The deal passes to the left. _=Misdealing.=_ It is a misdeal if the dealer omits to have the pack cut, and the error is discovered before the last card is dealt; if he deals a card incorrectly, and does not remedy the error before dealing another; or if he counts the cards on the table, or those remaining in the pack; or if it is discovered before all have played to the first trick that any player has too many or too few cards. A misdeal loses the deal unless one of the other players has touched the cards, or has in any way interrupted the dealer. If any card is exposed by the dealer, the player to whom it is dealt may demand a new deal, provided he has not touched any of his cards. Any one dealing out of turn, or with the wrong cards, may be stopped before the last card is dealt. After that the deal stands good, and the packs, if changed, must so remain. _=IRREGULAR HANDS.=_ If, after the first trick has been played to, any two players are found to have more or less than their correct number of cards, the pack being perfect, the one having less must draw, face downward, from the hand of the one having more; and each must pay five counters into the pool. _=OBJECTS OF THE GAME.
They were young. They were good. But they had limitations. So much depended on the choice of Partners, so much on the sheer luck of who drew whom. THE SHUFFLE Father Moontree and the little girl named West entered the room. They were the other two pinlighters. The human complement of the Fighting Room was now complete. Father Moontree was a red-faced man of forty-five who had lived the peaceful life of a farmer until he reached his fortieth year. Only then, belatedly, did the authorities find he was telepathic and agree to let him late in life enter upon the career of pinlighter. He did well at it, but he was fantastically old for this kind of business.
SOLITAIRE CRIBBAGE. This game may be played by one person or by several, two to four making an interesting game, either as partners or each for himself. The individual player takes a full pack of fifty-two cards, shuffles and cuts, and deals off three for himself, two for his crib, and then three more for himself. Taking up the six, he sorts them and discards for the crib, just as if the two cards already there had been laid off by an opponent. The pack is then cut for the starter. There is no play, and the hand is turned up and counted, scoring it on a regular cribbage board. The crib is then counted and scored. Leaving the starter still face up on the top of the pack, the eight cards in hand and crib are thrown aside. For the next deal, the player gives himself three cards from the top of the pack, one of which was the starter on the last deal, then two for the crib and three more for himself, discarding for the crib, cutting a starter, counting and scoring hand and crib as before. This is continued until only four cards are left, one of them being the starter for the last deal.
[11] When the penalty for an insufficient declaration is not demanded, the bid over which it was made may be repeated unless some higher bid have intervened. [12] The question, “Partner, will you select the penalty, or shall I?” is a form of consultation which is not permitted. [13] The penalty is determined by the declarer (see Law 66). [14] See Law 50_a_. [15] If more than one card be exposed, all may be called. [16] The rule in Law 50_c_ as to consultations governs the right of adversaries to consult as to whether such direction be given. [17] Should the declarer play third hand before the second hand, the fourth hand may without penalty play before his partner. [18] As to the right of adversaries to consult, see Law 50_a_. [19] Either adversary may decide which card shall be considered played to the trick which contains more than four cards. [20] See Law 73.
Mr. Newell (_Games_, p. 55) prints words and tune of a song which is very similar to that ballad, and he mentions the fact that he has seen it played as a round by the Arabs of the street. He considers it to be an old English song which has been fitted for a ring game by the addition of a verse. See Lady on Yonder Hill. Lady on Yonder Hill I. Yonder stands a lovely lady, Whom she be I do not know; I ll go court her for my beauty, Whether she say me yea or nay. Madam, to thee I humbly bow and bend. Sir, I take thee not to be my friend. Oh, if the good fairy doesn t come I shall die.
If he has simply forgotten to claim it, he cannot amend the error after his adversary has played to the trick, and the score is lost. To avoid disputes, careful players leave one of the marriage cards face up among their cards, as a reminder that a marriage was claimed in that suit, either by the player with the card turned, or by his adversary. _=Counting.=_ A player is not allowed to make any record of his progress toward sixty-six, but must keep his count mentally. It is highly important to keep both your own and your adversary’s count, in order that you may always know how many each of you wants to reach 66. A player is not allowed to go back over his tricks to refresh his memory, and if he looks at any trick but the last one turned and quitted, he loses the privilege of “closing.” All _=irregularities=_ in playing and drawing are governed by the same rules as in Binocle. _=The Last Six Tricks.=_ After the stock is exhausted, marriages may still be led or shown, and scored; but the second player in each trick must follow suit if he can, although he is not obliged to win the trick unless he chooses to do so. If all the cards are played, the winner of the last or twelfth trick, counts 10 for it toward his 66.
_=In Double Pools=_, an extra hand is dealt for the widow, and a trump is turned. No player is allowed to look at his cards until it comes to his turn to declare. The dealer, beginning on his left, asks each in turn to announce his intentions. The player may _=stand=_ with the cards dealt him; or may _=take the widow=_ in exchange; or may _=pass=_. If he passes or takes the widow, he gives his original hand to the dealer, who places it on the bottom of the pack. If he takes the widow or stands, he must win at least one trick, or he is looed, and will forfeit three red counters to the next pool. If all pass but the player who has taken the widow, he wins the pool without playing, and the next deal must be a simple. If only one player stands, and he has not taken the widow, the dealer, if he will not play for himself, must take the widow and play to defend the pool. If he fails to take a trick, he is not looed; but the payment for any tricks he wins must be left in the pool, and the red counters for them should be changed for white ones, so that the amount may be easily divided at the end of the next pool. _=Flushes.
In a version sent by Miss Chase, and told her by a London maidservant, the children sit as in Hunt the Slipper. One steps in a corner out of earshot; the rest are named Gooseberry Tart, Cherry Tart, &c., by another, who recalls the child in the corner with-- Fool, fool, come to school, Pick me out a [cherry tart, as the case may be]. If he chooses the wrong one he is told-- Go back and learn your A, B, C. If rightly-- Take him and bake him, And give me a piece When he s done. The child is then led off in a squatting position. Later the one who named them pretends tasting, and says, Very nice, or You must be baked longer, when another squatting walk and wait takes place. A version sent by Mr. J. P.
_=HEARTSETTE.=_ Heartsette differs from hearts only in the addition of a widow. When four play, the spade deuce is deleted; twelve cards are given to each player, and the three remaining form the widow, which is left face downward in the centre of the table. When any other number play, the full pack is used. If there are three players, three cards are left for the widow: two cards are left when five play, and four when six play. The player winning the first trick takes in the widow, with any hearts it may contain. He is entitled to look at these cards, but must not show or name them to any other player. The game then proceeds in the usual way. Payments are made to the pool for all hearts taken in, and the pool is then won, divided, or remains to form a Jack, just as at Sweepstake Hearts. The chief difference in the game is that the other players do not know whether the winner of the first trick is loaded or not, and he is the only player who knows how many or what hearts are still to be played.
238. One Lancashire version (Miss Dendy) reverses the characters by making the Cobbler run round the ring, and the children requiring the shoe to be mended, call out, Blackie, come mend my slipper. Mrs. Harley, in another Lancashire version, gives the words sung to the tune printed as-- Pass on, pass on, passy on the slipper; The best fun we ever had was passing on the slipper. Holloway (_Dict. of Provincialisms_) says this game was well known in Somerset, Hants, Sussex, but now is almost out of fashion. He describes it as being played without words. The child who has to find the shoe stands in the centre of the circle. The chief amusement arises from the one in the circle who has the slipper striking the one who stands up (the searcher) while he or she is steadily looking for it in an opposite direction. Strutt (_Sports_, p.