| 3rd Round.| | A | B | C | +-----------+-----------+-----------+ +----+----+----+ | A won 33 | A lost 16 | C lost 36 | | +33| +40| +55| | C won 55 | B won 40 | B won 48 | | +17| +88| +67| | C won 12 | A lost 24 | C lost 12 | | -7| | +31| | | | | +----+ +----+ | | | | | | | +19| At the end of the second round a line was drawn under A’s account, which then contained three items; and after the first game in the third round a line was drawn under C’s account. If we suppose the game to be stopped at this point, the scores would be balanced as follows: We take the three scores and bring them down on one line. We draw a line under them, and proceed as follows: First we take A, who has lost 7 to B, and from whom B has also won 88. This gives us 95 minus for A and 95 plus for B. We then compare A and C, and find that A owes C 26; put down as minus for A, plus for C. We now compare B and C, and find that B wins the difference, which is 69 points; put down plus for B, minus for C. Then we add up to see that the scores balance. +-----+-----+-----+ | A | B | C | +-----+-----+-----+ | -7 | +88 | +19 | +-----+-----+-----+ | -95 | +95 | +26 | | -26 | +69 | -69 | +-----+-----+-----+ |-121 |+164 | -43 | +-----+-----+-----+ The same method may be used when four play; but some prefer to call the lowest score zero, and so make all the others plus. Suppose the final scores were as follows: ------+------+------+------------ A | B | C | D ------+------+------+------------ +186 | +42 | +344 | +116 ------+------+------+------------ +144 | 0 | +302 | +74 = 520 +4 | 4 | 4 | 4 ------+------+------+------------ +576 | 0 |+1208 | +296 -520 | -520 | -520 | -520 ------+------+------+------------ +56 | -520 | +688 | -224 ------+------+------+------------ If B is zero, his points are to be taken from those of each of the others, as B is plus.
If there are four players, the one cutting the highest card of the four sits out, and takes no part in the first game. It is customary for him to take Mort’s seat, and to make himself useful in sorting dummy’s cards for him. He plays in the three following games, taking Mort in the fourth, or last. Four games complete the tournée for four players. _=POSITION OF THE PLAYERS.=_ The players or hands are distinguished by the letters, M, V, L, and R; which stand respectively for Mort, Vivant, Left, and Right. The Mort is the dead hand, which is turned face up on the table. The Vivant is his partner, who sits opposite him, and plays his cards for him. The Left and Right are the adversaries who sit on the left and right of _=Mort=_. Special attention must be called to the use of the term _=adversaries=_ in any description of Mort.
, a score which is kept upon the table by means of counters. Martingale, any system which controls the amounts wagered on a series of events. (See chapter on Chance and Probability.) Massé, a shot made with the cue held nearly perpendicular. Master Card, the best card remaining of a suit which has been played. Matsch, G., to win all the tricks, a slam. Mechanic, a dealer who can make the cards come any way he pleases at Faro. Melden, G., to announce, claim, or show any counting combination of cards.
Headicks and Pinticks. Heads and Tails. Hecklebirnie. Hen and Chicken. Here comes a Lusty Wooer. Here comes One Virgin. Here I sit on a Cold Green Bank. Here stands a Young Man. Here we go around, around. Here s a Soldier.
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When the players have ranged themselves on one side of the playground, and the King has taken his stand in front of them, he calls out Rexa-boxa-King, or simply Rexa, when all the players rush to the other side. The rush from side to side goes on till all are captured. The one last captured becomes King in the next game.--Rev. W. Gregor. See Click. Cock-battler Children, under the title of Cock-battler, often in country walks play with the hoary plantain, which they hold by the tough stem about two inches from the head; each in turn tries to knock off the head of his opponent s flower.--Cornwall (_Folk-lore Journal_, v. 61).
B. Gomme). In the Nottinghamshire version (Miss Peacock) the rhyme is-- Cobbler, cobbler, mend my shoe, Give it a stitch and that will do. Versions from Wakefield, Liphook, Ellesmere, and other places are practically the same as the Barnes game, but Mr. Udal gives an elaboration of the Dorsetshire game in the _Folk-lore Journal_, vii. 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.
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--Almondbury (Easther s _Glossary_). A different action occurs in other places. It is played by three boys in the following way:--One stands with his back to a wall; the second stoops down with his head against the stomach of the first boy, forming a back; the third jumps on it, and holds up his hand with the fingers distended, saying-- Buck shee, buck shee buck, How many fingers do I hold up? Should the stooper guess correctly, they all change places, and the jumper forms the back. Another and not such a rough way of playing this game is for the guesser to stand with his face towards a wall, keeping his eyes shut.--Cornwall (_Folk-lore Journal_, v. 59). In Nairn, Scotland, the game is called Post and Rider. One boy, the Post, takes his stand beside a wall. Another boy stoops down with his head touching the Post s breast. Several other boys stoop down in the same way behind the first boy, all in line.
[Then follow verses, the words of which are not given by Chambers, representing Jenny as bleaching, drying, and ironing clothes. At last they say--] Janet jo s dead and gane, Dead and gane, dead and gane; Janet jo s dead and gane, She ll never come hame! --Chambers _Popular Rhymes_, pp. 140-41. II. I m come to court Janet jo, Janet jo, Janet jo, Come to court Janet jo, How is she the day? She s butt the house washing, washing, washing She s butt the house washing, You can t see her to-day. Fare ye well, ladies, ladies, ladies, Fare ye well, ladies, For I must away. --West Scotland (_Folk-lore Record_, iv. 474). III. We ve come to court Jinny jo, Jinny jo, Jinny jo, We ve come to court Jinny jo, Is she within? Jinny jo s washing clothes, Washing clothes, washing clothes, Jinny jo s washing clothes, You can t see her to-day.
, are the same as at Boston. _=OBJECTS OF THE GAME.=_ These are identical with Boston, but instead of doubling the pool, the player who is unsuccessful in his undertaking pays into the pool the same amount that he loses to each of the other players. _=ANNOUNCEMENTS.=_ The bids rank in the order following; beginning with the lowest. The full-faced type show the words used by the players in calling their bids. It will be noticed that the order is not the same as in Boston, and that an additional bid is introduced, called Piccolissimo. To win 5 tricks, _=Boston=_. To win _=Six Tricks=_. To lose 12 tricks, after having discarded a card which is not to be shown; _=Little Misère=_.
_=IRREGULARITIES IN THE HANDS.=_ If, during the play of a hand, it is discovered that any one holds too many or too few cards, that hand is foul, and must be abandoned, the holder forfeiting all right to the pool for that deal. Those who have their right number of cards finish the play without the foul hand, but any tricks already won by the holder of the foul hand remain his property. _=IRREGULARITIES IN PLAY.=_ If any player robs when he does not hold the ace; leads or plays out of turn; reneges to the lead of a higher trump; renounces in the trump suit; revokes in a plain suit; or exposes a card after any player has won two tricks, he loses all his right and interest in the current pool, which he cannot win, either on that or any subsequent deal, but to which he must continue to contribute when it comes to his turn to deal. After the pool has been won, and a fresh one formed, the penalty is removed. _=SUGGESTIONS FOR GOOD PLAY.=_ Observation, quickness, and good judgment of character are the essentials for success at Spoil Five, the last being probably the most important. The peculiar order of the cards; the privilege of renouncing when holding a card of the suit led; and the right of passing inferior trump leads, are very confusing to the beginner; but with practice the routine and strategy of the game soon become familiar. The player should first make up his mind whether he is going to try to win the pool or to spoil it.
--London (G. L. Gomme). Leap-frog is known in Cornwall as Leap the Long-mare (_Folk-lore Journal_, v. 60), and in Antrim and Down as Leap the Bullock (Patterson s _Glossary_). See Accroshay, Loup the Bullocks, Spanish Fly. Leap the Bullock See Leap-frog, Loup the Bullocks. Leaves are Green The leaves are green, the nuts are brown, They hang so high they will not come down; Leave them alone till frosty weather, Then they will all come down together. --Berkshire (Miss Thoyts, _Antiquary_, xxvii. 254).
Colour blindness may lead them to take over a blue instead of a white in a close game. _=SUGGESTIONS FOR GOOD PLAY.=_ The general principles of play are much the same in all the Bézique family of games. It is usually best to give your adversary the deal, because the first lead is often an advantage, especially if the turn-up is valuable, and you have a dix, or if you want to make the trump in Rubicon Bézique. It is seldom right to make the trump unless you have one or two of the sequence cards with the marriage. _=The Lead=_ is a disadvantage unless you have something to declare, or there is a brisque in the trick, or you can get home the Ten of a plain suit. The Tens are of no value in plain suits except as brisques, for they enter into no combination with other cards except in Penchant, Cinq-cents, and Rubicon. If the trick is of no value, or you have nothing important to declare, get rid of your small cards, and lead them when you do not want to retain the lead. The lead is sometimes necessary to prevent your adversary from declaring, especially toward the end of the hand. If you have led a brisque and won the trick, it is better to lead another brisque in the same suit than to change.
Louth, Enborne and Liphook versions. (_c_) This game is played very generally throughout the country, and I have other versions collected from Earls Heaton (Mr. H. Hardy), Barnes (A. B. Gomme), Cambridge (Mrs. Haddon), Hampshire (Miss Mendham), Frodingham (Miss Peacock), Cowes, Isle of Wight (Miss E. Smith), Sulhampstead, Berks (Miss Thoyts), and Platt, Kent (Miss Burne). These versions are so similar to the Hanwell version, with the exception of the Very well, ladies, that it is needless to print them in full; special differences are noted hereafter. In some places the game is said in a sing-song manner.
_=SUGGESTIONS FOR GOOD PLAY.=_ The player should first carefully examine the exposed hands, and by comparing them with his own, suit by suit, should fix in his mind the cards held by his living adversary. This takes time, and in many places it is the custom to expose the four hands upon the table. Players who have better memories than their opponents object to this, for the same reason that they prefer sitting on the right of the living player. It is not at all uncommon for a player to forget that certain cards have been played, to his very serious loss. The hands once fixed in the mind, some time should be given to a careful consideration of the best course to pursue; after which the play should proceed pretty rapidly until the last few tricks, when another problem may present itself. There is nothing in the game beyond the skilful use of the tenace position, discarding, and establishing cross-ruffs. Analysis is the mental power chiefly engaged. There are no such things as inferences, false cards, finesse, underplay, speculative trump leads, or judgment of human nature. The practice of the game is totally different from any other form of whist, and much more closely resembles chess.
After the hand is over, all these cards are counted over again in reckoning the point for Game, the Five of trumps counting 5. Sixty-one points is game. _=IRREGULARITIES IN PLAY.=_ The most serious error in Seven-up is the _=revoke=_. If a player does not follow suit when able, it is a revoke unless he trumps the trick. A player holding two small trumps and the Ten of a plain suit, may trump both the ace and King of that suit instead of giving up his Ten. But if on the third round the Queen is led, and he cannot trump it, he must play his Ten if he has no other card of the suit. The only points affected by the revoke are Jack and Game. _=If the Jack is not in play=_, there is only one point that can be affected by the revoke, the score for Game; and the revoke penalty is one point, which the adversary may add to his own score, or deduct from the score of the revoking player. The adversary may also score the point for Game if he makes it; but it cannot be scored by the revoking player; who may mark only High or Low if he holds either or both of those points.
Each player is allowed three bids, and the successful bidder turns the widow face up, so that all may see what it contained. He then takes the widow into his hand and discards what he pleases, face down, to reduce his hand to the same number of cards as the other players. The trump is not named until after this discard. The bidder has the first lead and also the first count. Six deals is a game. SIXTY-SIX. Sixty-six is one of the simplest forms of Bézique, and is an extremely good game for two persons with one pack of cards. _=Cards.=_ Sixty-six is played with a pack of twenty-four cards, all below the Nine being deleted. The cards rank, A 10 K Q J 9; the Ace being the highest, both in cutting and in play.