If this is accomplished, the Leader hops from the line and then leaps; the followers hop and leap each a foot further than each other; finally the Foot hops and leaps as far as the distance covered by the last boy. If this is accomplished, the Leader hops twice and then leaps; the same process going on until one of the boys fails, who then takes the place of the stooping boy, and the game begins again. If the Foot covers any longer distance than the Leader, the Leader stoops down.--Earls Heaton, Yorks. (H. Hardy). This game is general. Mr. Emslie describes the London version somewhat differently. After all the boys had jumped over the first boy s back, a cry of Foot it was raised, and the boy who had given the back placed one of his feet at a right angle to the other, and in this way measured a foot s length from the starting-place.
If a heart is turned, and little misère is played, the payment is 64 counters to or from each player. If a spade was turned, the payment would be 16 only. Three honours between partners count as three: four as four. Being all in one hand does not increase their value. ------------------------------------+-----+-----+-----+-----+ The Bid. | ♠ | ♣ | ♢ | ♡ | ------------------------------------+-----+-----+-----+-----+ Five tricks alone, or partners’ 8 | 4 | 8 | 12 | 16 | Three honours | 3 | 6 | 9 | 12 | Four honours | 4 | 8 | 12 | 16 | Each extra trick | 1 | 2 | 3 | 4 | ------------------------------------+-----+-----+-----+-----+ Six tricks, or petite independence | 6 | 12 | 18 | 24 | Three honours | 4 | 8 | 12 | 16 | Four honours | 6 | 12 | 18 | 24 | Each extra trick | 2 | 4 | 6 | 8 | ------------------------------------+-----+-----+-----+-----+ Eight tricks, or grand independence | 8 | 16 | 24 | 32 | Three honours | 6 | 12 | 18 | 24 | Four honours | 8 | 16 | 24 | 32 | Each extra trick | 4 | 8 | 12 | 16 | ------------------------------------+-----+-----+-----+-----+ Petite misère | 16 | 32 | 48 | 64 | Grand misère | 32 | 64 | 96 | 128 | Misère de quatre as | 32 | 64 | 96 | 128 | Misère sur table | 64 | 128 | 192 | 256 | Slam à deux (partners) | 50 | 100 | 150 | 200 | Slam seul (alone) | 100 | 200 | 300 | 400 | Slam sur table | 200 | 400 | 600 | 800 | ------------------------------------+-----+-----+-----+-----+ RUSSIAN BOSTON. This is a variation of Boston de Fontainbleau. A player holding carte blanche declares it before playing, and receives ten counters from each of the other players. Carte blanche is the same thing as chicane in Bridge, no trump in the hand. But in Bridge the player is penalized for announcing it until after the hand is played.
Psi powers crop up more often than they should in folks who are marked with a debility. It s the old compensation story. Look at my weak right arm. What she had said about _expecting_ to find me on the roof sounded like precognition. And she sniffled and sniffled. Maybe it was one more of those tied-in hysterical Psi weaknesses. What are you doing out here? I asked her. Resting, she said wearily. I just hit town today. And tired already? I was broke, she said.
No one has a brelan, so all the hands are shown, and the cards lie thus:-- [Illustration: 🂮 🃉 🃈 +-------+ | B | 🂡 🂭 🂩 |C A| 🃑 🃞 🃙 | D | +-------+ 🂱 🂾 🃝 🂹 ] The point is exactly even for clubs and spades, 40 in each. In case of ties, the dealer, or the player nearest him on the right wins. In this case A wins on account of his position, so clubs is the winning suit, and A has the best card of it. But he can win from C and D only the amount for which he called a sight, _i.e._ 35 counters. He therefore takes down 105 as his share of the pool, leaving 170 to be decided between C and D. Now, although C has a better point than D, it is one of the principles of the game that the suit that wins cannot lose at the same time; and as D has a card of the winning suit, while C has not, D wins the remainder of the pool. If neither C nor D had a card of the winning suit, C would win from D on account of his better point. If we transposed the club ace and spade ace, spades would be the winning suit, because the elder hand, A, had the best card of it; but C would take the remainder of the pool, because he held a spade, while D did not.
If the side that named the trump fails to make as many points as it bid, it scores nothing, and the number of points bid are scored by the adversaries, in addition to any points that the adversaries may have made in play. For instance: A-B are partners against Y-Z. B has bid to make 8, and named hearts for trumps. A-B make 10, which is 2 more than they bid, Y-Z getting the other 4; which leaves A-B 6. These are scored by placing one red and one white counter in the pool. But suppose A-B got only 5 points, Y-Z getting 9. A-B would score nothing, as they did not make good their bid; while Y-Z would score the 9 points actually won, and the 8 points bid in addition, or 17 altogether. The old way of scoring was to _=set back=_ the side that failed to make the number bid; but that system of counting entirely destroyed the interest in the game when one side got much behind; because it could not recover in time to prevent the other side from _=sweating out=_, as it is called. Suppose A-B have been set back 18 points on two failures, Y-Z having made 16 points on those two deals, and 23 on their own bids. The score will stand: A-B 64 to go; Y-Z, 12 to go.
Her hands passed up beyond my shoulder, to my neck. It s in yore haid, she said. In yore darlin haid! Fingers worked over my scalp. Oh, there! she gasped. Hit s ahurtin me! Hurtin , hurtin , and I m a draggin it off n yuh! Her backwoods twang sharpened as she aped some contemporary witch. Hurt? She didn t know what it meant. She fired a charge of thermite in my head, and it seared its way down my arm to my fingers. My right arm came off the bed and thrashed like a wounded snake. She wrestled it, climbed onto the bed, and held it down with her boney knees. Her fingers kneaded it, working some imaginary devil out through the fingertips, till the hurt was gone.
Should the bidder lead out of turn, and the player on his left follow the erroneous lead, the error cannot be corrected. In Misères, a lead out of turn by the bidder’s adversary immediately loses the game, but there is no penalty for leading out of turn in Misère Partout. PLAYING OUT OF TURN. 25. If the third hand plays before the second, the fourth hand also may play before the second. 26. If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led or, if he has none, to trump or not to trump the trick. In _=Boston=_, and in _=Solo Whist=_, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick. If the adversary of a Misère player leads or plays out of turn, the bidder may immediately claim the stakes. In Solo Whist, the individual player in fault must pay for himself and for his partners.
But what high official can afford to be at odds with us? They know where the Lodge stands. A little while on the visor as the east pinked up got me what I wanted. Because of the three-hour time difference, the Washington brass got me _carte blanche_ before banking hours at the Tahoe bank that supplied the Sky Hi Club with its cash. Working with the cashier, who hadn t even taken time to shave after getting his orders from the Federal Reserve Bank, I went over their stock of thousand dollar bills, as Pheola had PC d I would, and marked down the edges of the stacks with grease pencil. Mostly I did it to make my grip firmer. When the time came, I could make that money jump. Pheola let me get her a cocktail dress in one of the women s shops. The right dress helped, but more steaks would have helped even more. I ll bet I put five pounds on her that day. She was one hungry cropper.
Against the hold-out or marked cards there is no protection, because the dealer does not care how much the cards in the pack are shuffled or cut; but every method of running up hands, or stocking cards, can be made ineffective if the pone will not only cut the cards, but carefully reunite the packets. If the two parts are straightened after the cut, it will be impossible for the dealer to shift the cut, and bring the cards back to their original position. The dealer will sometimes bend the top or bottom card so as to form a _=bridge=_, which will enable him to find the place where the cards were cut. This can only be overcome by shuffling the cards instead of cutting them, which every player has the right to do. If you insist on shuffling, the greek will do the same in his turn, and will run up hands to be dealt to himself. It is perfectly useless to endeavour to protect yourself against a poker sharp; the only remedy is to leave the game. Many persons have a strong prejudice against playing with a man who shuffles his chips. The mere fact of his being an expert at chip shuffling has nothing to do with the game of poker, the accomplishment usually being the result of long experience at the faro table. The reason for the prejudice is that a chip shuffler is usually cold blooded, courageous, and seldom a loser at any game that requires nerve. _=SUGGESTIONS FOR GOOD PLAY.
If the banker gives the second card to either player before dealing the first to himself, he must give the second to the other player also, and then take his own. This single card must then be thrown in the waste basket, but the banker may play out the hand as if he had two cards which counted 10 or 20; that is, baccara. _=Showing.=_ If any of the three persons holding cards finds he has a point of 8 or 9, it must be shown at once, and the two other hands are then exposed. If the banker has 8 or 9, and neither of the others has so many, the bank wins everything on the table. If either player has more than the banker, all the bets on that side of the table must be paid. If either player has as many as the banker, all the bets on that side of the table are a stand-off. If either player has less than the banker, all the bets on that side of the table are lost. If a player wrongly announces 8 or 9, he cannot draw cards unless his point was 10 or 20. _=Drawing.
Chess came westward through Constantinople, it having passed through Persia sometime during the sixth century. The Arabs seem to have learned the game, and taken it to Mecca and Medina, afterward passing it along to Syria and the Byzantines, sometime during the seventh century. Disbanded body-guards of the Byzantine emperors carried it to Scandinavia and the North, while it was gradually spreading over Europe by way of the Bosphoros and the Danube. _=Draughts=_, or _=Checkers=_, is sometimes claimed to be an older game than Chess: but it is much more probable that both are developments of some still older game, all trace of which is lost. In Egypt and Nubia there are illustrations of persons playing at draughts twenty centuries before the Christian era. During recent explorations in Egypt quite a variety of draughtmen have been found, some of which were used during the reign of Rameses III. The usual form seems to have been circular, about an inch in diameter, and surmounted by a round knob, something like a chess pawn, so that the men could be easily picked up. From the manner in which the men are shown mixed upon the board, it is evident that they could not move or take backwards, as in Polish draughts, but whether they advanced diagonally, as at the present day, there is no evidence to show. The Japanese game of draughts has lately been revived in England and America under the name of Go-Bang, but as it requires a special board of 324 squares, it has never been popular. _=Backgammon=_ cannot be traced to its origin.
The four cards forming the layout are the ♡A, ♣K, ♢Q, ♠J; but there is no ♢7. The dealer names any number of counters that he is willing to stake, which must be at least four, and each player at the table must stake a similar amount. The counters are placed on the layout to suit the players, either all upon one card, or distributed among the four. The cards are dealt as at Pope Joan, and the same number must be left in the talon. Instead of the player being at liberty to begin a sequence with any card he pleases, he must begin with the lowest card in his hand of the suit which he selects. He is not restricted as to suit, but must play all he has in sequence, and then name the card that he fails on. If a new sequence is opened by any player, he must play the lowest card of the suit in his hand. If, in the course of play, any of the four cards on the layout can be got rid of, the player holding them takes the pool on that card. If he is left with the card in his hand at the end he is not obliged to double the pool, as at Pope Joan, but simply loses his chance to win it, and it remains until the next deal. The first player to get rid of all his cards receives one counter from the other players for each card they hold.
There are no authoritative laws for Écarté, and the various French and English codes do not agree. The code adopted by the English clubs is not in accord with the best usage, and fails to provide for many contingencies. All that is essential in the laws will be found embodied in the foregoing description of the game. _=TEXT BOOKS.=_ The best works on the subject of Écarté are usually to be found in conjunction with other games. The student will find the following useful:-- The Westminster Papers, Vols. IV to XI, inclusive. Bohn’s Handbook of Games; any edition. Écarté and Euchre, by Berkeley, 1890. Cavendish on Écarté, 1886.
At the conclusion, the children who are marching on the inner side of the circle leave their partners and take the place of one in front of them, while the centre child endeavours to get one of the vacant places, the child turned out taking the place of the one in the centre, when the game begins again. In the Earls Heaton version there is the circle of children, with one child in the centre, who chooses a partner after the lines have been sung. (_c_) From this it would seem that while the Lincolnshire and Nottinghamshire words appear to be the most complete, the action has been preserved best at Sharleston. The acting of this version is the same as that of The Jolly Miller. The third variant is evidently an imitation of the song, John Brown. Green Grow the Leaves (2) [Music] --Northants (R. S. Baker). Green grow the leaves on the hawthorn tree, Green grow the leaves on the hawthorn tree, We jangle and we wrangle and we never can agree, But the tenor of our song goes merrily, merrily, merrily, The tenor of our song goes merrily. --R.