[7] The pack is not incorrect when a missing card or cards are found in the other pack, among the quitted tricks, below the table, or in any other place which makes it possible that such card or cards were part of the pack during the deal. 40. Should three players have their proper number of cards, the fourth, less, the missing card or cards, if found, belong to him, and he, unless dummy, is answerable for any established revoke or revokes he may have made just as if the missing card or cards had been continuously in his hand. When a card is missing, any player may search the other pack, the quitted tricks, or elsewhere for it. If before, during or at the conclusion of play, one player hold more than the proper number of cards, and another less, the deal is void. 41. A player may not cut, shuffle, or deal for his partner if either adversary object. THE DECLARATION. 42. The dealer, having examined his hand, must declare to win at least one odd trick,[8] either with a specified suit, or at no trump.
_=Kimberly Solo=_ is for four players, without any proposal and acceptance, solo being the lowest call. If all pass, a six-trick solo with a different trump is allowed. TEXT BOOKS. Solo Whist, by R.F. Green. How to Play Solo Whist, by Wilks & Pardon. For the Laws of Solo Whist, see Whist Family Laws. ILLUSTRATIVE SOLO WHIST HANDS. The dealer, Z, turns up the heart 3 in both hands, and A leads.
If the Second Hand has not the missing card, he has no more of the suit. The number of inferences which may be made in this manner by observant players is astonishing. A great many examples and exercises in them are given in _=Foster’s Whist Manual=_. _=Third Hand having None of the Suit=_, should trump anything but an Ace or a King on the first round. On the second round, if there is only one card against the leader, his partner should pass with four trumps, and allow the suit to be established. For instance: If the leads have been Ace, then Jack, Third Hand holding only one of the suit; he should pass if the Second Hand does not play King. _=Third Hand on Strengthening Cards.=_ Unless Third Hand has both Ace and King of the suit, he should pass any forced or strengthening lead which is not covered by the Second Hand. This obliges the Fourth Hand to open another suit, or to continue at a disadvantage. Third Hand winning first round has the choice of four lines of play: 1st.
The evil was not exterminated, however, for there are to-day hundreds of gambling hells in Europe, which make up for the brevity of their existence by the rapidity with which they fleece their patrons. In America, the wheel has always been popular, but Rouge et Noir is practically unknown, the reason being that in the latter game there is no variety, and therefore no chance for the player to exercise any judgment, or to play any “system” in making his bets, as he can in Faro. _=The Wheel.=_ The roulette wheel is turned by a small cross-bar rising from its axis. The surface of the wheel slopes from the axis to the outer edge, which is divided into small square pockets, coloured alternately red and black, and each having a number just above it, on the surface of the wheel. These numbers may be in any order, according to the fancy of the maker of the wheel, and they may run from 1 to 27, to 30, to 33, or to 36. In addition to the numbers there are zero marks, which are called _=single=_ and _=double 0=_, and _=Eagle Bird=_. All three of these are used in American wheels, and they are green, so that they win for neither colour. In some of the European wheels there are two zeros, the single 0 being red, and the double 0 black. The single 0 also counts as “odd,” and as below 19; while the double 0 is “even,” and above 18.
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| -- | -- | -- | |30.| -- | -- | -- | |31.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Sporle, Norfolk. | Gainford, Durham. | Hants. | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- |Green gravels. | | 2.| -- | -- | -- | | 3.
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Sometimes “Vertheilung der Karten” is used. Gegner, G., the adversary. Grand Coup, trumping a trick already won by partner; or playing a small trump on a trick which he has already trumped. Greek, (grec) a card sharp. Guarded Cards, cards which cannot be caught by higher cards unless they are led through. Hand, the cards dealt to one player; the distribution of the cards in any one deal. A “remarkable hand” might be the play of an entire deal at Whist, for instance. Heading a Trick, playing a better card than any already played to the trick, but not necessarily the best in the hand. Heeled Bets, bets at Faro which play one card to win and another to lose, but do not win or lose double the amount if both events come on the same turn.
If he plays another card without awaiting the decision of the adversaries, such other card also is liable to be called. LEADING OUT OF TURN. 24. If any player leads out of turn, a suit may be called from him or his partner, the first time it is the turn of either of them to lead. The penalty can be enforced only by the adversary on the right of the player from whom a suit can be lawfully called. If a player, so called on to lead a suit, has none of it, or if all have played to the false lead, no penalty can be enforced. If all have not played to the trick, the cards erroneously played to such false lead are not liable to be called and must be taken back. In _=Boston=_, if the adversary of the bidder leads out of turn, and the bidder has not played to the trick, the latter may call a suit from the player whose proper turn it is to lead; or, if it is the bidder’s own lead, he may call a suit when next the adversaries obtain the lead; or he may claim the card played in error as an exposed card. If the bidder has played to the trick the error cannot be rectified. Should the bidder lead out of turn, and the player on his left follow the erroneous lead, the error cannot be corrected.
W. R. Carse. ISLE OF MAN Mr. A. W. Moore. ISLE OF WIGHT-- Cowes Miss E. Smith. KENT Pegge s _Alphabet of Kenticisms_.
H. Ballantyne). (_b_) Mr. Ballantyne describes the dance as taking place at the end of a country ball. The lads all sat on one side and the girls on the other. It began with a boy taking a handkerchief and dancing before the girls, singing the first verse (fig. 1). Selecting one of the girls, he threw the handkerchief into her lap, or put it round her neck, holding both ends himself. Some spread the handkerchief on the floor at the feet of the girl. The object in either case was to secure a kiss, which, however, was not given without a struggle, the girls cheering their companion at every unsuccessful attempt which the boy made (fig.
In the following year, 1899, Archibald Dunn, Jr., gave us “Bridge and How to Play It,” and John Doe published “Bridge Conventions,” A.G. Hulme-Beaman’s “Bridge for Beginners” appearing in the same year. In 1900, “Foster’s Bridge Manual” appeared in America, reprinted in England under the title of “Foster on Bridge.” In the years following, text-books on bridge came from the press by the dozen, the most notable authors being Dalton and “Hellespont” in 1901; Elwell and Robertson in 1902; Street and Lister in 1903. Many of the writers already mentioned published later and more complete works, embodying the results of time and experience. Foster’s Self-playing Bridge Cards were brought out in 1903. Elwell’s “Advanced Bridge” appeared in 1904 and Foster’s “Complete Bridge” in 1905. While bridge has never been such a popular “newspaper game” as whist was in America, it has been much more so in England.
_=Trumps.=_ If a player in this position is strong in trumps, he should keep quiet about it and let the maker of the trumps develop the suit. False-carding is perfectly legitimate in trumps, and will deceive the declarer more than your partner. _=End Games.=_ There are cases in which it is necessary to play as if partner was known to possess a certain card, for unless he has it the game is lost. For instance: You want one trick, and have Q 10 x x, Dummy having K x x, of an unplayed suit. The Queen is the best play; for if partner has any honour you must get a trick; otherwise it is impossible. You have K x in one suit, a losing card in another, and a winning card. You want all four tricks to save the game. Play the King, and then the small card; for if your partner has not the Ace and another winning card you must lose the game.
Give me a pin to stick in my chin (? cushion) To carry a lady to London; London Bridge is broken down And I must let my lady down. --Northall s _English Folk Rhymes_, p. 353. (_b_) In this game two children cross hands, grasping each other s wrists and their own as well: they thus form a seat on which a child can sit and be carried about. At the same time they sing the verse. Carrying the Queen a Letter The King and Queen have a throne formed by placing two chairs a little apart, with a shawl spread from chair to chair. A messenger is sent into the room with a letter to the Queen, who reads it, and joins the King in a courteous entreaty that the bearer of the missive will place himself between them. When he has seated himself on the shawl, up jumps the King and Queen, and down goes the messenger on the floor.--Bottesford and Anderly (Lincolnshire), and Nottinghamshire (Miss M. Peacock).
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O have you seen the Shah, O have you seen the Shah? He lights his pipe on a star-light night, O have you seen the Shah? For a-hunting we will go, A-hunting we will go; We ll catch a fox and put him in a box, A-hunting we will go. --Epworth, Doncaster (C. C. Bell). (_b_) The players march two by two, all singing. The first pair let go hands, separate, and skip widely apart, still singing. Gradually, in this manner, two separate lines are formed, until, following each other and singing, the pairs come together again, join hands, and march and sing in couplets linked. The Bath game is played by the children standing in two rows facing each other, and clapping hands and singing the verse. At the same time the two children facing each other at the top of the lines join hands and trip down and up between the lines. Their hands are unclasped, and the two children run down the outside of the lines, one running on each side, and meet at the bottom of the lines, where they stand.
--Chamberlain s _West Worcestershire Glossary_. (_b_) This game is played with horse chestnuts threaded on a string. Two boys sit face to face astride of a form or a log of timber. If a piece of turf can be procured so much the better. One boy lays his chestnut upon the turf, and the other strikes at it with his chestnut; and they go on striking alternately till one chestnut splits the other. The chestnut which remains unhurt is then conqueror of one. A new chestnut is substituted for the broken one, and the game goes on. Whichever chestnut now proves victorious becomes conqueror of two, and so on, the victorious chestnut adding to its score all the previous winnings. The chestnuts are often artificially hardened by placing them up the chimney or carrying them in a warm pocket; and a chestnut which has become conqueror of a considerable number acquires a value in schoolboys eyes; and I have frequently known them to be sold, or exchanged for other toys (Holland s _Cheshire Glossary_). The game is more usually played by one boy striking his opponent s nut with his own, both boys standing and holding the string in their hands.
8. Little slam is made when partners take twelve tricks.[3] It counts 20 points in the honour score. 9. The value of honours, slam, or little slam, is not affected by doubling or redoubling. 10. At the conclusion of a rubber the trick and honour scores of each side are added and 250 additional points added to the score of the winners of the rubber. The size of the rubber is the difference between the completed scores. If the score of the losers of the rubber exceed that of the winners, the losers win the amount of the excess. 11.
Down in the valley where the green grass grows Stands E---- H----, she blows like a rose. She blows, she blows, she blows so sweet. In came F---- S---- and gave her a kiss. E---- made a pudding, she made it nice and sweet, F---- took a knife and fork and cut a little piece. Taste of it, taste of it, don t say nay, For next Sunday morning is our wedding day. First we ll buy a money box, Then we ll buy a cradle; Rock, rock the bottom out, Then we ll buy another. Bread and cheese all the week, cork on Sunday, Half a crown on Saturday night, and a jolly good dance on Monday. --Cowes, Isle of Wight (Miss E. Smith). II.
Stick with me, Lefty, he said. We ll break the table! I rammed a hard lift under his heart, and then, ashamed of myself, quit it. He turned pale before I took it off him. What s the matter? I asked him, supporting his sagging elbow, still mad at myself for acting so childish. Nothing, nothing, he gasped, starting to recover. He d only been dying, that s all. But it came in second-best compared to holding the dice. No point calling too much attention to him. I decided four passes were enough while he held the dice. What do you know, as he came out for the fifth time, Sniffles pulled my stack of chips to the Don t Pass side of the line, while scraping at the chapped end of her skinny nose with the back of her free hand.
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Limit is 560 francs. 5. _=Transversale Six=_, placed on the line at the end, taking in the three numbers horizontally above and below. This pays 5 for 1. Limit is 1,200 francs. 6. _=Bas.=_ At the bottom of any of the three vertical columns, taking in the twelve numbers. This pays 2 for 1. Limit is 3,000 francs.
B. Gomme. An account sent me from Deptford (Miss Chase) is doubtless the same game. It begins with taking two gobs at once, and apparently there are eight stones or gobs to play with. The marble or round stone which is thrown up is called a tally. The directions for playing are-- We take twoses, We take threeses, We take fourses, We take sixes, We take eights. Chain eggs--_i.e._, to pick up one and drop it again until this has been done to each stone. Arches--_i.
=_ The reasons for winning or not winning certain tricks will be better understood in connection with the description of the various combinations that count toward game, and the manner of scoring them. _=Brisques.=_ The aces and Tens of each suit are called brisques, and count ten points each towards game. Except for the purpose of getting or keeping the lead, there is no object in winning any trick which does not contain a brisque. Every brisque taken in should be scored at once by the player winning the trick; 10 points for an ace or Ten; 20 points if there are two such cards in the same trick. A player holding or drawing the _=Seven of trumps=_ has the privilege of exchanging it for the turn-up trump, and scoring 10 points at the same time; but he must make the exchange immediately after winning a trick, and before drawing his card from the stock. Should the turn-up card be a Seven, or one exchange have already been made, the exchange can still be made and scored. He cannot score the Seven and make a declaration at the same time. _=DECLARATIONS.=_ 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.
_ _Black._ 1. Q-B 6, ch Q-Kt 2 Q-B 6, ch Or this; 1. --------- 2. Q-K 8, ch Q-Kt’s Q-Kt 2 When the abbreviation “ch.” is placed after a move, it means “check.” If it is a mate, or a drawn game, or the player resigns, the word follows the move. When the King castles with the King’s Rook, which is the shorter move for the Rook, it is indicated by the sign O-O. When the King is castled with the Queen’s Rook, which is the longer move for the Rook, the sign O-O-O is used. A cross, x, placed after the piece moved shows that it captured something, and the letters following the cross do not give the square to which the piece is moved, but show the piece that is captured.
2--Battle of Hook s Farm. A Near View of the Blue Army] [Illustration: Fig. 3--Battle of Hook s Farm. Position of both Armies after first move.] (3) The subsequent moves after the putting down are timed. The length of time given for each move is determined by the size of the forces engaged. About a minute should be allowed for moving 30 men and a minute for each gun. Thus for a force of 110 men and 3 guns, moved by one player, seven minutes is an ample allowance. As the battle progresses and the men are killed off, the allowance is reduced as the players may agree. The player about to move stands at attention a yard behind his back line until the timekeeper says Go.
These verses and the game are now quite forgotten, both in English and Manx. It was sung by children dancing round in a ring. Clowt-clowt A kinde of playe called clowt-clowt, to beare about, or my hen hath layd. --_Nomenclator_, p. 299. Clubby A youthful game something like Doddart. --Brockett s _North Country Words_. Coal under Candlestick A Christmas game mentioned in _Declaration of Popish Impostures_, p. 160. Cob A game at marbles played by two or three boys bowling a boss marble into holes made in the ground for the purpose, the number of which is generally four.
Ames Ace, double aces thrown with dice. Anchor Shot, getting the object balls against the cushion and astride the line at baulk-line billiards. Ante, a bet made before playing, but after seeing the hand. Antepenultimate, the lowest but two of a suit. Après, the announcement of a refait at Rouge et Noir. Arroser, F., to be compelled to play a trump which will not win the trick. Ask for Trumps, playing an unnecessarily high card, when no attempt is made to win the trick. Auf die Dörfer gehen, to run for home; to make all your aces and kings, instead of leading trumps. A.
This game is a combination of the layout in Matrimony, and the manner of playing in Commit. There are a great many ways of dividing the layout, but the following is the simplest. Five cards are taken from an old pack, and are laid out in the centre of the table, or their names are written on a sheet of paper. [Illustration: 🂾 🂭 🃇 🃊 🃛 ] The cards are thrown round for the deal, and the first Jack deals. The cards are distributed one at a time, the full pack of fifty-two cards being used. The following table will show the number of cards to be given to each player, and that left in the stock to form stops. 3 Players, 15 cards each 7 in the stock. 4 ” 12 ” 4 ” 5 ” 9 ” 7 ” 6 ” 8 ” 4 ” 7 ” 7 ” 3 ” 8 ” 6 ” 4 ” Before the deal, the dealer must dress the layout, by putting one counter upon the Ten, two upon the Jack, three upon the Queen, four upon the King, and five on the Pope, which is the Seven (or the Nine) of diamonds. The eldest hand begins by leading any card he pleases, and if he has those in sequence and suit with it and above it, he continues to play until he fails. He then says “No six,” or whatever the card may be that he stops on.