If anything remains in the pool at the end, it is divided equally, unless a player demands that it shall be played for until won. Such extra deals are simples. _=RANK OF THE SUITS.=_ The suit turned on the first deal is called “belle” for that game. The suit turned on each succeeding deal is called “petite.” If belle turns up again, there is no petite for that deal. The suits are not first and second preference, as in Boston, but are used only to determine the value of the payments, and to settle which suits partners must name for trumps. The rank of the suits is permanent, as in Boston de Fontainbleau, but the order is, hearts, diamonds, clubs, and spades; hearts being highest. In France, the suits rank in this order in Boston de Fontainbleau, but in America diamonds outrank hearts. _=OBJECTS OF THE GAME.
Instead of stopping at the table at which this tray is encountered, all the gentlemen move on to the next, leaving the trays as they are. This skip enables each to finish the round without playing any of the hands twice. _=Scoring.=_ There must be four winners; the ladies with the best scores for the N & E hands respectively, and the gentlemen with the best S & W scores. If a choice is necessary, the lady and the gentleman taking the greatest number of tricks above the average should be selected as the winners. _=MARRIED COUPLES.=_ Safford has an ingenious schedule for eight married couples, so arranged in two sets that no husband and wife are ever in the same set at the same time. When seven sets have been played, every lady will have overplayed four hands against every other lady and gentleman, including four held by her husband. The same will be true of every man. Indicators are placed on the tables to show players their successive positions.
It is better to agree to _=count out=_ in twenty-one point Cassino; each player keeping mental count of the number of cards and spades he has taken in, together with any “natural” points. The moment he reaches 21 he should claim the game, and if his claim is correct he wins, even if his adversary has 21 or more. If he is mistaken, and cannot show out, he loses the game, no matter what his adversary’s score may be. If neither claims out, and both are found to be, neither wins, and the game must be continued to 32 points, and so on, eleven points more each time until one player claims to have won the game. _=Suggestions for Good Play.=_ The principal thing in Cassino is to remember what has been played especially in the counting and high cards, such as Aces, Eights, Nines, and Tens. In making pairs and combinations, give preference to those containing spades, and if you have to trail, do not play a spade if you can help it. If three Aces have been taken in, play the fourth, if you hold it, at the first opportunity, because it cannot be paired; but if there is another Ace to come, keep yours until you can make a good build with it. As between cards which were on the table and those trailed by an adversary, take in those trailed if you have a choice. Take in the adversary’s build in preference to your own, if you can, and build on his build at every opportunity.
If a player make a declaration (other than passing) out of turn, either adversary may demand a new deal, or may allow such declaration to stand, in which case the bidding shall continue as if the declaration had been in turn. If a player pass out of turn, the order of the bidding is not affected, _i.e._, it is still the turn of the player to the left of the last declarer. The player who has passed out of turn may re-enter the bidding in his proper turn if the declaration he has passed be overbid or doubled. 50. If a player make an insufficient or impossible declaration, either adversary may demand that it be penalized. The penalty for an insufficient declaration is that the bid is made sufficient in the declaration named and the partner of the declarer may not further declare unless an adversary subsequently bid or double. The penalty for an impossible declaration is that the bid is made seven in the suit named and the partner of the declarer may not further declare unless an adversary subsequently bid or double. Either adversary, instead of penalizing an impossible declaration, may demand a new deal, or that the last declaration made on behalf of his partnership become the final declaration.
I shrugged. I had my way with the dice, Peno. I dropped nine yards as fast as I could, then won it back. The spots came up for me every single roll but two, when I had my eye on something else. He snickered. We saw her, he said. How about it, Fowler? I asked my Lodge Brother. Was a worker tipping the dice tonight? I never felt it, he said. But the table had dropped nearly forty grand during the shift, which was about over when you started to play. He s too good for me, Wally.
Any number of persons may play, and the full pack of fifty-two cards is used, the cards being dealt in proportion to the number of players, as at Pope Joan. The eldest hand must begin by laying out the Five or Nine of some suit to start the first sequence. If he has neither of those cards he must pass, and the first player on his left who has a Five or a Nine must begin. The next player on the left must then continue the sequence in the same suit if he can, but he may play either up or down, laying the card on the right or left of the starter. If a Five is led, he may play a Four or a Six. Only one card is played at a time by each person in turn. Any person not being able to continue the sequence may start another if he has another Five, but he cannot start one with a Nine unless the first starter in the game was a Nine. He is also at liberty to start a new sequence with a Five or Nine instead of continuing the old, but he must play if he can, one or the other. If he is unable to play, he must pay one counter into the pool, which is won by the first player who gets rid of all his cards. The winner is also paid a counter for every card held by the other players.
76), but it more nearly resembles Club-Ball, an ancient English game (ibid., p. 83). The game of Cat, played with sticks and a small piece of wood, rising in the middle, so as to rebound when struck on either side, is alluded to in _Poor Robin s Almanack_ for 1709, and by Brand. Leigh (_Cheshire Glossary_) gives Scute as another name for the game of Cat, probably from _scute_ (O.W.), for boat, which it resembles in shape. See Cudgel, Kit-cat, Tip-cat. Cat-Beds The name of a game played by young people in Perthshire. In this game, one, unobserved by all the rest, cuts with a knife the turf in very unequal angles.
The principal thing for the dealer to remember is that if he cannot stop a long suit in the elder hand, he will have to provide in advance for a certain number of discards, and these must be so planned that guards will be preserved in the other suits. He should also get his hand into such condition that when he does get into the lead, he will not have to lead away from tenaces or guarded Kings. Careful attention to his adversary’s declarations, and a comparison of his own hand with his discards will usually guide the dealer to a correct conclusion as to what to keep and what to throw away in playing to tricks. Mathematicians have exhausted their resources on Piquet, but their conclusions are of little use to the average player. The subject of discards has been very fully illustrated by examples from actual play, especially in the _Westminster Papers_, but no one has yet given us any simple rules like the jeux de règle at Écarté. PIQUET NORMAND, FOR THREE PLAYERS. In this form of the game the players cut for seats and deal. The cards are dealt by twos and threes until each has ten, two cards remaining for the talon. The dealer may lay out any two cards in exchange for these, but no other player is allowed to touch them, nor to see the discards. The elder hand makes the first declarations.
After all the bets have been placed, the banker takes a large handful of the beans or counters from the bowl, and places them on the table, counting them off rapidly into fours. The number of odd counters remaining decides which number wins; if none remain, 4 wins. If there were 2 or 3 counters over, the banker would pay all bets on the corners 1 and 2, even money. If there were 2 over, he would pay all bets on the edge of the card between 1 and 2 at the rate of three for one, and so on. The counters are then returned to the bowl, and bets are placed for another coup. Sometimes the banker will draw a handful of beans from the bowl and place them upon the table, covering them with a saucer or with his cap. He then bets any player that there will be 1, 2, 3, or 4 left, the player taking his choice, and being paid three for one if he guesses correctly. In spite of the fact that this game is apparently perfectly fair for all concerned, the author has never seen an American who could win anything at it while a Chinaman was the banker. FARO. This is one of the oldest banking games, and is supposed to be of Italian origin.
. O ] The pins are set up as above. Three balls (not exceeding 6 inches in size) are allowed in each inning. If the four back pins are bowled down and the head pin is left standing, the score is 2. If all the pins are bowled down, the score is 1. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alleys cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 20.
For instance: You hold K x x; partner leads J, declarer covering with Queen. A glance at Dummy’s cards shows him to have 10 x x; so your partner may be credited with A 9. You have x x; your partner leading Q, covered by declarer with K, and Dummy having J x x. You may credit your partner with A 10. You have x x; your partner leads Q and declarer wins with Ace; Dummy holding 10 x x. Your partner must have J 9 and others, and the declarer has the King. There are several cases in which you should not allow Dummy to win the trick. If you have only one card of a suit in which your partner leads Ace then Queen, and Dummy has the King twice guarded, trump at once, if you can to prevent Dummy from getting into the lead. Your partner leads Queen; you holding A 10 x, and Dummy having K x x. Let the King make on the first round.
68. Should the third hand not have played, and the fourth play before his partner, the latter may be called on to win, or not to win the trick. 69. If any one omit playing to a former trick, and such error be not discovered until he has played to the next, the adversaries may claim a new deal; should they decide that the deal stand good, the surplus card at the end of the hand is considered to have been played to the imperfect trick, but does not constitute a revoke therein. 70. If any one play two cards to the same trick, or mix his trump, or other card, with a trick to which it does not properly belong, and the mistake be not discovered until the hand is played out, he is answerable for all consequent revokes he may have made. If, during the play of the hand, the error be detected, the tricks may be counted face downward, in order to ascertain whether there be among them a card too many; should this be the case, they may be searched, and the card restored; the player is, however, liable for all revokes which he may have meanwhile made. THE REVOKE. 71. Is when a player, holding one or more cards of the suit led, plays a card of a different suit.
When all the players but one have lost all their markers, the survivor takes the pool. FIVE OR NINE. This game, which is sometimes called Domino Whist, is simply Pope Joan or Matrimony without the layout. Any number of persons may play, and the full pack of fifty-two cards is used, the cards being dealt in proportion to the number of players, as at Pope Joan. The eldest hand must begin by laying out the Five or Nine of some suit to start the first sequence. If he has neither of those cards he must pass, and the first player on his left who has a Five or a Nine must begin. The next player on the left must then continue the sequence in the same suit if he can, but he may play either up or down, laying the card on the right or left of the starter. If a Five is led, he may play a Four or a Six. Only one card is played at a time by each person in turn. Any person not being able to continue the sequence may start another if he has another Five, but he cannot start one with a Nine unless the first starter in the game was a Nine.
A proved error in the honour score may be corrected at any time before the score of the rubber has been made up and agreed upon. 13. A proved error in the trick score may be corrected at any time before a declaration has been made in the following game, or, if it occur in the final game of the rubber, before the score has been made up and agreed upon. CUTTING. 14. In cutting the ace is the lowest card; between cards of otherwise equal value the heart is the lowest, the diamond next, the club next, and spade the highest. 15. Every player must cut from the same pack. 16. Should a player expose more than one card, the highest is his cut.
Both scores are now added up and the lower deducted from the higher, showing that THEY win 450 points on the balance. _=CUTTING OUT.=_ At the conclusion of the rubber, if there are more than four candidates for play, the selection of the new table is made by cutting; those who have just played having an equal chance with the newcomers. The reason for this is that a Bridge table is complete with four, and that a rubber is usually too long, with its preliminaries of making the trump, and its finalities of settling the score, for players to wait their turn. A rubber at Short Whist is often over in two hands; but a carefully played rubber at Bridge sometimes occupies an hour. _=CHEATING.=_ Most of the cheating done at the bridge table is of such a character that it cannot be challenged without difficulty, although there is enough of it to be most annoying. Some players will place an ace about four cards from the top when they shuffle the cards, so that when the pack is spread for the cut they can draw it and get the first deal. Second dealing is a common trick, especially on ocean steamers, marking the aces and slipping them back if they would fall to an adversary dealing them to the partner instead, who can go no trumps and score a hundred aces several times in an evening. Women are great offenders in trifling matters, such as asking the dealer if she passed it, when nothing has been said; looking over the adversaries’ hands as dummy, and then pushing dummy’s cards forward, as if arranging them, but in reality indicating which one to play.
_=25.=_ When a ball has been taken up, and any other than the next player’s ball stop on the spot it occupied, the ball so taken up must remain in hand till it can be replaced. But if it be the turn of the ball in hand to play before the one occupying its proper place, the latter must be taken up till there be room to replace it. _=26.=_ If the corner of the cushion should prevent the striker from playing in a direct line, he can have any ball removed for the purpose of playing at the object-ball from a cushion. _=27.=_ When three players, each with one life, remain in a pool, and the striker make a miss, the other two divide without a stroke. _=28.=_ Neither of the last two players can star, but if they are left with an equal number of lives each they may divide the pool; the striker, however, is entitled to his stroke before the division. _=29.
Most players consider themselves justified in doubling when they have six reasonably certain tricks in their own hands, trusting partner for one only. Great caution should be used in doubling no-trumpers, the position of the lead being carefully studied; because the odd trick usually settles the fate of the game when a no-trumper is doubled. While a player with the lead, and seven certain tricks in one suit, should double a no-trumper, his partner would be very foolish to do so, unless he had, in addition to his long suit, the heart ace; for it is a conventionality of the game for A to lead hearts if B doubles a no-trumper. The original maker of the trump should be very strong to justify him in redoubling the adversary. If he had four probable tricks originally, he may count the adversary who doubles for five, and of the four doubtful tricks remaining, the odds are against partner having the three which would be necessary to win the odd trick. _=Opening Leads.=_ The first lead must necessarily be made in the dark, but the selection of the suit will often depend on the trump, and whether it was named by the dealer or by his partner. If the dealer has made it red, and A has the A K of any plain suit, he should play the King, so as to retain the lead until Dummy’s hand is exposed. If the dealer passes it to his partner, he is probably weak in red. If Y makes it hearts, A should lead a supporting diamond, unless he has strength in another suit.
Crooky An old game called Crooky was formerly played at Portarlington, Queen s co., and Kilkee, co. Clare. Fifty years ago it was played with wooden crooks and balls, but about twenty-five years ago, or a little more, mallets were introduced at Kilkee; while subsequently the name was changed to Croquet. I have heard it stated that this game was introduced by the French refugees that settled at Portarlington.--G. H. Kinahan (_Folk-lore Journal_, ii. 265). Cross and Pile The game now called Heads and Tails (Halliwell s _Dictionary_).
If when spied or discovered the hider cannot reach home before being caught, he again has to hide (A. B. Gomme). (_b_) In the parish church of Bawdrip is a monument to Edward Lovell, his wife Eleanor (_née_ Bradford), and their two daughters Maria and Eleanor. The inscription touching the latter is:-- Eleanora . . . obiit Jun. 14, 1681. Hanc, subito et immaturo (ipsos pene inter hymenæos) fato correptam, m[oe]stissimus luxit maritus, et in gratam piamq.
| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.|Fochabers (Scotland). | Hampshire. | Northants. | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket o |Drawing a bucket of |Draw a pail of water. | | |water.