It is therefore evident that any hand which is certain to win three tricks if the dealer has not two trumps, has odds of two to one in its favour, and all such hands are called jeux de règle. The natural inference from this is that such hands should always be played without proposing, unless they contain the King of trumps. The exception in case of holding the King is made because there is no danger of the dealer’s getting the King, no matter how many cards he draws, and if the player’s cards are not strong enough to make it probable that he can win the vole, it is better for him to ask for cards, in hope of improving his chances. If he is refused, he stands an excellent chance to make two points by winning the odd trick. While it is the rule for the player to stand when the odds are two to one in his favour for making the odd trick, and to ask for cards when the odds are less, there are exceptions. The chances of improving by taking in cards must not be forgotten, and it must be remembered that the player who proposes runs no risk of penalty. He has also the advantage of scoring two for the vole if he can get cards enough to win every trick, whereas the dealer gets no more for the vole than for the odd trick if the player does not propose. Some beginners have a bad habit of asking for cards if they are pretty certain of the point. Unless they hold the King this is not wise, for the player cannot discard more than one or two cards, but the dealer may take five, and then stands a fair chance of getting the King, which would not only count a point for him, but would effectually stop the vole for which the player was drawing cards. The most obvious example of a jeux de règle is one trump, a winning sequence of three cards in one suit, and a small card in another.
=_ Ace. Love affairs. King. Police or sheriffs. _=R.=_ Loss of a lawsuit. Queen. A gay and deceptive widow. _=R.=_ She’s fooling thee.
B. Gomme). See Cat and Dog. Curcuddie I. Will ye gang to the lea, Curcuddie, And join your plack wi me, Curcuddie? I lookit about and I saw naebody, And linkit awa my lane, Curcuddie. --Chambers _Popular Rhymes_, p. 139. II. Will ye gang wi me, Curcuddie, Gang wi me o er the lea? I lookit roun , saw naebody; Curcuddie, he left me. --Biggar (William Ballantyne).
Pic can never be made by the dealer unless the elder hand leads a card smaller than a Nine; he must make repic if anything. To make pic the elder hand must reach 30 in the regular order of scoring. Suppose holds these cards:-- ♡ A 9; ♣ A K Q J; ♢ K Q J 10 9; ♠ K. If the dealer acknowledges the point to be good, everything else in the hand must be good also. This will give the elder hand 27 before playing a card; 5 for the point, 15 and 4 for the sequences, and 3 for the Kings. By leading out the A K and Q, 3 more points are secured, the dealer having nothing to score, and so the elder hand reaches 30 and makes the pic, counting 60, and still having the lead. Equalities do not save pic. According to the strict rules of the game, a player who is playing for pic is not allowed to count 30 at all, but must jump from his last count, 29, to 60, or he loses the pic; but this is seldom or never insisted on. _=SCORING.=_ The last card played, the total number of points made by each player are put down on the score sheet, or marked on a cribbage board, and if neither player has reached 100 points, the deal passes to the one who was elder hand on the last deal.
There is no such thing as being créve, as at Vingt-et-un. _=Irregularities.=_ If the banker gives two cards, face up, to the player on his right, the player may retain which he pleases, throwing the other into the waste basket. If two cards are given to the player on the left, he may select which he pleases, and the banker must take the other. _=Order of Playing.=_ The coup finished, and all bets paid, the cards which have been used are all thrown into the waste basket, and the stakes are placed for the next coup. 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.
Softly he said to her, Ready? For answer, she preened her back as much as her harness would permit and purred softly within the confines of the frame that held her. He slapped down the lid and watched the sealant ooze around the seam. For a few hours, she was welded into her projectile until a workman with a short cutting arc would remove her after she had done her duty. * * * * * He picked up the entire projectile and slipped it into the ejection tube. He closed the door of the tube, spun the lock, seated himself in his chair, and put his own pin-set on. Once again he flung the switch. He sat in a small room, _small_, _small_, _warm_, _warm_, the bodies of the other three people moving close around him, the tangible lights in the ceiling bright and heavy against his closed eyelids. As the pin-set warmed, the room fell away. The other people ceased to be people and became small glowing heaps of fire, embers, dark red fire, with the consciousness of life burning like old red coals in a country fireplace. As the pin-set warmed a little more, he felt Earth just below him, felt the ship slipping away, felt the turning Moon as it swung on the far side of the world, felt the planets and the hot, clear goodness of the Sun which kept the Dragons so far from mankind s native ground.
|BRISTOL. | CENTRE. | CROSS. |DEFIANCE.| DENNY. | | | | | | | | | | 11-15 | 11-15 | 11-16 | 11-15 | 11-15 | 11-15 | 10-14 | | 23 19 | 24 20 | 24 20 | 23 19 | 23 18 | 23 19 | | | 8-11 | 8-11 | 16-19 | 8-11 | | 9-14 | | | 22 17 | | | 22 17 | | 27 23 | | | 3- 8 | | | 15-18 | | | | +=========+=========+=========+=========+=========+=========+=========+ | | DOUBLE | | | | | | | DYKE. | CORNER. | DUNDEE. |EDINBURG.| FIFE.
The first class is of course the simplest, but the least satisfactory, as it is nothing more than a game of chance. Of the many hundreds of patience games, it is possible to give only a few of the best known. _=TAKE TEN.=_ Shuffle and cut the cards, and deal out thirteen face upward in two rows of five each, and one row of three. Any two cards, the pip value of which equals 10, may be withdrawn from the tableau, and others dealt from the top of the pack in their places. Only two cards may be used to form a 10. The K Q J 10 of each suit must be lifted together, none of these cards being touched until all four of the same suit are on the table together. When no cards can be lifted, the game is lost. The object in most patience games is to arrange the cards in sequences. An ascending sequence is one in which the cards run from A 2 3 up to the King; and a descending sequence is one in which they run down to the ace.
The only good result of the 6 bid in this case is to prevent the adversaries from scoring for a failure; for if 7 had been bid, and only 6 made, the adversaries would have scored the 7 bid in addition to the 8 they made, or 15 in all. This system, while better than the old way, because it never sets players back, still allows one side to sweat out; because if the bidder does not make 14, the adversaries must count something every deal. _=Five or six players=_, each for himself, may play what is called _=Auction Cinch=_, or _=Razzle-dazzle=_. Only six cards are dealt to each player, three on the first round and three on the second. Then the privilege of naming the trump suit is bid for as usual. After the trump is named, superfluous cards are thrown out, and others drawn in their place, restoring the hands to six cards each. The successful bidder then calls upon the holder of any given card to be his partner. The person holding the card named cannot refuse, and says: “I play with you.” The partnership thus formed plays against the combined forces of the other players, but without changing seats. The maker of the trump leads first, any card he pleases.
The winner of the trick takes in the cards, turning them face down, but before he leads for the next trick he has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand. After, or in the absence of any such announcement, and before leading for the next trick, he draws a card from the top of the stock, and places it in his hand, without showing or naming it. His adversary then draws the next card, so that each player restores the number of cards in his hand to twelve. This method of playing, announcing, and drawing from the talon is continued until the stock is exhausted. The A 10 K Q J of each suit have certain counting values, which will be described further on. All combinations announced and scored must be laid face upward on the table; but the cards still form part of the player’s hand, and may be led or played at any time, although they must not again be taken in hand until the stock is exhausted. _=Irregularities in Play.=_ If either player leads out of turn, and his adversary plays to the lead, whether intentionally or otherwise, the trick stands good. If the adversary calls attention to the error, the card may be taken back without penalty. If at any time it is discovered that a player has too many cards, his adversary may either claim a fresh deal, or may compel him to play without drawing from the talon until the number of his cards is reduced to twelve.
Principles of Auction Bridge, by “Badsworth,” 1910. Auction Bridge Up to Date, by R.F. Foster, 1910. Advanced Auction Bridge, by R.F. Foster, 1911. Auction Bridge, by “Bascule,” 1911. New Auction and Dummy Play, by J.B.
_=HONOURS.=_ In any call in which there is a trump suit, the A K Q and J of trumps are honours, and may be counted by the successful bidder if he carries out his proposal. If the single player, or a caller and his partner have all four honours dealt them, they score as for four over-tricks; if three, as for two over-tricks. Honours do not count for the adversaries under any circumstances. In bidding on a hand, it must be remembered that although honours will count as over-tricks in payments, they cannot be bid on. If a player has nine tricks and two by honours in his hand, he cannot bid eleven. If he bids nine and fails to make so many, he cannot count the honours at all. It is growing less and less the custom to count honours in America. A player making a bid can be compelled to play it; but it is usual to allow him to pay instead of playing, if he proposes to do so, either because he has overbid his hand or for any other reason. _=METHOD OF PLAYING.
_=DISCARDING.=_ This is one of the still unsettled questions of bridge tactics, some believing in discarding the weak suit always; others the strong suit always, and others one or the other according to the declaration. Against a trump declaration almost every one agrees that it is best to discard the best suit, so that if your partner gets in before you do, he may have something to guide him as to what your best chance is for any more tricks. Against no-trumpers, the majority of players hug every possible trick in their long suit and discard their weak suits, on the ground that it is folly to throw away cards that might win tricks. While this is true, it is also true that in discarding their weak suit they too often enable the declarer to win tricks that they might have stopped. For this reason, many players _=discard the suit they are not afraid of=_; that is, their best protected suit, and keep what protection they have in the weak suits, even if it is nothing but three to a Jack or ten. Unfortunately, no one has yet been able to advance any argument sufficiently convincing for either system to demonstrate that it is better than the other. Some of the best teachers of the game advocate the discard from strength against no-trumps; others teach the weak discard. _=ENCOURAGING DISCARDS.=_ In order to distinguish between discards from weakness and those from strength, many players use what is called an encouraging card.
=_ Bets placed in the spaces marked P 12, M 12, and D 12, are upon the first, middle and last twelve numbers; that is, from 1 to 12, 13 to 24, and 25 to 36 respectively. This pays 2 for 1. Limit is 3,000 francs. A cheval between any two of the last mentioned, pays ½ for 1. In addition to the foregoing, all the following chances may be bet upon. They all pay even money. The limit is 6,000 francs. 9. _=Impair.=_ That the number will be odd.
So through the kitchen and through the hall, I choose the fairest of them all, The fairest one that I can see Is ----, so come to me. --Derbyshire (Mrs. Harley). (_b_) A long row of children walk to and fro. One child, facing them on the opposite side, represents the Rover. He sings the first, third, and fifth verses. The row of children sing the second and fourth in response. After the fifth verse is sung the Rover skips round the long row, singing the sixth verse to the tune of Nancy Dawson, or Round the Mulberry bush. He chooses one of them, who goes to the opposite side with him, and the game goes on until all are rovers like himself. See Here comes a Lusty Wooer, Jolly Hooper.
There is no raising or betting of any kind. An extra hand, called _=the widow=_, is dealt face down at Whiskey Poker. The dealer gives each player and the widow five cards, one at a time, beginning on his left, and dealing to the widow just before he deals to himself. Each player in turn, beginning with the age, then examines his hand, and has the option of exchanging it for the widow; keeping it for the purpose of drawing to it; or risking his chances of winning the pool with it as it is. If he wishes to exchange, he must place his five cards face upward on the table, and take up the widow, but without showing it to any other player. The hand he abandons then becomes the widow. If he prefers to draw to his hand, he says: “_=I pass=_,” which transfers to the next player the option of taking the widow. If he wishes to stand on the merits of the hand dealt to him, without drawing to it, he _=knocks=_ on the table, which also passes the option of taking the widow to the next player on his left. If any player takes the widow, the next player on his left can do any one of three things: He may discard from his own hand any card he pleases, taking one from the widow in its stead; the card which he discards being placed on the table face upward, and becoming part of the widow; or he may exchange his entire hand for the widow; or he may stand on the hand dealt him, and knock. Whether he draws one card, exchanges his entire hand, or knocks, the next player on his left has the option of drawing, exchanging, or knocking; and so on, until some player does knock.
The expression, I haven t a cot, is sometimes used to signify that a person is without money.--Easther s _Almondbury and Huddersfield Glossary_. See Banger, Buttons. Course o Park The game of Course of the Park has not been described, but is referred to in the following verse:-- Buff s a fine sport, And so s Course o Park. --_The Slighted Maid_, 1663, p. 50. Crab-sowl, Crab-sow A game played with a bung or ball struck with sticks (Brogden s _Provincial Words, Lincolnshire_). This is played on Barnes Common, and is apparently a form of Hockey (A. B. Gomme).
The keno roller calls each number distinctly, and the players who find it on their cards cover it with a button. The first player to get a horizontal row of five numbers covered in this manner, calls out “Keno!” or bangs the table with a card, and that stops the game. An assistant comes round to the table and calls out the number of the card; if it has been paid for and pegged, he proceeds to call the numbers forming the keno, and these are checked by the roller from the balls on the tray. If everything is correct, the player is given all the money paid by the other players for their cards, less the ten per cent which goes to the house. If two kenos are made on the same number, they divide the pool equally. As an illustration of the profitable nature of the game for the house, it may be remarked that if ten men were to play keno for a dollar a card, and each of them made keno ten times, they would all be “dead broke;” because on each of the hundred kenos at ten dollars each, the bank would have taken out its dollar percentage. CHUCK-LUCK. This game is sometimes called _=Sweat=_, and again, but erroneously, _=Hazard=_. It is played with three dice, which are usually thrown down a funnel in which several cross-bars are placed. The player is offered five different forms of betting, all of which appear on the _=Layout=_, and which cover all the combinations possible with three dice.
+------------------+-------------------+ |_Single Die._ |_Double Dice._ | | 25 to 11 ag’st 1 | 30 to 6 ag’st 7 | | 24 to 12 ag’st 2 | 30 to 6 ag’st 8 | | 22 to 14 ag’st 3 | 31 to 5 ag’st 9 | | 21 to 15 ag’st 4 | 33 to 3 ag’st 10 | | 21 to 15 ag’st 5 | 34 to 2 ag’st 11 | | 19 to 17 ag’st 6 | 35 to 1 ag’st 12 | +------------------+-------------------+ LAWS. _=1.=_ If the men are wrongly set up, the mistake may be remedied if the player in error has not moved a man, otherwise they must stand as set up. _=2.=_ If a player begins with less than the proper number of men, the error cannot be rectified after the player has made a throw for his move. _=3.=_ The players must each cast a single die for the privilege of first move, the higher winning. Ties throw again.
|maid. |daughters come. | | 7.| -- | -- |Come and dance with | | | | |me. | | 8.|[See below.] | -- | -- | | 9.|Give your hand to me. |Give your hand to me. |Take one, take the | | | | |fairest you can see.
If too many cards are given to either player, and the error is discovered before the dealer plays to the first trick, there must be a new deal. If either player has too few cards, the pone may demand a new deal, or may allow the dealer to supply the deficiency from the top of the stock. If any card is found exposed in the pack, there must be a new deal. If any card faced in the stock is not discovered until the first trick has been played to by the dealer, the exposed card must be turned face down, without disturbing its position. If the pack is found to be imperfect, the deal in which it is discovered is void; but all previous scores or cuts made with that pack stand good. _=METHOD OF PLAYING.=_ The pone takes up and examines his nine cards. If he finds himself without King, Queen or Jack of any suit, he immediately shows his hand to the dealer, and marks fifty points for _=carte blanche=_. Whether he has carte blanche or not, he begins the play by leading any card he pleases. If the dealer has carte blanche, he must show and score it before playing to the first trick.
Birds don t trouble me. I can look at them all day. It takes snakes to give me the green shudders. I hate them. She was getting better at them, I decided. This was the fourth one since breakfast and the roughest-looking of the lot. It was a diamondback rattler, and lay coiled on the rug at my feet. I turned my swivel chair slowly back to my desk and riveted my eyes to the blotter. Snakes are ghastly things. But there was no future in letting them shake me up.
The banker, after winning a coup, may pass the deal to the player on his right, if he chooses to do so, provided that player will put up an amount equal to that then in the bank. When this player loses a coup, the bank must go to the player to whom it would have gone in regular order; that is, the one on the left of the player who transferred his privilege. Six packs of cards are generally used in Chemin de Fer, and the cards are placed in a wooden box, from which each dealer takes as many as he wants. _=CHEATING.=_ Baccara is honeycombed with trickery. Dishonest players, in collusion with the banker, have certain means of informing him of their point, so that he may win all the money staked upon that side of the table by the other players. This may be done in many ways. The player may ask the one sitting next him whether or not he should draw, which shows that he has 5. Or he may make a movement as if to expose his first two cards, and then correct himself. This shows the banker that the player has baccara, and is pretending that he thought he had 9.
This new witch of yours really knows her stuff. I just would have thought... I dribbled off, raising my shoulders. Thought what, Lefty? Oh, I said. That it was somehow beneath the dignity of the Grand Master to drag himself down here to the hospital just to add a little conviction to the hallucination. I mean, working up a big entrance, and all this pretense of your seeing a snake. His smile was a little weary. Try a lift, Lefty, Maragon said.
Every wall was glass. It couldn t have been in greater contrast to the contrived hominess of the casino if they d thought about it for a year. Then, for the last twist, the furnishings were straight out of the old Southwest--Navajo rugs, heavy, Spanish oak desks, and a pair of matching couches or divans of whole steer leather stretched over oak frames. * * * * * Peno Rose came quickly toward me the moment Fowler Smythe showed me into the office, spurs jingling. Hey! There he is! The boy they had to rule off the track! How s a boy, Lefty? Long time no see. He had his hand stuck way out ahead of him. His sharp, dried-out features repelled me twice as much as they had ten years before. That hatchet face of his was gashed with what he thought was a smile. I ve seen sharks with a pleasanter gape. Naturally, I didn t take his hand.
Mr. Addy (_Sheffield Glossary_) gives the first two lines as a game. He says, The first horse in a team conveying lead to be smelted wore bells, and was called the bell-horse. I remember when a child the two first lines being used to start children a race (A. B. G.). Chambers (_Pop. Rhymes_, p. 148) gives a similar verse, used for starting a race:-- Race horses, race horses, what time of day? One o clock, two o clock, three, and away; and these lines are also used for the same purpose in Cheshire (Holland s _Glossary_) and Somersetshire (Elworthy s _Glossary_).
--Newbury, Berks (Mrs. S. Batson). VI. Who will go gathering nuts in May, Nuts in May, nuts in May? Who will go gathering nuts in May, At five o clock in the morning? --N.-W. Lincolnshire (Rev. ---- Roberts). VII. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, On a cold and frosty morning.