He who is twice crowned or touched on the head by the taker or him who is hoodwinked, instead of once only, according to the law of the game, is said to be _brunt_ (burned), and regains his liberty.--Jamieson. Blind Man s Stan A boys game, played with the eggs of small birds. The eggs are placed on the ground, and the player who is blindfolded takes a certain number of steps in the direction of the eggs; he then slaps the ground with a stick thrice in the hope of breaking the eggs; then the next player, and so on.--Patterson s _Antrim and Down Glossary_. Blind Nerry-Mopsey The Whitby name for Blind Man s Buff. --Robinson s _Glossary_. Blind Palmie or Pawmie One of the names given to the game of Blindman s Buff. --Jamieson. Blind Sim Suffolk name for Blind Man s Buff.
| | | |13.| -- |Give a gold ring and a|A guinea gold ring and| | | |silver watch. |a silver pin. | |14.|Pretty young lady, bop|Pray, young lady, pop |Pray, young lady, pop | | |under my bush. |under. |under. | |15.| -- | -- | -- | |16.| -- | -- | -- | |17.
| | . | | . | | . | +---+-.-+---+-.-+---+-.-+---+-.-+ ] In Diagram No. 11, if you count up the men on either your own or your adversary’s system, you will find that the number is even, and as you have not the move you should force an exchange immediately, which will give it to you, and win the game. Every single exchange of man for man _=changes the move=_ when only one of the capturing pieces remains on the board, and the following rule is given for ascertaining how proposed exchanges in complicated positions will affect the move:--The capturing pieces of both black and white in both systems must first be added together, and if the number agrees--in the matter of being odd or even--with that of the number of captured pieces in each system, the move will not be changed; but if one number so found is odd, and the other is even, the move will be changed.
The object in Sweepstake Hearts is to take none, and the most successful players will be found to be those who play consistently with the greatest odds in their favour for taking none. Suppose that you hold such a suit as A 10 9 7 4 2. This is a safe suit; because it is very improbable that you can be compelled to take a trick in it. The best lead from such a suit is the 10 or 9. If the suit is led by any other player, the same card should be played, unless you are fourth hand, and have no objection to the lead. This avoids the risk, however slight, of getting a heart on the first round, which would be entailed by playing the ace. In Sweepstake Hearts it is a great mistake to play the high cards of a suit in which you are safe; for no matter how small the risk, it is an unnecessary one. In the case we are considering, when you have six cards of the suit, the odds are 7 to 1 against your getting a heart if you play the ace first round. That is to say, you will probably lose one pool out of every eight if you play it. Take the greatest odds in your favour, when you have only four cards of a suit; they are 22 to 1 against your getting a heart the first round, so that you would lose by it only once in 23 times.
_=THE MIDDLE GAME.=_ After a little experience with openings, the player will usually select one or two which he feels that he can handle better than others, and will make a specialty of them. Having mastered a number of variations, and learned the object of them in forming his pieces for attack or defence, he will naturally be led to the study of the middle game. In this there are a few general principles which should be steadily kept in view. For attack, the player should secure command of a wide range of the board; but for defence he should concentrate his forces as much as possible. He should be careful not to get his pieces in one another’s way, and not to leave pieces where they can be attacked and driven back by inferior pieces, because that entails a loss of valuable time. A player should never exchange a man in active service for one that is doing nothing. If several lines of play are open, the one offering the most numerous good continuations should be selected. When a player is not ready for attack, he should develop his pieces, and remember that the more of them he can get to bear on the enemy’s King, the better. Supporting pieces should be placed where they are not easily attacked, because good players attack the supports first, so as to isolate the advance guard.
R. Emslie says the game is known at Beddgelert as Horses, Wild Horses, he believes, but is not quite certain. Northall (_Rhymes_, p. 401) describes a game very similar to this under Buck, in which the rhyme and method of play is the same as in that game. He continues, This is closely allied to a game called in Warwickshire Jack upon the Mopstick. But in this there is no guessing. The leaping party must maintain their position whilst their leader says-- Jack upon the mopstick, One, two, three, four, five, six, seven, eight, nine, ten, Count em off again. Bunting Name for Tip-cat. --Cole s _S. W.
The same player then begins another sequence with any card he pleases. If a sequence is opened with an ace, a counter may be demanded from each player at the table. If a sequence is stopped, which it will be if the card necessary to continue it is in the stock, or if the diamonds are run up to the Seven, the person who plays the last card before the stop is entitled to begin another sequence. Should any player who is unable to continue a sequence in his proper turn, hold the Nine of diamonds, he may play that card, and the player following him is then at liberty to continue the original sequence or to play the Ten of diamonds, following up that sequence. When the Nine of diamonds is played, the holder receives two counters from each player at the table; but if it is not got rid of in play, the holder of it must pay two counters to each of the other players. The first player to get rid of all his cards wins the pool, and the cards remaining in the other hands are then exposed. Any player holding a King must pay a counter for it to each of the other players. MATRIMONY. Any number of persons may play, and a full pack of fifty-two cards is used. Each player should be provided with an equal number of counters, to which a trifling value may be attached.
... anything. | | 18.| -- | | 19.|For a pretty lass. | | 20.| -- | | 21.| -- | | 22.
2. Each side has a trick score and a score for all other counts, generally known as the honour score. In the trick score the only entries made are points for tricks won (see Law 3), which count both toward the game and in the total of the rubber. All other points, including honours, penalties, slam, little slam, and under-tricks, are recorded in the honour score, which counts only in the total of the rubber. 3. When the declarer wins the number of tricks bid or more, each above six counts on the trick score; two points when spades are trumps, six when clubs are trumps, seven when diamonds are trumps, eight when hearts are trumps, nine when royal spades are trumps, and ten when the declaration is no trump. 4. A game consists of thirty points made by tricks alone. Every deal is played out, whether or not during it the game be concluded, and any points made (even if in excess of thirty) are counted. 5.
MONTE BANK. The money staked by the banker is piled upon the table, so that all players may see what is to be won. The banker takes a Spanish pack of forty cards, shuffles them, and offers them to the players to be cut. Holding the pack face down, the banker draws two cards from the bottom and places them on the table, face up, for the “bottom layout.” He then draws two cards from the top of the pack for the “top layout.” The players can bet on either layout, and after all the bets are placed the pack is turned face up. The card that shows is called the “gate.” If it is of the same suit as either of the cards in the top layout, the banker pays all bets on that layout. If there is a card of the same suit as the gate in the bottom layout, the banker pays that also. If there is no card of the same suit as the gate in either of the layouts, the banker wins from that layout; so that he may win or lose from either or both on the same gate.
For instance: At 4 all, it is useless to turn anything down unless you have a certain euchre in the next suit, and nothing in the turn-up. Even then, the adversaries are almost certain to cross the suit and go out. With the score 3 all, the dealer should be very careful about taking up on a weak hand, because a euchre loses the game. If he is weak, but has a chance in the next suit, or a bower in the cross suits, he should turn it down. It is a common stratagem to turn it down for a euchre when the dealer is better in the next suit, and has only 2 to go. _=PLAYING ALONE.=_ The dealer has the best chance to get a lone hand; but the eldest hand is more likely to succeed with one, on account of the advantage of the lead. It is an invariable rule for any player to go alone when he has three certain tricks, unless he is 3 up, and can win the game with a march. A lone hand should be played with both bowers and the ace, no matter how worthless the other cards; or with five trumps to the ace without either bower; or two high trumps and three aces in plain suits; or three good trumps and two aces. The theory of this is that while the march might possibly be made with partner’s assistance, if partner has the cards necessary to make a march, the adversaries have little or nothing, and there is a very good chance to make a lone hand if three tricks of it are certain.
--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. All the boys then overed his back from the original line, the last one crying Foot it, and then the measuring ceremony was again gone through, and the game commenced again, and continued in the same manner until one of the boys failed to over the back, when he became Back. [Illustration] [Illustration: 1st position] [Illustration: 2nd position] [Illustration: 3rd position] Football The modern game of Football is too well known to need description here, and, like Cricket, it has become no longer a children s game. As to its origin, there are many ball games, such as Camping, which have been suggested as the original form of Football.