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Barnes is dead and gone, And left his widder, Three poor children in her arms; What will you give her? Where did you come from? --Played about 1850 at Hurstmonceux, Sussex (Miss Chase). This is probably a forfeit game, imperfectly remembered. See Old Soldier. Base-ball An undescribed Suffolk game.--Moor s _Suffolk Words_. See Rounders. Basket [Music] --London (A. B. Gomme). In this game the children all follow one who is styled the mother, singing: I ll follow my mother to market, To buy a silver basket.
(14) A player scores 125 points for winning a game, a further 125 points for winning a second game, and 250 points for winning a rubber. (15) At the end of the rubber, all scores of each player are added and his total obtained. Each one wins from or loses to each other the difference between their respective totals. A player may win from both the others, lose to one and win from the other, or lose to both. [23] This hand is generally dealt opposite to the dealer. THE LAWS OF DUPLICATE AUCTION. Duplicate Auction is governed by the Laws of Auction, except in so far as they are modified by the following special laws: A. _Scoring._ In Duplicate Auction there are neither games nor rubbers. Each deal is scored just as in Auction, with the addition that whenever a pair makes 30 or more for tricks as the score of one deal, it adds as a premium 125 points in its honour column.
The game is usually won by the Horse and Knight who throw their opponents twice out of three times (G. L. Gomme). Strutt (_Sports_, p. 84) describes this, and says, A sport of this kind was in practice with us at the commencement of the fourteenth century. He considers it to bear more analogy to wrestling than to any other sport. He gives illustrations, one of which is here reproduced from the original MS. in the British Museum. The game is also described in the Rev. J.
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. If the bidder has _=less=_ than his proper number of cards, he is put in for one trick at least, and his adversaries may demand the hand to be played out to put him in for over-tricks. In Misère Partout, any player having _=less=_ than his proper number of cards forfeits five red counters to each of the other players, and the hands are abandoned. If any player has _=more=_ than the proper number of cards, it is a misdeal, and the misdealer deals again, after forfeiting one red counter to the pool. In _=Solo Whist=_, the deal stands good. Should the player with the incorrect number of cards be the caller or his partner, the hand must be played out. Should the caller make good his proposition, he neither receives nor pays on that hand.
King and Knight against a King. King and two Knights against a King. King and Queen against two Rooks. King and Queen against King and two Bishops. King and Rook against King, Rook and Pawn. King and Rook against King and Bishop. King and Rook against King and Knight. King and Rook against King, Rook and Bishop. The following games can be _=won=_:-- King and Queen, or King and Rook, against a King. King and Queen against King and Rook.
In the first place, by simply doubling up you are giving the bank the best of it, because you are not getting the proper odds. If you double up five times you are betting 16 to 1; but the odds against five successive events are 31 to 1, as we have already seen, and the bank should pay you 31 instead of 16. You should not only double, but add the original amount of the stake each time, betting 1, 3, 7, 15, 31, 63, and so on. If you do this, you will win the amount of your original stake for every bet you make, instead of only for every time you win. This looks well, but as a matter of fact doubling up is only another way of borrowing small sums which will have to be paid back in one large sum when you can probably least afford it. Suppose the game is Faro, the chips five dollars a stack, and the limit on cases twenty-five dollars. The limit on cases will then be 400 chips. If eight successive events go against your “system,” which they will do about once in 255 times, your next bet will be beyond the limit, and the banker will not accept it. At Monte Carlo the smallest bet is a dollar, and the limit is $2,400. They roll about 4,000 coups a week, and if you were to bet on every one of them, doubling up, you would win about $1,865, one dollar at a time, and would lose $4,092 simply through being unable to follow your system beyond the limit of the game during the two or three occasions, in the 4,000 coups, that your system would go against you for eleven or more coups in succession.
Very few players trouble themselves with this method of dealing, preferring to deal three cards to each player alternately, leaving the remaining twenty for the stock. _=Playing.=_ All the regulations for leading, following suit, drawing from the talon, etc., are the same as in Bézique, but the declarations and their values are quite different. _=Brisques.=_ There are twelve brisque cards, the Seven of each suit being added to the usual Aces and Tens. The brisques are not scored as taken in, except in the last six tricks. At the end of the hand all the brisques are counted, whether already scored in the last six tricks or not, and the player having more than six counts ten points for each above six. If each has six, neither scores. By this method, a player may make and score several brisques in the last six tricks, all of which he will reckon over again in the total count at the end.
This is called Tucking in your Tuppeny. Another boy takes a flying leap over the frog, placing his hands on his back to help himself over. He then proceeds to a distance of some four or five yards, and, in his turn, stoops in the same manner as the first boy, as another frog. A third boy then leaps first over frog No. 1, and then over frog No. 2, taking his place as frog No. 3, at about the same distance onwards. Any number of boys may play in the game. After the last player has taken his leap over all the frogs successively, frog No. 1 has his turn and leaps over his companions, taking his place as the last in the line of frogs.
) Making of a cake for presentation. (5.) Gifts to the well [the silver pin, gold ring, and probably the garter]. (6.) Command of silence. (7.) The presence of the devotee at the sacred bush. All these are incidents of primitive well-worship (see Gomme s _Ethnology and Folk-lore_, pp. 82-103). Garland dressing is very general; cakes were eaten at Rorrington well, Shropshire (Burne s _Shropshire Folk-lore_, p.
_=Leading.=_ If the successful bidder wants 6 or 7 tricks, and holds the Joker, he should lead it at once. If he has not the Joker, he should begin with a low trump, and give his partners a chance to play the Joker on the first round. If the leader cannot exhaust the trumps with one or two rounds, it will sometimes be to his advantage to lead any losing card he may have in the plain suits, in order to let his partners win the trick if they can. In playing alone, it is absolutely necessary to exhaust the trumps before opening a plain suit. Partners should avail themselves of the methods common to four-handed Euchre to support one another in trumps and plain suits. The discard should invariably be from weakness if the player is the bidder’s partner; and from strength, if opposed to him. _=EUCHRE FOR FIVE PLAYERS.=_ This is practically the same as the seven-handed game, but the pack is reduced to 28 cards, all below the Eight in each suit being deleted. The Joker is not used.
He was older, for one thing. Perhaps it was his nearly bald scalp, perhaps the thick, bookish glasses in heavy brown frames. What s that? he asked mildly, poking a finger at the dealer kneeling in the sawdust on the floor. My Blackout victim was reaching out, trying to find something he could use to raise himself to his feet. His face was frozen in a fierce, unseeing stare as he mentally screamed at his eyes to see, see, see! Blackout! one of the bouncers told the second stick-man in a muffled voice. Sharp eyes fired a quick, surprised look at me. Well, said the bald dealer. Good evening, Brother. I had a surge of relief. The strong-arm stuff was over.
471). X. I come to see poor Jenny Joe, Jenny Joe, Jenny Joe, I come to see poor Jenny Joe, And how is she now? She s washing, she s washing, And you can t see her now. Very well, ladies, ladies, ladies, Very well, ladies, and gentlemen too. I come to see poor Jenny Joe, Jenny Joe, Jenny Joe, I come to see poor Jenny Joe, And how is she now? She s folding, she s folding, And you can t see her now. Very well, ladies, ladies, ladies, Very well, ladies, and gentlemen too. I come to see poor Jenny Joe, Jenny Joe, Jenny Joe, I come to see poor Jenny Joe, And how is she now? She s ironing, she s ironing, And you can t see her now. Very well, ladies, ladies, ladies, Very well, ladies, and gentlemen too. [Then follow alternate questions and answers in the same manner for-- (1) dying, (2) dead. Then--] I come in my white dress, white dress, white dress, I come in my white dress, and how will that do? White is for wedding, wedding, wedding, White is for wedding, and that won t do.
Many players, in their anxiety to catch the Ten, overlook the possibilities of their hands in making cards, the count for which often runs into high figures. Close attention should be paid to the score. For instance: A wants 4 points to win; B wants 10; and C wants 16. If A can see his way to win the game by cards or small honours, he should take the first opportunity of giving C the Ten; or allowing him to make it in preference to B. As the Ten counts first, cards and honours next, B may be shut out, even if he has the Jack. _=LAWS.=_ There are no special laws for Scotch Whist. The whist laws are usually enforced for all such irregularities as exposed cards, leading out of turn, etc. The most important matter is the revoke, and it should be clearly understood before play begins whether the revoke penalty is to be paid by the individual in fault, or by the side to which he belongs. Some players think there should be some regulation for penalties in such cases as that of a player taking up the wrong hand, when two or more are dealt to each player; but as no advantage can be gained by the exchange, it is hard to see what right the adversary would have to impose a penalty.
Suppose he rolls five-deuce the first time. He leaves the five and rolls the other die again, getting another five. That is a _=spare=_, and the total pips on his first throw on the next frame will count on the spare. If he does not get a spare, it is a _=break=_, and the total pips on his two dice at the end of his third throw are scored. It is usual to take up anything but fives on the first throw, on the chance of getting a spare. If a spare is not thrown on the second throw, most players leave anything as good as threes, and always leave fours; but ace and treys are always thrown again. BASE BALL WITH DICE. There are two forms of this game. In the simpler any number of persons may play, and three dice are used. Each player throws in turn, the three dice representing his three strikes.
Each ball pocketed scores one point for the striker and the game is usually scored upon the string of buttons over the table, as in regular billiards. Penalties are paid through deducting points from the offending player’s score or string of buttons, instead of forfeiting a ball to the table as in regular pyramid pool. The numbers on the balls are simply used for convenience in calling the number of each ball which the player intends to pocket, and do not in any way affect the score of the player. ENGLISH PYRAMID POOL. This differs from the American game in several points. There are no “call shots,” the player being entitled to every ball he pockets, whether he played for it or not. All balls in hand must be played from a D, 21 to 23 inches in diameter. There is no rule about driving two balls to the cushion on the opening shot. When all the red balls but one are pocketed, the red and white balls are used as cue balls alternately. If there are only two players, and only two balls on the table, the red and white, if either player makes a miss or goes in the pocket himself, that ends the game; but if there are more than two players another red ball is spotted, as in the American game.
” If more than six offer for play, the selection of the table is made by cutting. The table being formed, the four persons who shall play the first rubber are determined by cutting, and they again cut for partners, and the choice of seats and cards. _=CUTTING.=_ The methods of cutting are the same as those described in connection with Bridge, and ties are decided in the same manner. _=PLAYERS’ POSITIONS.=_ The four players at a whist table are usually distinguished by the letters A, B, Y, Z; the first two letters of the alphabet being partners against the last two, and their positions at the table being indicated as follows:-- [Illustration: Y +-----+ | | A | | B | | +-----+ Z ] Z is always the dealer; A the original leader, or first hand; Y the second hand; B the third hand; and Z the fourth hand. After the first trick, some other player may become the leader; the one on his left being the second hand; his partner the third hand, and the player on his right the fourth hand. B is the pone. _=DEALING.=_ The cards having been properly shuffled, the dealer presents them to the _=pone=_ to be cut.
A Frage cannot be played as a Grand under any circumstances. A player may announce _=Gucki Grand=_, which means that he will take both the skat cards into his hand at once, in order to get the privilege of laying out any two cards he pleases, but that Jacks will be the only trumps. If a Gucki Grand is lost, it costs double. A player may announce a _=Gucki Nullo=_, in which he takes both the skat cards into his hand and lays out any two cards he pleases. This loses double if it is not successful. _=Revolution=_ is seldom played. It is a Nullo in which the adversaries put their twenty cards together as one hand to see if they can make the player take a trick. _=Uno=_ and _=Duo=_ are Grands, in which the single player engages to take one trick in Uno, or two in Duo, neither more nor less. _=GAME VALUES.=_ Each of the foregoing games has what is called a unit of value, which is afterward multiplied several times according to the number of Matadores, and whether the game was schneider or schwarz.
_=THE POOL.=_ In addition to the counters won or lost on each hand, a pool is formed by each dealer in his turn placing five counters in a small tray provided for the purpose. This pool may be increased by penalties, etc., and the whole amount may be won under certain conditions, as at Boston. There is no limit to the amount of a single pool. _=PLAYERS.=_ The number of players, methods of _=Cutting=_, _Dealing_, etc., are the same as those already described in connection with Boston, except that no trump is turned for first preference, the suits always having a determined rank; diamonds being first, hearts next, then clubs, and last spades. No-trump, or “grand,” outranks diamonds. Twelve deals is a game; after which the players cut out if there are more than four belonging to the table, or if other candidates are waiting to play.
|will let him out. | |43.| -- | -- |Then a hundred pounds | | | | |we have not got. | |44.|Off to prison you must| -- |Then off to prison you| | |go. | |must go. | |45.| -- | -- | -- | |46.| -- | -- | -- | |47.| -- |Stamp your foot and | -- | | | |let her go.
In Auction Hearts, the revoking player must also refund the amount put up by the bidder. A revoke must be claimed and proved before the pool is divided. Non-compliance with a performable penalty is the same as a revoke. _=SETTLING.=_ After the last card has been played, each player turns over his tricks, counts the number of hearts he has taken in, and announces it. Players should be careful not to gather or mix the cards until all thirteen hearts have been accounted for. Each player then pays into the pool for the number of hearts he has taken in, according to the system of settlement agreed upon before play began. The pool is then taken down by the player or players winning it, and the deal passes to the left. The game is at an end any time the players wish to stop, after a hand has been settled for; but it is usual to agree upon some definite hour. There are two ways of settling at the end of the hand, each of which has its good points.
_=40. Fattening.=_ If no player will open, the cards are reshuffled, cut, and dealt, usually by the same dealer, and each player adds one counter to the pool. _=41. Coming In.=_ If any player opens the pot for a certain amount, each player in turn, on his left, can come in by putting up a similar amount, regardless of the value of his hand. Any player on the right of the opener who passed on the first round may now come in. Any player declining to put up the amount for which the pot is opened must abandon his hand, and all his interest in the pool. _=42. Raising the Opener.