Each player begins with an equal number of counters, usually 100. At the end of the hand, after the hearts have been counted and announced, each player pays into the pool, for every heart he holds, as many counters as there are players besides himself. For instance: A, B, C and D play. A takes three hearts; B and C five each, and D none. There being three players besides himself, A puts up three times three, or 9 counters. B and C put up 15 each, and D none; so that there are 39 in the pool. Each player then takes out of the pool 1 counter for every heart he did _=not=_ hold when the hearts were announced. D, having taken no hearts, gets 13 counters. A, having taken three hearts only, is entitled to 10 counters for the 10 hearts he did not hold, while B and C get 8 each. This exhausts the pool.
The courtesy which marks the intercourse of gentlemen will regulate other more obvious cases. 1. No conversation should be indulged in during the play, except such as is allowed by the laws of the game. 2. No player should in any manner whatsoever give any intimation as to the state of his hand or of the game, or of approval or disapproval of a play. 3. No player should lead until the preceding trick is turned and quitted. 4. No player should, after having led a winning card, draw a card from his hand for another lead until his partner has played to the current trick. 5.
195), where they are very much out of place. Mineral, Animal, and Vegetable A ball is thrown by one player to any one of the others. The thrower calls out at the same time either mineral, animal, or vegetable, and counts from one to ten rather quickly. If the player who is touched by the ball does not name something belonging to that kingdom called before the number ten is reached, a forfeit has to be paid.--London (A. B. Gomme). This is more usually called Animal, Vegetable, and Mineral. See Air, Fire, and Water. Minister s Cat The first player begins by saying, The minister s cat is an ambitious cat, the next player an artful cat, and so on, until they have all named an adjective beginning with A.
With five trumps, there should be some good reason for keeping the trumps together, as a player with so many can usually afford to trump. If he does not trump, his play comes under the rules for discarding. _=FOURTH-HAND PLAY.=_ The Fourth Hand is the last player in any trick. He is the partner of the Second Hand, but has not so many opportunities for the exercise of judgment, his duties being simply to win tricks if he can, and as cheaply as possible. If he cannot win the trick, he should play his lowest card. A bad habit of Fourth-Hand players is holding up the tenace A J when a King or Queen is led originally. This is called the _=Bath Coup=_, and the suit must go round three times for it to succeed in making two tricks. The holder of the tenace should equally make two tricks by playing the Ace at once, provided he does not lead the suit back. _=The Turn-up Trump.
Compass Whist, arranging players according to the points of the compass at Duplicate Whist, and always retaining them in their original positions. Conventional Play, any method of conveying information, such as the trump signal, which is not based on the principles of the game. Coppered Bets, bets that have a copper or checker placed upon them at Faro, to show that they play the card to lose. Court Cards, the K, Q and J; the ace is not a court card. Covering, playing a higher card second hand than the one led, but not necessarily the best of the suit. Créve, F., one who is temporarily out of the game, such as one who has overdrawn his hand at Vingt-et-un; as distinguished from one who has lost all his money. The latter would be spoken of as décavé. Crossing the Suit, changing the trump from the suit turned up to one of a different colour, especially in Euchre. Cross-ruff, two partners alternately trumping a different suit.
When boys and girls play the boys are always sent to fetch away the girls. In Sheffield (a version collected by Mr. S. O. Addy) a boy is chosen to fetch the girl away; and in the Earls Heaton version the line runs, We ll have a girl for nuts in May. (_e_) There is some analogy in the game to marriage by capture, and to the marriage customs practised at May Day festivals and gatherings. For the evidence for marriage by capture in the game there is no element of love or courtship, though there is the obtaining possession of a member of an opposing party. But it differs from ordinary contest-games in the fact that one party does not wage war against another party for possession of a particular piece of ground, but individual against individual for the possession of an individual. That the player sent to fetch the selected girl is expected to conquer seems to be implied--first, by a choice of a certain player being made to effect the capture; secondly, by the one sent to fetch being always successful; and thirdly, the crowning in the Symondsbury game. Through all the games I have seen played this idea seems to run, and it exactly accords with the conception of marriage by capture.
517, 518). This description is almost the same as a seventeenth century version. The dance is begun by a single person (either man or woman), who, taking a cushion in his hand, dances about the room, and at the end of the tune he stops and sings:-- This dance it will no further go. The Musician answers: I pray you, good sir, why say you so? Man: Because Joan Sanderson will not come to. Musician: She must come to, and she shall come to, And she must come whether she will or no. Then he lays down the cushion before a woman, on which she kneels, and he kisses her, singing-- Welcom, Joan Sanderson, welcom, welcom. Then he rises, takes up the cushion, and both dance, singing-- Prinkum-prankum is a fine dance, And shall we go dance it once again, Once again, and once again, And shall we go dance it once again. Then, making a stop, the wo(man) sings as before-- This dance, &c. Musician: I pray you, madam, &c. Woman: Because John Sanderson, &c.
There is no trump suit. If a player has none of the suit led, he may discard anything he pleases. The winner of the trick takes it in and leads for the next trick, and so on until all the cards have been played. The tricks themselves have no value as such, and need not be kept separate. _=Irregularities in Play.=_ If any player omits to play to a trick, and plays to a following one, he is not allowed to correct his error, but is compelled to take the thirteenth or last trick, with whatever hearts it may contain. If a player is found, during or at the end of a hand, to be a card short, all others at the table having their right number, and all having played to the first trick, the player with the short hand is compelled to take the last trick, with whatever hearts it may contain. _=Exposed Cards.=_ Should a person lead or play two cards to one trick, he is allowed to indicate the one intended; but he must leave the other face upward on the table. All exposed cards are liable to be called by any player at the table, and should one player call such a card, his decision is binding on the others.
B. G. Long-duck A number of children take hold of each other s hands and form a half-circle. The two children at one end of the line lift up their arms, so as to form an arch, and call Bid, bid, bid, the usual cry for calling ducks. Then the children at the other end pass in order through the arch. This process is repeated, and they go circling round the field.--Addy s _Sheffield Glossary_. See Duck Dance. Long Tag See Long Terrace. Long-Tawl A game at marbles where each takes aim at the other in turn, a marble being paid in forfeit to whichever of the players may make a hit.