If a player has scored double binocle, he can not afterward take away two cards to meld a single binocle; but if the single binocle has been melded and scored first, he may add two more cards, and score the double binocle. He cannot score the second single, and then claim the double, because some new card must be added to form a new meld in the same class. If four Kings are melded and scored, the other four may be added later; but if the eight Kings are first melded, the score for the four Kings is lost. Cards may be taken away from one combination to form less valuable combinations in another class. For instance: Four Jacks have been melded; the diamond Jack may be taken away to form a binocle with the spade Queen. If spades are trumps, and the sequence has been melded, the Queen may be taken away to form a binocle, because the binocle is in a different class of melds; but the Queen cannot be used to form a marriage, because the sequence and the marriage are in the same class. As there are three classes, one card may be used three separate times. The spade Queen, for instance, may be used in a marriage, in binocle, and in four Queens, and these melds may be made in any order. Cards once used in combinations cannot again be used in melds of equal value belonging to the same class; and combinations once broken up cannot be re-formed by the addition of fresh cards. For instance: Four Kings have been melded, and one of them has been used in the course of play.
They then pull each other, and twist and wriggle round and round and over it, till one overturns it or knocks a bonnet off it. The player who does so is hoisted on the back of another, and pelted by all the others with their bonnets.--Keith, Nairn (Rev. W. Gregor). Booman [Music] --Norfolk. Dill doule for Booman, Booman is dead and gone, Left his wife all alone, and all his children. Where shall we bury him? Carry him to London; By his grandfather s grave grows a green onion. Dig his grave wide and deep, strow it with flowers; Toll the bell, toll the bell, twenty-four hours. --Norfolk, 1825-30 (J.
91. Any player during the play of a trick or after the four cards are played, and before the trick is turned and quitted, may demand that the cards be placed before their respective players. 92. When an adversary of the declarer, before his partner plays, calls attention to the trick, either by saying it is his, or, without being requested to do so, by naming his card or drawing it toward him, the declarer may require such partner to play his highest or lowest card of the suit led, or to win or lose the trick. 93. An adversary of the declarer may call his partner’s attention to the fact that he is about to play or lead out of turn; but if, during the play, he make any unauthorized reference to any incident of the play, the declarer may call a suit from the adversary whose next turn it is to lead. 94. In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries. NEW CARDS. 95.
| | Score Card. | | 1st Round.| 2nd Round.| 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.
When Skat is played for the League stake, which is one-fourth of a cent a point, the results may be found in a still shorter way by adding up all the scores and taking an average, this average being the sum divided by the number of players. Take the results just given for example:-- ------+------+------+--------------------- A | B | C | D ------+------+------+--------------------- 186 | 42 | 344 | 116 = 688 ÷ 4 = 172 172 | 172 | 172 | 172 ------+------+------+--------------------- +14 | -130 | +172 | -56 ------+------+------+--------------------- The average is simply deducted from each score, and the remainder is the amount won or lost, in cents. _=CHEATING.=_ As in all games in which the cards are dealt in groups, the greek will find many opportunities in Skat. The clumsiest shuffler can usually locate some of the Wenzels at the top or the bottom of the pack, before presenting it to be cut, and if the players do not insist on the cards being dealt always in the same manner, the sharper can secure to himself two or more Wenzels, either in his hand or in the Skat. Any person who deals the cards sometimes three at a time, and again five at a time, should be stopped immediately, and no such excuses as changing his luck should be listened to for a moment. Any person who habitually picks up the cards with their faces towards him, and straightens them by lifting them from their positions in the pack, should be stopped at once, and requested to straighten the cards face down. Dealing seconds is very difficult when the cards have to be “pinched” in threes and fours. A second dealer holding back a Wenzel on the top may give his adversary two underneath without knowing it. Marked cards are of advantage only when the dealer plays, and are of little use beyond telling him what he can turn up for a trump, or what he will find in the Skat.
_=Six Pairs.=_ This is a very awkward number to handle, and should be avoided if possible. The whole could be played at three tables simultaneously; but such a course would necessitate their changing places ten times, following a very complicated schedule in so doing. The simplest way to handle six pairs is to arrange them at three tables, two of which are constantly in play, the third only half the time. This is the first position:-- b d f a 1 a c 2 c e 3 e b d f Tables 1 and 2 deal and play two hands each, and then exchange trays with each other. At table 3, two hands are dealt and played, both being left in the trays. The players at tables 1 and 2 then change adversaries; dealing, playing and exchanging two fresh hands. The players at the third table remain idle, or look on. c d | f a 1 a b 2 b | e 3 e c d | f | Hands 5 and 6 played and exchanged. | None.
The infantry will have to continue to retire until their tormentors have exterminated them or been driven off by someone else. If cavalry charges artillery and is not dealt with by other forces, one gun is captured with a loss to the cavalry of four men per gun for a charge at three feet, three men at two feet, and one man at one foot. If artillery retires before cavalry when cavalry is within charging distance, it must continue to retire so long as the cavalry pursues. The introduction of toy railway trains, moving, let us say, eight feet per move, upon toy rails, needs rules as to entraining and detraining and so forth, that will be quite easily worked out upon the model of boat embarkation here given. An engine or truck within the circle of destruction of a shell will be of course destroyed. The toy soldiers used in this Kriegspiel should not be the large soldiers used in Little Wars. The British manufacturers who turn out these also make a smaller, cheaper type of man--the infantry about an inch high--which is better adapted to Kriegspiel purposes. We hope, if these suggestions catch on, to induce them to manufacture a type of soldier more exactly suited to the needs of the game, including tray carriers for troops in formation and (what is at present not attainable) dismountable cavalry that will stand. We place this rough sketch of a Kriegspiel entirely at the disposal of any military men whose needs and opportunities enable them to work it out and make it into an exacter and more realistic game. In doing so, we think they will find it advisable to do their utmost to make the game work itself, and to keep the need for umpire s decisions at a minimum.
Kiss in the Ring [Music] --Nottingham (Miss Youngman). [Music] --Lancashire (Mrs. Harley). [Music] --Earls Heaton, Yorks. (H. Hardy). I. I sent a letter to my love, And on the way I dropped it; And one of you have picked it up And put it in your pocket. --Dorsetshire (_Folk-lore Journal_, vii. 213); Penzance (Mrs.
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In some places the individual is made to pay, not the side. This should be understood before play begins. If seven are playing, and one is detected in a revoke, his loss is equal to six games. Any player having none of the suit led may either trump or discard. The dealer should take up the trump card when it is his turn to play to his first trick; after which it must not be named, although a player may be informed what the trump suit is. If all follow suit, the highest card played of the suit led wins the trick, trumps win all other suits. The winner of the trick may lead any card he chooses for the next; and so on, until all the cards have been played. It is not necessary to keep the tricks separate, as at Whist; but one player should gather for his side. When two or three play, the hands must be played in the order in which they were dealt. For instance: If these are the hands:-- [Illustration: +-----+ +-----+ +-----+ | | | | | | Adversary’s:--| 1 | | 3 | | 5 | | | | | | | +-----+ +-----+ +-----+ 1ST SET.
” This makes it unnecessary for the others to watch the cards the caller draws. Each player picks out his seven of clubs and places it on the table in front of him, face up, as a starter for his tableau. Suppose the next card called is the ten of diamonds. As each player can place that card in any one of eight different positions with regard to the seven of clubs, and the next card after that in any one of a dozen positions, it must be evident that although the twenty-five cards called will be the same for every tableau, the resulting poker combinations may be vastly different. _=SCORING.=_ Each player is credited with the value of his tableau, and then the duty of being caller passes to the left. The game is at an end when an agreed number of deals have been played, or at the expiration of a specified time, the highest total score being the winner. SOLITAIRE CRIBBAGE. This game may be played by one person or by several, two to four making an interesting game, either as partners or each for himself. The individual player takes a full pack of fifty-two cards, shuffles and cuts, and deals off three for himself, two for his crib, and then three more for himself.
The general rules with regard to irregularities in the deal are the same as at Whist; except that a misdeal does not pass the deal. The misdealer must deal again, and with the same pack. The cards dealt, each player sorts and counts his hand to see that he has the correct number of cards, thirteen. If not, he should immediately claim a misdeal; for a player having more or less than his right proportion of cards cannot win anything on that hand, but will have to stand his proportion of all losses incurred by him or his side. _=OBJECTS OF THE GAME.=_ There are seven distinct objects in the Solo Whist, and before play begins each player has an opportunity of declaring to which of these objects he proposes to attain. They are:-- 1st. To win 8 of the 13 tricks, with the assistance of a partner. This is called a _=Proposal=_; the partner’s share is an _=Acceptance=_. 2nd.
Fool, Fool, come to School This game is played under the name of Foolie, Foolie at Duthil, Strathspey. The players are placed in a row, either standing or sitting. Two are chosen, the one as Namer and the other as Foolie. Foolie withdraws, if not out of sight, at least out of range of hearing. The Namer then gives a name secretly to each player. When this is done, he calls on Foolie--Foolie, Foolie, come to your schoolie. Foolie pays no attention to this call. It is again repeated, but with the same results. This goes on for several times. At last the Namer calls out-- Foolie, Foolie, come to your schoolie; Your bannocks are burnin an ready for turnin .
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Unless the player has played on some ball upon the board before knocking down a pin, the stroke under all circumstances goes for nothing, and the pin or pins must be replaced and the player’s ball put upon the white-ball spot at the foot of the table or if that be occupied, on the nearest unoccupied spot thereto. But should two balls be in contact the player can play with either of them, direct at the pins, and any count so made is good. If a player, with one stroke, knocks down the four outside pins and leaves the black one standing on its spot, it is called a Natural, or _=Ranche=_, and under any and all circumstances it wins the game. When a player gets more than 31, he is _=burst=_, and he may either play again immediately with the same ball he has in the pool rack, starting at nothing of course, or he may take a new ball. If he takes a new ball he may either keep it or keep his old one, but he cannot play again until it comes to his turn. THE LITTLE CORPORAL. This game is the regular Three-Ball Carrom Game with a small pin added, like those used in Pin Pool, which is set up in the centre of the table. The carroms and forfeits count as in the regular Three-Ball Game, but the knocking down of the pin scores five points for the striker, who plays until he fails to effect a carrom or knock down the pin. A ball must be hit by the cue-ball before the pin can be scored; playing at the pin direct is not allowed. The pin must be set up where it falls; but in case it goes off the table or lodges on the top of the cushion it must be placed upon the centre spot.
Bohn’s Handbook of Games. Betting and Gambling, by Major Churchill. TEN PINS. The standard American game of Ten Pins is played upon an _=alley=_ 41 or 42 inches wide, and 60 feet long from the head pin to the foul or scratch line, from behind which the player must deliver his ball. There should be at least 15 feet run back of the foul line, and the gutters on each side of the alley must be deep enough to allow a ball to pass without touching any of the pins standing on the alley. [Illustration: 7 8 9 10 4 5 6 2 3 1 ] _=The Pins=_ are spotted as shown in the margin, the centres 12 inches apart, and those of the back row 3 inches from the edge of the pit. The regulation pins are 15 inches high, 2¼ diam. at the base, 15 inches circumference 4½ from the bottom, and 5¼ at the neck. _=The Balls=_ must not exceed 27 inches in circumference in any direction, but smaller balls may be used. _=Frames.
The player holding diamond Jack receives two counters from each of the other players in a simple; four in a double; except in misères, in which the card has no value. Misères are paid for according to the trump turned in the deal in which they are played. If a heart is turned, and little misère is played, the payment is 64 counters to or from each player. If a spade was turned, the payment would be 16 only. Three honours between partners count as three: four as four. Being all in one hand does not increase their value. ------------------------------------+-----+-----+-----+-----+ The Bid. | ♠ | ♣ | ♢ | ♡ | ------------------------------------+-----+-----+-----+-----+ Five tricks alone, or partners’ 8 | 4 | 8 | 12 | 16 | Three honours | 3 | 6 | 9 | 12 | Four honours | 4 | 8 | 12 | 16 | Each extra trick | 1 | 2 | 3 | 4 | ------------------------------------+-----+-----+-----+-----+ Six tricks, or petite independence | 6 | 12 | 18 | 24 | Three honours | 4 | 8 | 12 | 16 | Four honours | 6 | 12 | 18 | 24 | Each extra trick | 2 | 4 | 6 | 8 | ------------------------------------+-----+-----+-----+-----+ Eight tricks, or grand independence | 8 | 16 | 24 | 32 | Three honours | 6 | 12 | 18 | 24 | Four honours | 8 | 16 | 24 | 32 | Each extra trick | 4 | 8 | 12 | 16 | ------------------------------------+-----+-----+-----+-----+ Petite misère | 16 | 32 | 48 | 64 | Grand misère | 32 | 64 | 96 | 128 | Misère de quatre as | 32 | 64 | 96 | 128 | Misère sur table | 64 | 128 | 192 | 256 | Slam à deux (partners) | 50 | 100 | 150 | 200 | Slam seul (alone) | 100 | 200 | 300 | 400 | Slam sur table | 200 | 400 | 600 | 800 | ------------------------------------+-----+-----+-----+-----+ RUSSIAN BOSTON. This is a variation of Boston de Fontainbleau. A player holding carte blanche declares it before playing, and receives ten counters from each of the other players.
The lead is a great advantage, because trumps can be exhausted immediately, and the suits protected. If the caller has not the lead he must calculate in advance for trumping in, and if his plain suits are not quite established, he will require more trumps than would otherwise be necessary. The greatest danger to an abundance player who has not the original lead, is that his best suit will be led through him, and trumped, either on the first or second round. The caller is often trapped into unnecessarily high trumping when suits are led through him a second or third time. _=The Adversaries=_ have little chance to defeat an abundance unless they can over-trump the caller, or ruff his good cards before he can exhaust the trumps. It is best for the Right to lead his longest suit, and for the Left to lead his shortest. A guarded King suit should not be led under any circumstances; nor a short suit Ace high. If an adversary has a single trump of medium size, such as a J or 10, it is often good play to trump a partner’s winning cards, so as to be sure of preventing the caller from making a small trump. If an adversary has trumped or over-trumped, it is very important to lead that suit to him again as soon as possible. The rules for discarding that are given in connection with Whist should be carefully observed; especially in the matter of showing command of suits.