|water. | | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.|For a lady s daughter.|For my lady s |For a lady s daughter.| | | |daughter. | | | 5.| -- | -- | -- | | 6.| -- |Put it in a chestnut | -- | | | |tree.
The attacking player puts eight men within six inches of his gun and pushes the rest of his men a little forward to the right or left in pursuit of his enemy. In the real thing, the retreating horsemen would go off to cover with the gun, hell for leather, while the infantry would open out and retreat, firing. But see what happened in our imperfect form of Little War! The move of the retreating player began. Instead of retreating his whole force, he charged home with his mounted desperadoes, killed five of the eight men about the gun, and so by the rule silenced it, enabling the rest of his little body to get clean away to cover at the leisurely pace of one foot a move. This was not like any sort of warfare. In real life cavalry cannot pick out and kill its equivalent in cavalry while that equivalent is closely supported by other cavalry or infantry; a handful of troopers cannot gallop past well and abundantly manned guns in action, cut down the gunners and interrupt the fire. And yet for a time we found it a little difficult to frame simple rules to meet these two bad cases and prevent such scandalous possibilities. We did at last contrive to do so; we invented what we call the melee, and our revised rules in the event of a melee will be found set out upon a later page. They do really permit something like an actual result to hand-to-hand encounters. They abolish Horatius Cocles.
The error will of course be detected when it is found that there are only seven cards in the talon. If the non-dealer elects to have the deal stand, the error in the player’s hand must be remedied in the discard, as will presently be described, and the stock must be divided 4-3 or 5-2, according to which player has too many cards. _=Carte Blanche.=_ The cards dealt, each player takes up his twelve cards and sorts them into suits. If the pone finds himself without a K Q or J, he should immediately claim 10 points for carte blanche. If the dealer holds carte blanche, he does not declare it until the pone has discarded. _=DISCARDING.=_ The five cards on the top of the talon belong to the pone, and he may discard from his hand any number of cards from one to five, and replace them by an equal number from the top of the stock. He must take at least one card, and he must take from the talon in the natural order of the cards. If he has elected to let a deal stand in which he has been given thirteen cards, he is entitled to four cards only from the talon, and must in all cases leave himself with twelve cards after his discard and draw are completed.
It may be done in order to get the lead, and in trumps the practice is very common, and generally right. With Queen and only one small card, it can be demonstrated that it is useless to play the Queen Second Hand, except as an experiment, or to get the lead in desperate cases. With any combination weaker than J 10 x, it is useless to attempt to win the trick Second Hand, and only makes it difficult for the partner to place the cards correctly. _=The Fourchette.=_ When the Second Hand has cards immediately above and below the one led, he should cover. The beginner may have some difficulty in recognising the fact that he holds fourchette if the suit has been round once or twice, and the intermediate cards have been played. Such cards as a Queen and a Seven may be fourchette over a Nine, if Jack, Ten and Eight have been played. _=Second Hand Having None=_ of the suit led, on either first or second round, must decide whether or not to trump it. If the card led is the best of the suit, he should certainly do so; but if it is not, and there is any uncertainty as to who will win the trick, it is usual for the Second Hand to pass when he has four trumps. 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 the card led is the best of the suit, he should certainly do so; but if it is not, and there is any uncertainty as to who will win the trick, it is usual for the Second Hand to pass when he has four trumps. 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.
W. Moore. ISLE OF WIGHT-- Cowes Miss E. Smith. KENT Pegge s _Alphabet of Kenticisms_. Bexley Heath Miss Morris. Crockham Hill, Deptford Miss Chase. Platt Miss Burne. Wrotham Miss D. Kimball.
For discovering check on his own King, the player must either legally move the man touched, or move the King at his adversary’s option. In case neither move can be made, there shall be no penalty. While in check, for touching or moving a man which does not cover the check, the player may be required to cover with another piece, or move the King, as the opposing player may elect. _=Touching the Squares.=_ While the hand remains upon a man, it may be moved to any square that it commands, except such squares as may have been touched by it during the deliberation on the move; but if all the squares which it commands have been so touched, then the man must be played to such of the squares as the adversary may elect. _=Counting Fifty Moves.=_ If, at any period during a game, either player persist in repeating a particular check, or series of checks, or persist in repeating any particular line of play which does not advance the game; or if “_a game-ending_” be of doubtful character as to its being a win or a draw, or if a win be possible, but the skill to force the game questionable, then either player may demand judgment of the Umpire as to its being a proper game to be determined as drawn at the end of fifty additional moves, on each side; or the question: “Is, or is not the game a draw?” may be, by mutual consent of the players, submitted to the Umpire at any time. The decision of the Umpire, in either case, to be final. And whenever fifty moves are demanded and accorded, the party demanding it may, when the fifty moves have been made, claim the right to go on with the game, and thereupon the other party may claim the fifty move rule, at the end of which, unless mate be effected, the game shall be decided a draw. _=Stale-Mate.
While in check, for touching or moving a man which does not cover the check, the player may be required to cover with another piece, or move the King, as the opposing player may elect. _=Touching the Squares.=_ While the hand remains upon a man, it may be moved to any square that it commands, except such squares as may have been touched by it during the deliberation on the move; but if all the squares which it commands have been so touched, then the man must be played to such of the squares as the adversary may elect. _=Counting Fifty Moves.=_ If, at any period during a game, either player persist in repeating a particular check, or series of checks, or persist in repeating any particular line of play which does not advance the game; or if “_a game-ending_” be of doubtful character as to its being a win or a draw, or if a win be possible, but the skill to force the game questionable, then either player may demand judgment of the Umpire as to its being a proper game to be determined as drawn at the end of fifty additional moves, on each side; or the question: “Is, or is not the game a draw?” may be, by mutual consent of the players, submitted to the Umpire at any time. The decision of the Umpire, in either case, to be final. And whenever fifty moves are demanded and accorded, the party demanding it may, when the fifty moves have been made, claim the right to go on with the game, and thereupon the other party may claim the fifty move rule, at the end of which, unless mate be effected, the game shall be decided a draw. _=Stale-Mate.=_ A stale-mate is a drawn game. _=Time Limit.
=_ The cards having been properly shuffled the dealer, Z, presents them to the pone, B, to be cut. At least four cards must be left in each packet. Beginning at his left, the dealer distributes the cards one at a time in rotation until the pack is exhausted. When two packs are used, the dealer’s partner shuffles one while the other is dealt, and the deal passes in regular rotation to the left until the rubber is finished. _=IRREGULARITIES IN THE DEAL.=_ If any card is found faced in the pack, or if the pack is incorrect or imperfect, the dealer must deal again. 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.
[They all go out and say, Hush! hush! to pretended chickens.] Where have you been? To grandmother s. What for? To go on an errand. What did you get? Some plums. What did you do with them? Made a plum-pudding. What did she give you? A penny. What did you do with it? Bought a calf. What did you do with it? Sold it. What did you do with the money? Gave it to the butcher, and he gave me a penny back, and I bought some nuts with it. What did you do with them? Gave them to the butcher, and he s behind the churchyard cracking them, and leaving you the shells.
If in this hand the club suit were Q J 3, the Queen of clubs would be the best opening. It may seem paradoxical that a weaker hand should call for a trump lead; but the opening is not an attack. It is a move to await developments. _=Three-trump Hands.=_ From hands containing three trumps or less, our opening leads vary from the ordinary player’s game more than in any other particular. We always open a long suit from three-trump hands if the suit is a good one, such as A K and others, K Q and others, or even Q J and others. But without such strength in the long suit, we let it severely alone, and develop the hand with a short-suit or “gambit” opening. With three trumps and a five-card suit containing two honors not in sequence, we still open the long suit if we have a sure re-entry in another suit. This, for example, hearts trumps:-- ♡ K 6 2 ♣ 8 6 2 ♢ A Q 6 4 3 ♠ A 10 The trey of diamonds is the best opening. If there were no re-entry, such as only 10 2 of spades instead of A 10, we should open the 10 of spades.
23 is by no means considered impossible by the peasantry. In confirmation of this being a representation of an old funeral ceremony, it may be pointed out that the action of turning backwards during the singing of the dirge is also represented in the curious funeral ceremony called Dish-a-loof, which is described in Henderson s _Folk-lore of the Northern Counties_, p. 53. Henderson s words are: All the attendants, going out of the room, return into it backwards, repeating this rhyme of saining. The additional ceremony of marriage in four of the games is clearly an interpolation, which may have arisen from the custom of playing love and marriage games at funerals and during the watching with the corpse, or may be a mere transition to the more pleasant task of love-making as the basis of a game. The Derbyshire incident (No. 24) may indicate indeed that the funeral is that of a young bride, and in that case the tendency to make the game wholly a marriage game is accounted for. The decay which has set in is apparent by the evident attempt to alter from green gravel to green grover and yellow gravel (Nos. 4 and 5), and to introduce pen and black ink (No. 17).
In cutting for positions at the table, or for partners in the four-handed game, the Ace is the lowest card, the others ranking upward to the King in the order of their sequence. _=Markers.=_ When a certain number of points is agreed on as a game, the score may be kept with counters, on a sheet of paper, or on a cribbage board. If each hand is a game in itself, it is settled for immediately, either in counters or in money. _=Players.=_ Any number from two to four may play, each for himself, or four may play two against two, partners sitting opposite each other. The players on the dealer’s right and left are known as the pone, and the eldest hand respectively. _=Cutting.=_ The players draw from an outspread pack for positions at the table, the lowest card having the choice and dealing the first hand. If the first cut does not decide, those tying must cut again.
In three or four cases only is this altered to gathering a player s nuts away, which is obviously an alteration to try and make the action coincide exactly with the words. The game is always played in lines, and the principal incidents running throughout all the versions are the same, _i.e._, one player is selected by one line of players from their opponents party. The selected one is refused by her party unless some one from the opposite side can effect her capture by a contest of strength. In all versions but two or three this contest takes place between the two; in one or two all the players join in the trial of strength. In another instance there appears to be no contest, but the selected player crosses over to the opposite side. Two important incidents occur in the Bocking and Symondsbury versions. In the Bocking game the side which is victorious has the right to begin the next game first: this also occurs in the Barnes version. In Symondsbury, when one child is drawn over the boundary line by one from the opposite side she has to be crowned immediately.
The reason for this is that from stand hands trumps should never be led unless there are three of them; they are to be kept for ruffing, and when you have to ruff it does not matter whether you use a seven or a Queen. The King of trumps is of course led; but a player does not stand on a hand containing the King. The first suit given is always the trump, and the next suit is always the one that should be led, beginning with the best card of it if there is more than one. The figures on the right show the number of hands in which the player or the dealer will win out of the 65,780 possible distributions of the twenty-six unknown cards. These calculations are taken, by permission of Mr. Charles Mossop, from the eighth volume of the “_Westminster Papers_,” in which all the variations and their results are given in full. PLAYER WINS. DEALER WINS. 2 [Illustration: 🃗 🃘 🂷 🂸 🂹] 47,768 18,012 3 [Illustration: 🂷 🂸 🂮 🂧 🃇] 46,039 19,741 4 [Illustration: 🂧 🂨 🃇 🃗 🃞] 43,764 22,016 5 [Illustration: 🃇 🃈 🃘 🃗 🂾] 45,374 20,406 6 [Illustration: 🃗 🃘 🃈 🃉 🂭] 44,169 21,611 7 [Illustration: 🂷 🂸 🃙 🃚 🃋] 43,478 22,302 8 [Illustration: 🂧 🂨 🂺 🂱 🃑] 44,243 21,537 9 [Illustration: 🃇 🃈 🂡 🂫 🂸] 44,766 21,014 10 [Illustration: 🃗 🃘 🂾 🂫 🃇] 44,459 21,321 11 [Illustration: 🂷 🂸 🂮 🃁 🃙] 44,034 21,746 12 [Illustration: 🂧 🂨 🃎 🃚 🂺] 43,434 22,346 13 [Illustration: 🃇 🃈 🂨 🂽 🃞] 44,766 21,014 14 [Illustration: 🃗 🃘 🃁 🂭 🂻] 46,779 19,001 15 [Illustration: 🂷 🂸 🃛 🃋 🂫] 45,929 19,851 The player should always stand on a hand containing three trumps, not including the King, and should lead the trump:-- 16 [Illustration: 🂷 🂸 🂹 🂧 🃇] 42,014 to 23,766 An example of a hand containing only one trump has already been given, and some hands are jeux de règle which contain no trumps. The strongest of these is the King of each plain suit, and any queen.
Three balls (not exceeding 6 inches in size) are bowled in each inning. Should a left-handed bowler be bowling, the second quarter pin can be set up on the left quarter spot. Strikes and spares count five each. No penalties are attached. Dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 150. THE NEWPORT GAME. THE PINS ARE SET UP THE SAME AS FOR THE GAME OF AMERICAN TEN PINS.
W. Gregor). This is probably the same game as that printed by Halliwell, No. cccxxxv., to which the following rhyme applied:-- My father was a Frenchman, He bought for me a fiddle; He cut me here, he cut me here, He cut me right in the middle. Feed the Dove An undescribed game mentioned in an old poem called _Christmas_ (i. 285), quoted in Ellis s Brand, i. 517: Young men and maidens now at Feed the Dove (with laurel leaf in mouth) play. Find the Ring O the grand old Duke of York He had ten thousand men, He marched them up the hill ago And he marched them down again. And when they were up they were up, And when they were down they were down, And when they were half-way up the hill They were neither up nor down.
Scores erroneously marked must be taken down, and the adversary may add the points to his own score. _=Suggestions for Good Play=_ will be found in Binocle. FOUR-HANDED BÉZIQUE. In this variation, four persons may play; each for himself or two against two, partners sitting opposite each other. Four packs of thirty-two cards each are shuffled together and used as one. Triple bézique counts 1500. When a player wins a trick, either he or his partner may declare everything in the hand, but only one combination can be scored at a time. The advantage of showing all the combinations in the hand is that they may be built up by either partner. For instance: One partner has declared bézique and royal marriage, scoring the marriage only. His partner wins the next trick and adds A 10 J to the marriage, scoring the sequence; or perhaps shows three Kings or Queens, making fours.