Then he goes to the others and pokes at or pats them, saying, I don t think you re done yet, and walks away again. The chant is repeated, and when he is satisfied that the bread is done he endeavours to pull the foremost from the grasp of the others, &c.--Warwickshire (Northall s _Folk Rhymes_, p. 390). See Mother Mop. Jack upon the Mopstick See Bung the Bucket. Jackysteauns A game among school-girls, played with small pebbles, and sometimes with plum or cherry stones (Dickinson s _Cumberland Glossary_). A children s game, played with five white pebbles called Jackstones, says Mr. Patterson (_Antrim and Down Glossary_). The game is called Jack.
Such new piles may be started from the pack, from the deadwood, or from any other pile. KLONDIKE. This game is sometimes mistakenly called “Canfield”, but that is a distinct game, described elsewhere, in which there are separate piles for stock and foundations. Shuffle the full pack of fifty-two cards, cut and turn up the top card. Lay six more cards in a row to the right of the first card, but all face down. Upon the second card of this row place another card face up, and then cards face down on the remaining five of the top row. On the third pile from the left, place another card face up, and then four more face down to the right. Continue this until you have seven cards face up, which will give you twenty-eight cards in your layout. Take out any aces showing, and place them in a row by themselves for “foundations.” Build up on these aces in sequence and suit to kings.
_=The Crib.=_ In laying out for his own crib, the dealer should preserve his own hand as much as possible; but other things being equal, the best cards to lay out are pairs, close cards, and cards that form fives, such as Fours and Aces. If these elements can be combined, so much the better. An Eight and a Seven, for instance, are not only close cards, being only one pip apart, but form a fifteen. The same is true of a trey and deuce. _=Keeping.=_ In selecting the hand to keep, much depends on the score. Early in the game you want a counting hand; near the end, especially if you have only four or five points to go, you want a pegging hand; that is, one with every card different, so that you can pair several cards, or make fifteens with almost anything that the pone may lead. In keeping a counting hand, much depends on whether it is good in itself, or needs a starter. In reckoning on the possibilities of the starter, it must never be forgotten that there are sixteen tenth cards in the pack, and that they are therefore the most probable starters of all.
If he gets less than ten, he loses. His advantage lies in winning when he gets ten exactly; because that gives him nine throws that win for him out of the sixteen possible with three dice. SHUFFLE BOARD. Shuffle Board is played on a table 30 feet long and 20 inches wide, with a gutter running all round it. The board is sprinkled with very fine sand. Four weights are used by each side, marked A and B to distinguish them. These weights are of iron or brass, 2½ inches in diameter, and ½ inch thick. Five inches from each end of the board and parallel with it is the deuce line. The object of the game is to push the weights from one end of the board to the other, each side playing one weight alternately until all four weights on each side are played. All pieces over the deuce line count 2, but if a piece hangs over the end of the board it is a _=ship=_, and counts 3.
37. There must be a new deal-- I. If during a deal, or during the play of a hand, the pack be proved incorrect or imperfect. II. If any card, excepting the last, be faced in the pack. 38. If, whilst dealing, a card be exposed by the dealer or his partner, should neither of the adversaries have touched the cards, the latter can claim a new deal; a card exposed by either adversary gives that claim to the dealer, provided that his partner has not touched a card; if a new deal does not take place, the exposed card cannot be called. 39. If, during dealing, a player touch any of his cards, the adversaries may do the same, without losing their privilege of claiming a new deal, should chance give them such option. 40.
Garnier’s Practice Shots. _=English Game=_:-- Billiards Simplified, Burroughs and Watts. Billiards, by W. Cook. Billiards, by Joseph Bennet. Billiards, by Maj.-Gen. Drayson. Practical Billiards, by W. Dufton.
The agreement of the adversaries to pay must be unanimous. Misère Partout does not touch the pool. If the hand is played out, and the caller fails, he must double the pool, whether he has made a pool bid or not. If there is more than one pool, he must double the first one, which will of course contain the limit. This will simply have the effect of forming an additional pool to be played for. When there are several pools on the table, a successful caller takes any of those that contain the limit. When there is only one pool on the table, he must be satisfied with its contents, however small. At the end of the game, after the twelfth hand has been settled for, it is usual to divide the pool or pools equally among the players. But sometimes a grand is played without trumps, making a thirteenth hand, and the pool is given to the player winning the last trick. _=METHODS OF CHEATING.
Bedlams or Relievo [Illustration: Fig. 1.] [Illustration: Fig. 2.] [Illustration: Fig. 3.] A number of boys agree to play at this game, and sides are picked. Five, for example, play on each side. A square is chalked out on a footpath by the side of a road, which is called the Den; five of the boys remain by the side of the Den, one of whom is called the Tenter; the Tenter has charge of the Den, and he must always stand with one foot in the Den and the other upon the road; the remaining five boys go out to field, it being agreed beforehand that they shall only be allowed to run within a prescribed area, or in certain roads or streets (fig. 1).
23. If the dealer gives too many or too few cards to any player, or neglects to lay out the skat cards in their proper turn, or does not give the right number of cards in each round, or gives three to one player and four to another, or fails to present the pack to be cut, there must be a new deal, and the dealer is charged 10 points for the error. THE SKAT CARDS. 24. Any active player taking up or seeing either or both the skat cards when he is not entitled to do so shall be debarred from bidding that deal. If any but an active player look at either of the skat cards, 10 points shall be deducted from his score. 25. If any Kiebitz (an onlooker not belonging to the table) looks at either of the skat cards, he may be called upon to pay the value of the game. 26. If an active player look at the skat cards during the play, he not having laid out those cards from his own hand, his game is lost if he is the single player.
S. Street, 1903. Sixty Bridge Hands, by C.S. Street, 1903. Laws and Principles of Bridge, by “Badsworth,” 1903. Bridge Whist in Brief, by Fisher Ames, 1904. Bridge at a Glance, by W. Dalton, 1904. The Gist of Bridge, by R.
obiit Jun. 14, 1681. Hanc, subito et immaturo (ipsos pene inter hymenæos) fato correptam, m[oe]stissimus luxit maritus, et in gratam piamq. parentum sororis et dilectissimæ conjugis memoriam, monumentum hoc erigi voluit. Tradition connects this sudden death-- ipsos pene inter hymenæos --with the story of the bride playing at Hide and Seek. It is curious that, in Haynes Bayly s song, the bridegroom s name should be Lovell. There is no mention on the monument of the name of the bereaved husband. The father, Edward Lovell, was fourteen years rector of Bawdrip and fellow of Jesus College, Cambridge, and died in 1675, and so could not have been present at the wedding, as represented in the song. He came from Batcombe, near Castle-Cary; at which latter place the Lovells were seated in very early days.--_Notes and Queries_, 4th Ser.
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_=Following the Jack=_, led from this combination:-- [Illustration: 🂾 🂽 🂻 🂷 🂶 ] Leading King on the second round would show five cards in the suit originally. Leading the Queen would show more than five. _=Following the Queen=_, led from this combination:-- [Illustration: 🃍 🃋 🃊 🃄 🃃 ] Leading Jack on the second round shows the suit to have originally contained only four cards; the Ten would show more than four. _=Following the Ace=_, led from these combinations:-- [Illustration: 🃑 🃝 🃛 🃖 | 🂡 🂭 🂫 🂦 🂥 ] Leading the Queen shows the suit was short. Leading the Jack shows that it contained at least five cards. When a player holds both the second and third-best of a suit on the second round, he should always play one of them, whether he is First, Second, or Third Hand. This protects him, by forcing the command of the suit, if it does not win the trick. Having led the Ten from K J 10 x, if the Ace or Queen wins the first trick, the K should be next led. Having led the Four from Q J 6 4 2, if Ace or King falls to the first trick, the Queen should be led. If the Jack, Queen, and Ace fall to the first trick, a player holding both Ten and Nine should lead the Ten.
e | a | b | c | d a 1 a | b 2 b | c 3 c | d 4 d | e 5 e e | a | b | c | d | | | | Hands:--1 to 4 | 5 to 8 | 9 to 12 | 13 to 16 | 17 to 20 The peculiarity of this system is in the movement of the trays; those at the middle table always going to the extreme West of the line, the others moving up as many tables at a time as may be necessary to follow them. In this instance the trays at table 3 go to 1, all others moving up two tables. At the same time the N & S players all move one table further East, bringing about this position:-- 2nd set. d | e | a | b | c a 1 a | b 2 b | c 3 c | d 4 d | e 5 e d | e | a | b | c | | | | Hands:--9 to 12 | 13 to 16 | 17 to 20 | 1 to 4 | 5 to 8 This movement of the trays and players is continued for two more sets, which completes the round:-- 3rd set. c | d | e | a | b a 1 a | b 2 b | c 3 c | d 4 d | e 5 e c | d | e | a | b | | | | Hands:--17 to 20| 1 to 4 | 5 to 8 | 9 to 12 | 13 to 16 4th set. b | c | d | e | a a 1 a | b 2 b | c 3 c | d 4 d | e 5 e b | c | d | e | a | | | | Hands:--5 to 8 | 9 to 12 | 13 to 16 | 17 to 20 | 1 to 4 If we now take any two of the teams engaged, _=a=_ and _=d=_ for instance, we shall find that the E & W _=a=_ and the N & S _=d=_ pairs of those teams have played hands 9 to 12 at table 1, in the 2nd set; and that N & S _=a=_ and E & W _=d=_ pairs have overplayed the same hands at table 4, in the 3rd set; so that we have really been carrying out a number of matches simultaneously, between five teams of four players each. If there are 5, 7, 9 or 11 tables in play, the movement of the trays must be 2, 3, 4 or 5 tables at a time; but the movement of the players remains the same; one table at a time, in the direction opposite to the trays. _=Gilman’s System.=_ Another method, recommended by Charles F. Gilman, of Boston, which prevents any possibility of players giving hints to their friends as they pass the trays, is to have each team play at its own table first, so as to get an individual score.
The great point in playing against Misère is to continue leading suits in which he is known to be long, so as to give your partners discards. This B does with the two long spades, the caller being marked with the ace and others on the second trick. Then Z allows B to discard his high diamonds on the clubs. SCOTCH WHIST, OR CATCH THE TEN. _=CARDS.=_ Scotch Whist is played with a pack of 36 cards, which rank in plain suits, A K Q J 10 9 8 7 6; the Ace being highest both in play and in cutting. In the trump suit the Jack is the best card, the order being, J A K Q 10 9 8 7 6. _=MARKERS.=_ There are no suitable counters for Scotch Whist, and the score is usually kept on a sheet of paper. _=PLAYERS.
It is scarcely conceivable that anywhere now on earth the Shandean Rules remain on record. Perhaps they were never committed to paper.... And in all ages a certain barbaric warfare has been waged with soldiers of tin and lead and wood, with the weapons of the wild, with the catapult, the elastic circular garter, the peashooter, the rubber ball, and such-like appliances--a mere setting up and knocking down of men. Tin murder. The advance of civilisation has swept such rude contests altogether from the playroom. We know them no more..
10._ +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ♟ | | | +---+---+---+---+---+---+---+---+ | | | | | | ♗ | | ♟ | +---+---+---+---+---+---+---+---+ | | | | | | | ♜ | ♟ | +---+---+---+---+---+---+---+---+ | | | | | | | | ♚ | +---+---+---+---+---+---+---+---+ | | | | | | ♙ | ♟ | | +---+---+---+---+---+---+---+---+ | | | | | | | ♔ | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] the black King cannot move without going into check from the Pawn or the King; none of the black Pawns can move, and Black cannot move the Rook without putting his own King in check, (from the Bishop,) which is not allowed. _=Perpetual Check.=_ If a piece gives check to the adverse King, and the King moves away, the check may be repeated, and the King must move again, or interpose a piece, or capture the checking piece. If the position is such that no matter how often the King moves or is covered he cannot get out of check, and no matter how much the opposing pieces move they cannot check-mate him, the game is drawn by perpetual check. Diagram No. 11 is an illustration of such a position. [Illustration: _No. 11._ BLACK.