If they stand these without the hands unlocking below they are then sweet and saleable, fit for being office-bearers of other ploys.--Mactaggart s _Gallovidian Encyclopædia_. In Ross and Stead s _Holderness Glossary_ this is described as a girls game, in which two carry a third as a pot of honey to market. It is mentioned by Addy (_Sheffield Glossary_) and by Holland (_Cheshire Glossary_). Mr. Holland adds, If the hands give way before twenty is reached it is counted a bad honey pot; if not, it is a good one. In Dublin the seller sings out-- Honey pots, honey pots, all in a row, Twenty-five shillings wherever you go-- Who ll buy my honey pots? --Mrs. Lincoln. The game is mentioned by a writer in _Blackwood s Magazine_, August 1821, p. 36, as being played in Edinburgh when he was a boy.
90. A card or cards torn or marked must be either replaced by agreement, or new cards called at the expense of the table. 91. Any player may demand to see the last trick turned, and no more. Under no circumstances can more than eight cards be seen during the play of the hand, _viz._: the four cards on the table which have not been turned and quitted, and the last trick turned. ETIQUETTE OF WHIST. The following rules belong to the established Etiquette of Whist. They are not called laws, as it is difficult--in some cases impossible--to apply any penalty to their infraction, and the only remedy is to cease to play with players who habitually disregard them: Two packs of cards are invariably used at Clubs; if possible, this should be adhered to. Any one, having the lead and several winning cards to play, should not draw a second card out of his hand until his partner has played to the first trick, such act being a distinct intimation that the former has played a winning card.
4. As before, but all the checks taken up together. 5. Called Ups and Downs. The checks are taken up at one throw, and set down outside the ring at the next. This is done first with one, then with two, and so on. 6. Each check is touched in turn as the ball is thrown. 7. The checks are separately pushed out of the ring.
Blind Man s Stan. Blind Nerry Mopsy. Blind Palmie. Blind Sim. Block, Hammer, and Nail. Blow-point. Bob Cherry. Boggle about the Stacks. Boggle-bush. Bonnety.
Please will you take one in? [choose out one] Now poor ---- she is gone Without a farthing in her hand, Nothing but a gay gold ring. Good-bye! Good-bye! Good-bye, mother, good-bye! --Isle of Man (A. 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.
=_ Any player who has made a build is obliged either to win it, when it is next his turn to play, or to win something else, or to make another build. For instance: He has built a 5 into a 9 with a 4, and holds another 4; if another 5 appears on the table before it comes to his turn to play, he may build that into a 9 also, with his other 4, announcing, “Two Nines.” Or if some player should lay out a 4 he could pair it and take it in, leaving his 9 build until the next round. In the same way a player may increase or win another player’s build instead of taking in his own. An opponent’s build may be increased by cards from the hand only. In the four-handed game, partners may take in one another’s builds, or may make builds which can be won by the card declared in the partner’s hand. For instance; One player builds an 8, and his partner holds Little Cassino. If there is a 6 on the table, the Cassino can be built on it, and “two Eights,” called, although the player has no 8 in his own hand; the 8 already built by his partner is sufficient. If a player has built a 9 which has been taken in by an adversary, he still holding the 9 he built for, his partner may build for the declared 9 in the same way. _=Sweeping.
ON FOUL STROKES.--It is a foul, and no count can be made: _=1.=_ If a stroke is made except with the point of the cue. _=2.=_ If the cue is not withdrawn from the cue-ball before the latter comes in contact with an object-ball. _=3.=_ If the striker, when in hand, plays from any position not within the six-inch radius. _=4.=_ If, in the act of striking, he has not at least one foot _touching_ the floor. _=5.
_=Cards.=_ Seven-handed Euchre is played with a full pack of fifty-three cards, including the Joker. The cards in plain suits rank as at Whist; but the Joker is always the best trump, the right and left bowers being the second and third-best respectively. _=Counters.=_ One white and four red counters are necessary. The white counter is passed to the left from player to player in turn, to indicate the position of the next deal. The red counters are placed in front of the maker of the trump and his partners, to distinguish them from their opponents. Markers are not used, the score being kept on a sheet of paper. The score is usually kept by a person who is not playing, in order that none of those in the game may know how the various scores stand. Should an outsider not be available for scoring, there are two methods: One is for one player to keep the score for the whole table, who must inform any player of the state of the score if asked to do so.
My unwanted hustler stood on that side of me, too. They never have any money of their own. I wasn t about to give her any of mine. I wanted to lose some dough in a hurry. I started playing field numbers, and TK d the dice away from the field every time a gambler came out. Of course, I could have let the table s six per cent vigorish take it away from me, but that would have taken longer. Even with losing on every roll, the dice got around to me before I had lost the nine hundred I had set out to drop. I put four chips on the Don t Pass side of the line, shook left-handed because of my weak right arm, and got ready to come out. Sniffles seized me. Don t Billy Joe! she said suddenly.
L. Gomme). Strutt (_Sports_, p. 84) describes this, and says, A sport of this kind was in practice with us at the commencement of the fourteenth century. He considers it to bear more analogy to wrestling than to any other sport. He gives illustrations, one of which is here reproduced from the original MS. in the British Museum. The game is also described in the Rev. J. G.
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Brown, is Nellie within? --Parish s _Dictionary of the Sussex Dialect_. Hustle Cap A boys game, played by tossing up halfpence. It is mentioned in _Peregrine Pickle_, cap. xvi. Cope (_Hampshire Glossary_) says, Halfpence are placed in a cap and thrown up, a sort of pitch-and-toss. Hynny-pynny A peculiar game at marbles, sometimes called Hyssy-pyssy, played in some parts of Devon and Somerset. A hole of some extent was made in an uneven piece of ground, and the game was to shoot the marbles at some object beyond the hole without letting them tumble into it. The game occasionally commenced by a ceremony of no very delicate description, which sufficed to render the fallen marble still more ignominious.--Halliwell s _Dictionary_. Isabella [Music] --Ogbourne, Wilts (H.
_=5.=_ _=Ties.=_ Players cutting cards of equal value cut again, but the new cut decides nothing but the tie. _=6.=_ _=Cutting Out.=_ At the end of a rubber the players cut to decide which shall give way to those awaiting their turn to play. After the second rubber, those who have played the greatest number of consecutive games give way; ties being decided by cutting. _=7.=_ _=Cutting.=_ In cutting, the ace is low, the other cards ranking, K Q J 10 9 8 7, the King being the highest.
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A certain portion of a street or ground, as it may happen, is marked off as his territory, into which, if any of the other boys presume to enter, and be caught by Canlie before he can get off the ground, he is doomed to take the place of Canlie, who becomes free in consequence of the capture. The game is prevalent throughout Scotland, though differently denominated: in Lanarkshire and Renfrewshire it is called Tig, and in Mearns Tick. --Jamieson. See Tig. Capie-Hole A hole is made in the ground, and a certain line drawn, called a Strand, behind which the players must take their stations. The object is at this distance to throw the bowl into the hole. He who does this most frequently wins. It is now more generally called The Hole, but the old designation is not quite extinct. It is otherwise played in Angus. Three holes are made at equal distances.
| -- | -- | -- | |22.| -- | -- | -- | |23.| -- |Build it up with wood | -- | | | |and clay. | | |24.| -- |Wood and clay will | -- | | | |wash away. | | |25.| -- |Build it up with stone| -- | | | |so strong. | | |26.|Get a man to watch all| -- | -- | | |night. | | | |27.
6. In case of any confusion or exposure of the cards in cutting, or in reuniting them after cutting, the pack must be shuffled and cut again. 7. If the dealer reshuffles the cards after they have been properly cut, or looks at the bottom card, he loses his deal. 8. After the cards have been cut, the dealer must distribute them one at a time to each player in rotation, beginning at his left, and continuing until the pack is exhausted; or in Two-Handed Hearts, until each player has thirteen. 9. The deal passes to the left. 10. There must be a new deal by the same dealer if the pack is proved to be incorrect, either during the deal or during the play of a hand; or if any card is faced in the pack, or is found to be so marked or mutilated that it can be named.
In all the text-books on Skat which we have examined, this fact has been entirely overlooked. SKAT. The etymology of the word Skat, sometimes spelt Scat, is a matter of doubt, but the most plausible explanation is that it is a corruption of one of the terms in the parent game of Taroc; “scart,” from “scarto,” what is left; or “scartare,” to discard or reject. “Matadore” is another word from the game of Taroc, still retained in Skat. Others attribute the word to “Skatt,” the Old-German or Anglo-Saxon for money; the modern German, “Schatz,” a treasure, referring to the forms of the game in which good counting cards are laid aside in the skat for the count at the end of the hand. This derivation would account for both spellings of the word, with a “k” and with a “c.” The student is advised to make himself familiar with the German terms in the following description, as they are in common use wherever skat is played. Many American players who use the English language in bidding by figures, still adhere to the German names for the suits and positions at the table. _=CARDS.=_ Skat is played with a pack of thirty-two cards, all below the Seven being deleted.
| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Earls Heaton. | Lincolnshire and | Gloucestershire. | | | | Nottinghamshire. | | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket of |See saw, a bucket of | -- | | |water. |water. | | | 2.| -- | -- | -- | | 3.
=_ After the cards have been properly shuffled they must be presented to the pone to be cut, and he must leave at least four in each packet. Beginning on his left, the dealer distributes four cards to each player in two rounds of two at a time, giving two to the table just before helping himself in each round. No trump is turned, and the remainder of the pack is left face downward on the dealer’s left. The four cards dealt to the table are then turned face up, and the play begins. After the four cards given to each person have all been played, the dealer takes up the remainder of the pack, and without any further shuffling or cutting, deals four more cards to each player, two at a time, but gives none to the table. These four having been played, four more are dealt in the same manner, and so on, until the pack is exhausted, after which the deal passes to the left in regular rotation. _=Irregularities in the Deal.=_ If the pack is proved to be imperfect, or if a card is found faced in the pack there must be a fresh deal by the same dealer. If a player deals out of turn, he must be stopped before the cards on the table are turned face upward. A misdeal loses the deal.
, translated from the Latin of Levinus Lemnius by Henry Kinder (8vo, London, printed by H. Singleton), p. 144, we read, These bones are called huckle-bones or coytes. For further information relating to this game, as played by the ancients, the reader may consult _Joannis Meursii Ludibunda, sive de Ludis Græcorum, Liber singularis_ (8vo, Lugd. Bat. 1625), p. 7, and _Dan. Souterii Palamedes_, p. 81; but more particularly, _I Tali ed altri Strumenti lusori degli antichi Romani, discritti da Francesco de Ficoroni_, 4to, Rom. 1734.
In some places a _=misère=_ bid is allowed, which outranks a bid of three tricks, and is beaten by one of four. There is no trump suit in misère, but the bidder, if successful, must lead for the first trick. Any bid once made can neither be amended nor recalled, and there is no second bid. _=METHOD OF PLAYING.=_ The player bidding the highest number of tricks has the first lead, and the first card he plays must be one of the trump suit. The players must follow suit if able, but need not win the trick unless they choose to do so. The highest card played of the suit led wins the trick, and trumps win all other suits. The winner of the trick leads again for the next trick, and so on, until all five tricks have been played. After the first trick any suit may be led. The bidder gathers all tricks he wins, stacking them so that they may be readily counted by any player at the table.
The cards rank, A 10 K Q J 9 8 7; the Ace being the highest, both in cutting and in play. [Illustration: PULL-UP BÉZIQUE MARKER.] _=COUNTERS.=_ Special markers are made for scoring at Bézique; but the score may easily be kept by means of counters. Each player should be provided with four white, four blue, and one red, together with some special marker, such as a copper cent or a button. The button stands for 500 points, each blue counter for 100, the red for 50, and the white ones for 10 each. At the beginning of the game the counters are placed on the left of the player, and are passed from left to right as the points accrue, exchanging smaller denominations for higher when necessary. Many persons find it more convenient to peg the game on a pull-up cribbage board, starting at 21, counting each peg as 10 points, and going twice round to the game hole. _=STAKES.=_ Bézique is played for so much a game, 1,000 points up; or for so much a point, the score of the loser being deducted from that of the winner.
Souterii Palamedes_, p. 81; but more particularly, _I Tali ed altri Strumenti lusori degli antichi Romani, discritti da Francesco de Ficoroni_, 4to, Rom. 1734. Against the suggestion that the modern game is derived directly from the Romans, is the fact that it is known in countries never traversed or occupied by the Romans. Thus Dr. Clarke, in his _Travels in Russia_, 1810, p. 106, says: In all the villages and towns from Moscow to Woronetz, as in other parts of Russia, are seen boys, girls, and sometimes even old men, playing with the joint-bones of sheep. This game is called Dibbs by the English. It is of very remote antiquity; for I have seen it very beautifully represented on Grecian vases; particularly on a vase in the collection of the late Sir William Hamilton, where a female figure appeared most gracefully delineated kneeling upon one knee, with her right arm extended, the palm downwards, and the bones ranged along the back of her hand and arm. In this manner the Russians play the game.
Namers and Guessers. Neighbour. Neivie-nick-nack. Nettles. New Squat. Nine Holes. Nine Men s Morris. Nip-srat-and-bite. Nitch, Notch, No-Notch. Not.