It is evident to A that neither B nor Z holds either Jack or Seven of trumps; so both those cards must be with Y. As B has no more trumps the adversaries must have both Pedroes, and Y must have one, as he holds four trumps. If they are divided, A can catch both by cinching this trick with the King and leading the Ace; but if Y has both Pedroes, such a course would lose Jack, Game, and one Pedro. If A cinches this trick with the Ten, allowing Y to win with the Jack, A must catch both Pedroes, no matter how they lie, provided Y leads the trump Seven, for A will refuse to win it. Y sees his danger, and by leading a Pedro to A, forces him either to pass it, or to get into the lead and free the other Pedro. A-B score nothing: Y-Z score 7 for Jack, Game, Pedro; and 8 in addition, for points bid but not made by A-B; 15 altogether. _=No. 2.=_ At trick 2, Y sees that he cannot save Low, and the lead would be a great disadvantage, because either A has all the remaining trumps, or Y’s partner has an unguarded Pedro. At trick 3, A knows that if Y has Ace, and Z Pedro, A can still make his bid by catching Jack, and saving his own Pedro.
D for Dame, or Queen. T for Thurm, or Rook. L for Läufer, or Bishop. S for Springer, or Knight. The Pawn is called a Bauer, but when it is moved no initial is given, simply the square it comes from. In Diagram No. 12, for instance, the English notation for the first two moves made by white would be:--P-K 4, and K Kt-B 3, or, Kt-K B 3. The German notation would be:--e 2-e 4; and S g 1-f 3. The move of the Knight, it will be observed, gives the initial of the piece and the square upon which it stands, and then the square to which it is moved. A capture is indicated by the letter “n” taking the place of the dash.
If the offender has won any tricks, the payment for them must be left in the pool in white counters, to be divided among the winners of the next pool. The offences are divided, some being paid for to the current pool, such as those for errors in the deal, while others are not paid until the current pool has been divided. If any player looks at his hand before his turn to declare, or the dealer does so before asking the others whether or not they will play, or if any player announces his intention out of his proper turn; the offender in each case forfeits three red counters to the current pool, and cannot win anything that deal, but he may play his hand in order to keep counters in the pool. If he plays and is looed, he must pay. _=Revokes.=_ If a player, when able to do so, fails to follow suit, or to head the trick, or to lead trumps, or to lead the ace of trumps, (or King when ace is turned,) or to trump a suit of which he is void, the hands are abandoned on discovery of the error, and the pool is divided as equally as possible among those who declared to play, with the exception of the offender. Any odd white counters must be left for the next pool. The player in fault is then held guilty of a revoke, and must pay a forfeit of six red counters to the next pool. The reason for the division of the pool is that there is no satisfactory way to determine how the play would have resulted had the revoke not occurred. It is impossible to take back the cards and replay them, because no one would have a right to judge how much a person’s play was altered by his knowledge of the cards in the other hands.
Those first in the room have the preference. If more than the necessary number assemble, the choice shall be determined by cutting, those cutting the lowest cards having the right to play. Six persons is the largest number that can play at one table. The player cutting the lowest card has the deal. 2. In cutting, the Ace is low. Players cutting cards of equal value, cut again. All must cut from the same pack, and any person exposing more than one card must cut again. Drawing cards from an outspread pack is equivalent to cutting. 3.
In Hants the children stand _vis-à-vis_, as in a country dance. One of the number is sent out of earshot, and the others decide with the Captain as to the name of the bird each wishes to personate. The Captain then calls to the child who is out, Tom Fool, Tom Fool, come home from school, and pick me out a blackbird, cuckoo, or other bird. If Tom Fool is wrong in his guessing after three trials, he is condemned to run the gauntlet, being pelted with gloves or handkerchiefs not too mercifully.--Bitterne, Hants (Miss Byford). In Sussex there is the same action with the following words, but there is no chasing or hitting-- Of all the birds in the air, Of all the fishes in the sea, You can pick me out [ ] If the children fail to do so, they say-- Poor fool, been to school, Learn more in a week; Been there seven years And hasn t learnt a bit. --Hurstmonceux, Sussex (Miss Chase). The same game is played indoors in Cornwall, the reply being-- Fool, fool, go back to school And learn your letters better. --Cornwall (_Folk-lore Journal_, v. 99-80).
Gomme). See Cat and Dog. Curcuddie I. Will ye gang to the lea, Curcuddie, And join your plack wi me, Curcuddie? I lookit about and I saw naebody, And linkit awa my lane, Curcuddie. --Chambers _Popular Rhymes_, p. 139. II. Will ye gang wi me, Curcuddie, Gang wi me o er the lea? I lookit roun , saw naebody; Curcuddie, he left me. --Biggar (William Ballantyne). (_b_) This is a grotesque kind of dance, performed in a shortened posture, sitting on one s hams, with arms akimbo, the dancers forming a circle of independent figures.
The best British makers have standardised sizes, and sell infantry and cavalry in exactly proportioned dimensions; the infantry being nearly two inches tall. There is a lighter, cheaper make of perhaps an inch and a half high that is also available. Foreign-made soldiers are of variable sizes. IV THE BATTLE OF HOOK S FARM AND now, having given all the exact science of our war game, having told something of the development of this warfare, let me here set out the particulars of an exemplary game. And suddenly your author changes. He changes into what perhaps he might have been--under different circumstances. His inky fingers become large, manly hands, his drooping scholastic back stiffens, his elbows go out, his etiolated complexion corrugates and darkens, his moustaches increase and grow and spread, and curl up horribly; a large, red scar, a sabre cut, grows lurid over one eye. He expands--all over he expands. He clears his throat startlingly, lugs at the still growing ends of his moustache, and says, with just a faint and fading doubt in his voice as to whether he can do it, Yas, Sir! [Illustration: Fig. 5b--Battle of Hook s Farm.
|Draw a pail of water. |Draw a pail of water. |Draw, draw water. | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.|For my lady s |Send a lady a |For my lady s | | |daughter. |daughter. |daughter. | | 5.
x Foster’s Common Sense in Whist, by R.F. Foster. * Foster’s Self-Playing Cards, by R.F. Foster. x Foster’s Duplicate Whist, by R.F. Foster. Foster’s American Leads, by R.
Chickidy Hand. Chinnup. Chinny-mumps. Chock or Chock-hole. Chow. Chuck-farthing. Chuck-hole. Chucks. Church and Mice. Click.
This was all the reciter could recollect; the lines of the ballad were sung by an old woman, the ring answering with the game-rhyme. This version seems to indicate clearly that in this game we have preserved one of the ceremonies of a now obsolete marriage-custom--namely, the disguising of the bride and placing her among her bridesmaids and other young girls, all having veils or other coverings alike over their heads and bodies. The bridegroom has to select from among these maidens the girl whom he wished to marry, or whom he had already married, for until this was done he was not allowed to depart with his bride. This custom was continued in sport as one of the ceremonies to be gone through after the marriage was over, long after the custom itself was discontinued. For an instance of this see a Rural Marriage in Lorraine, in _Folk-lore Record_, iii. 267-268. This ordeal occurs in more than one folk-tale, and it usually accompanies the incident of a youth having travelled for adventures, sometimes in quest of a bride. He succeeds in finding the whereabouts of the coveted girl, but before he is allowed by the father to take his bride away he is required to perform tasks, a final one being the choosing of the girl with whom he is in love from among others, all dressed alike and disguised. Our bridal veil may probably originate in this custom. In the ballad from which Mr.
Four Aces is always a no-trumper, no matter what the rest of the hand may be. If he is obliged to make it black, and has three or four probable tricks, he should announce whichever suit he is best in. Attention should be paid to the score; for in many instances the suit must be selected so that the adversaries cannot win the game with the odd trick, even if they double. _=Doubling.=_ The dealer or his partner having announced the trump, the adversary should carefully consider the score before doubling or playing. 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.
=_ 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. With marked edges, the pone can cut down to a card of any desired denomination. Some audacious gamblers make it a rule to get a starter by simply removing the top card and turning up the next one.
If you don’t trump, the dealer will probably get in and swing the right bower, and your trump will be lost. If your partner has ordered, made, or taken up the trump, and you have only one trump, even a bower, trump with it at the first opportunity. Trump everything second hand, unless it takes the right bower for a doubtful trick, or breaks into the major tenace in trumps. _=Discarding.=_ It is best to throw away singletons, unless they are aces. If you have two cards of equal value, but of different colours, one of which must be discarded, it is usual to keep the one of the same colour as the turn-up when playing against the dealer. Discard suits that the adversaries are trumping. If your partner discards a suit in which you have a high card, keep that suit, and discard another. If you have both ace and King of a plain suit, discard the ace, to show partner that you can win a trick in the suit. It is very often important to discard correctly when playing against a lone hand, especially if the lone player leads trumps for the fourth trick.
The Q or J at the head of five trumps may be of great use to a partner with an honour. When the eldest hand has proposed, and his partner sits opposite him, trumps should be led at once, and all combinations played as at Whist. The foregoing principles equally apply when the eldest hand has accepted a proposal, if the player can be depended on to have proposed on general strength. When partners sit opposite each other, the general principles of leading, establishing, defending, and bringing in suits, are the same as at Whist, and the usual trump signals and echoes are made use of. The game is practically Whist, with the additional knowledge that both proposer and acceptor have strong hands. When partners sit next each other, there are many opportunities for leading strengthening cards through the adversaries, especially in the partner’s known or inferred strong suit. _=Finesse.=_ If neither proposer nor acceptor is the eldest hand, they should make no finesses; but get into the lead as soon as possible, and exhaust the trumps. The greatest danger of defeat for a proposal and acceptance is that the adversaries, with the original lead, may establish a cross-ruff, or get six tricks with their winning cards before the calling players get a lead. It is a common artifice for the proposer and acceptor, after they have exhausted the adversaries’ trumps, each to show a strong suit by leading it once, and then to lead the highest card of a weaker suit; thus offering each other chances for successful finesse.
The successful adventurer is the person who puts the pin between two leaves including a picture which is the prize, and the pin itself is the forfeit (_Blackwood s Magazine_, Aug. 1821, p. 36). This was a general school game in West London in 1860-1866 (G. L. Gomme). Dab-an-thricker A game in which the _dab_ (a wooden ball) is caused to spring upwards by a blow on the _thricker_ (trigger), and is struck by a flat, bottle-shaped mallet fixed to the end of a flexible wand, the distance it goes counting so many for the striker.--Ross and Stead s _Holderness Glossary_. This is the same as Knur and Spell. Dab-at-the-hole A game at marbles (undescribed).
Moolie Pudding The game of Deadelie; one has to run with the hands locked and taen the others.--Mactaggart s _Gallovidian Encyclopædia_. See Chickidy Hand, Deadelie, Hunt the Staigie, Whiddy. More Sacks to the Mill A very rough game, mentioned in Dean Miles MS., p. 180 (Halliwell s _Dictionary_). Lowsley (_Berkshire Glossary_) says this is a favourite game with children at Christmas-time, when wishing for one of a romping character, but he does not describe it further. Northall (_English Folk Rhymes_, p. 354) says that in Warwickshire and Staffordshire boys torture an unfortunate victim by throwing him on the ground and falling atop of him, yelling out the formula, Bags to [on] the mill. This summons calls up other lads, and they add their weight.
The pack must not be so shuffled as to expose the face of any card; if a card is so exposed the pack must be reshuffled. LAW II.--CUTTING FOR THE TRUMP. SEC. 1. The dealer must present the cards to his right hand adversary to be cut; such adversary must take from the top of the pack at least four cards and place them toward the dealer, leaving at least four cards in the remaining packet; the dealer must reunite the packets by placing the one not removed in cutting upon the other. If, in cutting or in reuniting the separate packets, a card is exposed, the pack must be reshuffled and cut again; if there is any confusion of the cards or doubt as to the place where the pack was separated, there must be a new cut. LAW III.--DEALING. SEC.
If both sides revoke, the deal is void, and the same dealer must deal again. Any player having none of the suit led may either trump, or throw away a card of another suit. The highest card played, if of the suit led, wins the trick, trumps winning against all other suits, and a higher trump winning a lower. The winner of the trick may lead any card he pleases for the next trick, and so on, until all five tricks have been played. If the dealer takes the trump into his hand, any player naming it is liable to have his highest or lowest trump called; but a player may ask and must be informed what the trump suit is. _=Cards Played in Error.=_ All cards led out of turn, played in error, or two or more played to a trick, or dropped face upward on the table, are called _=exposed cards=_, and must be left face up on the table. These must be played when called by the adversaries, unless compliance with the demand would make the player revoke; but the fact of their being exposed does not prevent their being got rid of in the course of play if the opportunity offers. Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case in Euchre. A person playing a lone hand is not liable to any penalty for exposing his cards, nor for leading out of turn, for he has no partner to derive any benefit from the information conveyed.
It is usual for only one to count, the other checking him, and taking the difference between the total and 240. Cards are not scored as the tricks are taken in, but after the hand is over and the 10 points have been scored for the last trick. From this it might be imagined that no notice was taken of the counting value of the cards taken in during the play. Early in the game this is true; but toward the end each player must keep very careful _=mental count=_ of the value of his tricks, although he is not allowed to make any note of it, nor to score it. When either player knows, by adding his mental count to his score for melds and dix, that he has made points enough to win the game, he stops the play by knocking on the table. He then turns over his tricks and counts his cards, to show his adversary that he has won the game. Even if both have enough to go out, the player wins who knocks first, provided his count is correct. If the player who knocks is mistaken, and cannot count out, he loses the game, no matter what his adversary’s score may be. If neither knocks, and at the end of the hand both players are found to have points enough to put them out, neither wins the game. If the game is 1000 points, it must be continued to 1250.
If he wins it, and his partner gives him a Ten of another suit, and they then proceed to make both the Aces and Tens of your weak suits, that will give them only 56 points, and you will make every other trick. The only thing that could defeat you is for one player on the fourth trick to lead a suit of which his partner had none. This would require one player to have all the spades and the other all the hearts, which is almost impossible. Another familiar example is the following: You are Vorhand with these cards:-- [Illustration: 🃛 🂫 🃑 🃚 🂡 🂪 🂸 🂷 🃈 🃇 ] Although you cannot possibly win more than six tricks, and must lose every trick in the red suits, you have an invincible Grand; because the adversaries have not a sufficient number of Fehlkarten to give you to avoid adding 16 points to the 46 you already have in your hand, which must make you 62 before they get a trick. It is better to bid on a doubtful Solo than on a risky Tourné, and if you have a choice of two numerically equal suits, it is better to bid on a suit containing small cards in preference to one containing A 10. In bidding Tournés, you must remember that the more cards you hold of a suit, the less your chance to turn up one. It is not good play to bid a Solo on four or five trumps unless you have some aces in the other suits. A Grand may be bid even without a trump, if you have the lead, and hold four aces, or three aces and four Tens. A Grand with any two Wenzels is safe if you have two good suits. A Nullo should never be bid unless the player has the Seven of his long suit.