nine cards of the suit between the two hands, dealer’s and Dummy’s, because there is a good chance that the card you wish to finesse against may fall. When it will be necessary to take two finesses in the same suit, the lead must come twice from the weaker hand. Suppose the dealer holds A Q J and others.
| +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket of |Draw a bucket of |Draw a bucket of | | |water. |water. |water. | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.|For my lady s |For the farmer s |For my lady s | | |daughter. |daughter. |daughter.
The object of the game is to secure pips on the dice, or multiples of pips, which will make the figures from 1 to 12 in numerical order, and afterward the numbers from 12 to 1 again. The first side to accomplish this wins the game. There must be an ace in the first throw or nothing counts; that obtained, any following numbers may be made singly, or by adding two or more together. Suppose the first throw is 4, 2, 1. The 1 and 2 will make 1, 2 and 3. Then the 4, 1, 2 will make 4, 5, 6 and 7. Each side continues to throw until it fails to score, when the box must be passed to the adversary. If a combination is overlooked by one side, the other may count it if it continues the sequence on their side. HELP YOUR NEIGHBOUR. Six persons play, with three dice, and five points is Game.
(_b_) The tree is the alder. It abounds in the North of England more than in any other part of the kingdom, and seems always to have been there held in great respect and veneration. Many superstitions also attach to the tree. It is possible from these circumstances that the game descends from an old custom of encircling the tree as an act of worship, and the allusion to the rags bears at least a curious relationship to tree worship. If this conclusion is correct, the particular form of the game preserved by Mr. Addy may be the parent form of all games in which the act of winding is indicated. There is more reason for this when we consider how easy the notion of clock-winding would creep in after the old veneration for the sacred alder tree had ceased to exist. [Illustration] See Bulliheisle, Wind up the Bush Faggot, Wind up the Watch. Ezzeka Old Ezzeka did one day stand Upon a barrel top; The bung flew out, and all at once It went off with a pop. --Dronfield (S.
--Halliwell s _Dictionary_. Cross-questions Nares (_Glossary_) mentions this game in a quotation from Wilson s _Inconstant Lady_, 1614. Cross Questions and Crooked Answers was a popular game at juvenile parties. The players sit in a circle, and each is asked in a whisper a question by the one on his left, and receives also in a whisper an answer to a question asked by himself of the person on his right. Each player must remember both the question he was asked and the answer he received, which have at the conclusion of the round to be stated aloud. Forfeits must be given if mistakes are made.--A. B. Gomme. Cross Tig One of the players is appointed to be Tig.
| -- | | 16.| -- |..... pearl. | -- | | 17.| -- |..
Rivers impassable. Next as to Supply in the Field: All troops must be kept supplied with food, ammunition, and forage. The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves. These supplies, at the time when they are given up, must be within six feet of the infantry they belong to and eighteen feet of the cavalry. Isolated bodies of less than thirty infantry require no supplies--a body is isolated if it is more than twelve feet off another body. In calculating supplies for infantry the fractions either count as thirty if fifteen or over, or as nothing if less than fifteen. Thus forty-six infantry require two packets of food or ammunition; forty-four infantry require one packet of food. N.B.--Supplies are not effective if enemy is between supplies and troops they belong to.
It s new, and different. But I m not _anybody s_ darling. A jerk of my head told her to move on. But she sniffled and stayed put. I gave up and started through the press of gamblers toward the Cashier s cage. Billy Joe! this hustler moaned behind me, clawing at my jacket. I knew I d find you here. And I came sich a fer piece, Billy Joe! Don t make me go off again, darlin Billy! While I prefer to gamble for cash, I had reason while on a job for sticking to a known amount of chips. She stood there while I got a thousand dollars worth of ten-buck markers, looking at me with some kind of plea in her eyes. This again was not in the pattern.
Emslie). [Illustration] A number of boys divide themselves into two sides. One side, the Buckets, stoop down, as for Leap-frog, arranging themselves one in front of the other. The hindmost supports himself against the one in front of him, and the front one supports himself against a wall (fig.). They thus make an even and solid row of their backs. The other side, the Bungs, leap on to the backs of the Buckets, the first one going as far up the row as possible, the second placing himself close behind the first, and so on. If they all succeed in getting a secure place, they cry out twice the two first lines-- Bung the Bucket, One, two, three. Off, off, off! If no breakdown occurs, the Buckets count one in their favour, and the Bungs repeat the process. When a breakdown occurs the Bungs take the place of the Buckets.
As Frage is no longer played on account of its small value, if the player takes both the skat cards into his hand at the same time, without showing them, his game must be a Gucki Grand, unless he has previously announced that it is a Gucki Nullo. His game announced, he lays out any two cards he pleases for his skat, so as to play with ten only. If the player turns over either of the skat cards, his game is limited to a tourné. If he turns a Jack, he may change to Grand, but not to Grand Ouvert. Neither schneider nor schwarz can be announced in any game in which the skat cards are used. A tourné player must lay out two skat cards to reduce his hand to ten cards. If the player neither turns over nor takes into his hand either of the skat cards, he may play any of the suit Solos, Grand Solo, Grand Ouvert, Nullo, or Null Ouvert. He may announce schneider or schwarz in any Solo. Any player looking at the skat cards before the beginning of the play is debarred from bidding that deal, and is penalised ten points in the score. In addition to this penalty, either of the other players may demand a fresh deal.
XII. Elizabella, Farewell! Last night as we parted She left me broken-hearted, And on a green mountain She looked like a dove. Choose your loved one, Choose your loved one, Choose your loved one, Farewell! Go to church, love, Farewell! Say your prayers, love, Farewell! In the ring, love, Farewell! Shake hands, loves, Shake hands, loves, Farewell! Give a kiss, loves, Give a kiss, loves, Farewell! --Liphook, Hants (Miss Fowler). XIII. Last night when we parted She was nigh broken-hearted, To-morrow we gather And a bright welcome be. Then give me your hand, love, Your hand, love, your hand, love, Then give me your hand, love, Isabella for me. Isabella, Isabella, Isabella for me. --North Derbyshire (S. O. Addy).
Combined with four cards of any suit, this card will make a flush. If any player leads the trump ace, the holder of Pam must pass the trick if he can do so without revoking. The old usage was for the holder of the trump ace to notify any player holding Pam to pass, if he wished him to do so; but that is quite superfluous, as no player wants to lose his ace of trumps, and it goes without saying that he wants Pam to pass it. * * * * * Interesting articles on Loo will be found in “Bell’s Life,” the “Field,” the “Sportsman,” and the “Westminster Papers;” Vol. II. of the latter especially. ALL FOURS FAMILY. All Fours is to be found amongst the oldest games of cards, and is the parent of a large family of variations, all of which are of American birth. The youngest member of the family, Cinch, seems to have a bright future before it, and bids fair to become one of our most popular games. The chief defect in Cinch has been the method of scoring, which left too much to luck.
A player with a spade Solo, six Matadores, and schneider announced could offer only a spade Solo, without mentioning its value, and although his game was worth 99, he could be outbid by an offer of Nullo, which was then worth only 20. This is contrary to the spirit of the game, which requires that the person offering the game of the greatest value shall be the player. The rank of the bids in the old German game was as follows, beginning with the lowest:-- Frage, in the order of the suits. Tourné, in the order of the suits. Grand Tourné. Solo in diamonds, hearts and spades. Nullo, worth 20. Solo in clubs. Grand Solo, worth 16. Null ouvert, worth 40.
Let us suppose this number to be 12, he having already scored 18. These 12 points can be made by winning six by cards with spades for trumps; three by cards with clubs; or two by cards with diamonds or hearts. But if the hand can be played without a trump, the odd trick wins the game. It is hardly necessary to say that a player would be very foolish to engage himself to win six by cards if the odd trick would equally answer his purpose; nor would he undertake to win three by cards with clubs for trumps, if he had as good a chance of making two by cards with diamonds or hearts. In other words, the player should not make the trump which promises the greatest number of tricks, but should select that which will yield the largest number of points. It is for this reason that every good player first considers the advisability of making it “no-trump,” and if he thinks that injudicious, hearts or diamonds, leaving the black suits as a last resort. It is the custom invariably to make it no-trump with three Aces, unless the hand is strong enough for a heart make, or holds great honour value in red. In estimating the probabilities of trick-taking, it is usual to count the partner for three tricks on the average. Conservative players do not depend on him for more than two. Generally speaking, the maker of the trump should have four pretty certain tricks in his own hand.
[Music] --Earls Heaton (H. Hardy). [Music] --London (A. B. Gomme). I. Isabella, Isabella, Isabella, Farewell! Last night when we parted I left you broken-hearted, And on a green mountain, There stands a young man. Could you love him? Could you love him? Could you love him? Farewell! Choose one, love, Choose one, love, Choose one, love, Farewell! Take a walk, love, Take a walk, love, Take a walk, love, Farewell! In the ring, love, In the ring, love, In the ring, love, Farewell! Put the ring on, Put the ring on, Put the ring on, Farewell! Go to church, love, Go to church, love, Go to church, love, Farewell! Take a kiss, love, Take a kiss, love, Take a kiss, love, Farewell! Shake hands, love, Shake hands, love, Shake hands, love, Farewell! --Enborne, Newbury (M. Kimber). II.
Now, my daughter, married to-day, Like father and mother they should be, To love one another like sister and brother-- I pray you now to kiss one another. Now my daughter Mary s gone, With her pockets all lined with gold; On my finger a gay gold ring-- Good-bye, Mary, good-bye. Now this poor widow is left alone, Nobody could marry a better one; Choose one, choose two-- Choose the fairest daughter. --Sheffield (S. O. Addy). XVI. Round the green gravel the grass is so green, And all the fine ladies that ever were seen; Washed in milk and dressed in silk, The last that stoops down shall be married. [Johnnie Smith] is a nice young man, And so is [Bessie Jones] as nice as he; He came to the door with his hat in his hand, Inquiring for [Miss Jones]. She is neither within, she is neither without, She is up in the garret a-walking about.
Five cards are given to each player, and the eleventh is turned up for the trump. The cards are distributed two and three at a time, or three and then two, and in whichever manner the dealer begins he must continue during the game. If he intends to change his manner of dealing in the following game, he must so advise his adversary when presenting the cards to be cut. _=MISDEALING.=_ A player dealing out of turn, or with the wrong cards, may be stopped before the trump is turned. But if the trump has been turned, and neither player has discarded or played to the first trick, the pack must be set aside, with the cards as dealt, and the trump turned, to be used for the ensuing deal. The other pack is then taken up and dealt by the player whose proper turn it was to deal. If a discard has been made, or a trick played to, the deal stands good, and the packs, if changed, must so remain. There must be a new deal if any card but the eleventh is found faced in the pack. If the dealer exposes any of his own cards, the deal stands good.
=_ Whatever the number of persons offering for play, the table is formed by cutting from the outspread pack for partners, seats, and deal. When two play, the one cutting the lowest card has the choice of seats and cards, (if there are two packs). When three play, the lowest deals, and chooses his seat and cards. The next lowest has the next choice of seats. When four play, partners are cut for; the two lowest pairing against the two highest; the lowest of the four is the dealer, and has the choice of seats and cards. When five play, each for himself, the lowest cut deals, and has the first choice of seats and cards. The next lowest has the next choice of seats, and so on. When six play, they cut for partners, the two lowest pairing together; the two highest together; and the two intermediates together. The player cutting the lowest card of the six has the choice of seats and cards, and deals the first hand. If the six play, three on a side, the three lowest play against the three highest; the lowest cut of the six taking the deal, and choice of seats and cards.
This rhyme is common in the Preest Cat sport toward the border. Anciently, when the priest s cat departed this life, wailing began in the country side, as it was thought it became some supernatural being--a witch, perhaps, of hideous form--so to keep it alive was a great matter.--Mactaggart s _Gallovidian Encyclopædia_. He also refers to a game called Robin-a-Ree, much like Preest Cat, only in passing the burnt stick round the ring the following rhyme is said-- Robin-a-Ree, ye ll no dee wi me, Tho I birl ye roun three times and three; O Robin-a-Ree, O Robin-a-Ree, O dinna let Robin-a-Reerie dee. Robin-a-Ree occurs in an old song.--Mactaggart s _Gallovidian Encyclopædia_. In Cornwall it is known as Robin s a-light, and is played around the fire. A piece of stick is set on fire and whirled around rapidly in the hand of the first player, who says, Robin s a-light, and if he go out I will saddle your back. It is then passed to the next, who says the same thing, and so on. The person who lets the spark die out has to pay a forfeit.
Well, I should know. So was I. Simonetti finished licking the seam of his roach. He came forward as he lit it and blew too much smoke in my face. What you doing here? he said in a husky voice. I told Rose no dice. We need another TK like we need a hole in the head. You think I _want_ to be in this trap? I snapped at him. Say the word, Tex, and I m gone. You re fired, he said huskily.
The dealer with two Fives and a Four in his hand, plays the Four, and calls “Twenty-five,” hoping the pone has no small card, which will allow the dealer to make a run of three with one of his Fives if he is told to go. But the pone plays a Five, calling: “Thirty, with a run of three.” The dealer tells him to go, and he plays an Ace, pegging two holes for the 31. The cards are all turned down, and the pone having no cards, the dealer plays his two Fives, and pegs a pair and the last card. The pair counts in this case because the adversary has no cards to interfere with it. A run of three might be played and scored in the same way, because the score for combinations made in play are determined by the order in which the cards are played, irrespective of who plays them. _=Irregularities in Hands.=_ If a player is found to have too many or too few cards, after he has laid out for the crib, his adversary pegs two points, and may also claim a fresh deal. If the deal is allowed to stand, superfluous cards must be drawn at random by the adversary, who may look at the card or cards so drawn before placing them in the pack. If either player is found to have too few cards after having laid out for the crib, he has no remedy.
Any number of knocks may be given, according to the humour of the players.--Keith (Rev. W. Gregor). A fellow lies on all fours--this is the Block; one steadies him before--this is the Study; a third is made a Hammer of, and swung by boys against the Block (Mactaggart s _Gallovidian Encyclopædia_). Patterson (_Antrim and Down Glossary_) mentions a game, Hammer, Block, and Bible, which is probably the same game. Blow-point Strutt considers this to have been a children s game, played by blowing an arrow through a trunk at certain numbers by way of lottery (_Sports_, p. 403). Nares says the game was blowing small pins or points against each other, and probably not unlike Push-pin. Marmion in his _Antiquary_, 1641, says: I have heard of a nobleman that has been drunk with a tinker, and of a magnifico that has played at blow-point.
If a sequence has been declared, the player cannot take from it the King and Queen, and score for the marriage; neither can he add a new Queen to the King already used in the sequence, because the higher combination was scored first. The same rule applies to lower and higher béziques. But if the lower combination is first shown and scored--the marriage--the A 10 J may be added afterward, on winning another trick, and the sequence scored. This rule does not apply to cards belonging to combinations in different classes. A Queen used in class A may be used over again in both B and C classes. _=Re-forming Combinations.=_ The chief peculiarity in Rubicon Bézique is that combinations which have been laid on the table and scored may be broken up, re-formed, and scored again indefinitely. For instance: A player has declared royal sequence, and scored 250 points for it. He may play away the Ace, breaking up the sequence, and upon winning the trick lay down another Ace, re-forming the sequence, and scoring 250 points again. He might repeat the same process with the Ten, King, Queen and Jack, and in six successive tricks he would score this royal sequence six times, making 1500 points out of it.
As long as the major tenace in trumps is not led away from, it must win three tricks in trumps. _=Leading Trumps.=_ With strong cards in plain suits, the eldest hand may often lead trumps to advantage if the dealer’s partner has assisted, especially if the turn-up trump is small. It is seldom right to lead trumps if the dealer has taken up the trump of his own accord; but an exception is usually made when the eldest hand holds three trumps, and two aces in plain suits. The best chance for a euchre is to exhaust the trumps, so as to make the aces good for tricks. If the pone has ordered up the trump, the eldest hand should lead trumps to him immediately; but the pone should not lead trumps to his partner if the eldest hand has ordered up at the bridge. If a bower is turned, the dealer’s partner should lead a small trump at the first opportunity. In playing against a lone hand the best cards in plain suits should always be led, trumps never. In playing alone, it is best to lead winning trumps as long as they last, so as to force discards, which will often leave intermediate cards in plain suits good for tricks. _=Second Hand.
_=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. Bets may also be _=strung=_ behind odd or even cards on the side next the dealer. These show that the player bets the next case card that comes will win if it is an even card, and lose if it is odd; that is, if he places his string behind an even card. If the player thinks a card will win, he bets it _=open=_, that is, with nothing but his counters.
_=Rubber Points.=_ At the conclusion of each game, the rubber points are scored, either with the oblong counters, or on the small keys of the whist-marker. If the winners of a game are five points to their adversaries’ nothing, they win a _=treble=_, and count three rubber points. If the adversaries have scored, but have one or two points only, the winners mark two points, for a _=double=_. If the adversaries have reached three or four, the winners mark one, for a _=single=_. The rubber points having been marked, all other scores are turned down. The side winning the rubber adds two points to its score for so doing. The value of the rubber is determined by deducting from the score of the winners any rubber points that may have been made by their adversaries. The smallest rubber possible to win is one point; the winners having scored two singles and the rubber, equal to four; from which they have to deduct a triple made by their adversaries. The largest rubber possible is eight points, called a _=bumper=_, the winners having scored two triples and the rubber, to their adversaries’ nothing.
_=12.=_ The deal passes to the left, except in jack pots, when it may be agreed that the same dealer shall deal until the pot is opened. _=13. Misdealing.=_ A misdeal does not lose the deal; the same dealer must deal again. It is a misdeal: If the dealer fails to present the pack to the pone; or if any card is found faced in the pack; or if the pack is found imperfect; or if the dealer gives six or more cards to more than one player; or if he deals more or fewer hands than there are players; or if he omits a player in dealing; or if he deals a card incorrectly, and fails to correct the error before dealing another. _=14. Irregularities in the Hands.=_ Should the dealer, or the wind, turn over any card, the player to whom it is dealt must take it; but the same player cannot be compelled to take two exposed cards. Should such a combination occur there must be a new deal.