Any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand from that point on. The penalty for the _=revoke=_ varies in different places, but the general rule is for the revoking player to lose his entire count for “cards.” The winner of _=the last trick=_ scores ten points for it; and the players then turn over the tricks they have taken, and count their score for “cards.” _=Cards.=_ The five highest cards in each suit count toward game for the player winning them. The Ace is worth 11 points, the Ten 10, the King 4, the Queen 3, and the Jack, 2, no matter what the suit may be, so that there are 240 points for cards to be divided between the players in each deal. It is usual for only one to count, the other checking him, and taking the difference between the total and 240. Cards are not scored as the tricks are taken in, but after the hand is over and the 10 points have been scored for the last trick. From this it might be imagined that no notice was taken of the counting value of the cards taken in during the play. Early in the game this is true; but toward the end each player must keep very careful _=mental count=_ of the value of his tricks, although he is not allowed to make any note of it, nor to score it.
Strutt (_Sports_, p. 381) says Hunt the Hare is the same game as Hunt the Fox. In this game one boy is permitted to run out, and having law given to him--that is, being permitted to go to a certain distance from his comrades before they pursue him--their object is to take him, if possible, before he can return home. See Hare and Hounds. Hunt the Slipper [Music] --Lancashire (Mrs. Harley). All the players but one sit on the floor in a circle with their legs crossed (Turkish fashion), one acting as Chief, all pretending to work at making or mending shoes. The other player brings a slipper to the Chief Cobbler, and desires it to be mended, saying-- Cobbler, cobbler, mend my shoe, Get it done by half-past two. The child walks away, and returns in a few moments and asks whether the shoe is ready. The Cobbler says, Not quite; call again in an hour s time, or makes any other excuse which occurs to him.
_=Cards.=_ _=ENGLISH DUMMY=_, is played with a full pack of fifty-two cards, ranking as at whist both for cutting and playing. Two packs are generally used. _=Markers=_ are necessary, and are of the same patterns as those used in whist. _=Players.=_ According to the English usage, Dummy is played by three persons, and the table is complete with that number. They cut for partners and for the deal; the player cutting the lowest card takes dummy for the first rubber; the one cutting the next lowest takes dummy for the second rubber; and the one cutting the highest takes it for the last rubber. It is considered obligatory to play three rubbers, in order that each may have whatever advantage or disadvantage may be supposed to attach to the dummy. The three rubbers so played are called a Tournée. It is sometimes agreed that one player shall take dummy continuously, on condition that he concedes to his adversaries one point in each rubber.
Sequences may run to any length, and four, five, or six of a kind is in order. The cards in hand that do not fit any combination of three or more are deadwood, and the object is to reduce this deadwood to less than fifteen. _=METHOD OF PLAYING.=_ Each player in turn to the left of the dealer draws a card from the stock or the discard pile and discards one in its place, face up. No player is allowed to lay down anything until he can show his whole hand, and then only when his deadwood is fifteen or less, and he is not obliged to lay down even then if he prefers to wait until he can reduce his deadwood still further. _=THE SHOW-DOWN.=_ As soon as any player can show down his hand, the game is at an end. He lays out his combinations and pushes them aside. Then he announces the pip value of his deadwood, after discarding a card in place of the one drawn. Suppose he draws the seven of hearts, and lays down the 6 7 8 9 of that suit; J Q K of clubs; discards the king of spades and leaves two deuces and a five for his deadwood.
CENTENNIAL. Two persons or sides play with three dice. The object of the game is to secure pips on the dice, or multiples of pips, which will make the figures from 1 to 12 in numerical order, and afterward the numbers from 12 to 1 again. The first side to accomplish this wins the game. There must be an ace in the first throw or nothing counts; that obtained, any following numbers may be made singly, or by adding two or more together. Suppose the first throw is 4, 2, 1. The 1 and 2 will make 1, 2 and 3. Then the 4, 1, 2 will make 4, 5, 6 and 7. Each side continues to throw until it fails to score, when the box must be passed to the adversary. If a combination is overlooked by one side, the other may count it if it continues the sequence on their side.
Hen and Chicken Chickery, chickery, cranny crow, I went to the well to wash my toe, When I got back a chicken was dead. This verse is said by the Hen to her Chickens, after which they all go with the Hen to search for the dead Chicken. On their way they meet the Fox. The following dialogue between the Fox and Hen ensues, the Hen beginning:-- What are you doing? Picking up sticks. What for? To make a fire. What s the fire for? To boil some water. What s the water for? To boil some chickens in. Where do you get them from? Out of your flock. That I m sure you won t. --Derbyshire (_Folk-lore Journal_, i.
Each check in turn is taken up and knocked against the ground. 9. Each check is taken up and tapped upon another. 10. The checks are first arranged three in a line, touching each other, and the fourth placed at the top of that at one end of the row. This is called the Cradle. It has to be taken down check by check, and if, in taking one, another is moved, the player is out. 11. Like the last, but the checks are put one above another to make a Chimney. 12.
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[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. Such combinations are therefore always worth 16 points: four runs of three, worth 12, and 4 points for the two separate pairs. [Illustration: 🂡 🂢 🂳 🃔 🃄 ] If the five cards contain one sequence of four, and one duplicate, the combination will always be worth 10 points; 8 for the double run of four, and 2 for the pair. The foregoing should be thoroughly familiar to every player, so that he may know the exact value of the combination the moment he sees the length of the sequence and the number of duplicates. _=Two-card Fifteens.=_ Any combination of two or more cards, the total face value of which is exactly 15, is called _=fifteen-two=_, because each fifteen so formed is worth two points in the pegging.
[Illustration: 🃙 🃆 🂶 🃖 🂦 🂹 🂩 🃉 🃖 🂦 ] The same is true of any combinations of two-card fifteens in which all five cards are of value; they are both of the same pegging value, 20 points. If there are three duplicates of one card in the original fifteen, the four separate fifteens will be worth 8, and the double pair royal 12. If there are two duplicates of one card, and one of the other, six separate fifteens can be formed by combining each Nine with each Six, pegging 12; and the pair royal of one card with the single pair of the other will add 8 more. _=Three-card Fifteens=_ may be formed in fifteen different ways, ranging from 10 4 A, to 5 5 5. If you hold any of these combinations, and have a fourth card which is a duplicate of any of the three forming the fifteen, the value of the combination will depend on how many cards you can replace with the duplicate card. [Illustration: 🂾 🃞 🃔 🂡 ] If you have an extra tenth card, you can replace the other tenth card once only, and the total value of the combination is therefore 6 points, which is expressed by the formula; “Fifteen-two, fifteen-four, and a pair.” [Illustration: 🃙 🂳 🃓 🂣 ] If your combination was 9 3 3, and you had another 9, the same thing would be true; but if your duplicate is a Three, there are two cards which can be replaced, and the combination is therefore worth 12; 6 for the three fifteens, and 6 more for the pair royal. [Illustration: 🂵 🃕 🃅 🂥 ] If your combination is one in which all three cards can be replaced with the duplicate, making three extra fifteens, it must be worth 20 altogether; 8 for the four fifteens, and 12 for the double pair royal. [Illustration: 🂢 🃖 🂷 🂧 🃇 ] If you have two duplicates of any one card in the original combination, there are only two extra fifteens, and the combination will be worth 12; 6 for the three fifteens, and 6 more for the pair royal. [Illustration: 🃒 🂦 🃖 🂷 🃗 ] If you have duplicates of two different cards you can form four fifteens; because you can replace the Seven first, and then the Six, and then put the first Seven back again with the new Six.
_=Go, and Thirty-one.=_ When a person has no card which he can play without making the total pip value of all the cards played more than 31, he must say to his adversary: “Go.” That is, “Go on and play, for I cannot.” If his adversary has no cards left, the player must say “go” to himself. When a person is told to go, he must play as many cards as he can without passing 31. If he reaches 31 exactly, he scores two points; if he cannot quite reach it, he scores one point for the go. The principle is that if 31 cannot be made by either player, the one playing the card that brought the count nearest to it shall count one for it, even if he has told himself to go. There is no count for “last card” if it makes 31. But the “last card” counts if it makes 15. If a player tells another to go when he can still play himself, he forfeits two points, and his adversary may, if he chooses, take back the cards to the point where the error occurred and have them played over again.
Ties are decided in the usual way. _=Dealing.=_ The cards are dealt from left to right, two being given to each player for the first round, then three, and then two again, until each player has received seven cards. The four remaining in the pack are then placed in the centre of the table, face down, and form the _=widow=_. No trump is turned. The rules governing all irregularities in the deal are the same as in ordinary Euchre. _=Making the Trump.=_ The cards dealt, each player in turn, beginning with the eldest hand, bids a certain number of points, at the same time naming the suit which he wishes to make the trump. There is no second bid, and the suit named by the highest bidder must be the trump for that deal. The successful bidder takes the widow, selecting from it what cards he pleases, and discarding others in their stead, so as to restore the number of his cards to seven.
_=Tactics=_; or the purely conventional rules for leading, second and third hand play, returning partner’s suits, etc., all of which may be learnt from books, or gathered from more experienced players. 2nd. _=Strategy=_; or the advantageous use of the information given by the conventional plays. This is largely dependent on personal ability to judge the situation correctly, and to select the methods of play best adapted to it. _=CONVENTIONAL PLAYS.=_ These may be divided into two parts: those used by the partners who attack, either with their strong suits, or by leading out trumps; and those employed by their adversaries, who are defending themselves against such suits, or wishing to prevent their trumps being drawn. We shall first consider the conventionalities used in attack. _=Leading.=_ The player with the original lead should have a double object in view; to secure the best results for his own hand, and to indicate to his partner where he is in need of assistance.
But Y reasons that there are only two trumps unaccounted for, the Ten and Left Pedro. If B has one, it must fall to this trick. He cannot have both, for A drew only two cards. If A has both, Y must catch his Pedro, no matter how A plays; and as long as Y does not get into the lead himself, he cannot lose his own Pedro. At trick 5, A naturally places the Pedro with Z, as Y did not save it on the King, and it is perfectly natural for A to trump with his Pedro, intending to lead the Ten to catch Z’s. A-B score nothing, not having made good their bid. Y-Z score Right and Left Pedro, and Low, 11 points; adding the 8 points bid but not made by A-B, 19 altogether. CINCH LAWS. _=Formation of Table.=_ A cinch table is complete with six players.
You ve still got me sold. I ll go to Nevada for you. I d have gone clear to Hell to get away from that hallucinating witch he had working on me. I d gotten used to hallucinations--but who can get used to the doubt that one of those dreadful visions is real? I d had my lesson. * * * * * It served me right, of course. It had begun when Peno Rose had first visored me from Lake Tahoe. I had told him No. Too busy, _much_ too busy, with TK surgery at Memorial Hospital. It didn t mean a thing to me that some cross-roader with plenty of TK was stealing the Sky Hi Club s casino blind. But Peno had known me from my days on the Crap Patrol, and wasn t much impressed that I d reached the thirty-third degree.
_=Irregularities in Playing.=_ If, during the play of a hand, any person is found to have too many cards, his hand is foul, and neither he nor his partner can score any points for that deal, but they may play the hand out to prevent the adversaries from scoring everything. If he has too few cards there is no penalty. If a player leads out of turn, and the three others follow him, the trick stands good. If all have not followed the false lead, their cards must be taken back, but only the leader’s card is liable to be called. If it was the turn of the partner of the player in error to lead, the adversary on his right may call upon him to lead or not to lead a trump; but he cannot specify the plain suit. If it was the turn of either adversary of the player in error to lead, the card led in error is simply exposed. If the third hand plays before the second, the fourth may play before the second also. If the fourth hand plays before his partner, third hand not having played, the trick may be claimed by the adversaries, regardless of who wins it; but the player who actually wins it leads for the next trick. If a player has a card of the suit led, and neither follows suit nor plays a trump, it is a _=revoke=_; and, if detected and claimed by the adversaries, neither the player in error nor his partner can score any points that hand; but the hand may be played out to prevent the adversaries from scoring everything.
If the dealer makes his choice, his partner must abide by it; but if the dealer has not a hand to justify him in deciding, he may leave the choice to his partner, who must decide. A declaration once made cannot be changed. IRREGULARITIES IN THE HANDS. 19. If, at any time after all have played to the first trick, the pack being perfect, a player is found to have either more or less than his correct number of cards and his adversaries have their right number, the latter, upon the discovery of such surplus or deficiency, may consult and shall have the choice:-- I. To have a new deal; or II. To have the hand played out, in which case the surplus or missing card or cards are not taken into account. If either of the adversaries also has more or less than his correct number, there must be a new deal. If any player has a surplus card by reason of an omission to play to a trick, his adversaries can exercise the foregoing privilege only after he has played to the trick following the one in which such omission occurred. In _=Boston=_, if at any time it is discovered that a player opposed to the bidder has _=less=_ than his proper number of cards, whether through the fault of the dealer, or through having played more than one card to a trick, he and his partners must each pay the bidder for his bid and all over-tricks.
The pool for it remains until the card is dealt to some player face up. Any of the pools which are not won must remain until the following deal, and may be added to. POPE JOAN. This game is a combination of the layout in Matrimony, and the manner of playing in Commit. There are a great many ways of dividing the layout, but the following is the simplest. Five cards are taken from an old pack, and are laid out in the centre of the table, or their names are written on a sheet of paper. [Illustration: 🂾 🂭 🃇 🃊 🃛 ] The cards are thrown round for the deal, and the first Jack deals. The cards are distributed one at a time, the full pack of fifty-two cards being used. The following table will show the number of cards to be given to each player, and that left in the stock to form stops. 3 Players, 15 cards each 7 in the stock.
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V. There stands a lady on a mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Now she s married I wish her joy, First a girl and then a boy; Seven years after son and daughter, Pray young couple kiss together. Kiss her once, kiss her twice, Kiss her three times three. --Wrotham, Kent (Miss D. Kimball). VI. There stands a lady on the ocean [mountain], Who she is I do not know her; All she wants is gold or silver, All she wants is a nice young man. Choose once, choose twice, Choose three times over. Now you re married I wish you joy, First a girl and then a boy; Seven years old a son and daughter, Play and cuddle and kiss together.
It is claimed that it is better for a person, especially with a strong hand, to play with the knowledge that his partner is weak, than under the impression that he may be strong. Such an opening lead should warn the Third Hand to finesse deeply, to hold any tenaces he may have, and to let nothing pass him which might be too much for his weak partner to attend to. This is a very difficult game to play well, and is seldom resorted to except by the most expert. _=Deschapelles Coups.=_ It often happens that after the adverse trumps are exhausted, a player will find himself with the lead, but unable to give his partner a card of his established suit. In such cases the best course is to sacrifice the King or Queen of any suit of which he has not the Ace, in the hope that it may force the best of the suit, and leave partner with a card of re-entry. For instance: The leader has established the Club suit; his partner has exhausted the trumps, Hearts; and having no Clubs, leads the King of Spades from K x x x. If the holder of the Club suit has Spade Queen, and the King forces the Ace, the Club suit will be brought in. If he has not the Queen, the Clubs are probably hopeless. The _=coup=_ risks a trick to gain several.
A triangular cribbage board is very useful for this purpose. _=Dix.=_ Each player in turn, beginning on the dealer’s left, may show the Nine of trumps if he holds it, and exchange it for the trump card. Should two Nines be shown by different players, the one on the dealer’s left takes the turn-up trump. Even if the dealer has a Nine himself, he is not allowed to keep the turn-up trump. If the same player holds both Nines he may score twenty on winning a trick. A player with 990 up is not out if he turns up the Nine. He must win a trick. _=Melds.=_ All the combinations have the same value as in the ordinary game, but all melds are laid upon the table before a card is played.
There are also many other different names that record the game. --_Folk-lore Journal_, ii. 266. See Bandy, Camp, Football, Hockey, Hood, Shinty. Hurly-burly An undescribed boys game. In it the following rhyme is used-- Hurly-burly, trumpy trace, The cow stands in the market-place; Some goes far, and some goes near, Where shall this poor sinner steer? --Patterson s _Antrim and Down Glossary_. For a similar rhyme see Hot Cockles. Huss Children play a game which is accompanied by a song beginning-- Hussing and bussing will not do, But go to the gate, knock, and ring-- Please, Mrs. Brown, is Nellie within? --Parish s _Dictionary of the Sussex Dialect_. Hustle Cap A boys game, played by tossing up halfpence.
Whitehead, 1914. WHIST. _=CARDS.=_ Whist is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but ranking below the deuce in cutting. Two packs are generally used, the one being shuffled while the other is dealt. _=MARKERS=_ are necessary to keep the score. The most common are red and white circular counters; the white being used for the points in each game, and the red for the games themselves, or for rubber points. It is better to have two sets, of different colours, each set consisting of four circular and three oblong counters, the latter being used for the rubber points, or for games. _=PLAYERS.=_ Whist is played by four persons.