Pole. * Whist, or Bumblepuppy, by “Pembridge.” Whist Developments, by “Cavendish.” * Whist of To-day, by Milton C. Work. * _Whist à Trois_, by Ch. Lahure. [Dummy.] x Whist, and its Masters, by R.F.
_=EUCHRE FOR FIVE PLAYERS.=_ This is practically the same as the seven-handed game, but the pack is reduced to 28 cards, all below the Eight in each suit being deleted. The Joker is not used. Five cards are dealt to each player, by two and three at a time, and the three remaining form the widow. The player bidding _=three=_ tricks takes one partner only. The player bidding _=four=_ or _=five=_ tricks, takes two partners. A player who intends to take the widow, but no partners, can bid _=eight=_ and one who intends to take neither widow nor partners can bid _=fifteen=_. In this form of Euchre the scores are generally known, and 100 points is game. In some clubs it is the practice for the successful bidder to select one of his partners by asking for the holder of a certain card. For instance: B has the lead, and has bid five in hearts, holding the three best trumps, the club ace, and a losing spade.
_=23.=_ _=IRREGULARITIES IN THE HANDS.=_ If any player is found not to have his correct number of cards, it is a misdeal; but if he has played to the first trick the deal stands good, and he cannot score anything that hand. _=24.=_ _=EXPOSED CARDS.=_ The following are exposed cards, and must be left face up on the table, and are liable to be called by the adversaries: I. Every card faced upon the table otherwise than in the regular course of play. II. Two or more cards played to a trick. The adversaries may elect which shall be played.
=_ For convenience in illustrating games and problems the men are always shown as placed on the white squares, type made in that manner being more easily read. The following diagram will show the proper arrangement of the men at the beginning of the game, if the white squares are supposed to be black ones:-- [Illustration: +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ ] _=Two Move Restriction.=_ It has lately become the custom in important tournaments to write an opening and second move, such as 10-14, 22-17 on a slip of paper; 10-14, 24-19 on another, and so on for all possible openings. These are placed in a hat and when the players face each other, a slip is drawn. If it is 11-15, 22-18, the game must be opened with those moves. When these players start the second game, the one who was second player on the first game begins with 11-15, and his opponent must play 22-18. The same opening is never again used by the same pair, the object being to diversify the play and drive contestants out of their favourite ruts. _=The Players=_ are designated by the colour of the men with which they play, White or Black, and Black always has the first move. In a series of games each player in turn takes the black men and the move. It is usual to draw for the first game, one player concealing in each hand a man of different colour, and offering the choice of hands to his adversary.
| -- | | 23.| -- | -- | -- | |[8.]| -- | -- | -- | | 24.|You shall have a nice | -- |You shall have a nice | | |young man. | |young man. | | 25.| -- |Pray tell me the name | -- | | | |of your young man. | | | 26.| -- | -- | -- | | 27.| -- | -- |A waiting for to come.
_=THE LAWS=_ will be found at the end of the Whist Family of Games. ILLUSTRATIVE WHIST HANDS. A and B are partners against Y and Z. A is always the original leader, and Z is the dealer. The underlined card wins the trick, and the card under it is the next one led. _=No. 1. Long Suits=_; | T| _=No. 3. Short Suits=_; ♡5 turned.
If the player who holds the best card of the winning suit has dropped out during the betting, his cards count for the player who has the highest card of the suit among those who backed their hands. For instance: D deals and turns the heart 8. A and B have passed out, but C has made a bet which D has called. Neither has a brelan, so all four players show their cards, and it is found that they lie thus:-- [Illustration: 🂮 🂭 🂨 +-------+ | B | 🂱 🂾 🂹 |C A| 🂡 🂩 🃙 | D | +-------+ 🃑 🃞 🃝 🂸 ] Spades are the winning suit: but neither C nor D has a spade, and as neither A nor B is in the call, the spade suit cannot win anything. As between clubs and hearts, D’s point is 40, and C’s 38; so D wins the pool. C of course had a great advantage in betting, as he knew four hearts were out, his own and the retourne; and all he feared was a brelan. A would have won the pool if he had backed his hand, because he would have had the highest card of the winning suit. _=Calling for a Sight.=_ Suppose four players have the following caves in front of them: A, 35; B, 60; C, 120; and D, 185. D blinds five, deals, and turns the heart 9.
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--Dickinson s _Cumberland Glossary_. Bridgeboard [Illustration] A game at marbles. The boys have a board a foot long, four inches in depth, and an inch (or so) thick, with squares as in the diagram; any number of holes at the ground edge, numbered irregularly. The board is placed firmly on the ground, and each player bowls at it. He wins the number of marbles denoted by the figure above the opening through which his marble passes. If he misses a hole, his marble is lost to the owner of the Bridgeboard.--Earls Heaton (Herbert Hardy). [The owner or keeper of the Bridgeboard presumably pays those boys who succeed in winning marbles.] See Nine Holes. Broken-down Tradesmen A boys game, undescribed.
AMBIGU. _=Cards.=_ Ambigu is played with a pack of forty cards, the K Q J of each suit being deleted. The cards rank in the order of their numerical value, the 10 being the highest, and the ace the lowest. Two packs may be used alternately. _=Players.=_ Any number from two to six may form the table, and the arrangements for seats, first deal, etc., should be decided as at Bouillotte. _=Stakes.=_ Each player begins with an equal number of counters, the value of which must be determined beforehand.
False-carding is perfectly legitimate in trumps, and will deceive the declarer more than your partner. _=End Games.=_ There are cases in which it is necessary to play as if partner was known to possess a certain card, for unless he has it the game is lost. For instance: You want one trick, and have Q 10 x x, Dummy having K x x, of an unplayed suit. The Queen is the best play; for if partner has any honour you must get a trick; otherwise it is impossible. You have K x in one suit, a losing card in another, and a winning card. You want all four tricks to save the game. Play the King, and then the small card; for if your partner has not the Ace and another winning card you must lose the game. You have a losing trump, and Q x x of a suit in which Dummy has K 10 x. If you want one trick, play the losing trump, counting on partner for an honour in the plain suit.
At strokes his face he suits the action to the words, and then thumps with his stick on the ground at the beginning of the last line. The object of all the players is to make Buff smile while going through this absurdity, and if he does he must pay a forfeit. Another version is for one child to be blindfolded, and stand in the middle of a ring of children, holding a long wand in his hand. The ring dance round to a tune and sing a chorus [which is not given by the writer]. They then stop. Buff extends his wand, and the person to whom it happens to be pointed must step out of the circle to hold the end in his hand. Buff then interrogates the holder of the wand by grunting three times, and is answered in like manner. Buff then guesses who is the holder of the wand. If he guesses rightly, the holder of the stick becomes Buff, and he joins the ring (_Winter Evening s Amusements_, p. 6).
Fowler Smythe was scowling through his glasses behind a table with Barney, the dealer I d hit with the Blackout. Their faces were sweating in the dry desert air. The table was being taken. Now watch it, Pheola, I said, as we squeezed into the crowd, opposite the dealers. Almost anything can happen. I want to know the instant you get a feeling. You understand? She nodded and wiped at her drippy nose with a clean handkerchief. I d gotten her a dozen. There was the same old racket. The burnt out voice of a chanteuse, coming over the PA system from the dining room, tried to remember the sultry insouciance with which it had sung Eadie was a Lady in its youth.
If the player turns over either of the skat cards, his game is limited to a tourné. If he turns a Jack, he may change to Grand, but not to Grand Ouvert. Neither schneider nor schwarz can be announced in any game in which the skat cards are used. A tourné player must lay out two skat cards to reduce his hand to ten cards. If the player neither turns over nor takes into his hand either of the skat cards, he may play any of the suit Solos, Grand Solo, Grand Ouvert, Nullo, or Null Ouvert. He may announce schneider or schwarz in any Solo. Any player looking at the skat cards before the beginning of the play is debarred from bidding that deal, and is penalised ten points in the score. In addition to this penalty, either of the other players may demand a fresh deal. If a player looks at the skat cards during the play of a hand the play is immediately stopped, and if he is the single player he can count only the points taken in up to that time, exclusive of the skat. These points are deducted from 120, and his adversaries claim the difference.
But if the man touched can be legally taken, it must be captured. For playing a man to a square to which it cannot be legally moved, the adversary, at his option, may require him to move the man legally, or to move the King. For illegally capturing an adversary’s man, the offender must move his King, or legally capture the man, as his opponent may elect. For attempting to Castle illegally, the player doing so must move either the King or Rook, as his adversary may dictate. For touching more than one of the player’s own men, he must move either man that his opponent may name. For touching more than one of the adversary’s men, the offender must capture the one named by his opponent, or if _either_ cannot be captured, he may be required to move the King or capture the man which can be taken, at the adversary’s option; or, if _neither_ can be captured, then the King must be moved. A player moving into check may be required, by the opposing player, either to move the King elsewhere, or replace the King and make some other move--but such other move shall not be selected by the player imposing the penalty. For discovering check on his own King, the player must either legally move the man touched, or move the King at his adversary’s option. In case neither move can be made, there shall be no penalty. While in check, for touching or moving a man which does not cover the check, the player may be required to cover with another piece, or move the King, as the opposing player may elect.
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Although B may have had quite enough of this, he must either put up four more blues, the two raised by D and the further raise by A, or he must abandon his hand. If B throws down his cards he loses all claim to what he has already staked in the pool, four blues and a red, besides his straddle and ante. Let us suppose he drops out, and that D just calls A, by putting up two blues only, making the amount he has in the pool exactly equal to A’s, eight blues and a red, besides the antes. This prevents A from going any further, because it is not his turn to say anything. He is not asked to meet any one’s raise, nor to make any bet himself, but simply to show his hand, in order to see whether or not it is better than D’s. _=SHOWING HANDS.=_ It is the general usage that the hand _=called=_ must be shown first. In this case A’s hand is called, for D was the one who called a halt on A in the betting, and stopped him from going any further. The strict laws of the game require that both hands must be shown, and if there are more than two in the final call, all must be shown to the table. The excuse generally made for not showing the losing hand is that the man with the worse hand paid to see the better hand; but it must not be forgotten that the man with the better hand has paid exactly the same amount, and is equally entitled to see the worse hand.
The losing gentleman at each table has the deal for the next hand. _=Scoring.=_ Every hand must be played out for all it is worth, both winners and losers scoring all the tricks they take. If the same partners play together throughout the evening, one score-card will do for the couple. If they divide, each individual must have his or her own score-card. The winners are those who have taken the greatest number of tricks in the agreed number of hands, or during the time limit. When partners divide as they drive on, there should be two prizes, one for ladies, and one for gentlemen. BID WHIST. This is a popular game on trains, or wherever it may be necessary to stop at the end of a deal without finishing the game. Thirteen cards are dealt to each player, one at a time, but no trump is turned.
The one who makes the trump is called _=the player=_, or Spieler; the two opposed to him are called the _=adversaries=_, or Gegners; while those who hold no cards are called _=im Skat=_, or Theilnehmer. Of the three active players, the one who leads for the first trick is called _=Vorhand=_; the second player is called _=Mittelhand=_, and the third _=Hinterhand=_. The person sitting on the dealer’s right, to whom the cards are presented to be cut, is called the _=pone=_. No person is allowed to withdraw from the game without giving notice in advance, and he can retire only at the end of a round of deals. It is usual to give notice at the beginning of a round, by saying: “This is my last.” _=CUTTING.=_ Positions at the table are drawn for, the cards ranking as in play, Jacks being the best, and the suits outranking one another in order, so that there can be no ties in cutting. The lowest cut has the first choice of seats, and also deals the first hand. It is usual for the player sitting on the right of the first dealer to keep the score, so that one may always know when a round ends. _=STAKES.
The first lines are similar to those of Lady on the Mountain, which see. Lag A number of boys put marbles in a ring, and then they all bowl at the ring. The one who gets nearest has the first shot at the marbles. He has the option of either knuckling doon and shooting at the ring from the prescribed mark, or ligging up (lying up)--that is, putting his taw so near the ring that if the others miss his taw, or miss the marbles in the ring, he has the game all to himself next time. If, however, he is hit by the others, he is said to be killed. --Addy s _Sheffield Glossary_. Lammas A party of boys take a few straws, and endeavour to hold one between the chin and the turned-down under-lip, pronouncing the following rhyme-- I bought a beard at Lammas fair, It s a awa but ae hair; Wag, beardie, wag! He who repeats this oftenest without dropping the straw is held to have won the game (Chambers _Popular Rhymes_, p. 115). This game-rhyme has an interesting reference to Lammas, and it may also refer to the hiring of servants. Brockett (_North Country Words_, p.
The Joker is always the best trump. _=Players.=_ There are four players, two being partners against the other two. Partners, deal, and seats are cut for as in the ordinary game. _=Dealing.=_ The cards are distributed as in the ordinary game; but it is usual to agree beforehand upon a suit which shall be the trump if the Joker is turned up. _=Playing Alone.=_ The chief peculiarity in Railroad Euchre is in playing alone. Any player announcing to play alone, whether the dealer or not, has the privilege of passing a card, face down, to his partner. In exchange for this, but without seeing it, the partner gives the best card in his hand to the lone player, passing it to him face down.
Four.] In the seven point game, the score is continued by placing one counter above, and to the right or left of the other three, to indicate five points; and above and between them to indicate six. [Illustration: Five. Or this. Six.] When counters are not used, one of the standard forms of whist-marker is employed, the most legible and convenient being the “Foster Whist Marker,” in which the counting keys are always level with the surface and can be seen equally well from any position at the table. [Illustration: The Foster Whist Marker.] The four large keys on one side are used to count single points, the single large key on the opposite side being reckoned as five. The three small keys are used for counting rubber points, or games. In ten point games, the scoring to four points is the same; but beyond four, a single counter placed _=below=_ two or more others, is reckoned as three; and _=above=_ two or more others, as five.
_=R.=_ He will do you an injury or injustice of some kind. Ten. Prison. Nine. Vexatious delays in business matters. Eight. Bad news. If followed by the ♢ 7, quarrels. Seven.
Splits should come about three times in two deals if the cards are honestly dealt. _=Keeping Cases.=_ As the cards are withdrawn from the box they are marked on a case-keeper, which is a suit of thirteen cards, with four buttons running on a steel rod opposite each of them. As the cards come out, these buttons are pushed along, so that the player may know how many of each card are still to come, and what cards are left in for the last turn. In brace games, when the cards are pulled out two at a time to change the run of them, the case-keeper is always a confederate of the dealer, and is signalled what cards have been pulled out under the cards shown, so that he can secretly mark them up. A bet placed or left upon a card of which none are left in the box is called a _=sleeper=_, and is public property; the first man that can get his hands on it keeps it. When only one card of any denomination is in the box, it is obvious that such a card cannot be split, and that the bank has no advantage of the player. Such cards are called _=cases=_, and the betting limit on cases is only half the amount allowed on other cards. It is not considered _comme il faut_ for a player to wait for cases, and those who play regularly usually make a number of small bets during the early part of the deal, and then bet high on the cases as they come along. A player who goes upon the principle that the dealer can cheat those who bet high, and who follows and goes against the big bets with small ones, or who plays one-chip bets all over the board, hoping to strike a good spot to fish on, is called a piker; and when a game runs small this way, the dealers call it a _=piking game=_.
At Cheadle, North Staffs., a few miles distant from Tean, this game is played by grown-up men and women. Jolly Hooper I. Here comes a [or one] jolly hooper, Ring ding di do do, Ring ding di do do. And who are you looking for, In a ring ding di do do, In a ring ding di do do? I am looking for one of your daughters, In a ring ding di do do, In a ring ding di do do. What shall her name be, In a ring ding di do do, In a ring ding di do do? Her name shall be [Sarah], In a ring ding di do do, In a ring ding di do do. Sarah shall ramble, In a ring ding di do do, In a ring ding di do do, All around the chimney [jubilee] pot in 1881. --Deptford, Kent (Miss Chase). II. I ve come for one of your daughters, With a ring a ding a my dolly; I ve come for one of your daughters On this bright shining night.
--Keith (Rev. W. Gregor). 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).