Well, make three round curtseys and be off away. [Child goes, returns, knocks at door. Mother says, Come in. ] What have you been doing all this time? Brushing Jenny s hair and combing Jenny s hair. What did her mother give you for your trouble? A silver penny. Where s my share of it? Cat ran away with it. Where s the cat? In the wood. Where s the wood? Fire burnt it. Where s the fire? Moo-cow drank it. Where s the moo-cow? Butcher killed it.
Wise) is played by the children standing in line and advancing and retiring towards the lying or kneeling child. The Barnes version of Rise, Daughter is also played in this way. The daughter lays down, and at the end of the game joins the line, and another lays down. In the Hurstmonceux version, when the last verse is sung, the girl in the middle rises and picks a boy out of the ring; he goes in the middle with her, and they kiss. The version given by Halliwell is played in the same way as the Barnes version. (_c_) Halliwell (_Game Rhymes_, p. 219) gives a version of a Swedish ballad or ring dance-song, entitled Fair Gundela, he considers this may be a prototype of the English game, or that they may both be indebted to a more primitive original. The Swedish game rather gives the idea of a maiden who has sought supernatural assistance from a wise woman, or witch, to ask after the fate of those dear to her, and the English versions may also be dramatic renderings of a ballad of this character. Mr. Jacobs _More English Fairy Tales_, p.
In cutting, the ace is the lowest card. All must cut from the same pack. If a player exposes more than one card, he must cut again. Drawing cards from the outspread pack may be resorted to in place of cutting. SHUFFLING. 8. Before every deal, the cards must be shuffled. When two packs are used, the dealer’s partner must collect and shuffle the cards for the ensuing deal and place them at his right hand. In all cases the dealer may shuffle last. In _=Boston=_ and in _=Cayenne=_, two packs must be used; and in Boston there must be no shuffling of either pack after the first deal.
Should the pairs tied both be made with a bragger, the highest bragger wins. Two odd cards, seven high, with the club Jack, would beat two cards seven high with the diamond nine. _=Three Stake Brag.=_ In this variation each player puts up three equal amounts to form three equal pools. These amounts must be invariable, and should be agreed upon before play begins. The dealer then gives two cards to each player, one at a time, face down; and then a third card to each, face up. The highest card turned up in this manner wins one of the pools, the ace being the highest and the deuce the lowest. The diamond ace, being a bragger, outranks any other ace; the club Jack any other Jack; and the diamond nine any other nine. Ties are decided in favour of the eldest hand, or the player nearest him on the left. The players then take up the other two cards, without showing them, and proceed to brag on their hands as in single stake Brag.
=_ If the player who pitches the trump fails to make the number of points bid, he is set back, and scores nothing for any points he may have made. A player who is set back, either for overbidding his hand, or for refusing to sell and failing to make the number of points offered him, must withdraw from the pool as many white counters as were bid, and add them to his own. For instance: It is A’s sell. A and B each have two to go. B bids three, which A refuses, pitching the trump himself. A makes only two points, B scoring one, and a third player D, another. B and D score one each, but A scores nothing for the two points he made, and must take three white counters from the pool, which will make him five to go. Had the bid which A refused been two only, he would have won the game, as he made two points. In many clubs it is the custom for a player who is set back to add a red counter to the pool. _=Irregularities in Play.
On counting, it is found that A has 48 points and a marriage, 68 altogether, while B has 72 points and the last trick, 82 altogether. Neither counts anything. On the next deal let us suppose that A makes 66 before B gets out of schneider, which will give A two points. To these he adds one for the tie on the last deal, and scores three altogether. _=Closing.=_ Closing is turning the trump card face down on the remainder of the pack, which signifies that there shall be no more drawing from the stock, and that the second player in each trick must follow suit if he can, although he is not obliged to win the trick. A player can close only when he has the lead, but having the lead, he may close at any time. The pone may close before leading for the first trick; or after winning the first trick, and before drawing from the stock. The leader may close after one or more tricks have been played, and he may close without drawing from the stock; or he may draw, and then close. If the leader closes without drawing, his adversary must play without drawing.
=_ At the end of each hand, each player or side should claim all honours won, and cards taken in. One player should keep the score, and announce it distinctly, in order that it may be known how many points each player or side requires to win the game. In the case of ties, the Ten counts out first; then cards; then A K Q of trumps in their order, and the Jack last. A revoke, if detected and claimed before the cards are cut for the next deal, immediately ends the game. _=METHODS OF CHEATING.=_ When only one pack is used, the greek can often succeed in dealing himself the Jack of trumps, and usually loses no time in marking the Ten, so that he can at least distinguish the player to whom it is dealt. A player should be carefully watched who keeps his eyes on the pack while shuffling, or who rivets his attention on the backs of the cards as he deals. Two packs should be used in all round games of cards. _=SUGGESTIONS FOR GOOD PLAY.=_ The chief counting elements that are affected by the play being the trump Ten and the cards, it is usual to devote particular attention to winning them.
Revokes must be detected and claimed before the cards are cut for the following deal. _=CUTTING OUT.=_ When the play is confined to four players, rubbers are usually played, and the table is complete with six persons, two looking on, and awaiting their turn. At the end of a rubber, if there are more than four players belonging to the table, those who have just played cut to decide which shall give place to those waiting, the players cutting the highest cards going out. If six belong to the table, there will be no further cutting out, as those who are out for one rubber re-enter for the next, taking the places of those who have played two consecutive rubbers. If five belong to the table, the three who remained in for the second rubber must cut to allow the fifth player to re-enter. At the end of the third rubber, the two cut that have not yet been out; and at the end of the fourth rubber the one who has played every rubber goes out without cutting. Partners and deal are cut for at the beginning of each new rubber. _=METHODS OF CHEATING.=_ All the Euchre family of games, especially Écarté and Napoleon, offer numerous opportunities to the greek.
_=Scoring.=_ If the single player loses, he loses to both adversaries, and if he wins he wins from both. His score is the only one put down, and the amount is preceded with a minus or plus sign according to the result. If he secures 23 points, he wins 11; if he takes in 16 only, he loses 3. If the amount is less than 18 it must be a loss; if it is 18 or more it must be a gain. The method of balancing the scores at the end will be found fully explained in connection with Skat. _=Irregularities.=_ The penalty for a revoke is the loss of 9 points, which are taken from the score of the side in error at the end of the hand, and added to the side not in fault. If the final score is 24 to 11, for instance, in favour of the single player, and one of the partners has revoked, the score is 33 to 2, and the player wins 31 points. If any player turns over the stock before he has announced to stand and has discarded at least one card, he loses 35 points to each adversary, and the deal is void.
Q-B 6, ch Q-Kt 2 Q-B 6, ch Or this; 1. --------- 2. Q-K 8, ch Q-Kt’s Q-Kt 2 When the abbreviation “ch.” is placed after a move, it means “check.” If it is a mate, or a drawn game, or the player resigns, the word follows the move. When the King castles with the King’s Rook, which is the shorter move for the Rook, it is indicated by the sign O-O. When the King is castled with the Queen’s Rook, which is the longer move for the Rook, the sign O-O-O is used. A cross, x, placed after the piece moved shows that it captured something, and the letters following the cross do not give the square to which the piece is moved, but show the piece that is captured. K B x Q P, for instance, would mean that the adversary’s Queen’s Pawn was to be taken from the board, and the King’s Bishop was to occupy the square upon which the captured Queen’s Pawn had stood. Beginners usually have some difficulty in following the moves of the Knights, because it frequently happens that the same square can be reached by either of them.
If he bids three spades he shows five or more spades and strength enough outside for royals, but denies two sure tricks in the spade suit itself. The dealer should bid no trumps when he has not length enough to bid hearts or royals, but has a hand as good as three aces, well protected in three suits. _=The Second Hand=_ should declare just as if he were the dealer when the dealer starts with one spade. He may even go no trump on a lighter hand. When the dealer bids a suit, second hand should over-call only when he can make his contract or wishes to indicate a lead in case third hand should go to no trumps. Second hand should never take the dealer out of a losing suit with a winning suit unless he has seven tricks in his own hand. If the dealer bids no trump, second hand should pass, unless he is prepared to over-call any further bid for three tricks. _=Third Hand=_ is not obliged to take the dealer out of a spade, and should not do so unless he is a trick or two stronger than he would have to be to declare as dealer. But the dealer must never be left in with a two or three spade bid. If third hand cannot do any better, he should declare a royal.
He must call for two new packs, of which the dealer takes his choice. GENERAL RULES. 84. Where a player and his partner have an option of exacting from their adversaries one of two penalties, they should agree who is to make the election, but must not consult with one another which of the two penalties it is advisable to exact; if they do so consult, they lose their right; and if either of them, with or without consent of his partner, demand a penalty to which he is entitled, such decision is final. [This rule does not apply in exacting the penalties for a revoke; partners have then a right to consult.] 85. Any one during the play of a trick, or after the four cards are played, and before, but not after, they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players. 86. If any one, prior to his partner playing, should call attention to the trick--either by saying that it is his, or by naming his card, or, without being required so to do, by drawing it toward him--the adversaries may require that opponent’s partner to play the highest or lowest of the suit then led, or to win or lose the trick. 87.
Doublets are not placed crosswise, and count only for the suit to which they belong; a double three cannot be played to an ace, because it counts as three only. The trumps are usually placed at right angles to the line. The game is decided and settled for as in the ordinary Block Game. _=SEBASTOPOL.=_ In this variety of the Block Game, four persons play. Each takes seven bones, and the double six sets. Nothing but sixes can be played until both sides and both ends of the first set have been played to. When these five dominoes have been set, any of the four ends may be played to. Each player in turn must play or say, “go.” The game is decided and settled for as in the ordinary Block Game.
B. is broken down. |L. B. is broken down. |L. B. is broken down. | | 6.| -- | -- | -- | | 7.