In the one game he is “spoiled;” in the other he is “euchred.” In the old game of Triomphe, in Écarté, and in the black suits in Spoil Five, the order of the court cards in plain suits is the same, the ace ranking below the Jack. But in Euchre the Jack ranks above the ace when the suit is trumps, exactly as it does in Spoil Five. In the latter game the five is the best trump; but as there is no five in a piquet pack, that trump was probably disregarded, leaving the Jack the best. Taking up, or “robbing” the turn-up trump, is another trait common to both Spoil Five and Euchre. Spoil Five and Triomphe are mentioned in the earliest works on card games. Triomphe can be traced to 1520, when it was popular in Spain; and the origin of Maw, the parent of Spoil Five, is lost in the mists of Irish antiquity. It was the fashionable game during the reign of James I. The old Spanish game of Triomphe, now obsolete, seems to have undergone several changes after its introduction to France. At first it was played either by two persons, or by two pairs of partners.
=_ This is another variation in the leads, which is confined to one combination; that of Ace and any four other cards, not including the King. With strength in trumps the fourth-best is led instead of the Ace, the theory being that the Ace is more likely to be valuable on the second or third round of such a suit than on the first, and that the trump strength justifies the finesse of the original lead. With weak trumps the Ace is led. Some players extend this principle to the Second Hand, and play Ace on a small card led, when holding A x x x x with weak trumps. This is open to the objection that it gives up command of the adverse suit too early in the hand; but it saves many a trick. _=The Plain-suit Echo.=_ This is another device for giving information as to number. When the original leader begins with a high card, the Third Hand should play his third-best if he holds four or more; and on the second round his second best, always retaining his fourth-best and any below it. The value of this echo is much disputed, and the adversaries can usually render it ineffective by holding up small cards; a practice very much in vogue with advanced players. _=Low’s Signal.
The pack must not be shuffled below the table nor so the face of any card be seen. 29. The dealer’s partner must collect the cards from the preceding deal and has the right to shuffle first. Each player has the right to shuffle subsequently. The dealer has the right to shuffle last, but should a card or cards be seen during his shuffling or while giving the pack to be cut, he must reshuffle. 30. After shuffling, the cards, properly collected, must be placed face downward to the left of the next dealer, where they must remain untouched until the end of the current deal. THE DEAL. 31. Players deal in turn; the order of dealing is to the left.
216. II. Handy dandy riddledy ro-- Which will you have, high or low? --Halliwell s _Nursery Rhymes_, p. 216. III. Handy pandy, Sugary candy, Which will you have-- Top or bottom? --London (A. B. Gomme). IV. Handy pandy, Jack a dandy, Which hand will you have? --Burne s _Shropshire Folk-lore_, p.
_=Following Suit.=_ The caller should usually play a card as little inferior as he can to the highest already on the trick. When he has cards of equal value, such as the 5 and 2, the 3 and 4 being already on the table, he should play the lower card of the fourchette; for although it may be said that the fourth player must take the trick, there is no certainty that he will follow suit. When second hand, if there is a choice between two cards, such as the 6 and 2, an intermediate card having been led, it is often a nice point to decide whether or not to risk covering and keeping the deuce. If the deuce is played, it must be remembered that the adversaries will follow with their highest cards, leaving two cards out against the caller, both smaller than the 6. _=Discarding.=_ The misère player should never discard from his long suits. The high cards of short suits, and single intermediate cards, such as 5’s and 6’s, should be got rid of at every opportunity. _=Adversaries of the Misère.=_ In playing against a misère the chief difficulty is to prevent the caller from discarding, and to place the lead with the player who can probably do him the most harm.
--Addy s _Sheffield Glossary_. Beds Jamieson gives this as the Scottish name for Hopscotch; also Brockett, _North Country Words_. Bell-horses I. Bell-horses, bell-horses, what time of day? One o clock, two o clock, three, and away! Bell-horses, bell-horses, what time of day? Two o clock, three o clock, four, and away! Five o clock, six o clock, now time to stay! --Stanton Lacey (Burne s _Shropshire Folk-lore_, p. 520). II. Bellasay, bellasay, what time of day? One o clock, two o clock, three, and away. --Halliwell s _Nursery Rhymes_, p. 283. (_b_) The children form long trains, standing one behind the other.
|One rush, two rush. |One o my rush, two o |One in a rush, two in | | | |my rush. |a bush. | |13.| -- | -- | -- | |14.|Pray thee, fine lady, |Please, young lady, |Pretty my lady, pop | | |come under my bush. |creep under the |under the bush. | | | |_briar_ bush. | | |15.| -- | -- | -- | |16.
_ Each player, when it is his turn to play, must place his card, face upward, before him and toward the centre of the table. He must allow it to remain upon the table in this position until all have played to the trick, when he must turn it over and place it face downward, nearer to himself; if he or his partner have won the trick, the card should point toward his partner and himself; otherwise it should point toward the adversaries. The declarer may either play dummy’s cards or may call them by name whenever it is dummy’s turn to play and have dummy play them for him. A trick is turned and quitted when all four players have turned and ceased to touch their respective cards. The cards must be left in the order in which they were played until the scores of the deal have been recorded. D. _The Revoke._ A revoke may be claimed at any time before the last trick of the deal in which it occurs has been turned and quitted and the scores of that deal agreed upon and recorded, but not thereafter. E. _Error in Score.
It is sometimes better not to exchange when the game is closed, as it may give the adversary a good counting card if he can catch all your trumps. There is no score for the last trick when the game is closed, because the number of tricks played will then be less than twelve. As closing gives peculiar advantages to the closer, there are certain forfeits if a person closes and fails to reach 66. There are three varieties of closing, which are as follows:-- If, during the play of the hand, either player thinks he has reached 66, he closes, and turns over the tricks he has already won. If he is correct, he scores one, two, or three points, according to the condition of his adversary’s count. But if he is not correct, and has not quite reached 66, his adversary scores two points in any case, and if the non-closer had not won a trick up to the time the stock was closed, he scores three; because that is the number the closer would have won if he had been correct in his count. If a player thinks he would have a better chance to reach 66 first if his adversary was compelled to follow suit, he may close the stock. For instance: A’s mental count is 35, and he holds in his hand a marriage, and the Ace of another plain suit; but no trumps. If he closes at once, and leads the Ace, his adversary will have to follow suit, and the 11 points will put the closing player to 46. He can then show his marriage, without leading it, and claim 66.
_=MUGGINS, OR ALL FIVES.=_ This is a game for two, three, or four players. The object is to make the two ends of the line some multiple of five, and for every five so made the player scores five points toward game, which is usually 100 up. If only one point is scored for each five, 20 or 21 may be game. Each player draws seven bones, and the highest double sets, each person afterward playing in turn. If double five is the first set it counts 10. The 5-0 played to this would count 10 for the second player, because one end of the line being 10 and the other 0, the total value of the two ends is still 10. Double blank played to this would count 10 more. If 5-6 is now played on one end, and 0-4 on the other, the count will be 10 again, as shown on the diagram. The figures show the order in which the dominoes were played.
Hap the Beds A singular game, gone through by hopping on one foot, and with that foot sliding a little flat stone out of an oblong bed, rudely drawn on a smooth piece of ground. This bed is divided into eight parts, the two of which at the farther end of it are called the Kail-pots. If the player then stands at one end, and pitches the smooth stone into all the divisions one after the other, following the same on a foot (at every throw), and bringing it out of the figure, this player wins not only the game, but is considered a first-rate daub at it; failing, however, to go through all the parts so, without missing either a throw or a hop, yet keeping before the other gamblers (for many play at one bed), still wins the curious rustic game.--Mactaggart s _Gallovidian Encyclopædia_. A game called The Beds, mentioned by a writer in _Blackwood s Magazine_, August 1821, p. 36, as played in Edinburgh when he was a boy by girls only, is described as a game where a pitcher is kicked into chalked divisions of the pavement, the performer being on one leg and hopping. See Hop-scotch. Hard Buttons Several boys place one button each close together on a line. The game consists in hitting a particular button out of this line with the nicker without touching the others. This is generally played in London streets, and is mentioned in the _Strand Magazine_, ii.
When Captain Wow got excited in the middle of a battle, confused images of Dragons, deadly Rats, luscious beds, the smell of fish, and the shock of space all scrambled together in his mind as he and Captain Wow, their consciousnesses linked together through the pin-set, became a fantastic composite of human being and Persian cat. That s the trouble with working with cats, thought Underhill. It s a pity that nothing else anywhere will serve as Partner. Cats were all right once you got in touch with them telepathically. They were smart enough to meet the needs of the fight, but their motives and desires were certainly different from those of humans. They were companionable enough as long as you thought tangible images at them, but their minds just closed up and went to sleep when you recited Shakespeare or Colegrove, or if you tried to tell them what space was. It was sort of funny realizing that the Partners who were so grim and mature out here in space were the same cute little animals that people had used as pets for thousands of years back on Earth. He had embarrassed himself more than once while on the ground saluting perfectly ordinary non-telepathic cats because he had forgotten for the moment that they were not Partners. He picked up the cup and shook out his stone dice. He was lucky--he drew the Lady May.
The pone then lays another card on the table face upward and on the top of the first, which is not turned face down, and at the same time announces the total pip value of the three cards so far played; the dealer plays again, and so on. If at any time the total pip value of the cards played is exactly 15 or 31, the one who plays the card that brings it to that number pegs two points for it at once. If any counting combination, such as a pair, pair royal, or sequence, is formed by the cards played, its value is pegged by the person that plays the card which completes the combination; but neither player is allowed to play a card which will make the total pip value of the cards played pass 31. The method of forming and pegging these various combinations in play will be better understood if they are described separately. A card once played cannot be taken up again, unless it passes 31. _=Pairs.=_ If the first card played by the pone should be a 6, and the dealer had a 6 also, the latter would probably play it, announcing: “Twelve, with a pair,” and pegging two holes. If the pone held a third six he would immediately play it, announcing: “Eighteen, with a pair royal,” and would peg six holes for the three pairs which can be formed with the three Sixes, although he did not hold all of them. If the dealer was fortunate enough to hold the fourth Six he might rejoin with: “Twenty-four, with a double-pair-royal.” This would entitle him to peg twelve more holes, although he had already pegged the single pair.
III. Down in the valley the violets grow. Dear little ----, she blows like a rose. She blows, she blows, she blows so sweet. Come along in. Buy a shawl, buy a new black shawl, A bonnet trimmed with white and a new parasol. Oh dear, oh dear, what can I do, For next Monday morning is my wedding due. --Shipley, Horsham; _Notes and Queries_, 8th series, i. 210 (Miss Busk). (_b_) The children form a ring by joining hands, one child standing in the centre.
Now watch it, Pheola, I said, as we squeezed into the crowd, opposite the dealers. Almost anything can happen. I want to know the instant you get a feeling. You understand? She nodded and wiped at her drippy nose with a clean handkerchief. I d gotten her a dozen. There was the same old racket. The burnt out voice of a chanteuse, coming over the PA system from the dining room, tried to remember the sultry insouciance with which it had sung Eadie was a Lady in its youth. Waiters in dude-ranch getups swivel-hipped from table to table like wraithes through the mob of gamblers, trays of free drinks in their hands. This time Pheola didn t have the same greedy grab for the _hors d oeuvres_. She d wrapped herself around a couple pounds of high-quality protein before we had come to the casino.
In _=Boston=_, the pack must be cut again; but not shuffled. 12. If the dealer reshuffles the pack after it has been properly cut, he loses his deal. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, the misdealer must deal again. DEALING. 13. When the pack has been properly cut and reunited, the dealer must distribute the cards, one at a time, to each player in regular rotation, beginning at his left. The last, which is the trump card, must be turned up before the dealer. At the end of the hand, or when the deal is lost, the deal passes to the player next to the dealer on his left, and so on to each in turn. In _=Solo Whist=_, the cards are distributed three at a time until only four remain in the pack.
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.=_ There being no shuffling at Boston, and each player having the right to cut the pack, the greek must be very skilful who can secure himself any advantage by having the last cut, unless he has the courage to use wedges. But Boston is usually played for such high stakes that it naturally attracts those possessing a high degree of skill, and the system adopted is usually that of counting down. The greek will watch for a hand in which there is little changing of suits, and will note the manner of taking up the cards. The next hand does not interest him, as he is busy studying the location of the cards in the still pack. When this comes into play on the next deal, he will follow every cut, and finally cut for himself so that the desired distribution of the suits shall come about. Even if he fails to secure an invincible hand for bidding on himself, he knows so nearly the contents of the other hands that he can bid them up, and afterwards play against them to great advantage.
Potteries (Mrs. Thomas Lawton). (_b_) A circle is formed by joining hands, and two children stand in the centre. They walk round. At the seventh line the two in the centre each choose one child from the ring, thus making four in the centre. They then sing the remaining four lines. The two who were first in the centre then go out, and the game begins again, with the other two players in the centre. (_c_) Miss Burne says this game is more often played as Three Jolly Fishermen. At Cheadle, North Staffs., a few miles distant from Tean, this game is played by grown-up men and women.
When _=four=_ play, the partners sit opposite each other. When _=five=_ or _=seven=_ play, the maker of the trump in each deal selects his partners, and they play against the others without any change in their positions at the table. When _=six=_ play, three are partners against the other three, and the opposing players sit alternately round the table. _=STAKES.=_ If there is any stake upon the game, its amount must be settled before play begins. When _=rubbers=_ are played, it is usual to make the stake so much a rubber point. If the winners of the game are five points to their adversaries’ nothing, they win a _=treble=_, and count three rubber points. If the losers have scored one or two points only, the winners mark two points for a _=double=_. If the losers have reached three or four, the winners mark one for a _=single=_. The side winning the rubber adds two points to its score for so doing; so that the largest rubber possible is one of eight points;--two triples to nothing, and two added for the rubber.
| | | | | | | Y | W | X | W | W | X | C D | C D | B D | B D | B C | B C | Z | X | Z | Y | Z | Y | If more than four players are engaged on each side, this arrangement must be repeated with every additional four; the tables being always in sets of two each, but in such cases, and in fact in anything but League matches, it is usual to play only the 1st, 3rd and 5th sets. _=CLUB AGAINST CLUB.=_ The smaller club should put into the field as many multiples of four as it can; the larger club presenting an equal number to play against them. The opposing sides are then so arranged that half the members of each club sit North and South, the other half East and West. If we distinguish the clubs by the marks O and X, and suppose 16 to be engaged on each side, they would be arranged at 8 tables, thus:-- O | O | O | O X 1 X | X 3 X | X 5 X | X 7 X O | O | O | O | | | 1st set | 2nd set | 3rd set | 4th set | | | X | X | X | X O 2 O | O 4 O | O 6 O | O 8 O X | X | X | X If apparatus is used, the players may sit still for four hands, putting the trays aside, and then exchanging them for the four trays played at the other table in their set. If not, the cards are left on the table, as already described, and the fours change places; those at table No. 1 going to table No. 2, while those at No. 2 go to No. 1, the other sets changing in the same manner.
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--Jamieson. See Blind Man s Buff. Belly-blind The name for Blind Man s Buff in Roxburgh, Clydesdale, and other counties of the border. It is probable that the term is the same with Billy Blynde, said to be the name of a familiar spirit or good genius somewhat similar to the brownie.--Jamieson. See Blind Man s Buff. Bend-leather A boys phrase for a slide on a pond when the ice is thin and bends. There is a game on the ice called playing at Bend-leather. Whilst the boys are sliding they say Bend-leather, bend-leather, puff, puff, puff. --Addy s _Sheffield Glossary_.
| | 7.| -- | | 8.| -- | | 9.|Girl makes a pudding. | |10.|Asks boy to taste. | |11.|Fixing of wedding day.| |12.| -- | |13.
What the devil! I could read his lips say over the racket. But Barney, the stick-man who d felt my Blackout, caught on a lot quicker. I was about to freeze him with a clamp on his thyroid. It s just as effective as wrapping your fingers around the throat. But Pheola upset the apple cart. She grabbed my right arm, so newly powerful. No, Billy Joe! she cried. I _don t_ want to die! Who s dying? I snapped. He s shooting me! she gasped. Shoot? With what? I had one terrified moment--what to lift? What was aimed at her? At the last possible moment I saw it.
The banker deals again, from the top of the stock, without any further shuffling or cutting of the cards. If the player on the right won the first coup, the banker deals to him again; but if he lost, the banker deals to the next player beyond him; that is, the second from the banker, on his right. The same with the player on the left. If the player on the right or left wins the second coup, the cards are dealt to him again for the third coup; if he loses they are dealt to the next player beyond him, and so on, until all five players have held cards and have lost a coup, after which the banker deals to the one nearest him again. It will thus be seen that there are in each coup only two active players, and that all stakes made upon the game are made upon the result of their hands. _=Suggestions for Playing.=_ In justice to those backing him, the player is supposed to draw or not to draw, according to the laws of probabilities, which are exactly the same as in Vingt-et-un. If he has four points, which would be 5 below 9, he should draw; just as he would if he had 16 at Vingt-et-un, which would be 5 below 21. If he has 5 or more, he should stand; but if he has 5 exactly it is a matter of judgment, drawing a card being sometimes good play, especially if it is likely to lead the banker to overdraw himself. In some clubs there is a law that a player must draw if his point is less than 5, and must stand if it is more than 5, or he must pay a fine.
The refusal to over-trump, unless the trump played is a high one, should be regarded by the partner as a call. It is sometimes necessary to over-trump partner in order to get the lead. For instance: A player holds the two best trumps, and all winning cards of a plain suit, while the player on his right has a losing trump. In such a position the player with the two best trumps should trump any winning card his partner leads, or over trump him if he trumps, so as to prevent the adversary from making that losing trump. _=Under-trumping, or the Grand Coup=_, is playing a low trump on a trick that partner has already trumped with a higher, in order to avoid the lead. For instance: A player holds major tenace in trumps with a small one, and knows that the minor tenace is on his right. Four cards remain in each hand. The player on the left leads; Second Hand trumps; Third Hand follows suit. If the Fourth Hand keeps his three trumps, he must win the next trick, and lose the advantage of his tenace. A player will sometimes have the best card in two suits, and a small trump, and will know that the two best trumps and an unknown card are on his right.
The second and third throws have the same effect as the draw at Poker, except that the dice player may draw twice if he wishes to, and may put back all or any of the dice that he kept on the first or second throws, or he may stand pat on any throw. The object of the game is to secure pairs, triplets, full hands, and four or five of a kind. Straights do not count in Poker Dice. Suppose the player’s first throw to be a pair of sixes. He places them on one side, and picks up the three other dice, throwing them over again. If the second throw produced another six, it would be placed with the first pair, making a triplet, and the two remaining dice would be thrown again. Whatever they produced would be the final value of his hand. The player is not obliged to throw again, if he is satisfied with his first or second throw; neither is he obliged to leave any pairs or triplets. A player getting two small pairs on the first throw may put either or both of them back in the box again if he chooses. In throwing for drinks or cigars, it is usual to throw _=horse and horse=_; that is, if several persons are in the game the highest man on each round goes out, ties shake it off immediately, one hand each.
357. This game is played in Wales under the name of Hunt the Fox. The Fox has a certain time given him for a start, the other players then go after him.--Beddgelert (Mrs. Williams). Harie Hutcheon A game among children, in which they hop round in a ring, sitting on their hams.--Jamieson. See Curcuddie, Cutch-a-cutchoo, Hirtschin Hairy. Hark the Robbers [Music] --Tong, Shropshire (Miss R. Harley).
_=Simple in petite=_. Five tricks; or eight with a partner, in belle. _=Simple in belle=_. Six tricks solo, in any suit. _=Petite independence=_. Little misère. _=Petite misère=_. Eight tricks solo in any suit. _=Grand independence=_. Grand misère.
Be glad, Wally Bupp, I had time to tell myself. Be glad for a mechanical mind. Where do you lift four thousand pounds of car aimed right at you? Well, there is a small valve, can t weigh half an ounce, lightly spring-loaded, that is in the power-steering mechanism. I seared a lift at it. You know what happened. The feedback of the power-steering wrenched the wheel from the driver s hand--it was ten times as strong as he was, dragging its power as it did from a four-hundred horsepower shaft turning 30,000 rpm. The car careened and skidded across the curb. It took out a small marble rail around the fountain pool and dived in, still screaming rubber. The fountain went over with a crash and then the racket dwindled off in the shriek of twisted buckets. The turbine had gotten what for in the collision.