At the beginning of the game, for instance, the Rook cannot move at all. ♝ _=The Bishop=_ can be moved any number of squares at a time, forward or backward, but only in diagonal lines, never horizontally or vertically. For this reason the Bishop never leaves the squares of the same colour as that on which it originally stood. A Bishop is often spoken of as a white Bishop or a black Bishop, which does not mean that it is one of White’s Bishops, or one of Black’s; but that it stands upon a white or black square. Like the Rook, the Bishop cannot jump over other pieces, and cannot be moved at all until one or other of the two Pawns diagonally in front of it have opened the way. ♛ _=The Queen=_ combines the movements of the Rook and Bishop, and can be moved horizontally, vertically, or diagonally, any number of squares at a time, provided that the path is clear. Like the Rook and Bishop, she cannot move at all until some of the adjoining pieces have made a way for her. ♚ _=The King=_ has the same movement as the Queen, but is limited to one square at a time. The King is not allowed to move to a square which would expose him to capture by adverse pieces, for reasons which will presently be explained. ♞ _=The Knight=_ has a very peculiar movement, which is L shaped, and necessitates his changing the colour of the square he stands on, every time he moves.
Owing to the absence of the draw, there is no clue to the strength of an opponent’s hand, except his manner, and the amount of his bet. The hands shown are much weaker than the average of those at Draw Poker, being about equal to hands that a player in that game would come in on. Triplets are very strong at Straight Poker, and two pairs will win three out of four pools in a five-handed game. The great element of success is bluff. STUD POKER. The arrangements for the cards, seats, antes, buck, etc., are precisely as at Straight Poker; but in dealing, only the first card is dealt face down, the remaining four being turned up by the dealer as he gives them out. Each player in turn then looks at his _=down card=_, and the betting proceeds as in Straight Poker, each player having the privilege of passing once before a bet is made. A much more popular method is to stop the deal at two cards, each player having received one face down, and another face up. The best card showing then makes the first bet, and each player in turn must meet it, raise it, or pass out of that pool.
If both players displace their front pegs, as by accident, they may agree to replace them where they believe them to have stood; but if they cannot agree they must call the game void. _=Pegging Out.=_ In pegging during the play, the first man to reach his game hole wins, no matter what either may have in hand or crib. If neither can peg out in play, the non-dealer has the first show. If he cannot show out, the dealer proceeds to count his hand and then his crib. If he cannot show out there must be a new deal. _=CHEATING.=_ The greatest advantage at Cribbage is to secure good starters, and for this purpose the greek adopts various methods of trimming and marking the cards so that he may secure a starter exactly suited to his hand. After trimming certain cards a trifle longer or shorter than others, the pack to be cut may be presented to the pone in such a manner that he will unconsciously lift them either by the ends or the sides, according to the wish of the dealer, and so uncover a starter exactly suited to the dealer’s hand or crib. When the sharper has the cut, he can of course uncover any card he pleases.
One version, from Eckington, Derbyshire, curiously begins with washing hands and face, combing hair, &c., and then continuing with the Looby game, an apparent mix-up of Mulberry Bush and Looby. Three more versions, Sporle, Cornwall, and Dorsetshire, also have different beginnings, one (Dorsetshire) having the apparently unmeaning I love Antimacassar. (_d_) The origin and meaning of this game appears somewhat doubtful. It is a choral dance, and it may owe its origin to a custom of wild antic dancing in celebration of the rites of some deity in which animal postures were assumed. The Hexham version, Here we come louping [leaping] may probably be the oldest and original form, especially if the conjecture that this game is derived from animal rites is accepted. The term looby, lubin, or luby does not throw much light on the game. Addy (_Sheffield Glossary_) says, Looby is an old form of the modern lubber, a clumsy fellow, a dolt. That a stupid or ridiculous meaning is attached to the word looby is also shown by one of the old penances for redeeming a forfeit, where a player has to lie stretched out on his back and declare, Here I lie The length of a looby, The breadth of a booby, And three parts of a jackass. The Scottish forms of the game bear on the theory of the game being grotesque.
III. I lost my supper last night, and the night before, And if I lose it this night, I shall never have it no more. --Berrington (_Shropshire Folk-lore_, p. 512). IV. I ve come to borrow the riddle (= sieve), There s a big hole in the middle. I ve come to borrow the hatchet, Come after me and catch it. --Chirbury (_Shropshire Folk-lore_, p. 512). V.
The first player holds up a number in his closed hand and says, Ho-go; the second says, Handfull; the first then says, How many? The other guesses. If he should guess correctly he is entitled to take them all; but otherwise he must give the difference between the number he guessed and the number actually held up to make.--Lowsley s _Berkshire Words_. It is also called How many eggs in a basket? --London (J. P. Emslie). See Hairry my Bossie. Hoilakes The name of a game of marbles which are cast into a hole in the ground.--Easther s _Almondbury and Huddersfield Glossary_. Holy Bang A game with marbles, which consists in placing a marble in a hole and making it act as a target for the rest.
|Naughty miss, she |Naughty old maid, she | -- | | |won t come out. |won t come out. | | | 44.|To help us with our |To help us with our | -- | | |dancing. |dancing. | | | 45.|Now we ve got our |Now we ll get our | -- | | |bonny lass. |bonny lass. | | | 46.|To help us with our |To help us with our | -- | | |dancing.
_=SUGGESTIONS FOR GOOD PLAY.=_ The great secret of success in auction lies in sound bidding, so that no bid shall have a double meaning and the partner may be able to rely absolutely on the information which the bid should convey. The complications of the situation are so numerous, owing to the variations introduced by each succeeding bid as the players over-call one another, that it would be impossible to cover them in a work of this kind, and the student would do well to consult some such work as “Whitehead’s Conventions,” which covers every situation that could possibly arise in the bidding. A few general hints may be of assistance in showing the principles that govern the more common situations. _=The Dealer’s Bids=_ may be divided into four parts; a spade, a losing suit, a winning suit, and no trumps. The one-spade bid simply means, “I pass,” but it does not signify that he will not be willing to bid on the second round. It has nothing whatever to do with the spade suit. The dealer should never call any suit on the first round of bids unless he has two sure tricks in it. If it is a losing suit, he may have just those two tricks and nothing else, and the shorter the suit the better, but the tricks must be A K, or K Q J, or A Q J. If it is a winning suit he must have at least five cards of it and a trick or two in some other suit to back it up.
=_ Six prizes are usually provided for large companies. The lady and gentleman having the largest number of gold stars taking the first prizes; the largest number of red stars winning the second prizes; and the largest number of green stars the booby prizes. One player cannot win two prizes. In case of ties for the gold stars, the accompanying red stars decide it; if that is also a tie, the player with the fewest number of green stars wins; and if that is still a tie, the players must cut for it. The hostess decides the hour at which play shall cease, and is the referee in all disputes. MILITARY EUCHRE. The hostess arranges each table as a fort, with a distinguishing flag and a number of small duplicate flags. The partners who sit East and West progress round the room from table to table, and play one game of five points at each, no lone hands allowed. The winners of each game get a little flag from the losers as a trophy. By the time the E and W pairs have made the circuit of all the tables and got home again, the game is ended, the victors being the fort that has captured the greatest number of flags.
The totals at the end of the match show that _c_ is the winner, losing less tricks than any other player. [Illustration: +-------+----+----+----+----+----+----+----+----+ |Players| a | b | c | d | e | f | g | h | |-------+----+----+----+----+----+----+----+----+ |Set 1 | - | 4 | - | 4 | 4 | - | 4 | - | | +----+----+----+----+----+----+----+----+ | 2 | - | 2 | - | 2 | - | 2 | - | 2 | | +----+----+----+----+----+----+----+----+ | 3 | 5 | 5 | - | - | - | - | 5 | 5 | | +----+----+----+----+----+----+----+----+ | 4 | 1 | - | - | 1 | 1 | - | - | 1 | | +----+----+----+----+----+----+----+----+ | 5 | - | - | 3 | 3 | - | - | 3 | 3 | | +----+----+----+----+----+----+----+----+ | 6 | - | - | - | - | 3 | 3 | 3 | 3 | | +----+----+----+----+----+----+----+----+ | 7 | 4 | - | - | 4 | - | 4 | 4 | - | +-------+----+----+----+----+----+----+----+----+ |Totals | 10 | 11 | 3 | 14 | 8 | 9 | 19 | 14 | +-------+----+----+----+----+----+----+----+----+ ] _=Large Numbers of Individuals.=_ Several ingenious methods have been devised for handling large numbers of players, especially in domestic parties; Safford and Mitchell having both distinguished themselves in this line. The simplest form has been suggested by Mitchell, and is especially adapted for social gatherings of ladies and gentlemen. As many tables as possible are filled; all the ladies sitting N & E; the gentlemen S and W. [Illustration: LADY L +---------+ +---------+ | N | | N | GENTLEMAN|W E|LADY G|W E|L | S | | S | +---------+ +---------+ GENTLEMAN G ] The number of hands dealt at each table must be adjusted to the number of tables filled, and the time to be devoted to play. The trays containing the hands are passed to the West, and all the gentlemen move one table to the East, the ladies sitting still. In all the changes each gentleman keeps to his original point of the compass, South or West. When he arrives at the table he started from, the round is finished. If an odd number of tables are engaged in play, the changes may take place in regular order to the end.
Décavé, F., frozen out; the entire amount of the original stake being lost. Défausser, se, F., to discard. D’emblée, F., on the first deal; before the draw. Despatchers, dice which are not properly marked, having two faces alike, such as double fives. Devil’s bed posts, the four of clubs. Discarding, getting rid of a card in plain suits when unable to follow suit and unwilling to trump. Donne, (avoir la) to have the deal.
=_ The great strength of the expert lies in his ability to draw correct inferences from the fall of the cards, and to adapt his play to the circumstances. Inferences from the various systems of leads and returns are too obvious to require further notice; but attention may be called to some that are often overlooked, even by advanced players: If a suit led is won by Third Hand with King or Ace; and the original leader wins the second round with King or Ace, the adversaries must have the Queen. If the Third Hand plays Ace first round, he has neither King nor Queen. If he plays Queen on a Ten led, he has no more. If he plays Ace on a King led, he has the Jack alone, or no more. If the Second Hand plays King first round on a small card led, he has Ace also, or no more. If he plays Ace under the same conditions, he has no more. [See Minneapolis Lead.] If a suit is led, and neither Third nor Fourth Hand has a card in it above a Nine, the original leader must have A Q 10, and the second player K J. When neither Third nor Fourth Hand holds a card above the Ten, the major and minor tenaces are divided between the leader and the Second Hand.
There is no trump in Piquet, and all suits are equal in value. Two packs are sometimes used, one by each player in his proper turn to deal. The cards have a certain pip-counting value, the Ace being reckoned for 11, other court cards for 10 each, and the 7 8 9 10 for their face value. _=MARKERS.=_ As the scores are not put down until the end of the hand or play the game is usually kept on a sheet of paper, or it may be marked on a cribbage board. _=PLAYERS.=_ Piquet is played by two persons, who sit opposite each other. They are known as the dealer, and the elder hand or pone. _=CUTTING.=_ They cut for seats and cards, the lower cut having the choice, and dealing the first hand.
|8 tricks.|9 tricks.|10 tricks. ---------------+---------+---------+---------+---------+---------- Spades | 40 | 80 | 120 | 160 | 200 Clubs | 60 | 120 | 180 | 240 | 300 Diamonds | 80 | 160 | 240 | 320 | 400 Hearts | 100 | 200 | 300 | 400 | 500 No-trumps | 120 | 240 | 360 | 480 | 600 ---------------+---------+---------+---------+---------+---------- The successful bidder always leads for the first trick, after he has taken the widow and discarded, and after the hand is played, he has the first count. If he has made as many as he bid, he scores it; but he cannot score more than he bid unless he succeeds in winning every trick. In that case he scores 250 if his bid was less than 250; but if his bid was more than 250, he gets nothing extra for winning every trick. Any player but the bidder winning a trick scores ten points for it, so it is necessary for each player to keep separate the tricks he individually wins. If the bidder fails, he loses, or is set back, as many points as he bid, and he scores nothing for the tricks he takes, but he may play the hand out to prevent the others from scoring, as his adversaries still get ten points for each trick they win. Five hundred points is game, and as the bidder has the first count he may go out first, even if an adversary has won tricks enough to reach 500 also. EUCHRE LAWS.
_=Adversaries’ Play.=_ The player to the left of the caller should not lead trumps; but if the solo player has had a lead, and has not led trumps himself, the player on his right should take the first opportunity to lead them through him. The player to the left of the caller should not lead from suits headed only by the King; nor from those containing major or minor tenaces. The best leads are from suits headed by Q J or 10, even if short. With such high-card combinations as can be used to force the command in one round, such as K Q, or K Q J, the regular whist leads should be used. With suits headed by winning sequences, held by the player on the left, it is often right to lead them once, in order to show them, and then to lead a weaker suit to get rid of the lead. It is sometimes better to play winning sequences as long as it seems probable that the caller can follow suit. Many persons use the Albany lead to indicate a wish for trumps to be led through the caller. In response to such a signal the best trump should be led, whatever it is. When the adversary who leads in any trick is not on the left of the solo player, the caller will, of course, not be the last player, as at least one adversary must play after him.
DUCK PIN GAME. THE PINS ARE SPOTTED THE SAME AS THE AMERICAN GAME OF TEN PINS. A regulation Duck Pin shall be 9 inches high, 1½ inches in diameter at the top, 3½ inches in diameter at the body of the pin, and 1⅜ inches in diameter at the base; shall taper gradually from the bottom to the largest part of the body, and shall be as near uniform in weight as possible. No ball exceeding 4½ inches in diameter can be used in games. Each player to roll three balls to each frame, and each player to roll two frames at a time. A line shall be drawn ten feet beyond the regular foul line, and any ball delivered beyond the first named line shall be declared foul. All other rules of the American Bowling Congress govern. KINSLEY CANDLE PIN. The Count--Two balls shall be allowed for frame. Strikes--A strike is credited when a player bowls over the ten pins with the delivered ball.
vii. On page 62, last line, _insert_ vol. xix. _after_ _Journ. Anthrop. Inst._ On page 66, line 4, _delete_ Move All. On page 224, fig. 3 of Hopscotch should be reversed. On page 332, diagram of London omitted.
Others depend more on martingales, which are guides to the amount of the bets themselves, irrespective of what they are placed on. The most common form of martingale is called _=doubling up=_, which proceeds upon the theory that if you lose the first time and bet double the amount the next time, and continue to double until you win, you must eventually win the original amount staked. If there was no end to your capital, and no betting limit to the game, this would be an easy way to make money; but all banking games have studied these systems, and have so arranged matters that they can extend their heartiest welcome to those who play them. In the first place, by simply doubling up you are giving the bank the best of it, because you are not getting the proper odds. If you double up five times you are betting 16 to 1; but the odds against five successive events are 31 to 1, as we have already seen, and the bank should pay you 31 instead of 16. You should not only double, but add the original amount of the stake each time, betting 1, 3, 7, 15, 31, 63, and so on. If you do this, you will win the amount of your original stake for every bet you make, instead of only for every time you win. This looks well, but as a matter of fact doubling up is only another way of borrowing small sums which will have to be paid back in one large sum when you can probably least afford it. Suppose the game is Faro, the chips five dollars a stack, and the limit on cases twenty-five dollars. The limit on cases will then be 400 chips.
--Mactaggart s _Gallovidian Encyclopædia_. This is a general form of determining sides or beginning a game all over the country. Hecklebirnie A play among children in Aberdeenshire. Thirty or forty children in two rows, joining opposite hands, strike smartly with their hands thus joined on the head or shoulders of their companion as he runs the gauntlet through them. This is called passing through the mires of Hecklebirnie. --Jamieson. The editors of Jamieson append a lengthy note connecting the name of this game with the northern belief that the wicked were condemned to suffer eternal punishment in Hecla, the volcanic mountain in Iceland. See Namers and Guessers. Hen and Chicken Chickery, chickery, cranny crow, I went to the well to wash my toe, When I got back a chicken was dead. This verse is said by the Hen to her Chickens, after which they all go with the Hen to search for the dead Chicken.
=_ There are two systems of playing, known as _=playing off=_, and _=playing on=_, and they are selected according to the player’s position in the score. Long experience has shown that in six-card Cribbage the average expectation of the non-dealer for his hand and play is 12 points; and for the dealer, in hand, crib, and play, is 17. This being so, each player having had a deal, their scores should be about 29. If a player is 29 or more, he is said to be _=at home=_; and if he is seven or more points ahead of his adversary on even deals, he is said to be _=safe at home=_. When a player is safe at home, he should play off; that is, take no chances of scoring himself that might give his adversary a chance to make a still better score. This is usually found in the method of playing sequences. A player who avoids playing cards that might lead up to a run is said to play off. If he invites the run, hoping to make it longer himself, he is said to play on. When a player is behind, it is better for him to play on, and to seize every chance to score, especially with sequences. As it is considered an advantage to be ahead on the first deal, most players prefer a forward game on the opening hand.
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| | | 13.| -- | -- | -- | | 14.| -- | -- | -- | | 15.| -- | -- | -- | | 16.| -- | -- | -- | | 17.| -- | -- | -- | | 18.| -- | -- | -- | | 19.| -- | -- | -- | | 20.|You shall have a |You shall have a |Ye sall get a drake. | | |drake.
| -- | -- |And leave the poor | | | | |woman a widow. | | 34.| -- | -- | -- | | 35.| -- | -- |Bells shall ring, | | | | |birds shall sing. | | 36.| -- | -- | -- | | 37.| -- | -- |We ll all clap hands | | | | |together. | | 38.| -- | -- | -- | | 39.| -- | -- | -- | | 40.
There are some players who pretend to be so guided by probabilities that they never go into a pool unless the chances in favour of their having a good hand after the draw are at least equal to the odds they have to bet by going into the pool. This is all nonsense; for no player knows when he goes into a pool how much it will cost him to get out, and the value of his individual hand is an unknown quantity at the best, because it cannot be compared to the others. One thing only is certain, and that is that in the long run the player who goes in with the strongest hand will still have the strongest hand after the draw. This is an important thing to remember in jack pots, in which the value of at least one hand is known. If you draw to a pair smaller than Jacks, you do so with the full knowledge that the pair itself is not strong enough to win. Now what are the odds against your winning the pool? Suppose you hold tens, and draw three cards. Your chance of improving your hand is a little better than one in five. The opener of the jack pot has exactly the same chance, and if both of you draw cards a hundred times under those circumstances, he will beat you in the long run, to say nothing of the other players who may come in and beat both of you. It is therefore evident that in backing tens against openers, it is four to one against your beating the openers to begin with, and if you do beat them the odds are still against your winning the pot. If there were five players, and the jack pots were all equal in amount, you would have to win one pot out of five to make your investment pay.
SEC. 2. If after the first trick has been turned and quitted on the overplay of a deal, a player is found to have less than his correct number of cards, and the others have their correct number, such player shall be answerable for the missing card or cards and for any revoke or revokes which he has made by reason of its or their absence. LAW VI.--PLAYING, TURNING AND QUITTING THE CARDS. SEC. 1. Each player when it is his turn to play, must place his card face up before him and towards the center of the table and allow it to remain in this position until all have played to the trick, when he must turn it over and place its face down and nearer to himself, placing each successive card as he turns it, so that it overlaps the last card played by him and with the ends towards the winners of the trick. After he has played his card and also after he has turned it, he must quit it by removing his hand. SEC.
| | 38.| -- | -- | -- | | 39.| -- |Don t you think [ ] | -- | | | |a nice young man? | | | 40.| -- |Don t you think [ ] | -- | | | |as handsome as he? | | | 41.| -- |Then off with the | -- | | | |glove, on with the | | | | |ring. | | | 42.| -- |You shall be married | -- | | | |when you can agree. | | | 43.| -- | -- | -- | | 44.| -- | -- | -- | | 45.
The first card led or “pitched” by the eldest hand is the trump suit for that deal. _=MISDEALING.=_ If any card is found faced in the pack, or the pack is proved to be imperfect, the same dealer deals again. If he deals without having the cards cut, or gives too many or too few cards to any player, it is a misdeal, and the deal passes to the next player on the misdealer’s left. If the dealer exposes a card, the adversaries may elect to have the deal stand, or to have a new deal by the same dealer. In _=Pitch=_, a misdeal does not lose the deal, because the deal is no advantage. _=BEGGING.=_ The deal completed, and the trump turned, the eldest hand looks at his cards, the other players leaving theirs untouched. If the eldest hand is not satisfied, he says: _=I beg=_; and the dealer, after examining his own hand, has the option of giving him a point or _=running the cards=_. If he decides to give the point, he says: _=Take it=_, and the eldest hand immediately scores one for the _=gift=_.
Biddy-base A Lincolnshire name for Prisoner s Base. --Halliwell s _Dictionary_; Peacock s _Manley and Corringham Glossary_; Cole s _S. W. Lincolnshire Glossary_. Biggly Name for Blind Man s Buff. --Dickinson s _Cumberland Glossary_. Billet The Derbyshire name for Tip-cat. --Halliwell s _Dictionary_. Billy-base A name for Prisoner s Base. --Halliwell s _Dictionary_.