--Halliwell s _Nursery Rhymes_, p. 223. (_b_) This game was a general favourite at juvenile parties years ago. The hands were held in the posture described by Halliwell, but any child was pitched upon for the first finder, and afterwards the child in whose hands the ring was found had to be finder. There was no guessing; the closed hands were looked into (A. B. Gomme). Mr. Addy has collected a similar game called My lady s lost a gold ring, and Mr. Newell (_Games and Songs of American Children_, p.
|Fairest damsel ever | -- | -- | | |seen. | | | | 8.| -- |Prettiest young lady | -- | | | |ever seen. | | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- |All pretty maidens are| | | | |_not_ to be seen. | |12.| -- | -- | -- | |13.| -- | -- | -- | |14.
_=OBJECTS OF THE GAME.=_ Each game is complete in one deal, and the score of the loser is deducted from that of the winner. The combinations which may be declared and scored are the same as in Bézique, but owing to the use of four packs of cards double combinations are much more frequent, and triple combinations are not uncommon. The chief concern of the player must be, first of all, to save himself from a rubicon; that is, either to reach 1000 points, or to score as few points as possible. If he does not reach 1000, his adversary will take whatever he has scored, and add them to his own, besides 1300 in addition for rubicon and brisques. For instance: At the end of the hand A has scored 1200, and B has only 700. B is rubiconed, and his 700 points are added to A’s 1200, together with 1300 more for a rubicon game and brisques; giving A a grand total of 3200 points to nothing. Had B reached 1000, he would have saved his rubicon, and A would have scored the difference only, or 200 points, plus 500 for the game; 700 altogether. _=Brisques.=_ The aces and Tens of each suit are of no value unless it is necessary to count them to decide a tie, or to save a rubicon.
--Orkney and Shetland (Jamieson s _Dictionary_). See Hot Cockles. Handy Dandy I. Handy dandy, Sugary candy-- Top or bottom? Handy spandy, Jack a dandy-- Which good hand will you have? --Halliwell s _Dictionary_: _Nursery Rhymes_, p. 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.
The adversaries are subject to the same penalties as in whist for all cards played in error. _=Leading Out of Turn.=_ If Vivant or Mort lead out of turn, the adversaries may let the lead stand, or demand it be taken back. If it was the turn of neither, no penalty can be enforced, and if all have played to the trick, the error cannot be corrected. _=Taking Tricks.=_ The methods of taking tricks, and placing them so that they can be easily counted, have been fully described in connection with whist. _=OBJECT OF THE GAME.=_ As in whist, the object is to take tricks; the highest card played of the suit led wins, and trumps win against all other suits. The first six tricks taken by one side, and forming a _=book=_, do not count; but all above that number count toward game. At the end of each hand, the side that has taken any tricks in excess of the book scores them, their opponents counting nothing.
=_ In playing bank shots it is sometimes necessary to make the object ball come back from the cushion at a smaller angle than the natural one. Some players imagine this can be done by putting side on the cue ball, but such is not the case. It is accomplished by striking so hard that the ball buries itself in the cushion, the result of which is that the angle of reflection is less than that of incidence. It is possible to drive an object ball to the rail at an angle of 60 degrees with such force that after crossing the table twice it will come off at a perfect right angle from the cushion. This is a very useful shot in banking for the side pockets, and also in playing for the 1 or 4 pin at Pin Pool. The following _=LAWS=_ for Fifteen-Ball Pool are copied, by permission, from the 1908 edition of the rules published by the Brunswick-Balke-Collender Co. _=1.=_ The game of Fifteen-Ball Pool is played with fifteen balls numbered from one to fifteen, respectively, and one white ball not numbered. The latter is the cue-ball, and at the opening of the game, the player plays with it from within the string at the head of the table, at any of the numbered balls, and afterward as he finds it on the table, his object being to pocket as many of the numbered balls as he can, the number on each ball he pockets being scored to his credit; so that not he who pockets the largest number of balls, but he whose score, when added up, yields the largest total, wins the game. Before commencing the game these fifteen balls are placed in the form of a triangle upon the table--a triangular frame being employed for this purpose to insure correctness.
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She looks about and misses Monday. Where s Monday? Oh, please, Mother, please, I couldn t help it; but some one came to beg a light for her pipe, and when I went for it she took Monday off. Why, that s the witch! The Mother pretends to beat the eldest daughter, tells her to be more careful another time, and to be sure and not let the pot boil over. The eldest daughter cries, and promises to be more careful, and the Mother goes again to the wash-tub. The same thing occurs again. The Witch comes and asks-- Please, will you lend me your tinder-box? My fire s out. Yes, certainly, if you ll bring it back directly. You shall have it in half-an-hour. While the tinder-box is being looked for she runs off with Tuesday. Then the pot boils over, and the same dialogue is repeated.
=_ The favourite lead with most heart players is a singleton; or, failing that, a two-card suit. This is a mistake, unless the singleton is a high card; for if the adversaries are sharp players they will at once suspect the nature of the lead, and carefully avoid the suit. But if you wait until some other player opens the suit, it will very probably be led twice in succession. The best original plain-suit lead is one in which you are moderately long, but have small cards enough to be safe, and from which you can lead intermediate cards which probably will not win the first trick. A very little experience at Hearts will convince any one that it is best, in plain suits, to play out the high cards first. This agrees with the theory of probabilities; for while the odds are 22 to 1 against your getting a heart on the first round of a plain suit of which you have 4 cards, the odds are only 2 to 1 against it on the second round, and on the third they are 5⅛ to 1 in favour of it. Accordingly, on the first round most players put up their highest card of the suit led, no matter what their position with regard to the leader; but in so doing, they often run needless risks. The object in Sweepstake Hearts is to take none, and the most successful players will be found to be those who play consistently with the greatest odds in their favour for taking none. Suppose that you hold such a suit as A 10 9 7 4 2. This is a safe suit; because it is very improbable that you can be compelled to take a trick in it.
After all, hadn t he _wanted_ to lose? They all do. I couldn t get very upset over his curses. So far he had lost one buck, net. And he d had some action. So much for gamblers. I kept control of the dice while each new gambler handled them. I was having a good night. Of course, by that time I had handled the dice, which always improves my TK grip. Every point I had TK d came up. For all the perception I kept on the ivories, I could sense no other TK force at work, which after all was the whole reason for my gambling.
Some of the most brilliant endings in whist are skirmishes for the possession of the last trump; the player who is at a disadvantage often persistently refuses the fatal force, hoping the leader will be compelled to change his suit, or will lose the lead. _=Drawing the Losing Trump.=_ It is usually best to draw losing trumps from the adversaries, unless a player can foresee that he may want the best to stop a strong adverse suit. _=A Thirteenth Card=_, played by the partner, is usually considered an invitation to put on the best trump. The Second Hand should not trump a thirteenth card unless he is weak in trumps. _=AMERICAN LEADS.=_ Advanced players, who have had so much practice that they can infer the probable position of the cards without devoting their entire attention to it, have adopted a new system of leading from the four combinations following, in order to show the number of small cards in the suit:-- [Illustration: 🃑 🃞 🃝 🃛 🃖 | 🂱 🂾 🂶 🂴 🂲 🃁 🃎 🃍 🃆 🃅 | 🂮 🂭 🂧 🂤 🂢 ] From these the King is never led if there are more than four cards in the suit. Having more than four, the lowest of the sequence of high cards is led. From the first this would be the Jack; from the second the Queen; from the third the Ace, (because the King is barred;) and from the fourth the Queen. The Ten is not ranked among the high cards in American Leads.
_=Borrowing.=_ A player with four of a kind on the table may borrow any one of the four to use in a sequence; but he cannot borrow one of three, because no combination may consist of less than three cards. In the same manner a player may borrow the card at either end of a sequence of at least four cards, if he can use it to make a triplet. He cannot borrow an intermediate card, nor one of a sequence of three cards only, because three cards must be left to maintain the sequence, but if he had a sequence of at least five cards on the table, he might borrow the top of it to make one triplet, and then the next card to make another triplet. _=Method of Playing.=_ The cards dealt, each player sorts his hand into sequences and triplets, and determines what cards he wants to complete his runs, so that he may be on the lookout for them. The pone then draws the top card from the stock and turns it face up on the pack. If this card can be used in combination with any of those in his hand, he draws it over to his side of the table, and takes from his hand the cards completing the combination of three cards, leaving them all face up. Even if he has cards enough in his hand to increase the combination to four or more cards, he should not show them. The cards drawn from the stock must never be taken into the hand.
C. Howell of Boston proposed the manner of contributing to and dividing the pools which is now known as Howell’s Settling. Each player begins with an equal number of counters, usually 100. At the end of the hand, after the hearts have been counted and announced, each player pays into the pool, for every heart he holds, as many counters as there are players besides himself. For instance: A, B, C and D play. A takes three hearts; B and C five each, and D none. There being three players besides himself, A puts up three times three, or 9 counters. B and C put up 15 each, and D none; so that there are 39 in the pool. Each player then takes out of the pool 1 counter for every heart he did _=not=_ hold when the hearts were announced. D, having taken no hearts, gets 13 counters.
One can knit and one can sow [sew], One can make a lily-white bow. Please take one in. When all the children have been taken in, the Old Woman says-- There was an old woman from Sandiland With no children by the hand. Will you give me one? --Ballynascaw School, co. Down (Miss C. N. Patterson). (_b_) The first Dorsetshire game is played as follows:--Two girls are chosen, the one to represent a lady and the other a mother, who is supposed to be taking her children out to service. She has one or more of them in each hand, and leads them up to the lady, saying or singing the first verse. The dialogue then proceeds, and the verse is repeated until all the children are similarly disposed of.
It gives a greater freedom of movement and allows the players to lie down more comfortably when firing, to increase, and even double, the moves of the indoor game. One can mark out high roads and streams with an ordinary lawn-tennis marker, mountains and rocks of stones, and woods and forests of twigs are easily arranged. But if the game is to be left out all night and continued next day (a thing I have as yet had no time to try), the houses must be of some more solid material than paper. I would suggest painted blocks of wood. On a large lawn, a wide country-side may be easily represented. The players may begin with a game exactly like the ordinary Kriegspiel, with scouts and boxed soldiers, which will develop into such battles as are here described, as the troops come into contact. It would be easy to give the roads a real significance by permitting a move half as long again as in the open country for waggons or boxed troops along a road. There is a possibility of having a toy railway, with stations or rolling stock into which troops might be put, on such a giant war map. One would allow a move for entraining and another for detraining, requiring the troops to be massed alongside the train at the beginning and end of each journey, and the train might move at four or five times the cavalry rate. One would use open trucks and put in a specified number of men--say twelve infantry or five cavalry or half a gun per truck--and permit an engine to draw seven or eight trucks, or move at a reduced speed with more.
Jowling, or Jowls, is given in Robinson s _Whitby Glossary_, as a game played much the same as Hockey. Baddin is the name given to it in Holland s _Cheshire Glossary_. Another name is Doddart (Brockett, _North Country Words_). (_c_) An old custom in vogue in bygone days was Rotherham Fair, or what was called Whipping Toms, which took place in the Newarkes every Shrove Tuesday. So soon as the pancake bell rang men and boys assembled with sticks having a knob or hook at the end. A wooden ball was thrown down, and two parties engaged in striving which could get the ball by striking it with their sticks to one end of the Newarke first--those who did so were the victors. This game was called Shinney, or Hockey. About one o clock the Whipping Toms appeared on the scene of action. These were three men clad in blue smock frocks, with very long waggon whips, who were accompanied by three men with small bells. They commenced driving the men and boys out of the Newarkes.
A misdeal loses the deal. Other irregularities are governed by the same laws as in Boston. The deal passes to the right, and the next dealer is indicated by the position of the tray containing the pool, which the dealer always passes to the player on his right, after putting in his ten or twenty counters. Forty deals is a game; the first thirty-two of which are called “simples,” and the last eight “doubles.” In the doubles, all stakes and contributions to the pool are doubled. If anything remains in the pool at the end, it is divided equally, unless a player demands that it shall be played for until won. Such extra deals are simples. _=RANK OF THE SUITS.=_ The suit turned on the first deal is called “belle” for that game. The suit turned on each succeeding deal is called “petite.
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If a card be exposed by the declarer after the final declaration, there is no penalty, but if exposed by an adversary of the declarer, it is subject to the same penalty as in Auction. (10) If a player double out of turn, each of his adversaries counts 100 points in his respective honour score, and the player whose declaration has been doubled may elect whether the double shall stand. The bidding is then resumed, but if the double shall be disallowed, the declaration may not be doubled by the other player. (11) The rubber continues until two games have been won by the same player; it may consist of two, three, or four games. (12) When the declarer fulfils his contract, he scores as in Auction. When he fails to do so, both of his adversaries score as in Auction. (13) Honours are scored by each player separately, _i.e._, each player who holds one honour scores the value of a trick; each player who holds two honours scores twice the value of a trick; a player who holds three honours scores three times the value of a trick; a player who holds four honours scores eight times the value of a trick; and a player who holds five honours scores ten times the value of a trick. In a no-trump declaration, each ace counts ten, and four held by one player count 100.
Where changes were made, these are documented below. References: Both volumes contain some uncertain references to (other) games, caused by the naming and/or spelling of game names. Where these differences were trivial (for example, Wolf and Lamb versus Wolf and the Lamb), their identity has been assumed silently. Following is a list of less trivial references. The game Stag is often referred to as Stag Warning, but occasionally they are listed as thought they were separate games. Volume I. Page 51: reference to Wind Up Jack: this game is not mentioned separately, but under Wind Up the Bush Faggot. Page 120: reference to Wind up the Watch, which is not listed as a separate game, but as a local name for Wind up the Bush Faggot. Page 137: reference to Crosspurposes: according to the description and Vol. II, this could be Cross-questions.
In order to be rearmed they must return to the back line of their own side. An escort having conducted prisoners to the back line, and so beyond the reach of liberation, may then return into the fighting line. Prisoners once made cannot fight until they have returned to their back line. It follows, therefore, that if after the adjudication of a melee a player moves up more men into touch with the survivors of this first melee, and so constitutes a second melee, any prisoners made in the first melee will not count as combatants in the second melee. Thus if A moves up nineteen men into a melee with thirteen of B s--B having only five in support--A makes six prisoners, kills seven men, and has seven of his own killed. If, now, B can move up fourteen men into melee with A s victorious survivors, which he may be able to do by bringing the five into contact, and getting nine others within six inches of them, no count is made of the six of B s men who are prisoners in the hands of A. They are disarmed. B, therefore, has fourteen men in the second melee and A twelve, B makes two prisoners, kills ten of A s men, and has ten of his own killed. But now the six prisoners originally made by A are left without an escort, and are therefore recaptured by B. But they must go to B s back line and return before they can fight again.
This is called _=ruffing=_. When two partners each trump a different suit, it is called a _=cross-ruff=_, or _=saw=_. 4th. Taking advantage of the _=tenace=_ possibilities of the hand by placing the lead with a certain player; or by avoiding the necessity of leading away from tenace suits. For example: A player holds A Q 10 of a suit, his right hand adversary holding K J 9. These are known as the _=major=_ and _=minor=_ tenaces. Whichever leads makes only one trick; but if the holder of the major tenace can get the suit led twice, he makes all. This is called the _=short-suit game=_, or _=finesse and tenace=_. Its resources may be added to by finessing against certain cards. For example: Holding A Q 3 of a suit led by the partner, to play Q is a finesse against fourth hand having the King.
Strictly speaking, to be lucky simply means to be successful, the word being a derivative of _gelingen_, to succeed. There are a few general principles connected with luck which should be understood by every person who is interested in games of chance. In the first place, luck attaches to persons and not to things. It is useless for an unlucky man to change the seats or the cards, for no matter which he chooses the personal equation of good or bad luck adhering to him for the time being cannot be shaken off. In the second place, all men are lucky in some things, and not in others; and they are lucky or unlucky in those things at certain times and for certain seasons. This element of luck seems to come and go like the swell of the ocean. In the lives of some men the tide of fortune appears to be a long steady flood, without a ripple on the surface. In others it rises and falls in waves of greater or lesser length; while in others it is irregular in the extreme; splashing choppy seas to-day; a storm to-morrow that smashes everything; and then calm enough to make ducks and drakes with the pebbles on the shore. In the lives of all the tide of fortune is uncertain; for the man has never lived who could be sure of the weather a week ahead. In the nature of things this must be so, for if there were no ups and downs in life, there would be no such things as chance and luck, and the laws of probability would not exist.
If you are losing there is no necessity to cheat you, so you lose your money in a square game. If you are winning, it is the bank’s money, and not yours, that they would win if they started to cheat you; and as the dealer is paid to “protect the money of the house,” as they call it, he is perfectly justified in throwing the harpoon into you for a few deals, just to get his own money back; but he is very careful not to cheat you out of any of your own money. You may lose if you like, but you cannot win; faro banks are not run that way. ROUGE ET NOIR, OR TRENTE-ET-QUARANTE. The banker and his assistant, called the croupier, sit opposite each other at the sides of a long table, on each end of which are two large diamonds, one red and the other black, separated by a square space and a triangle. Any number of persons can play against the bank, placing their bets on the colour they select, red or black. Six packs of fifty-two cards each are shuffled together and used as one, the dealer taking a convenient number in his hand for each deal. The players having made their bets, and cut the cards, the dealer turns one card face upward on the table in front of him, at the same time announcing the colour he deals for, which is always for _=black first=_. The dealer continues to turn up cards one by one, announcing their total pip value each time, until he reaches or passes 31. Court cards and Tens count 10 each, the ace and all others for their face value.
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. When any irregularity is remedied in this manner, the trump card remains unchanged. If the dealer turns up more than one card for the trump, his adversary has a right to select which card shall be the trump, or he may claim a new deal by the same dealer, provided he has not seen his hand. If he has seen his hand, he must either claim a misdeal, or the eleventh card must be the trump, the other exposed card being set aside. If the pack is found to be imperfect, all scores previously made with it stand good. _=TURNING THE KING.=_ If the King is turned up, the dealer marks one point for it immediately. If a wrong number of cards has been dealt, and a King is turned, it cannot be scored, because it was not the eleventh card.
Billy Joe! Listen to me, darlin Billy! You ll lose! Her eyes rolled up toward the top of her head as I ignored her and came out. Sniffles gasped, Hit s a seven! Well, that s the number I d tipped them to, but she called it before the dice stopped rolling. That left me thirteen chips. Half absent-mindedly, I put three of them on the Pass side of the line and tipped the dice to twelve. Mostly I was looking at this scarecrow beside me. Box cars! one of the dealers called. My future home. But he wasn t as quick as Sniffles. She had called the turn before the galloping dominoes had bounced from the backrail. The box cars cost me the dice.
” These are two Jacks, usually both of the same colour, which can be withdrawn from any portion of the pack by the fingers of an expert, and placed on the top. When the sharp deals, he places cards enough on these to supply the other players on the first round, so that the strippers will come to him. When only two are playing, he strips them out and leaves them on the top when he cuts the cards, so that they shall be dealt to him. Never play Euchre or Écarté with a man who cuts the pack with both hands. Any person who is tempted to bet on any game in the Euchre family should remember the advice of the worldly-wise Parisian to his son: “Until you have four eyes in your head, risk not your gold at Écarté.” _=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner to understand are. When to order up; when to assist; when to take up; when to play alone; and what to make the trump if it is turned down. His decision in each case will be governed largely by his position at the table, and by the score. The following suggestions are for four players, two being partners against the other two, and playing without the Joker; that being the most common form of the game.