In studying openings, the student should be careful always to play with the winning side next him; that is, never study how to play a losing game. If the variation ends with a plus sign, showing a win for the white, play it over with the white men next you. In selecting openings for general use in play, if it is one for the white men, take those openings that have the greatest number of variations ending in favour of white. The Ruy Lopez is a very good opening for beginners, and the Evans’ Gambit may be studied later. The French Defence and the Petroff are good openings for Black. The theory of opening is to mobilise your forces for the attack in the fewest possible moves. Lasker thinks six moves should be enough for this purpose, and he recommends that only the King’s and Queen’s Pawns should be moved, after which each piece should be placed at once upon the square from which it can operate to the best advantage. He thinks the Knights should be first brought out, and posted at B 3, and then the K’s B, somewhere along his own diagonal. The great mistake made by beginners is that they rush off to the attack and try to capture some of the adverse pieces before they have properly prepared themselves for re-inforcement or retreat. It should never be forgotten that the game is not won by capturing the adversary’s pieces, but by check-mating his King.
=_ The combinations which may be announced and scored during the play of the hand are divided into three classes: Marriages and Sequences; Béziques; and Fours of a kind. Only one combination can be scored at a time, and it must be announced immediately after the player holding it has won a trick, and before he draws his card from the talon. If he draws without announcing, it is equivalent to saying he has no declaration to make. Having drawn his card, even if he has not looked at it, he cannot score any declaration until he wins another trick. The combinations and their values are as follows:-- CLASS A King and Queen of any plain suit, _=Marriage=_ 20 King and Queen of trumps, _=Royal Marriage=_ 40 Sequence of five highest trumps, _=Sequence=_ 250 CLASS B. Spade Queen and diamond Jack, _=Bézique=_ 40 Two spade Queens and diamond Jacks, _=Double Bézique=_ 500 CLASS C. Any _=four Aces=_ 100 Any _=four Kings=_ 80 Any _=four Queens=_ 60 Any _=four Jacks=_ 40 The four court cards in class C may be all of different suits, or any two of them may be of the same suit. A great many misunderstandings arise with respect to the manner and order of making declarations, most of which may be avoided by remembering the following rules: The player making the declaration must have won the previous trick, and must make his announcement before drawing his card from the stock. When the stock is exhausted, so that there is no card to be drawn, no announcement can be made. Only one declaration can be scored at a time, so that a trick must be won for every announcement made, or the combination cannot be scored.
A piece of globular wood called an orr or coit is thrown down in the middle of the field and driven to one of two opposite hedges--the alley, hail-goal, or boundary. The same game as Clubby, Hockey, Shinney, Shinneyhaw. Doncaster Cherries One boy kneels, holding a long rope, the other end of which is held by another boy; the other players stand round about with handkerchiefs in hands, knotted. The one who holds the rope-end and standing cries out-- Doncaster cherries, ripe and sound; Touch em or taste em-- Down, you dogs! --Earls Heaton, Yorkshire (H. Hardy). This is evidently a version of Badger the Bear, with a different and apparently degraded formula. Dools A school game. The dools are places marked with stones, where the players always remain in safety--where they dare neither be caught by the hand nor struck with balls. It is only when they leave these places of refuge that those out of the doons have any chance to gain the game and get in; and leave the doons they frequently must--this is the nature of the game. Now this game seems to have been often played in reality by our ancestors about their doon-hills.
Miss Matthews thus describes the Norfolk game: Two girls take hold of hands, and another, the prisoner, stands between them. The rest form themselves into a line opposite, and advance and retreat while singing the first verse, the gaolers singing the next verse, and so on alternately. [At the end of the last verse but one] the children break the line, form themselves into a ring, and dance round the prisoner, singing the final verse. Miss Harley describes the Shropshire version as follows: The first six verses are sung by the alternate parties, who advance and retire, tramping their feet, at first, to imitate the robbers. The last verse is sung altogether going round in a ring. In the Shipley version, Miss Busk says: The children form themselves into two lines, while two or three, representing the robbers, swagger along between them. When the robbers sing the last verse they should have attained the end of the lines [of children], as during the parley they were safe; having pronounced the defiance they run away. The children in the lines rush after them, and should catch them and put them in prison. (_c_) The analysis of this game is easy. The Deptford, Belfast, and Wolstanton versions are clearly enough dramatic representations of the capture of a robber, and probably the game dates from the period of the prevalence of highway robbery.
_=OBJECT OF THE GAME.=_ The aim of the player is to place each card as it comes from the top of the pack in the most advantageous position for combining with other cards, either already there or hoped for, so that each row of five cards, up and down, or right to left, shall be a poker hand of some value. _=VALUE OF THE HANDS.=_ The various hands possible in poker are given a counting value, supposed to be in proportion to the difficulty of getting them. There are three systems of counting in common use, the English differing slightly from the American, both in value and in rank. The various scoring values are here given: One pair 2 1 1 Two pairs 5 2 3 Triplets 10 7 6 Straights 15 9 12 Flushes 20 5 5 Full hands 25 12 10 Four of a kind 50 20 16 Straight flush 75 30 30 Royal flush 100 50 30 The first column given is the American system of counting by fives, after one pair, retaining the regular poker rank of the hands. The second column is the American system that puts the straight next to the full hand, and the flush between two pairs and a triplet. The third column is the English system, which ranks the straight above the full hand. As no person has as yet come forward with any figures to show which combination is easier to get in patience poker, nor the proportion of one hand to the other, these figures are all guess work; and players may adopt any values they please. As soon as the tableau is complete, with five rows of five cards each, the value of each of the ten hands the tableau contains is found and the total put down.
C wins the first trick, and leads his long suit through the player. In the last three tricks A coaxes B to win the Ten of trumps; but if B does so he gives up the advantage of his tenace over the player, which is now the only chance to defeat him. B knows that if he wins the Ten of trumps, B and C can make only 59 points, because A will save his trump Ace. A, having failed to reach 61, loses a spade Solo without one; twice 11, or 22 points, which was the game he must have won to be as good as the offer of 18 which he refused. _=A GRAND.=_ B bids; both Vorhand and Hinterhand pass, and B announces a Grand, with the following cards:-- [Illustration: 🃛 🂫 🂻 🃑 🃁 🃊 🃎 🂡 🂭 🂩 ] The play is given in the margin. In a Grand the four Jacks are the only trumps. A has the first play, and as he leads through the player, he begins with his long suit, of which he knows that the Ace alone is out, and it may be in the skat. If the player has the Ace, C will probably trump it. If the player has not the Ace, it is just possible that he will not trump the Ten.
They call it malnutrition. Her strapless gown didn t fit her, nor anybody within twenty pounds of her weight. She was all shoulder blades and collarbones. I suppose that a decent walk would have given her _some_ charm--most of these hustlers have a regular Swiss Movement. But this thing had a gait that tied in with the slack way her skirt hung across her pelvic bones and hollered White Trash! at you. I wasn t much flattered that she had tried to pick me up. People have a pretty accurate way of measuring their social station. And she thought she was what I d go for. Well, I guess I don t look like so much, either. I d missed my share of meals when they might have put some height on me.
The Last Card=_ of the pack must not be dealt. When only two cards remain, and more than one is asked for, they must be mixed with the discards and abandoned hands, and the whole shuffled together, and presented to the pone to be cut. Discards of those who have yet to draw must not be gathered. _=27.=_ After the cards have been delivered by the dealer, no player has the right to be informed how many cards any player drew; and any person, bystander or player, volunteering the information, except the player himself, may be called upon to pay to the player against whom he informs an amount equal to that then in the pool. Any player who has made good the ante and drawn cards may, before making a bet, ask how many cards the dealer drew, and the dealer must inform him. _=28. Betting After the Draw.=_ The first player who holds cards on the left of the age must make the first bet, whether he has straddled or not. If he declines to bet he must abandon his hand.
Grandmother, grandmother grey, May I go out to play? No, no, no, it is a very wet day. Grandmother, grandmother grey, May I go out to play? Yes, yes, yes, if you don t frighten the geese away. Children, I call you. I can t hear you. Where are your manners? In my shoe. Who do you care for? Not for you. --Earls Heaton, Yorks. (H. Hardy). VIII.
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As soon as either player is reduced to two men, the game is over and he has lost. DOMINOES. Although properly a game for two persons, Dominoes is sometimes played by four, two being partners against the other two. There are also some round games in which any number from three to six may play, each for himself. _=The Sets.=_ A set of dominoes is a number of pieces of bone, usually about 1½ inches by ¾, and ⅜ thick. These bones have upon their faces the permutations of the numbers from six to blank, taken two at a time. Some sets begin at double nine, and others at double twelve; but the standard set is double six, and is composed of twenty-eight pieces. _=The Suits.=_ All the dominoes with the same number upon either end belong to the same suit; the seven bones with a 4 forming the 4 suit; those with a 6 the 6 suit, and so on.
Unless he calls the ball pocketed it does not count for him, and must be placed on the deep-red spot, or if that be occupied, as nearly below it as possible. The player loses his hand but does not forfeit any points, and the next player plays. Should he call more than one ball he must pocket all the balls he calls, otherwise none of them can be counted for him. _=4.=_ After the opening stroke each player must either pocket a ball, make an _object_-ball strike a cushion, or the cue-ball strike a cushion after contact with an object-ball, under penalty of forfeiture of three points. Three forfeitures in succession loses the game for the player making them. _=5.=_ Should the player pocket, by the same stroke, more balls than he calls, he is entitled to the balls he pockets, provided he pockets the called ball. _=6.=_ A forfeiture of three points is deducted from the player’s score for making a miss; pocketing his own ball; forcing his own ball off the table; failing to make the opening stroke, as provided in Rule 2; failing either to make an object-ball strike a cushion or go into a pocket, as provided in Rule 4; striking his own ball twice; playing out of his turn, if detected doing so before he has made more than one counting stroke.
On page 224, fig. 3 of Hopscotch should be reversed. On page 332, diagram of London omitted. [Illustration] CHILDREN S GAMES. Accroshay A cap or small article is placed on the back of a stooping boy by other boys as each in turn jumps over him. The first as he jumps says Accroshay, the second Ashotay, the third Assheflay, and the last Lament, lament, Leleeman s (or Leleena s) war. The boy who in jumping knocks off either of the things has to take the place of the stooper.--Cornwall (_Folk-lore Journal_, v. 58). See Leap-frog.
If he has no chance to win three tricks, he must bend all his energies to scattering the tricks among the other players, so that no one of them shall be able to get the three tricks necessary to win the pool. When this is done, the game is said to be _=spoiled=_, and as that is the object of the majority in every deal it gives the game its name. In the older forms of the game the winner of three tricks counted five points, and if he could be prevented from getting three tricks his five points were spoiled. _=JINK GAME.=_ When a player has won three tricks, he should immediately abandon his hand and claim the pool, for if he continues playing he must _=jink it=_, and get all five tricks or lose what he has already won, the game being spoiled just as if no one had won three tricks. It is sometimes a matter for nice judgment whether or not to go on, and, for the sake of an extra counter from each player, to risk a pool already won. The best trump is often held up for three rounds to coax a player to go on in this manner. _=IRREGULARITIES IN THE HANDS.=_ If, during the play of a hand, it is discovered that any one holds too many or too few cards, that hand is foul, and must be abandoned, the holder forfeiting all right to the pool for that deal. Those who have their right number of cards finish the play without the foul hand, but any tricks already won by the holder of the foul hand remain his property.
THE PINS ARE SPOTTED THE SAME AS THE AMERICAN GAME OF TEN PINS. A regulation Duck Pin shall be 9 inches high, 1½ inches in diameter at the top, 3½ inches in diameter at the body of the pin, and 1⅜ inches in diameter at the base; shall taper gradually from the bottom to the largest part of the body, and shall be as near uniform in weight as possible. No ball exceeding 4½ inches in diameter can be used in games. Each player to roll three balls to each frame, and each player to roll two frames at a time. A line shall be drawn ten feet beyond the regular foul line, and any ball delivered beyond the first named line shall be declared foul. All other rules of the American Bowling Congress govern. KINSLEY CANDLE PIN. The Count--Two balls shall be allowed for frame. Strikes--A strike is credited when a player bowls over the ten pins with the delivered ball. Spares--A spare is credited whenever a player clears the alley with the first and second ball.
| 3rd Round.| | A | B | C | +-----------+-----------+-----------+ +----+----+----+ | A won 33 | A lost 16 | C lost 36 | | +33| +40| +55| | C won 55 | B won 40 | B won 48 | | +17| +88| +67| | C won 12 | A lost 24 | C lost 12 | | -7| | +31| | | | | +----+ +----+ | | | | | | | +19| At the end of the second round a line was drawn under A’s account, which then contained three items; and after the first game in the third round a line was drawn under C’s account. If we suppose the game to be stopped at this point, the scores would be balanced as follows: We take the three scores and bring them down on one line. We draw a line under them, and proceed as follows: First we take A, who has lost 7 to B, and from whom B has also won 88. This gives us 95 minus for A and 95 plus for B. We then compare A and C, and find that A owes C 26; put down as minus for A, plus for C. We now compare B and C, and find that B wins the difference, which is 69 points; put down plus for B, minus for C. Then we add up to see that the scores balance. +-----+-----+-----+ | A | B | C | +-----+-----+-----+ | -7 | +88 | +19 | +-----+-----+-----+ | -95 | +95 | +26 | | -26 | +69 | -69 | +-----+-----+-----+ |-121 |+164 | -43 | +-----+-----+-----+ The same method may be used when four play; but some prefer to call the lowest score zero, and so make all the others plus. Suppose the final scores were as follows: ------+------+------+------------ A | B | C | D ------+------+------+------------ +186 | +42 | +344 | +116 ------+------+------+------------ +144 | 0 | +302 | +74 = 520 +4 | 4 | 4 | 4 ------+------+------+------------ +576 | 0 |+1208 | +296 -520 | -520 | -520 | -520 ------+------+------+------------ +56 | -520 | +688 | -224 ------+------+------+------------ If B is zero, his points are to be taken from those of each of the others, as B is plus.
_=Counters.=_ Each player is provided with ten or twenty counters, as may be agreed upon, and the player first losing his counters loses the game, and pays to each of the others any stake that may have been previously agreed upon, usually a counter for each point they have still to go when he is decavé. _=Objects of the Game.=_ The object of the game is to avoid winning any trick containing a Jack, and especially the Jack of spades, which is called _=Polignac=_. The moment any player wins a trick containing a Jack, he pays one counter into the pool. If he takes in Polignac, he pays two counters. The eldest hand begins by leading any card he pleases, and the others must follow suit if they can. The highest card played, if of the suit led, wins the trick, and the winner leads for the next trick. If a player has none of the suit led he may discard anything he pleases. The game is sometimes varied by adding a _=general=_, or _=capot=_.
The _=ante=_ is the amount put up by each player after he has seen his cards, but before he draws to improve his hand. The terms “ante” and “blind” are often confused. The blind is a compulsory stake, and must be put up before the player has seen anything. He does not even know whether or not he will be dealt a foul hand, or whether it will be a misdeal. He has not even seen the cards cut. The ante, on the other hand, is a voluntary bet, and is a sort of entrance fee, which is paid before the hand is complete, but after the first part of it has been seen. The ante is always twice the amount of the blind, whatever that may be. If the blind has been increased by the process of straddling, the ante must be twice the amount of the last straddle, but must not exceed the betting limit. This is why the straddles are limited. The largest _=bet=_, or _=raise=_, which a player is allowed to make is generally known as _=the limit=_.
4 and 5), and to introduce pen and black ink (No. 17). The addition of the incongruous elements from other games (Nos. 27-31) is a frequent occurrence in modern games, and is the natural result of decadence in the original form of the game. Altogether this game-rhyme affords a very good example of the condition of traditional games among the present generation of children. +---+----------------------+----------------------+----------------------+ |No.| Belfast. | Shropshire. | Derbyshire. | +---+----------------------+----------------------+----------------------+ | 1.
This is called the Cradle. It has to be taken down check by check, and if, in taking one, another is moved, the player is out. 11. Like the last, but the checks are put one above another to make a Chimney. 12. Called the Dish-clout--I know not why, unless it be that it wipes up the game. The movement used in taking up the checks is thus described:-- Take hold of the sleeve of the right hand with the left; throw up the ball, and twist your right hand underneath and over your left, and catch the ball. With the hand still twisted throw up the ball and untwist and catch it. The checks are picked up in the course of the twisting. These I am told are the orthodox movements; and I do not doubt that in them there is much of very old tradition, although the tenth and eleventh must have been either added or modified since pot checks came into use, for the figures could not be built up with the natural bones.
At the beginning of the game one player should act as banker, and be responsible for all counters at the table. It is usual for each player to purchase, at the beginning of the game, the equivalent of 100 white counters in white, red, and blue. _=PLAYERS.=_ Poker may be played by any number of persons from two to seven. When there are more than seven candidates for play, two tables should be formed, unless the majority vote against it. In some localities it is the custom for the dealer to take no cards when there are eight players, which is thought to make a better game than two tables of only four players each. When the sixty-card pack is used, eight players may take cards. _=CUTTING.=_ The players who shall form the table, and their positions at the beginning of the game, must be decided by throwing round a card to each candidate, face up, or by drawing cards from an outspread pack. If there are more than eight candidates, the four cutting the highest cards should play together at one table, and the others at another table.
After the pack has been shuffled and cut, the dealer lays off two cards, face up for “hand cards.” He then deals a card for himself and one for the players, also face up. If either of these is of the same denomination as either of the hand cards, it must be placed with them, and another card dealt; because all bets must be made on single cards. Having two cards, one for the players and one for himself, the banker turns up cards one at a time. If he draws the same denomination as the players’ card, he wins all the bets upon it. If he draws his own denomination, he loses all bets upon the other card. If he draws a card that matches neither, and is not in the hand cards, it is placed on the table, and the players can bet upon it. As soon as the players’ card is matched, the banker withdraws both cards, but he cannot withdraw his own card. All cards matching the hand cards must be placed with them. TABLE GAMES.
Five hundred is supposed to be a game for three players, but sometimes two play against two as partners. The dealer gives ten cards to each player, three and then two at a time as in the ordinary game of euchre; but after dealing the first three cards to each he lays off three cards face down for a widow. This widow is taken in hand by the successful bidder, who discards three cards in its place. The players bid for the privilege of naming the trump suit, or of playing without any trump but the joker. The number of tricks bid must not be less than six, and the suit must be named at the same time. The player having the most valuable game, regardless of the number of tricks or the suit, is the successful bidder, because a bid of seven in hearts, for instance, is worth more in points than a bid of eight in clubs, as will be seen from the following table. ---------------+---------+---------+---------+---------+---------- If trumps are: |6 tricks.|7 tricks.|8 tricks.|9 tricks.
Newell (_Games_, 164) mentions it as prevalent in Pennsylvania. See Tom Tiddler s Ground. King Plaster Palacey The players are a King and his three sons named White Cap, Red Cap, Brown Cap. Red Cap says, Plaster Palacey had a son, whose name was old daddy White Cap. White Cap, in an injured voice, says, Me, sir? The King says, Yes, sir. White Cap answers, You re a liar, sir. The King then says, Who then, sir? White Cap answers, Old daddy Red Cap. --Deptford, Kent (Miss Chase). The game as given above is obviously incomplete, and no description as to how the game was played was sent me. Newell (_Games_, p.
If it be the beginning of a new rubber, the dealer, whether he or one of his adversaries call for the new cards, has the choice. New cards cannot be substituted after the pack has been cut for a new deal. 96. A card or cards torn or marked must be replaced by agreement or new cards furnished. BYSTANDERS. 97. While a bystander, by agreement among the players, may decide any question, he should not say anything unless appealed to; and if he make any remark which calls attention to an oversight affecting the score, or to the exaction of a penalty, he is liable to be called upon by the players to pay the stakes (not extras) lost. [1] Frequently called “simple honours.” [2] Law 84 prohibits a revoking side from scoring slam, and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a slam not otherwise obtained. [3] Law 84 prohibits a revoking side from scoring little slam, and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a little slam not otherwise obtained.
(_c_) The Shipley version is a Kiss in the Ring game. A version sent by the Rev. W. Slater Sykes from Settle, Yorkshire, is almost identical with the Earls Heaton version. Northall (_Folk Rhymes_, p. 369) says to kiss on the floor --_i.e._, not in secret. He gives the words of a sort of musical catch, sung in the Midlands, similar in character to this game, which may once have been used in some courting game. Mr.