A-B score 10 points; Low, Game, and both Pedroes, 12, from which they deduct the 2 points made by Y-Z. _=No. 3.=_ | | _=No. 4.=_ A bids 12 on hearts. | T | A bids 8 on hearts. The draw: A 3; Y 5; | R | The draw: A 2; Y 4 B 3; Z 2. | I | B 4; Z 4. ------+------+------+------+ C +-------+------+------+----- A Y B Z | K | A Y B Z ------+------+------+------+---+-------+------+------+----- _♡A_ | ♡3 | 5♢ | ♡6 | 1 | _♡A_ | ♡6 | ♡J | ♡3 _♡K_ | ♡4 | ♡8 | ♡10 | 2 | ♡8 | ♡7 | ♡4 | _♡9_ ♡2 | ♡7 | ♡9 | _♡J_ | 3 | ♡Q | ♡2 | 4♢ | _♡K_ ♣Q | _♣K_ | ♣3 | ♣J | 4 | Q♠ | ♣2 | _♣A_ | ♣9 8♠ | _♣A_ | ♣10 | 2♢ | 5 | 5♢ | _♡5_ | ♣J | ♣7 _♡Q_ | Q♠ | K♢ | ♡5 | 6 | _♡10_ | 4♠ | J♢ | 2♢ _=No.
The exchange must be made immediately after winning a trick, and before drawing his card from the stock. Should the turn-up be a Nine, the exchange may still be made and scored; and if one player has already exchanged a Nine for the turn-up, the second Nine may still be exchanged for the first, and scored. A player cannot score dix and any other combination at the same time. For this reason a player whose time is short will often forego the dix score altogether unless the trump card is valuable. _=Irregular Melds.=_ If a player announces a combination which he does not show, such as fours when he has three only, which he may easily do by mistaking a Jack for a King, his adversary can compel him not only to take down the score erroneously marked, but to lead or play one of the three Kings. A player may be called upon to lead or play cards from other erroneous declarations in the same manner, but if he has the right card or cards in his hand, he may amend his error, provided he has not drawn a card from the stock in the meantime. _=The Last Twelve Tricks.=_ When the stock is exhausted all announcements are at an end, and the players take back into their hands all the cards upon the table which may remain from the combinations declared in the course of play. Should a player take up his cards before playing to the last trick, he may be called upon to lay his entire hand on the table.
The players on the dealer’s right and left are known as the pone, and the eldest hand respectively. _=Cutting.=_ The players draw from an outspread pack for positions at the table, the lowest card having the choice and dealing the first hand. If the first cut does not decide, those tying must cut again. If a player exposes more than one card he must cut again. The ace is low. _=Stakes.=_ Cassino may be played for so much a game, or so much a point; and it may be agreed that the game shall be a certain number of points, or shall be complete in one deal, or that the player making the majority of points on each deal shall score one, and the one first making a certain number in this manner, such as five, shall be the winner. If points are played for, the lower score is usually deducted from the higher, and the difference is the value of the game. It is sometimes agreed that if the winner has twice as many points as his adversary, he shall be paid for a double game.
=_ At the end of each hand, the players sitting North and South score the _=total=_ number of tricks they have taken; instead of the number in excess of a book. Their adversaries, sitting East and West, do the same. Each player then slightly shuffles his 13 cards; so as to conceal the order in which they were played, and the four separate hands of 13 cards each are then left on the table, face down; the trump being turned at the dealer’s place. _=TRAYS.=_ When any apparatus is used for holding the cards, such as trays, boxes, or envelopes, each player puts his 13 cards in the compartment provided for them. Each tray has a mark upon it, usually an arrow, showing which end of the tray should point toward a given direction, usually the North. The pocket into which the dealer’s cards go is marked “dealer,” and it is usual to provide a trump slip for each tray. When the hand is first dealt, the trump is recorded on this slip, which travels round the room with the tray. After the dealer has turned up the designated trump, he places the trump slip in the tray, face down. When the play of the hand is finished and the cards replaced in the tray, the dealer puts his trump slip on the top of his cards.
_=13. Misdealing.=_ A misdeal does not lose the deal; the same dealer must deal again. It is a misdeal: If the dealer fails to present the pack to the pone; or if any card is found faced in the pack; or if the pack is found imperfect; or if the dealer gives six or more cards to more than one player; or if he deals more or fewer hands than there are players; or if he omits a player in dealing; or if he deals a card incorrectly, and fails to correct the error before dealing another. _=14. Irregularities in the Hands.=_ Should the dealer, or the wind, turn over any card, the player to whom it is dealt must take it; but the same player cannot be compelled to take two exposed cards. Should such a combination occur there must be a new deal. If the player exposes cards himself, he has no remedy. _=15.
| |sake. | | 28.| -- |Apprentice for your | -- | | | |sake. | | | 29.| -- | -- | -- | | 30.|If this young man | -- |Suppose this young man| | |should chance to die. | |was to die. | | 31.| -- |If this young man | -- | | | |should wealthy grow. | | | 32.
In _=Cayenne=_, the revoking players must stop at nine. In _=Solo Whist=_, the revoking players must pay all the red counters involved in the call, whether they win or lose, but they may play the hand out to save over-tricks. If the caller or his partner revokes they must jointly pay the losses involved; but if an adversary of the caller revokes, he must individually pay the entire loss unless he can show that the callers would have won in spite of the revoke. Should he be able to do this, his partners must stand their share of the losses, but the revoking player must individually pay for the three tricks taken as the revoke penalty. If the single player revokes, either on solo or abundance, he loses the red counters involved in any case, but may play the hand out to save over-tricks. If the single player in a misère or a slam revokes, the hand is abandoned and he must pay the stakes. If an adversary of a misère or a slam revokes, he must individually pay the whole stakes. 32. At the end of a hand, the claimants of a revoke may search all the tricks. If the cards have been mixed, the claim may be urged and proved, if possible; but no proof is necessary and the revoke is established, if, after it has been claimed, the accused player or his partner mixes the cards before they have been examined to the satisfaction of the adversaries.
Duck Friar The game of Leap-frog. --_Apollo Shroving_, 1627, p. 83. Ducks and Drakes A pastime in which flat stones or slates are thrown upon the surface of a piece of water, so that they may dip and emerge several times without sinking (Brockett s _North Country Words_). Neither cross and pile nor ducks and drakes are quite so ancient as hand dandy (Arbuthnot and Pope, quoted in Todd s _Johnson_). Halliwell gives the words used in the game both formerly and at the present day. If the stone emerges only once it is a duck, and increasing in the following order:-- 2. A duck and a drake, 3. And a halfpenny cake, 4. And a penny to pay the old baker, 5.
Gomme). II. Mary s gone a-milking, a-milking, a-milking, Mary s gone a-milking, mother, dear mother of mine. Where did she get her money from, daughter, daughter? Where did she get her money from, daughter, dear daughter of mine? [Then follow verses sung in the same manner, beginning with the following lines--] Sold her father s feather bed, feather bed. What will your father lie on, lie on? Lay him in the pig-sty, pig-sty. Where will the pigs lie, daughter? Lay them in the wash-tub, mother. What shall I wash in, wash in? Wash in a thimble, mother. A thimble won t hold my night-cap. Wash by the sea-side, mother. Suppose the clothes should blow away? Get a boat and go after them, mother.
The Ante.=_ After the cards are dealt, each player in turn, beginning with the one to the left of the age, or to the left of the last straddler, if any, must either abandon his hand or put into the pool twice the amount of the blind, or of the last straddle. When it comes to the turn of the age, and the straddlers, if any, they must either abandon their hands, or make the amount they have in the pool equal to twice the amount of the blind, or of the last straddle, if any. _=19. Raising the Ante.=_ Each player, when it is his turn to come in, may add to the amount of the ante any sum within the betting limit. This will compel any player coming in after him to equal the total of the ante and the raise, or to abandon his hand; and it will also give such following player the privilege of raising again by any further amount within the betting limit. Should any player decline to equal the amount put up by any previous player, he must abandon his hand, together with all his interest in that pool. Any player who has been raised in this manner may raise again in his turn; and not until each player holding cards has anted an equal amount will the game proceed. _=20.
Sequences formed in the course of play must always be single, although the cards forming them need not fall in regular order. Those found in the hand or crib may be double, and those formed with the aid of the starter may be treble or quadruple. The method of computing the value of double and treble sequences should be thoroughly understood, in order that such combinations may be counted at sight. A few examples will show that each combination belongs to a certain class, to which the same counting value is always attached. These classes are distinguished by the number of duplicates of the sequence cards. [Illustration: 🂲 🃓 🂴 🂤 ] If you hold three cards which form a sequence, and have also a duplicate of any one of them, no matter which, it is evident that by substituting the card of equal value you can form another sequence. Such combinations are therefore always worth 8 points, 6 for the _=double run=_, as it is called, and 2 for the pair, no matter what the cards are that form the combination. [Illustration: 🂢 🂲 🃒 🃃 🃔 ] If the five cards in the hand and starter together contain a run of three with two duplicates, it is evident that three separate sequences can be formed by using each of the duplicates alternately. Such combinations are always worth 15 points; 9 for the triple run of three, and 6 for the pair royal. [Illustration: 🃑 🃁 🃒 🂳 🃓 ] If the duplicates are of two different cards, no matter which, it will be found that four different sequences of three cards each can be formed by changing the Aces and Threes alternately.
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. FAN TAN.
I have occasionally seen them made upon a framework of hoop iron something in the form of a crown, with a socket at the bottom to hold a lighted candle. Brand (ii. 15) also describes how in Ireland men and women dance round about a bush in a large ring on the Patron Day. Newell (_Games_, p. 86), gives this game, and also mentions one in which barberry bush is named. The tune in all versions is the same. See Merry ma-tansa, Nettles. Munshets or Munshits Is played by two boys as follows:--One of the boys remains at home, and the other goes out to a prescribed distance. The boy who remains at home makes a small hole in the ground, and holds in his hand a stick about three feet long to strike with. The boy who is out at field throws a stick in the direction of this hole, at which the other strikes.
It is played in precisely the same manner as the English game, but the words used are: Tartan Boeth, Oh ma en llosgi, Boeth iawn Hot Tart. Oh, it burns! very hot! At the words, Very hot! the handkerchief is dropped. (_b_) In this game no kissing takes place, and that this is no mere accidental omission may be shown by Mr. Udal s description of the Dorsetshire game. He was assured by several persons who are interested in Dorset Children s Games that the indiscriminate kissing (that is, whether the girl pursued runs little or far, or, when overtaken, whether she objects or not) with which this game is ordinarily associated, as played now both in Dorset and in other counties, was not indigenous to this county, but was merely a pernicious after-growth or outcome of later days, which had its origin in the various excursion and holiday fêtes, which the facilities of railway travelling had instituted, by bringing large crowds from the neighbouring towns into the country. He was told that thirty years ago such a thing was unknown in the country districts of Dorset, when the game then usually indulged in was known merely as Drop the Handkerchief (_Folk-lore Journal_, vii. 212). In other cases the rhymes are used for a purely kissing game, for which see Kiss in the Ring. Dropping the Letter An undescribed Suffolk boys game.--Moor s _Suffolk Words_, p.
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, grasping another, whose back is toward him, round the waist; the second grasps a third, and so on. The player called Jack walks apart until the conclusion of the lines. Then he goes to the others and pokes at or pats them, saying, I don t think you re done yet, and walks away again. The chant is repeated, and when he is satisfied that the bread is done he endeavours to pull the foremost from the grasp of the others, &c.--Warwickshire (Northall s _Folk Rhymes_, p. 390). See Mother Mop. Jack upon the Mopstick See Bung the Bucket. Jackysteauns A game among school-girls, played with small pebbles, and sometimes with plum or cherry stones (Dickinson s _Cumberland Glossary_). A children s game, played with five white pebbles called Jackstones, says Mr.
At Whitby it is called Pally-ully, and played with rounded pieces of pot the size of a penny. Divisions are chalked on the pavement, and the pally-ullies are impelled within the lines by a hop on one leg, and a side shuffle with the same foot (_Whitby Glossary_). It is sometimes called Tray-Trip. Atkinson describes the figure as oblong, with many angular compartments (_Cleveland Glossary_). Jamieson defines Beds as Hop-scotch, a game denominated from the form, sometimes by strangers called squares. In Aberdeen the spaces marked out are sometimes circular. Mrs. Lincoln sends a diagram of the game from Dublin (fig. 6). Addy (_Sheffield Glossary_) under the name of Hop-score says it is a game in which certain squares are drawn or _scored_ on the ground.
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] (_b_) The children form in two lines of equal length, facing one another, with sufficient space between the lines to admit of their walking in line backwards and forwards towards and away from each other, as each line sings the verses allotted to it (fig. 1). The first line sings the first, third, and fifth verses, and the opposite line the second and fourth. At the end of the fifth verse a handkerchief or other mark is laid on the ground, and the two children (whose names have been mentioned, and who are as evenly matched as possible), take each other s right hand and endeavour to pull each other over the handkerchief to their own side (fig. 2). The child who is pulled over the handkerchief becomes the captured nut, and joins the side of her capturers. Then the game begins again by the second line singing the first, third, and fifth verses, while advancing to gather or capture the nuts, the first line responding with the second and fourth verses, and the same finish as before. Then the first line begins the game, and so on until all the children are in this way matched one against the other. (_c_) Other versions have been sent me, with slight variations: NUTS IN MAY, with the verses ending, On a fine summer morning, from Lincoln and Nottinghamshire (Miss M. Peacock); So early in the morning, Sporle, Norfolk (Miss Matthews); Six o clock in the morning, Nottingham (Miss Wenfield); On a cold and frosty morning, East Kirkby, Lincolnshire (Miss K.
The demand must be made so that every player can hear, because after the cards have been delivered by the dealer no one has the right to be informed how many cards any player drew. When the dealer comes to his own hand, he must distinctly announce the number of cards he takes. He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards. In dealing the cards for the draw, the pack is not cut again, the cards being dealt from the top, beginning where the deal before the draw left off. As each player asks for his cards he must discard those he wants replaced, and he must receive the entire number he asks for before the next player is helped. In some places it is the custom for all those who have made good the ante to discard before any cards are given out. This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for. Should any card be found faced in the pack, it must be placed on the table among the discards. Should any card be exposed by the dealer in giving out the cards, or be blown over by the wind before the player has touched it, such card must not be taken by the player under any circumstances, but must be placed with the discards on the table. A player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped.
Please, we ve brought the key back; will you lend us your frying-pan? What to do with? To fry some beans. Where have you got them? Out of your garden. --Earls Heaton (H. Hardy). One child represents an old woman, and the other players carry on the dialogue with her. At the end of the dialogue the children are chased by the old woman. See Mother, Mother, may I go out to Play, Witch. Letting the Buck out This game was played seventy years ago. A ring being formed, the Buck inside has to break out, and reach his home, crying Home! before he can be caught and surrounded. Afterwards these words were sung-- Circle: Who comes here? Buck: Poor Johnny Lingo.
On the other hand, you may risk being gammoned, or even backgammoned, if it is the only way to save the game. An Englishman cannot take this risk, for he might lose a triple game in attempting to save a single. Secure the five point in your own and your adversary’s home table as soon as possible, and then the bar and four points. After the first few throws the player should take a general survey of the board, in order to see whether he is ahead or behind, or if he has any advantage of position. He must then decide whether he will play a _=backward=_ or a _=forward=_ game. A glance at the relative positions of the men will usually show if one side is much more advanced than the other, without going into any minute calculations as to how many points nearer home one side _may_ be. If, at the beginning of the game, one player makes two or three large throws in succession, while his adversary gets small throws only, the latter will have little chance of winning the game simply by running for home, whereas the former’s best chance will be to follow up his early advantage and get home as fast as possible. The only hope for the man who is behind is that he can pick up some of his opponent’s men, setting them back, and in order to do this he must keep behind his adversary, so as to meet as many of his men as possible. This enables us to formulate the great principle of the American game, which is that when a player is ahead he should go ahead as fast as he can; and when he is behind, he should stay behind as long as he can. In the first place he is playing a forward, and in the second place a backward game.
--West Sussex (Holloway s _Dict. of Provincialisms_). See Bandy, Doddart, Hockey. Headicks and Pinticks This game was played only at Christmas. The number of players was two. The stakes were pins. One player laid in the hollow of the hand, or on one of the forefingers, a pin, and then placed the other forefinger over it so as to conceal it. He then held up his hand to his opponent and said, Headicks or pinticks? His opponent made a guess by pointing with his finger and saying Headicks, or Pinticks. If the guess was correct he gained the pin, but if it was incorrect he forfeited one. The players played alternately.
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He had a crooked grin, out of place beneath his scholarly glasses. I ve heard of Wally Bupp, he admitted. Well, he should have. There aren t so many Thirty-thirds hanging around. And you are young, smug and snotty enough to play the part, he concluded without heat. Still, that s all it might be, just play-acting, with Barney going through the motions of being blind. You could be outside the Lodge, sonny. Any cross-roader who can tip dice the way you were working them can twitch an ear. Let s see some credentials. He scuffed through the sawdust to the bar and took a stack of silver dollars from his apron.
If there are not at least four men within that distance, it can neither be moved nor fired. (IV) If a gun is in action it can either be moved or fired at each move, but not both. If it is fired, it may fire as many as four shots in each move. It may be swung round on its axis (the middle point of its wheel axle) to take aim, provided the Country about it permits; it may be elevated or depressed, and the soldiers about it may, at the discretion of the firer, be made to lie down in their places to facilitate its handling. Moreover, soldiers who have got in front of the fire of their own guns may lie down while the guns fire over them. At the end of the move the gun must be left without altering its elevation and pointing in the direction of the last shot. And after firing, two men must be placed exactly at the end of the trail of the gun, one on either side in a line directly behind the wheels. So much for firing. If the gun is moved and not fired, then at least four men who are with the gun must move up with it to its new position, and be placed within six inches of it in its new position. The gun itself must be placed trail forward and the muzzle pointing back in the direction from which it came, and so it must remain until it is swung round on its axis to fire.
89. Should both sides revoke, the only score permitted is for honours. In such case, if one side revoke more than once, the penalty of 100 points for each extra revoke is scored by the other side. GENERAL RULES. 90. A trick turned and quitted may not be looked at (except under Law 82) until the end of the play. The penalty for the violation of this law is 25 points in the adverse honour score. 91. Any player during the play of a trick or after the four cards are played, and before the trick is turned and quitted, may demand that the cards be placed before their respective players. 92.
The games consist of two main divisions, which may be called descriptive, and singing or choral. The descriptive games are arranged so as to give the most perfect type, and, where they occur, variable types in succession, followed, where possible, by any suggestions I have to make as to the possible origin of the game. The singing games are arranged so as to give, first, the tunes; secondly, the different versions of the game-rhymes; thirdly, the method of playing; fourthly, an analysis of the game-rhymes on a plan arranged by my husband, and which is an entirely novel feature in discussing the history of games; fifthly, a discussion of the results of the analysis of the rhymes so far as the different versions allow; and sixthly, an attempt to deduce from the evidence thus collected suggestions as to the probable origin of the game, together with such references to early authorities and other facts bearing upon the subject as help to elucidate the views expressed. Where the method of playing the game is involved, or where there are several changes in the forms, diagrams or illustrations, which have been drawn by Mr. J. P. Emslie, are inserted in order to assist the reader to understand the different actions, and in one or two instances I have been able to give a facsimile reproduction of representations of the games from early MSS. in the Bodleian and British Museum Libraries. Although none of the versions of the games now collected together are in their original form, but are more or less fragmentary, it cannot, I think, fail to be noticed how extremely interesting these games are, not only from the point of view of the means of amusement (and under this head there can be no question of their interest), but as a means of obtaining an insight into many of the customs and beliefs of our ancestors. Children do not invent, but they imitate or mimic very largely, and in many of these games we have, there is little doubt, unconscious folk-dramas of events and customs which were at one time being enacted as a part of the serious concerns of life before the eyes of children many generations ago.