|together. |together. | | 38.| -- | -- | -- | | 39.| -- | -- | -- | | 40.| -- | -- | -- | | 41.| -- | -- | -- | | 42.| -- | -- | -- | | 43.| -- | -- | -- | | 44.| -- | -- | -- | | 45.
, are more fully described in connection with the very similar game of Baccara. MACAO. In this variety of Vingt-et-un only one card is dealt to each player; court cards and tens count nothing, and the Ace is always worth one. The number to be reached is 9, instead of 21, and if a player has a 9 natural, he receives from the banker three times his stake; if an 8 natural, he receives double, and for a 7 natural, he is paid. If the banker has an equal number of points natural, it is a tie; and if the banker has a 7, 8, or 9 natural he receives from each of the others once, twice, or three times the amount of their stakes. If none of these naturals are shown, the players draw in turn, as at Vingt-et-un, and the dealer receives from those who have less points than he, or who are créve, and pays those who have more, but have not passed 9. FARMER. Any number of persons may play. All the 8’s and all the 6’s but the ♡6 are discarded from a pack of fifty-two cards. All court cards count for 10, the ace for 1, and all others at their face value.
When two packs are used, the French laws require that if the deal is for Mort, the Right shall gather and shuffle the still pack; and that if Vivant deals for himself, the pone shall gather and shuffle. I have found this to be awkward, because the player who is gathering and shuffling the cards of one pack is called upon to cut the other. For this reason I recommend that whichever adversary is the pone for the deal in hands should allow his partner to gather and shuffle the still pack. When either adversary deals, his partner will, of course, gather and shuffle the still pack. The general rules with regard to irregularities in the deal are the same as at whist, with the following exceptions:-- A misdeal does not lose the deal unless the opponents so elect; they may prefer a new deal by the same dealer. The reason for this is that the deal is a disadvantage, especially for Mort. If Vivant or Mort offers the pack to one adversary to cut, and then deals as if the other had cut, it is a misdeal; and it is not admissible to shift the packets in order to remedy matters. It might be imagined that a card exposed in dealing, if dealt to Mort, would make no difference, as all his cards will presently be exposed. But the laws give the opponents of the dealer the option of either allowing the deal to stand, or having a new deal, or calling it a misdeal. According to the French laws, if there is any discussion in progress with regard to the previous hand or play, the dealer may lay aside the trump card, face down, until the discussion is finished.
The cards are then turned face up, and the spades counted and claimed; and then all the points for Cassinos and Aces. It should be remembered that the total number of points to be made in each hand, exclusive of sweeps, is eleven, and the total of the claims made must agree with that number. _=Scoring.=_ There are several methods of scoring. The old way was to play 11 points up, deducting the lower score from the higher at the end of each deal. If one side reached 11 before the adversary reached 6, it was a lurch, and counted as a double game. The common method is to count every hand a game, and settle for it in counters. TWENTY-ONE POINT CASSINO. This game is usually marked with counters, or pegged on a cribbage board. Nothing is scored until the end of the hand, when each side reckons and claims its points.
The player holding it announces: “Six for Low,” and keeps the card face up in front of him until some smaller trump appears. It often happens that a player holds a 7 or 8, and having no idea that it will be Low, takes no notice of it. At the end of the hand it is found that both the 7 and 8 are out, the 7 being Low, and the holders of those two cards get into an argument as to which card each of them held. _=SCORING.=_ The last card played, the various points for High, Low, Jack, (if in play), and the Game are claimed, and the player or side holding them puts a counter in the pool for each. The side first getting rid of its seven counters wins the game. If both sides make points enough to win the game on the same deal, High goes out first, then Low, then Jack, and then Game. As already noticed, one card may be both High and Low; the Jack may be High, Low, Jack; and it is even possible, if there is no other trump or counting card in play, for the Jack to be High, Low, Jack, and the Game. In the variety known as _=All Fives=_, the score is kept on a cribbage board, and part of it is pegged as the hand progresses. A player winning a trick containing any of the following cards in the trump suit pegs them immediately:--For the trump ace, 4 points; for the King 3; for the Queen 2; for the Jack 1; for the Ten 10, and for the Five 5.
N. Patterson). V. I ve come to see Jenny jo, Jenny jo, Jenny jo, I ve come to see Jenny jo, How is she now? Jenny jo is washing clothes, washing clothes, washing clothes, Jenny jo is washing clothes, You can t see her now. I ve come to see Jenny jo, Jenny jo, Jenny jo, I ve come to see Jenny jo, How is she now? Jenny jo is ironing clothes, ironing clothes, ironing clothes, Jenny jo is ironing clothes, You can t see her now. I ve come to see Jenny jo, Jenny jo, Jenny jo, I ve come to see Jenny jo, How is she now? Jenny jo is sick, my dear, sick, my dear, sick, my dear, Jenny jo is sick, my dear, You can t see her now. I ve come to see Jenny jo, Jenny jo, Jenny jo, I ve come to see Jenny jo, How is she now? Jenny jo is underboard, underboard, underboard, Jenny jo is underboard, You can t see her now. --Lismore (Miss F. Keane, collected from Miss Ward, National Schoolmistress). VI.
This rule, which was invented by R.F. Foster in 1881, in connection with the game of whist, is now used by everyone with any pretensions to being a bridge player. The rule itself is this:-- When the eldest hand leads any card which is not an honour, deduct the spots on it from eleven. From the remainder thus found, deduct the number of cards, _=higher than the one led=_, which are not in your own hand nor in Dummy’s in that suit. This final remainder is the number of cards which are in the declarer’s hand which are higher than the card led. The principal thing to remember is, that it is only the cards higher than the one led that you need trouble about. To illustrate:-- Suppose you are third hand, and your partner leads the seven of clubs, Dummy lays down the Q 9 2, and you hold A J 3, thus:-- [Illustration: 🃗 Leader Dummy 🃝 🃙 🃒 Third hand. 🃑 🃛 🃓 ] Deducting seven from eleven, you find it leaves four. These four cards, higher than the one lead, are all in sight, Q 9 in Dummy; A J in your own hand, therefore the declarer cannot have any card higher than the seven.
It is a common practice to note the trump card on the score sheets. _=POSITION OF THE PLAYERS.=_ The four players at each table are distinguished by the letters N S E W; North and South being partners against East and West. West should always be the dealer in the first hand, North having the original lead. In all published illustrative hands, North is the leader, unless otherwise specified. The deal passes in rotation to the left, and the number of hands played should always be some multiple of four, so that each player may have the original lead an equal number of times. 24 hands at each table is the usual number, and is the rule at all League tournaments. The partners and adversaries should be changed after each eight hands. Three changes in 24 hands will bring each member of a set of four into partnership with every other member for an equal number of hands. [Illustration: N leads +---------+ | | Dealer, W | | E | | +---------+ S ] If two teams of four on a side, A B C D, and W X Y Z, play against each other, the arrangement in a League tournament would be as follows:--that A B C D should represent the players of the visiting club, or challengers, and W X Y Z the home club, or holders; and that the positions of the players should be changed after every four hands.
At the end of the hand it is found that both the 7 and 8 are out, the 7 being Low, and the holders of those two cards get into an argument as to which card each of them held. _=SCORING.=_ The last card played, the various points for High, Low, Jack, (if in play), and the Game are claimed, and the player or side holding them puts a counter in the pool for each. The side first getting rid of its seven counters wins the game. If both sides make points enough to win the game on the same deal, High goes out first, then Low, then Jack, and then Game. As already noticed, one card may be both High and Low; the Jack may be High, Low, Jack; and it is even possible, if there is no other trump or counting card in play, for the Jack to be High, Low, Jack, and the Game. In the variety known as _=All Fives=_, the score is kept on a cribbage board, and part of it is pegged as the hand progresses. A player winning a trick containing any of the following cards in the trump suit pegs them immediately:--For the trump ace, 4 points; for the King 3; for the Queen 2; for the Jack 1; for the Ten 10, and for the Five 5. After the hand is over, all these cards are counted over again in reckoning the point for Game, the Five of trumps counting 5. Sixty-one points is game.
R. Carse). IV. Isabella, Isabella, Isabella, Farewell! Last night I met you downhearted and sad, And down by the river I met your young man. Choose a lover, choose a lover, Choose a lover, Farewell! Walk to church, love, walk to church, love, Walk to church, love, Farewell! Come to the ring, love, come to the ring, love, Come to the ring, love, Farewell! Give a kiss, love, give a kiss, love, Give a kiss, love, Farewell! --West Grinstead, Sussex (_Notes and Queries_, 8th Series, i. 249, Miss Busk). V. Arabella! Arabella! Arabella! Farewell! Last night when we parted I left you broken-hearted Down by the mill-side. Who ll you have, love? Who ll you have, love? Who ll you have, love? Farewell! Go to church, love, Go to church, love, Go to church, love, Farewell! Come back, love, Come back, love, Come back, love, Farewell! Shake hands, love, Shake hands, love, Shake hands, love, Farewell! Take a kiss, love, Take a kiss, love, Take a kiss, love, Farewell! --Platt School, near Wrotham, Kent (Miss Burne). VI.
There is a letter in the _Spectator_, supposed to be from the father of a romp, who, among other complaints of her conduct, says, I have catched her once at eleven years old at Chuck-farthing among the boys. Chuck-hole, Chuck-penny Same game as Chuck-farthing, with this difference, that if the pennies roll outside the ring it is a dead heat, and each boy reclaims his penny.--Peacock s _Manley and Corringham Glossary_; and see Brogden s _Lincolnshire Words_. Chucks A game with marbles played by girls (Mactaggart s _Gallovidian Encyclopædia_). A writer in _Blackwood s Magazine_, August 1821, p. 36, says Chucks is played with a bowl and chucks--a species of shells (_Buccinum lapillus_) found on the sea-shore [ bowl here probably means a marble]. Brockett (_North Country Words_) says this game is played by girls with five sea-shells called chucks, and sometimes with pebbles, called chuckie-stanes. Jamieson says a number of pebbles are spread on a flat stone; one of them is tossed up, and a certain number must be gathered and the falling one caught by the same hand. See Checkstones, Fivestones. Church and Mice A game played in Fifeshire; said to be the same with the Sow in the Kirk.
14. Should the striker’s ball be so placed that he cannot play direct on the object ball, he is said to be “snookered.” FOUL STROKES AND PENALTIES. 15. Foul strokes are made or penalties incurred by (1) “Pushing” instead of striking the ball, or striking the ball more than once; (2) Playing out of turn; (3) Playing with both feet off the floor; (4) Playing before all the balls have become stationary, when off the table, or wrongly spotted; (5) Playing with the wrong ball; (6) Touching or moving any ball, except in the legitimate manner set forth in these rules; (7) Forcing any ball off the table; (8) Wilfully interfering with an opponent, or the run of the balls, and refusing to obey the referee’s decision; (9) Missing, running a coup, striking the wrong ball, or pocketing the white ball; (10) Playing at or pocketing any ball except in the proper rotation; (11) Striking two balls, other than two red balls, simultaneously; (12) Giving an intentional miss; (13) Pocketing more than one ball--other than red balls--by one stroke. 16. If the striker “push” his ball or strike it more than once, he cannot score, but is subject to any other penalty that he may incur by the stroke. 17. If a player play out of turn, he shall forfeit his next turn, otherwise the sequence of turns shall not be altered. If the error be discovered during his break, he cannot score from the last stroke made, and the balls shall be replaced by the marker as nearly as possible in the positions they occupied before the stroke objected to.
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, without incurring any penalty; if, however, he lead from Dummy’s hand when he should lead from his own, or _vice versa_, a suit may be called from the hand which ought to have led. DOUBLE DUMMY. Is played by two players, each having a Dummy or exposed hand for his partner. The laws of the game do not differ from Dummy Whist, except in the following special Law: There is no misdeal, as the deal is a disadvantage. THE POKER FAMILY. Properly speaking, Poker is not the founder, but simply the most famous representative of a very ancient and always very popular family of games, all of which can be traced to one source, the old French game of Gilet, which was undoubtedly of Italian origin, perhaps a variety of Primero. Gilet we find changed to Brelan in the time of Charles IX., and although Brelan is no longer played, the word is still used in all French games to signify triplets, and “brelan-carré” is the common French term for four of a kind in _le poker Américain_. From Brelan we trace the French games of Bouillotte, and Ambigu, and the English game of Brag; but the game of poker, as first played in the United States, five cards to each player from a twenty-card pack, is undoubtedly the Persian game of _as nas_. The peculiar and distinguishing characteristic of Poker we find well described by Seymour, in his chapter on “Brag,” in the “Court Gamester,” 1719: “The endeavour to impose on the judgment of the rest who play, and particularly on the person who chiefly offers to oppose you, by boasting or bragging of the cards in your hand.
Should a player expose more than one card, he must cut again. FORMATION OF TABLE. 16. If there are more than four candidates, the players are selected by cutting; those first in the room having the preference. The four who cut the lowest cards play first, and cut again to decide on partners; the two lowest play against the two highest; the lowest is the dealer, who has choice of cards and seats, and, having once made his selection, must abide by it. 17. When there are more than six candidates, those who cut the two next lowest cards belong to the table, which is complete with six players; on the retirement of one of those six players, the candidate who cut the next lowest card has a prior right to any aftercomer to enter the table. CUTTING CARDS OF EQUAL VALUE. 18. Two players cutting cards of equal value, unless such cards are the two highest, cut again; should they be the two lowest, a fresh cut is necessary to decide which of those two deals.
1 is the perfect position for the spot stroke; the dotted lines in the others show the course that must be followed by the cue ball to recover the initial position. _=Man-of-war Game=_ is a variety of English billiards in which there are three white balls, each belonging to different players. The following _=LAWS=_ are taken, by permission, from the rules published by the Brunswick-Balke-Collender Co. ENGLISH BILLIARD LAWS. _=1.=_ The choice of balls and order of play shall, unless mutually agreed upon by the two players, be determined by stringing; and the striker whose ball stops nearest the lower [or bottom] cushion, after being forced from baulk up the table, may take which ball he likes, and play, or direct his opponent to play first, as he may deem expedient. _=2.=_ The red ball shall, at the opening of every game, be placed on the top [or red] spot, and replaced after being pocketed or forced off the table, or whenever the balls are broken. _=3.=_ Whoever breaks the balls, i.
Bath Coup, holding up Ace Jack on a King led by an adversary. Battre, F., to shuffle. Bedienen, G., to follow suit. Bekommen, G., to win. Bekennen, G., to follow suit. Belle, F.
The lines-- Where is this poor man to go? Over yond cuckoo s hill I O, embodies the popular belief that the soul winged its way like a bird, and they remind one of the passing of the soul over Whinny Moor (see funeral dirge in Aubrey s _Remains of Gentilisme_, p. 31). Grimm mentions the cuckoo hill (Gauchsberg). He says, Originally in Gauchsberg the bird himself may very well have been meant in a mystic sense which has fallen dark to us now (_Teut. Myth._, ii. 681). We know, too, the old belief that the cuckoo tells children how many years they have to live. These lines are also sometimes said, in addition to those given above-- Elder belder, limber lock, Three wives in a clock; Sit and sing, and call a spring, O-u-t spells out. The boy who bends down is supposed to be undergoing a great penalty.
--_Somerset and Dorset Notes and Queries_, i. 133. II. There camed a lady from other land, With all her children in her hand-- Please, do you want a sarvant, marm? Leave her. I leaves my daughter zafe and zound, And in her pocket a thousan pound, And on her finger a goulden ring, And in her busum a silver pin. I hopes when I return, To see her here with you. Don t e let her ramble; don t e let her trot; Don t e let her car the mustard pot. The Mistress says softly-- She shall ramble, she shall trot, She shall carry the mustard pot. --_Dorset County Chronicle_, April 1889; _Folk-lore Journal_, vii. 228.
Striking above or below the centre is all that is necessary. If it is required to vary the angle at which the object ball is to be struck, the distance below the centre will change the angle of direction in the cue ball without any side stroke. The art of accomplishing this is called _=compensation=_, an illustration of which is given in the diagram, A being the cue ball, and B the object ball. This is a half draw or force shot, the ball being struck about half way between its centre and the cloth. If we draw imaginary lines connecting the centres of A-B and B-C, and bisect the angle, we get the point D, which the cue ball must strike to make the carrom. This will drive the object ball in the direction D-E; but if it is desirable that the object ball should go more in the direction G-F, so as to secure a better position for the next shot, the cue ball will have to strike at G, which will make a draw shot, bringing it back in the direction H, securing the position, but missing the count. In this position the ignorant player puts on side, but all that is necessary to compensate for this deviation in the point of impact is to approach the point of the cue toward the centre of the ball the exact distance that the point G is from the point D. The higher the point of the cue is raised, the further the ball will go from the line D-H. If struck much above the centre, it will follow through the object ball, passing beyond the ball C altogether. [Illustration] When side is put upon a ball, it spins in that direction.