--London (A. B. Gomme). XIV. I have a little dog and it lives in my pocket. It shan t bite you, &c. Now you re married I hope you ll enjoy First a girl and then a boy; Seven years gone, and two to come, So take her and kiss her and Send her off home. --Wolstanton, North Staffs. Potteries (Miss A. A.
_=Second Hand.=_ Play the best card you have second hand, and cover everything led if you can. With King and another or Queen and another, it is usually best to put up the honour second hand, on a small card led. _=Trumping.=_ It is seldom right to trump partner’s winning cards, unless he has ordered up the trump, and you think you can lead through the dealer to advantage. In playing against a lone hand, it is sometimes good play to trump your partner’s ace with an unguarded left bower or ace of trumps, as it may prevent the dealer from getting into the lead with a small trump, and may save a King or Queen of trumps in your partner’s hand. If you don’t trump, the dealer will probably get in and swing the right bower, and your trump will be lost. If your partner has ordered, made, or taken up the trump, and you have only one trump, even a bower, trump with it at the first opportunity. Trump everything second hand, unless it takes the right bower for a doubtful trick, or breaks into the major tenace in trumps. _=Discarding.
The more ambitious he is, the greater his necessity for keeping in view the maxim; “One thing at a time: all things in succession.” One must master the scales before he can produce the perfect melody. The novice should first thoroughly understand the object, and the fundamental principle of the game. _=The Object=_ is to win tricks. Not to give information, or to count the hands, or to remember every card played; but simply and only to win tricks. _=The Principle=_ is to secure for certain cards a trick-taking value which does not naturally belong to them; either by getting higher cards out of the way of lower, or by placing the holder of intermediate cards at a disadvantage with regard to the lead. If any person will take the trouble to deal out four hands, and after turning them face up on the table, count how many tricks each side will probably take with its high cards and trumps, he will find that the total will hardly ever be exactly thirteen tricks. Let us suppose the following to be one of the hands so dealt; Z turning up the ♡6 for trumps:-- [Illustration: ♡Q J 8 ♣6 ♢K J 6 5 3 ♠A 9 8 6 ♡4 3 2 +-------+ ♡A K 10 5 ♣A K Q 8 7 4 3 | Y | ♣J 9 ♢7 |A B| ♢A 8 4 ♠Q 7 | Z | ♠K 5 4 2 +-------+ ♡9 7 6 ♣10 5 2 ♢Q 10 9 2 ♠J 10 3 ] On looking over this hand it would appear that A could only make one trick in Clubs, of which the second round would be trumped. His partner can count on five tricks: the two best and the fourth trumps; the ♢A, and the ♠K; a total of six tricks. On counting the adversaries’ probable tricks, Y should make one of his three trumps, and the ♠A.
_=Stakes.=_ The game is played for so much a point. The largest winning or loss for the single player is 140, but such an amount is almost impossible, and the average payments are 10 or 20. _=Dealing.=_ The cards are presented to the pone to be cut, and at least four must be left in each packet. The dealer then distributes them to the players four at a time, until each has twelve, four remaining in the stock or talon, which is left upon the table face down. No trump is turned. The deal passes to the left. There are no misdeals. If the cards are not properly distributed, or four cards are not left in the talon, the same dealer must deal again, without penalty.
WORCESTERSHIRE Chamberlain s _Glossary_. Upton-on-Severn Lawson s _Glossary_. { Atkinson s, Addy s, Easther s, YORKSHIRE { Hunter s, Robinson s, Ross and Stead s { _Glossaries_, Henderson s _Folk-lore_, { ed. 1879. Almondbury Easther s _Glossary_. Epworth, Lossiemouth Mr. C. C. Bell. Earls Heaton, Haydon, { Mr.
In Diagram No. 12, for instance, the English notation for the first two moves made by white would be:--P-K 4, and K Kt-B 3, or, Kt-K B 3. The German notation would be:--e 2-e 4; and S g 1-f 3. The move of the Knight, it will be observed, gives the initial of the piece and the square upon which it stands, and then the square to which it is moved. A capture is indicated by the letter “n” taking the place of the dash. If the white Knight took the black King’s Pawn in Diagram No. 12, for instance, the move would be recorded: S f 3 n e 5, that is, the Springer at f 3 “nimmt” whatever it found at e 5. A check is indicated by a plus sign, +, following the move. In Diagram No. 11, for instance, the last move of the white Queen would be: D e 8-c 6 +; and Black’s reply would be: D b 8-b 7.
=_ 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. They are never scored during the play of the hand. _=Declarations.=_ The combinations which may be announced and scored during the play of the hand are divided into three classes: A, Marriages and Sequences; B, Béziques; and C, Fours. Only one combination can be scored at a time, and it must be announced and laid on the table immediately after the player holding it has won a trick, and before he draws his card from the talon. If he draws without announcing, it is equivalent to saying he has no declaration to make. Having drawn his card, even if he has not looked at it, he cannot score any declaration until he wins another trick. The various combinations and their values are as follows: CLASS A. King and Queen in any plain suit, _=Marriage=_ 20 King and Queen of trumps, _=Royal Marriage=_ 40 Five highest cards in a plain suit, _=Sequence=_ 150 Five highest cards in trumps, _=Royal Sequence=_ 250 CLASS B. Spade Queen and Diamond Jack, _=Single Bézique=_ 40 Two spade Queens and diamond Jacks, _=Double Bézique=_ 500 Three spade Queens and diamond Jacks, _=Triple Bézique=_ 1500 Four spade Queens and diamond Jacks, _=Quadruple Bézique=_ 4500 CLASS C.
Should the dummy call attention to any other incident in the play in consequence of which any penalty might have been exacted, the declarer may not exact such penalty. Should the dummy avail himself of rights (_h_) or (_i_), after intentionally looking at a card in the hand of a player, the declarer may not exact any penalty for the offence in question. 62. If the dummy, by touching a card or otherwise, suggest the play of one of his cards, either adversary may require the declarer to play or not to play such card. 62_a_. If the dummy call to the attention of the declarer that he is about to lead from the wrong hand, either adversary may require that the lead be made from that hand. 63. Dummy is not subject to the revoke penalty; if he revoke and the error be not discovered until the trick be turned and quitted, whether by the rightful winners or not, the trick must stand. 64. A card from the declarer’s hand is not played until actually quitted, but should he name or touch a card in the dummy, such card is played unless he say, “I arrange,” or words to that effect.