Hardy). [Music] --Sporle, Norfolk (Miss Matthews). [Music] --Redhill, Surrey (Miss G. Hope). [Music] --Lancashire (Mrs. Harley). [Music] --Derbyshire (Mrs. Harley). I. Green gravel, green gravel, your grass is so green, The fairest young damsel that ever was seen; We washed her, we dried her, we rolled her in silk, And we wrote down her name with a glass pen and ink.
[Illustration: ๐ ๐ต ๐ฅ ๐ ๐] No. 2. [Illustration: ๐ฆ ๐ ๐จ ๐ ๐] No. 3. [Illustration: ๐ ๐ง ๐ธ ๐ฉ ๐น] No. 4. [Illustration: ๐ ๐ท ๐ ๐ ๐] No. 1 contains a fifteen in addition to the three runs of three and the pair royal, and is therefore worth 17 altogether. Nos. 2 and 3 each contain three fifteens; but No.
Not much of a one, I admitted, pointing to my weak right arm. I can t heal myself. Oh, yore pore arm, she said. Show me, I said, turning on her. Heal me! I m to have a sign! she wailed. Well, she got one. I took her to my room, pointed at the dresser. One of the glasses on the tray beside a pitcher rose, floated into the bath and, after we had both heard the water run, came back through the air and tilted to trickle a few drops of water onto her head. Her words gave her away--she was no mystic. She swung her eyes back to me: TK! she gasped.
=_ The dealer or his partner having announced the trump, the adversary should carefully consider the score before doubling or playing. Most players consider themselves justified in doubling when they have six reasonably certain tricks in their own hands, trusting partner for one only. Great caution should be used in doubling no-trumpers, the position of the lead being carefully studied; because the odd trick usually settles the fate of the game when a no-trumper is doubled. While a player with the lead, and seven certain tricks in one suit, should double a no-trumper, his partner would be very foolish to do so, unless he had, in addition to his long suit, the heart ace; for it is a conventionality of the game for A to lead hearts if B doubles a no-trumper. The original maker of the trump should be very strong to justify him in redoubling the adversary. If he had four probable tricks originally, he may count the adversary who doubles for five, and of the four doubtful tricks remaining, the odds are against partner having the three which would be necessary to win the odd trick. _=Opening Leads.=_ The first lead must necessarily be made in the dark, but the selection of the suit will often depend on the trump, and whether it was named by the dealer or by his partner. If the dealer has made it red, and A has the A K of any plain suit, he should play the King, so as to retain the lead until Dummyโs hand is exposed. If the dealer passes it to his partner, he is probably weak in red.
FATHER S Fiddle. Feed the Dove. Find the Ring. Fippeny Morrell. Fire, Air, and Water. Fivestones. Flowers. Follow my Gable. Follow my Leader. Fool, Fool, come to School.
When the mother runs after them and buffets them.--Northall s _English Folk Rhymes_, p. 393. Battledore and Shuttlecock See Shuttlefeather. Bedlams or Relievo [Illustration: Fig. 1.] [Illustration: Fig. 2.] [Illustration: Fig. 3.
He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards. In dealing the cards for the draw, the pack is not cut again, the cards being dealt from the top, beginning where the deal before the draw left off. As each player asks for his cards he must discard those he wants replaced, and he must receive the entire number he asks for before the next player is helped. In some places it is the custom for all those who have made good the ante to discard before any cards are given out. This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for. Should any card be found faced in the pack, it must be placed on the table among the discards. Should any card be exposed by the dealer in giving out the cards, or be blown over by the wind before the player has touched it, such card must not be taken by the player under any circumstances, but must be placed with the discards on the table. A player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped. [The object of this rule is to prevent a dealer from altering the run of the cards in the draw.] Should a player ask for an incorrect number of cards and they be given him, he must take them if the next player has been helped.
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. He then proceeds to make his move until time is up. He must instantly stop at the cry of Time. Warning should be given by the timekeeper two minutes, one minute, and thirty seconds before time is up. There will be an interval before the next move, during which any disturbance of the Country can be rearranged and men accidentally overturned replaced in a proper attitude. This interval must not exceed five or four minutes, as may be agreed upon. (4) Guns must not be fired before the second move of the first player--not counting the putting down as a move.
He seeks the rest, but if he moves far away from his place, called the stooil (stool), one of the hidden boys may rush out and take it, provided he can get there first. Should he fail in this he also has to stand aside; but if any one succeeds, then all run out as before, and the same boy has to say the nominy again. On the other hand, if he finds all the boys without loosing his stooil, the boy first caught has to take his place and say the nominy. The game was thus played in 1810, and is so still, both here and at Lepton.--Easther s _Almondbury and Huddersfield Glossary_. Gipsy I charge my children, every one, To keep good house while I am gone. You, and you [points], but specially you [or sometimes, but specially Sue], Or else I ll beat you black and blue. One child is selected for Gipsy, one for Mother, and one for Daughter Sue. The Mother says the lines, and points to several children to emphasise her words. During her absence the Gipsy comes in, entices a child away, and hides her.
These counters are placed on the layout, which is a complete suit of spades, enamelled on green cloth, sufficient space being left between the cards for the players to place their bets. The ace is on the dealerโs left. [Illustration: +----------------+ | ๐ฆ ๐ฅ ๐ค ๐ฃ ๐ข ๐ก | |๐ง | | ๐จ ๐ฉ ๐ช ๐ซ ๐ญ ๐ฎ | +----------------+ ] There are a great many ways of placing bets at Faro. For instance: A player may make bets covering twenty-one different combinations of cards, all of which would play the Ten to win, as follows:-- [Illustration: ๐ฅ ๐ค ๐ฃ 20 12 13 21 18 3 19 14 15 16 17 ๐จ10 ๐ฉ 2 8๐ช9 4 ๐ซ 11๐ญ 6 5 7 ] If the first bet is supposed to be flat upon the Ten itself, 2, 3 and 4 would take in the card next the Ten; 5 the cards on each side with the Ten; 6 and 7 the three cards behind which the bets are placed, the Ten being one in each instance; 8 and 9 take in the Ten and the card one remove from it in either direction; 10 and 11 are the same thing, but placed on the other card; 12 to 17 inclusive take in the various triangles of which the bet is the middle card; 18 and 19 take in the four cards surrounding them; 20 and 21 are _=heeled=_ bets, the bottom counter being flat on the corner of the card, and the remainder being tilted over toward the card diagonally across from the one on which the bet is placed, playing both cards to win. In addition to these twenty-one bets, others might be made by heeling bets that would take certain cards to lose, and the Ten to win. Bets may also be _=strung=_ behind odd or even cards on the side next the dealer. These show that the player bets the next case card that comes will win if it is an even card, and lose if it is odd; that is, if he places his string behind an even card. If the player thinks a card will win, he bets it _=open=_, that is, with nothing but his counters. If he wants to play a card to lose, he _=coppers=_ it, by placing a checker or button on his chips. If a player wishes to reach two cards widely separated, such as the deuce and Seven, and has not money enough to bet on both; he can ask the dealer for a _=marker=_, which is a flat oblong piece of ivory.
Royal Auction and Nullos, by R.F. Foster, 1914. Auction Developments, by Milton Work, 1914. Whiteheadโs Conventions of Auction Bridge, by Wilbur C. Whitehead, 1914. WHIST. _=CARDS.=_ Whist is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but ranking below the deuce in cutting. Two packs are generally used, the one being shuffled while the other is dealt.
_=Irregularities in Play.=_ If a 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 led out of turn may be taken back without penalty. If a player has too many cards after playing to the first trick, his adversary may either claim a fresh deal or may compel him to play without drawing from the talon, until the number of cards in his hand is reduced to eight; the player with too many cards not being allowed to make any announcements until he has his right number of cards. If a player has too few cards, his adversary may either claim a fresh deal, or may allow him to make good the deficiency by drawing from the stock. After the stock is exhausted, any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand. In France he is penalised by counting nothing from that point on, either for brisques or for the last trick. _=Irregularities in Drawing.=_ If a player has forgotten to take a card from the talon, and has played to the next trick, his adversary may elect to call the deal void, or to allow him to draw two cards next time. If a player has drawn two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself.
There are many simple little tricks practiced by the would-be sharper, such as watching how many cards a player habitually cuts, and then getting the four Kings close together in such a position in the pack that one of them is almost certain to be turned. Telegraphic signals between persons on opposite sides of the gallery who are nevertheless in partnership, are often translated into advice to the player, to his great benefit. Besides these, all the machinery of marked cards, reflectors, shifted cuts, wedges, strippers, and false shuffles are at the command of the philosopher, who can always handle a small pack of cards with greater freedom, and to whom the fashion of dealing in twos and threes is always welcome. The honest card-player has not one chance in a thousand against the professional at รcartรฉ. _=SUGGESTIONS FOR GOOD PLAY.=_ The French claim that any person may become an expert at a game like Piquet, simply by dint of long practice; but that the master of รcartรฉ must be a born card-player, as no game requires in such degree the exercise of individual intelligence and finesse. While this may be true, there are many points about the game which may be learned by the novice, and which will greatly improve his play. There are two things which the beginner should master before sitting down to the table for actual play: the hands on which it is right to stand, or play without proposing, and those with which it is right to refuse, or play without giving cards. These are called stand hands, or _=jeux de rรจgle=_, and the player should be able to recognize them on sight. In the following paragraphs the words _=dealer=_ and _=player=_ will be used to distinguish the adversaries at รcartรฉ.
There are no counters. At the end of the hand the ladies compare their cards, and the one having the fewer hearts goes to the next higher table. The gentlemen then compare their cards in the same way, so that one lady and one gentleman go up from each table at the end of every hand. They take the seats vacated by those leaving the table they go to. All ties are determined by cutting, those cutting the lower cards going up. In cutting, the ace is low. Each player is provided with a score card, to which the gold, red and green stars are attached as in Euchre. The gold stars are given to those at the head table who have the fewest hearts. Those moving from other tables receive red stars; and those taking in the most hearts at the booby table receive green stars. Prizes are given to the ladies and gentlemen having the greatest number of each variety of star; but the same player cannot win two prizes.
| 3rd. | 4th. | 5th. | 6th. | | | | | | | Y | W | X | W | W | X | C D | C D | B D | B D | B C | B C | Z | X | Z | Y | Z | Y | If more than four players are engaged on each side, this arrangement must be repeated with every additional four; the tables being always in sets of two each, but in such cases, and in fact in anything but League matches, it is usual to play only the 1st, 3rd and 5th sets. _=CLUB AGAINST CLUB.=_ The smaller club should put into the field as many multiples of four as it can; the larger club presenting an equal number to play against them. The opposing sides are then so arranged that half the members of each club sit North and South, the other half East and West. If we distinguish the clubs by the marks O and X, and suppose 16 to be engaged on each side, they would be arranged at 8 tables, thus:-- O | O | O | O X 1 X | X 3 X | X 5 X | X 7 X O | O | O | O | | | 1st set | 2nd set | 3rd set | 4th set | | | X | X | X | X O 2 O | O 4 O | O 6 O | O 8 O X | X | X | X If apparatus is used, the players may sit still for four hands, putting the trays aside, and then exchanging them for the four trays played at the other table in their set. If not, the cards are left on the table, as already described, and the fours change places; those at table No.
A player having a score in abeyance in this manner is not obliged to score it if he has anything else to announce. A player with twenty to score might pick up the sequence in trumps before he won another trick, and he would be very foolish to lose the chance to score 250 for the sake of the 20 already announced. If he had time, he would probably declare: โRoyal Marriage, forty, and twenty to score.โ On winning another trick he would add the A 10 J of trumps, and announce, โTwo-fifty in trumps, and twenty to score,โ still carrying on the small score for a future opportunity. A player may lay down and score eighty Kings, and afterward sixty Queens, the remaining Kings forming marriages. In such a case he would score the sixty points first, and declare the two or three marriages remaining. In the same manner he may have announced four Kings, and after playing away two of them, leaving two Kings of spades, he may declare double bรฉzique, and claim the two marriages โto score.โ In all such cases it must be remembered that the cards declared must still be on the table when the time comes to score them. If, in the case just given, one of the cards forming either of the marriages was got rid of in the course of play, that marriage could not afterward be scored, although it had been properly announced. If the stock is exhausted before the player with a score in abeyance can win another trick, the score is lost.
He can discard three cards and draw to the pair; or one card, and draw to the straight; or two cards, keeping his ace in the hope of making two good pairs, aces up. The details of the best methods of drawing to various combinations will be discussed when we come to suggestions for good play. [Illustration: ๐ฑ ๐ด ๐ ๐ฃ ๐ ] In drawing cards, each player in turn who has made good his ante, beginning with the age, must ask the dealer for the number of cards he wants. The demand must be made so that every player can hear, because after the cards have been delivered by the dealer no one has the right to be informed how many cards any player drew. When the dealer comes to his own hand, he must distinctly announce the number of cards he takes. He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards. In dealing the cards for the draw, the pack is not cut again, the cards being dealt from the top, beginning where the deal before the draw left off. As each player asks for his cards he must discard those he wants replaced, and he must receive the entire number he asks for before the next player is helped. In some places it is the custom for all those who have made good the ante to discard before any cards are given out. This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for.
=_ This form of contest is seldom used, because players dislike the continual changing of position, and the delay in arriving at the results of the score. It would require seven sets to exhaust the combinations; and at each table two hands should be dealt, played, and exchanged with the other table in the set, before the players change positions. This would require 28 hands to complete the match. _=Saffordโs System=_ for arranging the players is to have indicator cards on the tables:-- [Illustration: N N +---------+ +---------+ | 4 | | 3 | W|8 7|E W|1 5|E | 6 | | 2 | +---------+ +---------+ S S ] The players take their seats in any order for the first set; after which they go to the next higher number; 8 keeping his seat, and 7 going to 1. _=Scoring.=_ Each individual must keep his own score, adding up the total tricks taken in each set of four hands. These totals must then be compared with those of the player occupying the same position, N, S, E, or W, at the other table in the set; and it will save time in the end if these are tabulated at once, on a sheet prepared for the purpose. For instance: Let this be the arrangement of eight players in the first set:-- b f a 1 c Hands 1 to 4. e 2 g d h If _=a=_ and _=c=_ take 34 tricks E & W; _=e=_ and _=g=_ taking only 30 with the same cards, either _=a=_ and _=c=_ must have gained them, or _=e=_ and _=g=_ must have lost them. It is a waste of time to put down both losses and gains, and all that is necessary is to call the top score zero, and charge all players with the loss of as many tricks as their total is short of the top score.
At least four cards must be left in each packet. Beginning at his left, the dealer distributes the cards one at a time in rotation until the pack is exhausted. When two packs are used, the dealerโs partner shuffles one while the other is dealt, and the deal passes in regular rotation to the left until the rubber is finished. _=IRREGULARITIES IN THE DEAL.=_ If any card is found faced in the pack, or if the pack is incorrect or imperfect, the dealer must deal again. If any card is found faced in the pack, or is exposed in any manner; or if more than thirteen cards are dealt to any player, or if the last card does not come in its regular order to the dealer, or if the pack has not been cut, there must be a new deal. Attention must be called to a deal out of turn, or with the wrong cards, before the last card is dealt, or the deal stands. There are no misdeals in auction. That is to say, whatever happens the same dealer deals again. Minor irregularities will be found provided for in the laws.
W. Moore) VII. Here comes a poor widow from Sandalam, With all her children at her hand; The one can bake, the other can brew, The other can make a lily-white shoe; Another can sit by the fire and spin, So pray take one of my daughters in. The fairest one that I can see Is pretty [Mary] come to me. And now poor [Mary] she is gone Without a guinea in her hand, And not so much as a farthing. Good-bye! Good-bye, my love, good-bye! --Forest of Dean, Gloucester (Miss Matthews). VIII. Here comes an old woman from Cumberland, With seven poor children in her hand; One can sing, the other can sew; One can sit up in the corner and cry, Alleluia! Choose the fairest you can see. The fairest one that I can see is ----, come to me. Now my daughter ---- gone, A thousand pound in her pocket and a gold ring on her finger.
[Illustration] With a weariness that lay almost beyond the limits of thought, he threw his mind back into rapport with the pin-set, fixing the Lady May s projectile gently and neatly in its launching tube. She was half dead with fatigue, but he could feel the beat of her heart, could listen to her panting, and he grasped the grateful edge of a thanks reaching from her mind to his. THE SCORE They put him in the hospital at Caledonia. The doctor was friendly but firm. You actually got touched by that Dragon. That s as close a shave as I ve ever seen. It s all so quick that it ll be a long time before we know what happened scientifically, but I suppose you d be ready for the insane asylum now if the contact had lasted several tenths of a millisecond longer. What kind of cat did you have out in front of you? Underhill felt the words coming out of him slowly. Words were such a lot of trouble compared with the speed and the joy of thinking, fast and sharp and clear, mind to mind! But words were all that could reach ordinary people like this doctor. His mouth moved heavily as he articulated words, Don t call our Partners cats.
Here comes one [some] jolly, jolly sailor boy, Who lately came on shore; He [they] spent his time in drinking wine As we have done before. We are the Pam-a-ram-a-ram, We are the Pam-a-ram-a-ram, And those who want a pretty, pretty girl, Must kiss her on the shore, Must kiss her on the shore. --Warwick (from a little girl, through Mr. C. C. Bell). II. He was a jolly, jolly sailor boy, Who had lately come ashore; He spent his time in drinking wine As he had done before. Then we will have a jolly, jolly whirl, Then we will have a jolly, jolly whirl, And he who wants a pretty little girl Must kiss her on the shore. --Forest of Dean, Gloucestershire (Miss Matthews).
|a bush, three in a | | | | |bush, four in a bush. | |13.| -- | -- | -- | |14.|Please, young lady, |Come, my girls, walk | -- | | |come under my bush. |under the bush. | | |15.|My bush is too high, | -- | -- | | |my bush is too low. | | | |16.|Please, young lady, | -- | -- | | |come under my bow. | | | |17.
16. If a player omits to play to any trick, and plays to the following one, he shall not be allowed to correct the error; but shall be compelled to take in the last trick, with whatever hearts it may contain. 17. Should a player be found during or at the end of a hand to be a card short, all the others having the right number, and all having played to the first trick, he shall be compelled to take in the last trick. 18. If a player leads or plays two cards to a trick, he must indicate the one intended, and leave the other face up on the table. Any card exposed, except in the proper course of play, or any card named by the player holding it, must be left face up on the table. 19. A player must lead or play any exposed card when called upon to do so by any other player, provided he can do so without revoking. He cannot be prevented from playing an exposed card, and if he can so get rid of it, no penalty remains.