A similar game to this is played at Earls Heaton, Yorkshire (Mr. Hardy), and called Goose and Gander. Two players, the Goose and the Gander, stand in a ring, each on one leg. They hop out in turn, and try to catch one of the other players without letting their other leg touch the ground. If they fail in this they get strapped back to the ring. When either are successful, the player who is caught takes the place of either Goose or Gander in turn. The game is also mentioned in _Useful Transactions in Philosophy_, 1708-9. French Jackie This game is played either by boys or girls or by both together. One is chosen to stand alone; the other players join hands and form a circle. The one outside the circle goes round it and touches on the back one of the circle.
Should the spot allotted to any pool ball be occupied when it becomes necessary to respot it, it shall be placed upon the _nearest unoccupied spot_, and, failing that, as near as possible to its proper spot in the direction of the centre spot. If the middle spot of the baulk line is occupied, the brown ball after being pocketed shall, if possible, be placed on the left-hand spot of the baulk line, and, failing that, the rule as above applies. 13. If the striker’s ball is touching another, such ball not being playable, and he disturb the ball touching his own, the stroke is foul. 14. Should the striker’s ball be so placed that he cannot play direct on the object ball, he is said to be “snookered.” FOUL STROKES AND PENALTIES. 15. Foul strokes are made or penalties incurred by (1) “Pushing” instead of striking the ball, or striking the ball more than once; (2) Playing out of turn; (3) Playing with both feet off the floor; (4) Playing before all the balls have become stationary, when off the table, or wrongly spotted; (5) Playing with the wrong ball; (6) Touching or moving any ball, except in the legitimate manner set forth in these rules; (7) Forcing any ball off the table; (8) Wilfully interfering with an opponent, or the run of the balls, and refusing to obey the referee’s decision; (9) Missing, running a coup, striking the wrong ball, or pocketing the white ball; (10) Playing at or pocketing any ball except in the proper rotation; (11) Striking two balls, other than two red balls, simultaneously; (12) Giving an intentional miss; (13) Pocketing more than one ball--other than red balls--by one stroke. 16.
There must be a new deal if any card but the eleventh is found faced in the pack. If the dealer exposes any of his own cards, the deal stands good. If he exposes any of his adversary’s cards, the non-dealer may claim a fresh deal, provided he has not seen any of his cards. It is a misdeal if the dealer gives too many or too few cards to his adversary or to himself. If the hands have not been seen, and the pone discovers that he has received more than five cards, he has the choice to discard the superfluous cards at hazard, or to claim a misdeal, which loses the deal. If the pone has received less than the proper number, he may supply the deficiency from the remainder of the pack, without changing the trump card, or he may claim a misdeal. If the dealer has given himself too many or too few cards, the pone may claim a misdeal, or he may draw the superfluous cards from the dealer’s hand, face downward, or allow him to supply the deficiency from the remainder of the pack, without changing the trump. If the cards have been seen, the pone, having an incorrect number, may supply or discard to correct the error, or he may claim a misdeal. If he discards, he must show the cards to the dealer. If the dealer has an incorrect number, the pone may draw from his hand, face downward, looking at the cards he has drawn, (as the dealer has seen them,) or allow him to supply the deficiency, or claim a misdeal.
If, in three-hand, the player in fault is the dealer, Vorhand shall draw. 28. Should the successful bidder take both the skat cards into his hand together, or pick them up together, he shall be obliged to play a Gucki Grand, unless he has announced to play Nullo. Should he put the first card into his hand without showing it, he shall be obliged to turn up the second card and play Passt-mir-nicht. 29. The player may turn up either of the skat cards; but should he expose both he must play the suit of higher value. 30. Should he turn a jack, he may either play in suit or announce a turned Grand. 31. A player turning up a seven cannot announce a Nullo unless it has been previously agreed to play turned Nullos, which are worth 10 points.
If his claim is not correct, he retires, and the two remaining players finish alone. If neither wins the game that deal, they play the next deal as in ordinary two-handed Binocle, with a stock, the ultimate winner taking the stakes. If it has been agreed that the lowest score pays when the first player goes out, the game is ended as soon as one retires. If two players reach 1000 points without either having claimed the game, they must both go on to 1250; but if the third player reaches and announces 1000 before either of the others reaches 1250, he wins the game. _=The Revoke.=_ The individual player in error loses his entire score for “cards.” The bidder cannot be set back if either adversary revokes. He may demand that the hand be played out if he thinks he can get a good score. GAIGEL. This is sometimes called _=Short Binocle=_.
It is known that the Church opposed the people imitating beasts, and in this connection it is curious to note that in South Germany the game is called _blind bock_, i. e., blind goat, and in German _blinde kuhe_, or blind cow. In Scotland, one of the names for the game, according to A. Scott s poems, was Blind Buk : Blind buk! but at the bound thou schutes, And them forbeirs that the rebutes. It may therefore be conjectured that the person who was hoodwinked assumed the appearance of a goat, stag, or cow by putting on the skin of one of those animals. He who is twice crowned or touched on the head by the taker or him who is hoodwinked, instead of once only, according to the law of the game, is said to be _brunt_ (burned), and regains his liberty.--Jamieson. Blind Man s Stan A boys game, played with the eggs of small birds. The eggs are placed on the ground, and the player who is blindfolded takes a certain number of steps in the direction of the eggs; he then slaps the ground with a stick thrice in the hope of breaking the eggs; then the next player, and so on.
| -- | -- | -- | | 30.|If this young prince | -- |If they all should | | |should die. | |die. | | 31.| -- | -- | -- | | 32.|Ye shall get another. | -- |Ye sall get anither. | | 33.| -- | -- | -- | | 34.| -- | -- | -- | | 35.
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.
” It is generally believed that Edmond Hoyle was familiar with the proceedings of this set, and on their experiences based his celebrated “Short Treatise on the Game of Whist,” which was entered at Stationers’ Hall in London Nov. 17, 1742. The only works previous to Hoyle touching upon whist were the “Compleat Gamester” of Cotton, which first appeared in 1674, and the “Court Gamester,” of Richard Seymour, 1719. One of Hoyle’s great points was his calculation of the probabilities at various stages of the rubber. This seems to have been looked upon as most important in guiding persons in their play, for we find that Abraham de Moivre, a famous mathematician, used to frequent the coffee houses, and for a small fee give decisions on questions of the odds at whist. Bath seems to have been the great rallying-point for the whist-players of the last century; but the passion for the game soon spread all over Europe. In 1767 Benjamin Franklin went to Paris, and it is generally believed that he introduced the American variety of the game known as Boston, which became the rage in Paris some time after the war of independence. So popular did whist become in Italy that we find the boxes at the opera in Florence provided with card tables in 1790. The music of the opera was considered of value chiefly as, “increasing the joy of good fortune, and soothing the affliction of bad.” A code of laws was drawn up about 1760 by the frequenters of White’s and Saunders’ in London.
Catch one if you can. A lively scene follows. The Fox and Mother Goose should be pretty evenly matched; the Mother with extended arms seeking to protect her Brood, while the Fox, who tries to dodge under, right and left, is only allowed in case of a successful foray or grasp to secure the last of the train. Vigorous efforts are made to escape him, the Brood of course supplementing the Mother s exertions to elude him as far as they are able, but without breaking the link. The game may be continued until all in turn are caught.--_Folk-lore Journal_, vii. 217-18. In Lancashire the children stand in line behind each other, holding each other by the waist. One stands facing them and calls out-- My mother sits on yonder chimney, And she says she _must_ have a chicken. The others answer-- She _can t_ have a chicken.
Let s join hands, it is too late, Tis too late, tis too late, Let s join hands, it is too late, My fair lady. --Tong, Shropshire (Miss R. Harley). V. Hark at the robbers going through, Through, through, through; through, through, through; Hark at the robbers going through, My fair lady. What have the robbers done to you, You, you, you; you, you, you? What have the robbers done to you, My fair lady? Stole my gold watch and chain, Chain, chain, chain; chain, chain, chain; Stole my gold watch and chain, My fair lady. How many pounds will set us free, Free, free, free; free, free, free? How many pounds will set us free, My fair lady? A hundred pounds will set you free, Free, free, free; free, free, free; A hundred pounds will set you free, My fair lady. We have not a hundred pounds, Pounds, pounds, pounds; pounds, pounds, pounds; We have not a hundred pounds, My fair lady. Then to prison you must go, Go, go, go; go, go, go; Then to prison you must go, My fair lady. To prison we will not go, Go, go, go; go, go, go; To prison we will not go, My fair lady.
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_=C=_ and _=D=_ pass. _=E=_ bids 3 in clubs; and _=F=_ says 4 in hearts. It is evident that _=F=_ is bidding on _=B’s=_ offer in hearts, and intends to choose him for a partner. _=G=_ finds in his hand four good spades and the Joker, but neither Bower. He may safely bid 5 or 6, taking _=E=_ for a partner if successful, as _=E=_ very probably has one or both the black Bowers. If he bids 5 only, the dealer, _=A=_, would have an excellent chance to bid 6 in hearts, and to take _=B=_ and _=F=_ for two of his partners, and _=G=_ for the third, trusting to find him with the Joker, or at least protection in one or both black suits. If the successful bidder has had no previous bids to guide him in his choice of partners, he should take those who have the lowest scores, if the scores are known; because it is to his advantage to avoid advancing those who are perhaps already ahead. When the scores are not known, there is nothing but luck to guide one, unless a person has a very good memory, and knows which players are probably behind. _=Leading.=_ If the successful bidder wants 6 or 7 tricks, and holds the Joker, he should lead it at once.
Although the files bear the same names, the numbers count from the side on which the men are placed, so that each square has a double name, depending on the colour of the man placed upon it. [Illustration: _No. 12._ |QR |QKt|QB | Q | K |KB |KKt|KR | Black. +---+---+---+---+---+---+---+---+ 8 | ♜ | ♞ | ♝ | ♛ | ♚ | ♝ | ♞ | ♜ | +---+---+---+---+---+---+---+---+ 7 | ♟ | ♟ | ♟ | ♟ | | ♟ | ♟ | ♟ | 2 +---+---+---+---+---+---+---+---+ 6 | | | | | | | | | 3 +---+---+---+---+---+---+---+---+ 5 | | | | | ♟ | | | | 4 +---+---+---+---+---+---+---+---+ 4 | | | | | ♙ | | | | 5 +---+---+---+---+---+---+---+---+ 3 | | | | | | ♘ | | | 6 +---+---+---+---+---+---+---+---+ 2 | ♙ | ♙ | ♙ | ♙ | | ♙ | ♙ | ♙ | 7 +---+---+---+---+---+---+---+---+ | ♖ | ♘ | ♗ | ♕ | ♔ | ♗ | | ♖ | 8 +---+---+---+---+---+---+---+---+ White. |QR |QKt|QB | Q | K |KB |KKt|KR | ] In Diagram No. 12, for instance, both the Pawns that have been moved would be spoken of as on K 4. The Knight that has been moved is on K B 3, because it is a white Knight. If it was a black Knight it would be on K B 6, reckoning from the black side of the board for the black pieces. In order to test your understanding of this system of notation, which is very important in following published games or problems, take the board and men, white side next you, and set up the following position, remembering that when no number is given, the piece stands upon the square originally occupied by the piece which gives its name to the file:-- Black men;--King on Q R’s; Queen on Q Kt’s; Pawns on Q R 2, and Q Kt, 3; Rook on Q R 3.
He s too good for me, Wally. But you felt _my_ lifts, I protested. You called TK on the table. Smythe shrugged and took off his glasses. I thought I felt you tipping when you first came to the layout, he said, waving them around. I nodded confirmation. But it was smooth work, and I could hardly be sure. Most of these maverick TK s strong-arm the dice, and they skid across the layout with their spots up. You re way ahead of that--you don t touch them till the final few tumbles. And then, you were losing, and I couldn t see that the table was being hit.
Like the Rook and Bishop, she cannot move at all until some of the adjoining pieces have made a way for her. ♚ _=The King=_ has the same movement as the Queen, but is limited to one square at a time. The King is not allowed to move to a square which would expose him to capture by adverse pieces, for reasons which will presently be explained. ♞ _=The Knight=_ has a very peculiar movement, which is L shaped, and necessitates his changing the colour of the square he stands on, every time he moves. The simplest way for the beginner to learn the Knight’s move is to observe that he must go two squares, neither more nor less, in a vertical or a horizontal direction, and must then change the colour of the square he stands on by going one square either to the right or left, which will complete the L shaped movement. Diagram No. 4 will show that when the Knight is away from the side of the board, he may go to any one of eight different squares; but when he is in a corner he can go to two only. For that reason Knights are much more powerful when placed near the centre of the board. [Illustration: _No. 4.
So I fingered you. Careful, I said sourly. You re talking about the woman I love. There was a strained moment of silence, and then they all laughed. She d been a sight, all right. Simonetti came back alive with that one. His husky voice cut in on the laughter. Where does that bag fit? he demanded. No idea, I said truthfully. A random factor.
If you have three or more small cards, do not play the King, for either partner or the declarer must be short in the suit. So if Dummy leads Jack from J 10 and others, play the King with a short suit. If partner has Queen you establish it; if not, you cannot make a trick in the suit. With short suits it is usually best to cover an honour with an honour; but with several small cards, such as K x x x, Dummy leading a singleton Queen, you should pass. With K 10 x, Dummy having J and others, play honour on honour; small card on small card, whichever Dummy leads. It is often important for the second hand to cover with what is called an _=imperfect fourchette=_. A true fourchette is the card immediately above and below the one led; such as K J over the Q, or Q 10 over the J. An imperfect fourchette is the card above the one led, and another next but one below it; such as K 10 over a Q led, or Q 9 over a J led. Covering forces the opponents to play two honours to win one trick, and will often make an intermediate card good in your partner’s hand. _=THIRD HAND PLAY.
This brings the same partners together, but on different sides of the table. c | b | a b a | c a | c b S | S | S | | Hands:--1 to 4 | 5 to 8 | 9 to 12 _=Scoring.=_ The names of the four players should be written at the head of each score-card, and as there is no trump turned in memory duplicate, the third and seventh columns can both be used for the numbers of the players that are partners, and the sixth column for the N & S gains. When the match is finished, a tabulation of the tricks lost or won by each player will readily show which is the winner. In the illustration which we give, No. 3 finishes plus 6; No. 4 plus 2; No. 1 minus 4; and No. 2 minus 4. [Illustration: MANHATTAN WHIST CLUB Table No.
5. Soldier s bed again, or diamonds. 6. Diamonds, or cat s eyes. 7. Fish in dish. 8. Cradle as at first. The different orders or arrangements must be taken from the hands of one player by another without disturbing the arrangement.--A.
II. Every card thrown with the one led or played to the current trick. The player must indicate the one led or played. III. Every card so held by a player that his partner sees any portion of its face. IV. All the cards in a hand lowered or shown by a player so that his partner sees more than one card of it. V. Every card named by the player holding it. In _=Boston=_ and _=Solo Whist=_ there are no penalties for cards exposed by the single player, because he has no partner to take advantage of the information.
VIII. I sent a letter to my love, I carried water in my glove, I dript it, I dropped it, and by the way I lost it. --Hersham, Surrey (_Folk-lore Record_, v. 87). IX. I have a pigeon in my pocket, If I have not lost it; Peeps in, peeps out, By the way I ve lost it; Drip, drop, By the way I ve lost it. --Earls Heaton (H. Hardy). X. I have a pigeon in my pocket, It peeps out and in, And every time that I go round I give it a drop of gin.
, is this passage: By this meanes also the schollars may be kept euer in their places, and hard to their labours, without that running out to the Campo (as they tearme it) at school times, and the manifolde disorders thereof; as watching and striuing for the clubbe and loytering then in the fields. See Football. Canlie A very common game in Aberdeen, played by a number of boys, one of whom is by lot chosen to act the part of Canlie. A certain portion of a street or ground, as it may happen, is marked off as his territory, into which, if any of the other boys presume to enter, and be caught by Canlie before he can get off the ground, he is doomed to take the place of Canlie, who becomes free in consequence of the capture. The game is prevalent throughout Scotland, though differently denominated: in Lanarkshire and Renfrewshire it is called Tig, and in Mearns Tick. --Jamieson. See Tig. Capie-Hole A hole is made in the ground, and a certain line drawn, called a Strand, behind which the players must take their stations. The object is at this distance to throw the bowl into the hole. He who does this most frequently wins.
Drawing cards from an outspread pack is equivalent to cutting. 3. A complete Heart pack consists of fifty-two cards, which rank in the following order:--A K Q J 10 9 8 7 6 5 4 3 2, the Ace being highest in play. In Three-Handed Hearts, the spade deuce is thrown out. In Five-Handed, both the black deuces are laid aside. In Six-Handed, all four deuces are discarded. In Joker Hearts the heart deuce is replaced by the Joker. 4. When two packs are used, the player next but one on the dealer’s left must collect and shuffle the cards for the next deal, placing them on his right. The dealer has the privilege of shuffling last.
On _=A’s=_ deal it is _=C’s=_ game to euchre him, but _=B=_ must let _=A=_ make his point; so that instead of being opposed by both _=B=_ and _=C=_, as he was a moment ago, _=A=_ finds a friend in _=B=_, and the two who were helping each other to beat _=A=_, are now cutting each other’s throats. On _=B’s=_ deal, _=A=_ does not want to euchre him, for although that would win the game for both _=A=_ and _=C=_, _=A=_, who now has 4 points up, does not wish to divide the pool with _=C=_ while he has such a good chance to win it all himself. Suppose _=B=_ makes his point. _=A=_ will do all he can to euchre _=C=_, but _=B=_ will oppose the scheme, because his only chance for the game is that _=A=_ will not be able to take up the trump on his own deal, and that _=B=_ will make a march. SET-BACK EUCHRE. This is simply a reversal of the ordinary method of scoring, the players starting with a certain number of points, usually ten, and deducting what they make on each deal. The peculiarity which gives the game its name is that if a player is euchred he is _=set back=_ two points, his adversaries counting nothing. The revoke penalty is settled in the same way. The game is usually counted with chips, each player starting with ten, and placing in the centre of the table those that he is entitled to score. BLIND EUCHRE.
The player on the left of the dealer begins by _=asking=_ for a certain card, which must be of the same denomination as one already in his hand. For instance: He holds the spade Ten. He may ask any one at the table for either of the three other Tens; but he must designate the suit, and must ask a particular player for the card wanted. If the player asked has the card, he must immediately surrender it, and the player to whom it is given can then ask again--any player for any card, always provided that the asker has one of the same denomination in his own hand. If the person asked has not the card demanded, the privilege of asking is transferred to him, and he may ask any person at the table for any card of the same denomination as one already in his own hand. If he has just been asked for a Ten, for instance, and has a Ten, but not of the suit asked for, he might turn upon his questioner and get a Ten from him, if he could guess the right suit. As soon as any player gets together four cards of the same denomination, he lays them face down upon the table in front of him, and they form a trick. A good memory is necessary to play this game well, as it is very important to recall who has asked for certain cards, and which players were unable to supply them. It is a legitimate artifice in the game to ask for a card you already have in your own hand, although you know it will lose your guess, because it may be the only way to prevent another player from drawing several valuable cards from you. For instance: You hold the Fives of diamonds and spades, and have asked for and received the Five of clubs.
Harley. { Elworthy s _Dialect_, _Somerset and SOMERSETSHIRE { Dorset Notes and Queries_, Holloway s { _Dictionary_. Bath Miss Large. STAFFORDSHIRE-- Hanbury Miss E. Hollis. Cheadle Miss Burne. Tean, North Staffordshire { Miss Keary, Miss Burne, Mrs. T. Potteries { Lawton. Wolstanton Miss Keary.
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. 32. Immediately before the deal, the player on the dealer’s right cuts, so that each packet contains at least four cards. If, in or after cutting and prior to the beginning of the deal, a card be exposed, or if any doubt exist as to the place of the cut, the dealer must reshuffle and the same player must cut again. 33.
=_ If the King is not in check, but cannot move without going into check, and there is no other piece for the player to move, it is called a stale-mate, and the game is drawn. In Diagram No. 10, for instance, [Illustration: _No. 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.
The cards that count for Game are the four honours and the Ten of each suit. Every ace counts 4; every King 3; every Queen 2; every Jack 1; and every Ten 10. After the last card has been played, each player turns over the tricks he has won, and counts up the pip value of the court cards and Tens that he has won. Whoever has the highest number counts the point for Game. For instance: Two are playing. The elder hand has taken in an ace, two Kings and a Jack, which are collectively worth 11. The dealer has taken in a Queen and a Ten, which are worth 12; so the dealer marks the point for Game. If both players have the same number, or if there is no Game out, which rarely happens, the non-dealer scores Game. If three play, and Game is a tie between the two non-dealers, neither scores. The non-dealer is given the benefit of counting a tie for Game as an offset to the dealer’s advantage in turning Jacks.