180, says: The neive, though employed in the game, is not the object addressed. It is held out to him who is to guess--the conjuror--_and it is he who is addressed_, and under a conjuring name. In short (to hazard a wide conjecture, it may be) he is invoked in the person of Nic Neville (Neivi Nic), a sorcerer in the days of James VI., who was burnt at St. Andrews in 1569. If I am right, a curious testimony is furnished to his quondam popularity among the common people. It will be remembered that this game is mentioned by Scott in _St. Ronan s Well_-- Na, na, said the boy, he is a queer old cull. . .
If a person revokes, for instance, there is a certain penalty, but in addition to the penalty it is always stipulated that the revoking player cannot win the game that hand. _=Double Penalties.=_ No person can be subjected to two penalties for one offence. If a player leads out of turn, and a suit is called, the card played in error cannot be also claimed as exposed and liable to be called. If a player revokes, and his adversary wins ten tricks, the revoke penalty adds three tricks to the ten already won; but these thirteen tricks will not entitle the player to score any points for a slam, because that would be exacting a double penalty; the tricks for the revoke, and the points for the slam. _=Intentional Error.=_ In all games it must be assumed that the player’s intentions are honest, and that any errors that arise are committed through inadvertence. Some of our law-makers have attempted so to adjust their codes as to provide against the manœuvres of the blackleg. This is simply impossible. Laws are made for gentlemen, and when it is obvious that a player does not belong to that class the remedy is not to appeal to the laws of the game for protection, but to decline to play with him.
=_ Each player is provided with twelve men, which are circular in form, one inch in diameter, and three eighths thick. The men on one side are red or black; those on the other white or yellow. The men must be placed on the _=black=_ squares. _=Diagrams.=_ For convenience in illustrating games and problems the men are always shown as placed on the white squares, type made in that manner being more easily read. The following diagram will show the proper arrangement of the men at the beginning of the game, if the white squares are supposed to be black ones:-- [Illustration: +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ ] _=Two Move Restriction.=_ It has lately become the custom in important tournaments to write an opening and second move, such as 10-14, 22-17 on a slip of paper; 10-14, 24-19 on another, and so on for all possible openings. These are placed in a hat and when the players face each other, a slip is drawn. If it is 11-15, 22-18, the game must be opened with those moves. When these players start the second game, the one who was second player on the first game begins with 11-15, and his opponent must play 22-18.
The Vivant must pay or receive double, as he has to settle with each adversary. If four play, the one sitting out has nothing to do with the stakes; but he may make outside wagers on the result of the game. _=THE METHOD OF PLAYING=_ is practically the same as at whist, with the following exceptions:-- When it is the turn of Mort to play, Vivant selects the card for him. _=The Revoke.=_ The rules governing this are the same as those already given for English Dummy. Mort is not liable to penalty under any circumstances. If any other player revokes, his opponents may take three points from the score of his side; or add three points to their score; or take three of his tricks. The penalty cannot be divided; but if two or more revokes are made by the same side, the penalty for each may be enforced in a different manner. For instance: If the score is 3 to 2 in favor of the adversaries, Vivant may take three points from their score for one revoke, and add three to his own score for the other. It is not permissible to reduce the revoking player’s _=tricks=_ to nothing.
The person who lets the spark die out has to pay a forfeit.--Scilly (Courtney s West _Cornwall Glossary_). A rhyme at Lostwithiel is known as follows-- Jack s alive, and likely to live; If he die in my hand a pawn (forfeit) I ll give. --(J. W.) Jamieson (_Dictionary_) says, To do Dingle-dousie, a stick is ignited at one end and given as a plaything to a child. Elworthy (_West Somerset Words_) does not give this as a game, but says a burning stick was whirled round and round very quickly, so as to keep up the appearance of a ribbon of fire. Miss Burne (_Shropshire Folk-lore_, p. 530), says, Children wave a burning stick in the air, saying-- A girdle o gold, a saddle o silk, A horse for me as white as milk, an evident relic of divinations or incantations practised with bonfires. Halliwell (_Nursery Rhymes_, p.
Blind Sim Suffolk name for Blind Man s Buff. --Forby s _Vocabulary of East Anglia_. Block, Haimmer (Hammer), and Nail This is a boys game, and requires seven players. One boy, the Block, goes down on all fours; another, the Nail, does the same behind the Block, with his head close to his _a posteriori_ part. A third boy, the Hammer, lies down on his back behind the two. Of the remaining four boys one stations himself at each leg and one at each arm of the Hammer, and he is thus lifted. He is swung backwards and forwards three times in this position by the four, who keep repeating Once, twice, thrice. When the word Thrice is repeated, the _a posteriori_ part of the Hammer is knocked against the same part of the Nail. Any number of knocks may be given, according to the humour of the players.--Keith (Rev.
=_ Any straight in which the ace connects the top and bottom. Beats threes; but any regular straight will beat it. [Illustration: 🂾 🂱 🃂 🃃 🃔] 848 to 1 The rank of these extra hands has evidently been assigned by guess-work. The absurdity of their appraised value will be evident if we look at the first of them, the blaze, which is usually played to beat two pairs. As it is impossible to have a blaze which does not contain two pairs of court cards, all that they beat is aces up or kings up. If it were ranked, like other poker hands, by the difficulty of getting it, a blaze should beat a full hand. All these hands are improperly placed in the scale of poker values, as will be seen by comparing the odds against them. In any games to which these eccentric hands are admitted, the rank of all the combinations would be as follows, if poker principles were followed throughout:-- DENOMINATION. ODDS AGAINST. One pair 1¼ to 1 Two pairs 20 to 1 Three of a kind 46 to 1 Sequence or straight 254 to 1 Skip or Dutch straight 423 to 1 Flush 508 to 1 Tiger [Big or Little Dog] 636 to 1 Full hand 693 to 1 Round-the-corner straight 848 to 1 Blaze 3008 to 1 Four of a kind 4164 to 1 Straight flush 72192 to 1 Royal Flush [Ace high] 649739 to 1 When the true rank of these eccentric hands is not allowed, local custom must decide what they will beat.
” As in the case of the player, the weakest trumps have been taken for the examples, and the weakest holdings in plain suits. If the dealer has better plain suits, or stronger trumps, he has of course so much more in his favour if he refuses. The first column of figures gives the number of times in 65,780 that there will be no proposal, so that the dealer has no choice but to play. The other columns give the number of times the dealer or the player will win if the player proposes and the dealer refuses. The first suit given in each instance is the trump. NO DEALER PLAYER PROPOSAL. WINS. WINS. 22 [Illustration: 🃗 🃘 🃙 🃇 🂧] 6,034 36,974 22,772 23 [Illustration: 🂷 🂸 🂡 🂨 🂧] 9,826 38,469 17,485 24 [Illustration: 🂧 🂨 🂾 🂷 🃗] 8,736 41,699 15,345 25 [Illustration: 🃇 🃈 🃝 🃗 🂷] 9,256 40,524 16,000 26 [Illustration: 🃗 🃘 🃇 🃈 🂭] 10,336 37,484 17,960 27 [Illustration: 🂷 🂸 🃘 🃙 🃋] 9,776 37,439 18,565 28 [Illustration: 🂧 🂨 🂹 🂺 🃚] 9,776 36,909 19,095 29 [Illustration: 🃇 🃈 🃗 🃁 🃈] 9,776 36,733 19,271 In giving cards, some judgment of human nature is necessary. Some players habitually propose on strong hands, and it is best to give to such pretty freely.
Let us suppose that he has a dangerous hand in plain suits, but is safe in hearts, and decides that his best chance is to lead hearts at every opportunity; or that he has a certain safe suit which it is manifestly to his advantage to have led as often as possible. The other players, being the ones who are to suffer from this line of play, will of course prevent it if possible; and in order to carry out the plan in spite of their opposition, it will be necessary for the individual player to gain the lead a certain number of times, and so force his game upon them. Again, a player may know that he can load a certain adversary if he can get in and lead a certain suit or card; or he may know that by giving one player the lead, that player can load another. In such cases commanding cards must be held or retained, in order to give the player a certain control of the lead. When a player is attempting to take all thirteen hearts, the control of the lead, especially in the end game, is very important; because the design of each of the other players will be to get the lead into some other hand, in the hope that they may load the player having it, and so at least divide the pool. _=THE DISCARD.=_ One of the most important elements in heart play is the discard. The beginner is too apt to discard hearts at every opportunity; but a little experience will teach him that even a 3 in a plain suit may be a better card to part with. The most important thing in discarding is to reduce the odds against your winning the pool. Let us suppose that you have the A K Q of a plain suit.
Carrom, see cannon. Cartes, F., playing cards. Carte Blanche, a hand which does not contain K, Q or J. Carte Roi, F., the best card remaining of a suit. Cases, when three cards of one denomination have been withdrawn from the box at Faro, the fourth is a case. Case-keeper, a board for recording the cards as they are withdrawn from the box at Faro. The word is sometimes applied to the person who keeps cases. Cat-hop, two cards of the same denomination left in for the last turn at Faro.
If a player leads when it is the turn of an adversary to lead, and the error is discovered before all have played to such lead, a suit may be called from him or from his partner, as the case may be, the first time thereafter it is the right of either of them to lead. The penalty can be enforced only by the adversary on the right of the one from whom a lead can lawfully be called, and the right thereto is lost unless such adversary calls the suit he desires led before the first trick won by the offender or his partner subsequent to the offence is turned and quitted. SEC. 2. If a player leads when it is his partner’s turn and the error is discovered before all have played to such lead, a suit may at once be called from the proper leader by his right-hand adversary. Until the penalty has been exacted, waived or forfeited, the proper leader must not lead; should he so lead, the card led by him is liable to be called. SEC. 3. If a player when called on to lead a suit has none of it, he may lead as he pleases. SEC.
See Banger, Buttons. Hare and Hounds A boys game. One boy is chosen as the Hare. He carries with him a bag filled with strips of paper. The rest of the boys are the Hounds. The Hare has a certain time (say fifteen minutes) allowed him for a start, and he goes across country, scattering some paper on his way in order to indicate his track. He may employ any man[oe]uvre in order to deceive his pursuers, but must keep up the continuity of his paper track-signs. The Hounds follow him and try to catch him before he gets home, which is a place agreed upon beforehand.--London (G. L.
-+---+-.-+---+-.-+---+ | . | | . | | . | | . | | +-.-+---+-.-+---+-.-+---+-.
| -- | | 13.|We will give you pots | | |and pans. | | 14.|..... brass. | | 15.
.. anything. | -- | -- | | 18.| -- | -- | -- | | 19.|For a pretty lass. | -- | -- | | 20.|You shall have a goose| -- |You shall have a swan.| | |for dinner. | | | | 21.
It is considered imperative that the player who has proposed should take at least one card, even if he proposed with five trumps in his hand. The pone helped, the dealer then announces how many cards he takes, placing his discards on his left. The dealer, if asked, must inform his adversary how many cards he took, provided the question is put before he plays a card. After receiving his cards, the pone may either stand or propose again, and the dealer may either give or refuse; but such subsequent stands or refusals do not carry with them any penalty for failure to make three tricks. Should these repeated discards exhaust the pack, so that there are not enough cards left to supply the number asked for, the players must take back a sufficient number from their discards. If the dealer has accepted a proposal, and finds there are no cards left for himself, that is his own fault; he should have counted the pack before accepting. The trump card cannot be taken into the hand under any circumstances. _=MISDEALING AFTER DISCARDING.=_ If the dealer gives the pone more or less cards than he asks for, he loses the point and the right to mark the King, unless it was turned up. If the dealer gives himself more cards than he wants, he loses the point and the right to mark the King, unless he turned it up.
The method used is for both children to grasp the wrist of his left hand with the right, while he lays hold of the right wrist of his companion with his left hand. This way of hoisting or carrying is still used by schoolboys when they desire to honour a boy who has distinguished himself in the playground or schoolroom. See Carry my Lady to London. Kirk the Gussie A sort of play. The Gussie is a large ball, which one party endeavours to beat with clubs into a hole, while another party strives to drive it away. When the ball is lodged in the hole it is said to be Kirkit. --Jamieson. Kiss in the Ring [Music] --Nottingham (Miss Youngman). [Music] --Lancashire (Mrs. Harley).
It s a nuisance being telepathic, he thought. You keep trying to reach even when you are not making contact. Suddenly she swung around on him. You pinlighters! You and your damn cats! Just as she stamped out, he burst into her mind. He saw himself a radiant hero, clad in his smooth suede uniform, the pin-set crown shining like ancient royal jewels around his head. He saw his own face, handsome and masculine, shining out of her mind. He saw himself very far away and he saw himself as she hated him. She hated him in the secrecy of her own mind. She hated him because he was--she thought--proud, and strange, and rich, better and more beautiful than people like her. He cut off the sight of her mind and, as he buried his face in the pillow, he caught an image of the Lady May.
If any card is found faced in the pack, or is exposed in any manner; or if more than thirteen cards are dealt to any player, or if the last card does not come in its regular order to the dealer, or if the pack has not been cut, there must be a new deal. Attention must be called to a deal out of turn, or with the wrong cards, before the last card is dealt, or the deal stands. There are no misdeals in auction. That is to say, whatever happens the same dealer deals again. Minor irregularities will be found provided for in the laws. The cards being dealt, each player sorts his hand to see that he has the correct number, thirteen; and the player or players keeping the score should announce it at the beginning of each hand. _=STAKES.=_ In auction, the stake is a unit, so much a point. The number of points won or lost on the rubber may be only two or three, or they may run into the hundreds. The average value of a rubber at auction is about 400 points.
I wanted to lose some dough in a hurry. I started playing field numbers, and TK d the dice away from the field every time a gambler came out. Of course, I could have let the table s six per cent vigorish take it away from me, but that would have taken longer. Even with losing on every roll, the dice got around to me before I had lost the nine hundred I had set out to drop. I put four chips on the Don t Pass side of the line, shook left-handed because of my weak right arm, and got ready to come out. Sniffles seized me. Don t Billy Joe! she said suddenly. You ll lose! She pushed my chips across the line to the Pass side. That burned me up. Get your hands off my chips, I said, annoyed by bad gambling manners.
--Biggar (W. Ballantyne). IV. Dissy, dissy, green grass, Dissy, dissy, duss, Come all ye pretty fair maids And dance along with us. You shall have a duck, my dear, And you shall have a drake, And you shall have a nice young man To love you for your sake. If this young man should chance to die And leave the girl a widow, The birds shall sing, the bells shall ring, Clap all your hands together. --Yorkshire (Henderson s _Folk-lore, Northern Counties_, p. 27). V. Dossy, dossy green grass, Dossy, dossy, doss, Come all ye pretty fair maids And dance upon the grass.
To lose every trick, no trump suit, _=Grand Misère=_. To win _=Nine Tricks=_. To lose 12 tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called; _=Little Spread=_. To win _=Ten Tricks=_. To lose every trick, no trump suit, the single player’s cards being exposed on the table, but not liable to be called; _=Grand Spread=_. To win _=Eleven Tricks=_. To win _=Twelve Tricks=_. To win 13 tricks; _=Slam=_. To win 13 tricks, the single player’s cards exposed face up on the table, but not liable to be called; _=Spread Slam=_. The object of the bidder, if successful in securing the privilege of playing, is to win or lose the proposed number of tricks, against the combined efforts of his adversaries.
Skinner is a little more particular and says, Vox tesseris globulosis ludentium propria: an expression belonging to a game played with little round tesseræ. He also derives it from French and Italian. It is mentioned by Jonson, _Tale of a Tub_, iii. 2:-- Young Justice Bramble has kept _level-coyl_ Here in our quarters, stole away our daughter. Gifford says that, in our old dramatists, it implies riot and disturbance. The same sport is mentioned by Sylvester, _Dubartas_, IV. iv. 2, under the name of _level-sice_:-- By tragick death s device Ambitious hearts do play at _level-sice_. In the margin we have this explanation: A kinde of Christmas play, wherein each hunteth the other from his seat. The name seems derived from the French _levez sus_, in English, arise up.
Tric-Trac, the European name for Backgammon. Trump-showing Leads, a system of private conventionalities in leading plain suits at Whist, to show the number of trumps held by the leader. Unblocking, getting out of your partner’s way when he has more cards of the suit than you have. Underplay, leading a card which is not the best of a suit, when the best would naturally be led; or holding up the best card to let another player win the trick. Vade, F., the pool to be played for. Vergeben, G., misdeal. Verleugnen, or Verläugnen, G., to revoke.
There is no one now to watch the pot, so it boils over, and makes so much noise that the Mother hears it and comes to see why it is. Finding her eldest daughter gone too, she goes after her children to the Witch s house. A dialogue ensues between the Witch and the Mother. The Mother asks-- Is this the way to the Witch s house? There s a red bull that way! I ll go this way. There s a mad cow that way! I ll go this way. There s a mad dog that way! She then insists on entering the house to look for her children. The Witch will not admit her, and says-- Your boots are too dirty. I ll take my boots off. Your stockings are too dirty. I ll take them off.
| |10.| -- |With a gay lady. | -- | |11.|Where I d be. | -- | -- | |12.| -- |How shall we build it | -- | | | |up again? | | |13.|Stones and lime will | -- |Build it up with | | |build it up. | |bricks and mortar. | |14.| -- | -- |Bricks and mortar will| | | | |not stay.