2.=_ Sweepstake Hearts. A leads for first trick. | R| A leads for first trick. | I| ------+-------+-------+-------+ C+-------+------+------+-------- A Y B Z | K| A Y B Z ------+-------+-------+-------+--+-------+------+------+-------- 10♠ | Q♠ | 8♠ | _K♠_ | 1| _♣A_ | ♣K | ♣10 | ♣Q ♣J | _♣A_ | ♣4 | ♣K | 2| ♣5 | ♣2 | ♣9 | _♣J_ 6♢ | _A♢_ | J♢ | Q♢ | 3| 10♢ | J♢ | 9♢ | _A♢_ 5♢ | _K♢_ | 10♢ | 9♢ | 4| Q♢ | 8♢ | _K♢_ | 4♢ 4♢ | 3♢ | 2♢ | _8♢_ | 5| 2♠ | J♠ | _A♠_ | 9♠ ♣9 | ♣7 | ♣3 | _♣Q_ | 6| Q♠ | 10♠ | _K♠_ | 8♠ ♣6 | ♣5 | ♣2 | _♣10_ | 7| ♡A | _7♢_ | 3♢ | ♡Q 3♠ | 6♠ | 4♠ | _J♠_ | 8| _♡10_ | ♡4 | ♡3 | ♡5 2♠ | 5♠ | ♡K | 9♠ | 9| ♣4 | ♡K | ♣6 | _♣7_ _♡A_ | ♡Q | ♡10 | ♡5 |10| ♡9 | _7♠_ | ♡J | 5♠ ♡7 | _♡J_ | ♡9 | 7♠ |11| ♡7 | ♡2 | ♣8 | _♡8_ ♡6 | _♡8_ | ♡4 | ♣8 |12| ♡6 | _6♠_ | 6♢ | 4♠ A♠ | ♡2 | _♡3_ | 7♢ |13| ♣3 | _5♢_ | 2♢ | 3♠ ------+-------+-------+-------+--+-------+------+------+-------- A 4 Y 6 B 2 Z 1 A 4 Y 5 B 0 Z 4 Making it a Jack. B wins the Pool. _=No. 1. 2nd Trick.=_ Z sees that with such a hand escape is impossible.
|Stamping grass and | -- | -- | | |parsley. | | | |11.|Marigold leaves and | -- | -- | | |daisies. | | | |12.|One rush, two rush. |One o my rush, two o |One in a rush, two in | | | |my rush. |a bush. | |13.| -- | -- | -- | |14.|Pray thee, fine lady, |Please, young lady, |Pretty my lady, pop | | |come under my bush.
This is placed on the card to be played with the same money, and the dealer may either trust his memory for the bet, or place another marker on it. After the dealer has waved his hand preparatory to pushing the top card from the box, no bet can be made or changed. After the turn is made, the dealer first picks up all the bets he wins, and then pays all he loses, after which he waits for the players to rearrange their bets for the next turn. Between each turn a player may make any change he pleases. A lookout sits on the right of the dealer to see that he pays and takes correctly, and to watch that no bets are changed, or coppers slipped off, during the turn. _=Splits.=_ If two cards of the same denomination win and lose on the same turn, it is a split, and the dealer takes half the bets on the split card, no matter whether it is bet to win or lose. Splits should come about three times in two deals if the cards are honestly dealt. _=Keeping Cases.=_ As the cards are withdrawn from the box they are marked on a case-keeper, which is a suit of thirteen cards, with four buttons running on a steel rod opposite each of them.
We had to meet a number of such cases. We met them by requiring the capturing force--or, to be precise, four men of it--actually to pass the axle of the gun before it could be taken. All sorts of odd little difficulties arose too, connected with the use of the guns as a shelter from fire, and very exact rules had to be made to avoid tilting the nose and raising the breech of a gun in order to use it as cover.... We still found it difficult to introduce any imitation into our game of either retreat or the surrender of men not actually taken prisoners in a melee. Both things were possible by the rules, but nobody did them because there was no inducement to do them. Games were apt to end obstinately with the death or capture of the last man. An inducement was needed.
I TK d the one-two up. Little Joe from Kokomo, one of the stick-men called. They raked losing bets and paid winners with the speed of prestidigitators. Roller keeps the dice, the stick-man told my neighbor. The gambler cursed and threw the dice to the roller on his left. He spat blame at Sniffles for not riding with him. He was one big clot of crushed misery. 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.
=_ Apart from the game score, which is made entirely by tricks won on successful declarations, there are several additional scores that have no influence in winning or losing the game, although they may materially affect the ultimate value of the rubber. These are all entered under the head of “honour scores,” or “above the line.” _=Honours=_ are the five highest cards in the trump suit, A K Q J 10; when there is no trump, they are the four Aces. The partners holding three, four or five honours between them, or four honours in one hand, or four in one hand and the fifth in the partner’s, or all five in one hand, are entitled to claim and score them, according to the following table. It will be seen that their value varies according to the trump suit; and it must be remembered that this value cannot be increased by doubling. TABLE OF HONOUR VALUES. Royal spades are indicated by “R.” -------------------------------+---+---+---+---+---+------- Declaration | ♠ | ♣ | ♢ | ♡ | R | No | | | | | | trump -------------------------------+---+---+---+---+---+------- Each Trick Above 6 | 2 | 6 | 7 | 8 | 9 | 10 -------------------------------+---+---+---+---+---+------- H { 3 Honours | 4 |12 |14 |16 |18 | 30 O { 4 Honours | 8 |24 |28 |32 |36 | 40 N { 4 Honours (All in 1 hand) |16 |48 |56 |64 |72 |100 O { 5 Honours |10 |30 |35 |40 |45 | U { 5 Honours (4 in 1 hand) |18 |54 |63 |72 |81 | R { 5 Honours (All in 1 hand) |20 |60 |70 |80 |90 | S { Rubber 250, Grand Slam 40, Little Slam 20. When one side has nothing but the odd honour, three out of the five, it is called _=simple honours=_. The value of simple honours is always the same as two tricks.
When neither Third nor Fourth Hand holds a card above the Ten, the major and minor tenaces are divided between the leader and the Second Hand. If it can be inferred that the leader held five cards in the suit originally, he holds the minor tenace. When a player, not an American leader, begins with a Jack and wins the trick, the adversaries may conclude that his partner had two small cards with the Ace, and had not four trumps and another winning card. When a good player changes his suit, he knows that it will not go round again, or that the command is against him. This is often a valuable hint to the adversaries. When he quits his original suit and leads trumps, without his partner having called, the adversaries may conclude that the suit has been established. When a player puts Ace on his partner’s Jack led, and does not lead trumps, the adversaries may count on him for only one small card of the suit led. When an adversary finesses freely, he may be credited with some strength in trumps. When a player changes his suit, the adversaries should note carefully the fall of the cards in the new suit. As already observed, the leader almost invariably opens the new suit with the best he has.
Drop Handkerchief. Dropping the Letter. Duck under the Water. Duck at the Table. Duck Dance. Duck Friar. Ducks and Drakes. Duckstone. Duffan Ring. Dumb Crambo.
A player dealing out of turn may be stopped before the non-dealer lifts his cards from the table. The penalty for dealing out of turn is two points, if the error is detected in time; otherwise the deal stands good. If the dealer neglects to have the pack cut, exposes a card in dealing, gives too many or too few cards to any player, deals a card incorrectly, and fails to remedy the error before dealing another, or exposes one of his adversary’s cards, the non-dealer scores two points by way of penalty. He also has the option of demanding a fresh deal by the same dealer, or of letting the deal stand. If the error is simply an irregularity in the manner of dealing, or an exposed card, the pone must decide without looking at his cards. If either player has too many or too few cards, the pone may look at the hand dealt him before deciding whether or not to have a fresh deal; but if it is the pone himself that has too many or too few cards, he must discover and announce the error before lifting his cards from the table, or he will not be entitled to the option of letting the deal stand. If the pone has too many cards he may return the surplus to the top of the pack, without showing or naming them. If the dealer has too many, the pone may draw from his hand face downward, returning the surplus to the top of the pack; but the pone may not look at the cards so drawn unless the dealer has seen them. If there are too few cards, and the pone elects to have the deal stand, the deficiency must be supplied from the top of the pack. _=THE CRIB.
Badger the Bear. Bag o Malt. Ball. Ball and Bonnets. Ball in the Decker. Ball of Primrose. Baloon. Bandy-ball. Bandy-cad. Bandy-hoshoe.
He may add a card to a combination laid out by himself if he wishes to. _=CALLING OUT.=_ Each player in turn to the left draws, lays out and discards in this manner until some player gets rid of his last card, when he calls out, and the game comes to an end. The last card in a player’s hand may be got rid of by laying it out in combination, or by discarding it if it is the only card left. _=SCORING.=_ As soon as any player calls out it is too late for any other player to lay down any combinations he may hold. Each player in turn to the left shows his hand and the winner gets credit for the pip value of his cards, jacks being worth 11, queens 12, kings 13. It sometimes happens that the stock is exhausted before any player calls out. In this case the discards are turned face down without shuffling them and the pile drawn from as if it were the stock. _=SPLASHES.
If all go clean into the hole, he wins the game, and takes the whole of the buttons started with; but if one or more of the buttons are left outside the hole, the non-player has then the choice of selecting one which he considers difficult to be hit, and requesting the player to hit it with his _nicker_. This is made of solid lead, about the size of a florin, but twice its substance, and each player is provided with one of his own. Much judgment is required in making this selection, the object being to make it most difficult not only to hit it, but to prevent it being hit without being knocked into the hole, or sending the nicker in, or sending another button in, or even not striking one at all. In any one of these cases the player loses the game, and the non-player takes the whole of the stakes. In playing the next game, the previous non-player becomes the player.--London (C. A. T. M.).
=_ There are four players, two being partners against the other two. Partners, deal, and seats are cut for as in the ordinary game. _=Dealing.=_ The cards are distributed as in the ordinary game; but it is usual to agree beforehand upon a suit which shall be the trump if the Joker is turned up. _=Playing Alone.=_ The chief peculiarity in Railroad Euchre is in playing alone. Any player announcing to play alone, whether the dealer or not, has the privilege of passing a card, face down, to his partner. In exchange for this, but without seeing it, the partner gives the best card in his hand to the lone player, passing it to him face down. If he has not a trump to give him, he can pass him an ace, or even a King. Even if this card is no better than the one discarded, the lone player cannot refuse it.
| | . | | . | | +-.-+---+-.-+---+-.-+---+-.-+---+ | . | | . | | . | | .
1 for _=Game=_, or the Ten of trumps. 5 for _=Right Pedro=_, or the Five of trumps. 5 for _=Left Pedro=_, or Five of the same colour as the trump suit. All points count to the side winning them. Any trumps found among the discards at the end of the hand count for the side that made the trump. At the end of the hand, the number of points won by each side is added up, and the lower deducted from the higher, the difference being scored by the winners of the majority. If the result is a tie, neither scores. For instance: If A-B make 11, Y-Z must make the remaining 3, which deducted from 11 leaves 8 points for A-B to score. If the side naming the trump suit fails to make as many points as they bid, they score nothing for that deal, and the number bid is scored by the adversaries, in addition to any other points that the adversaries may have made in play. The number bid and the number actually won, must be compared before deducting the points made by the adversaries.
As already explained, brisques won in the last six tricks are scored as they are taken in, and after the last card is played all the brisques are re-counted, the player holding more than six scoring ten points for each above that number. There is no score for winning the last trick. Four deals is a game. At the end of the fourth deal the lower score is deducted from the higher, and the difference is the value of the game in points. If the lesser score is not at least 400 points, the winner doubles the difference in his favour. The only text-book on this game introduces a great many technical terms which have no meaning to the ordinary card-player, and which have therefore been omitted from this description. _=Suggestions for Good Play=_ will be found in Binocle. RUBICON BÉZIQUE. Rubicon Bézique bears the same relation to the ordinary game that Railroad Euchre does to Euchre proper. In fact the game might well be called Railroad Bézique, for its chief peculiarity is the rapid accumulation of large scores.
When a player changes his suit, the adversaries should note carefully the fall of the cards in the new suit. As already observed, the leader almost invariably opens the new suit with the best he has. Suppose a player to lead two winning cards in one suit, and then the Eight of another, which the Second Hand wins with the Ten; The four honours in the second suit must be between the Second and Fourth Hands. Having won the first or second round of the adverse suit, and having no good suit of his own, the Second or Fourth Hand may be able to infer a good suit with his partner, by the play. For instance: A player opens Clubs, showing five, his partner wins second round, and opens the Diamond suit with the Jack, on which Second Hand plays Ace, his partner dropping the 9. Having now the lead, and no good suit, it is evident that the play should be continued on the assumption that partner is all Spades and trumps. * * * * * _=THE AMERICAN GAME.=_ Since the revolt against the invariable opening from the longest suit, which was the style of game advocated by the old school of Pole and “Cavendish,” many systems have been tried out by the various clubs that meet at our national tournaments. E.C.
It is not necessary for the King or Queen so led to win the trick; but the player declaring a marriage must have the lead, and must have won a trick, or he cannot count it. The pone may declare a marriage on his first lead; but it will not count unless he wins some subsequent trick, and if his adversary gets to 66 before the pone gets a trick, the marriage is lost, and the pone is schwartz. If the 20 or 40 claimed for the marriage is enough to carry the player’s count to 66 or beyond, the marriage need only be shown and claimed, without leading it, and the remaining cards are then abandoned, provided the count is correct. Only one marriage can be shown but not led in this manner. In the ordinary course of play it is not necessary to show both cards of the marriage unless the adversary asks to see them. The player simply leads the King or Queen, and says: “Twenty,” or “Forty,” as the case may be. If he leads a King or Queen without claiming any count, it is evident that he has not a marriage. If he has simply forgotten to claim it, he cannot amend the error after his adversary has played to the trick, and the score is lost. To avoid disputes, careful players leave one of the marriage cards face up among their cards, as a reminder that a marriage was claimed in that suit, either by the player with the card turned, or by his adversary. _=Counting.
This is a marching game for very little children, who follow each other in a row. (_b_) Halliwell gives the first two lines only (_Nursery Rhymes_, No. dxv., p. 101), and there is apparently no other record of this game. It is probably ancient, and formerly of some significance. It refers to days of bows and arrows, and the allusion to the killing of the wren may have reference to the Manx and Irish custom of hunting that bird. All in the Well A juvenile game in Newcastle and the neighbourhood. A circle is made, about eight inches in diameter, termed the well, in the centre of which is placed a wooden peg four inches long, with a button balanced on the top. Those desirous of playing give buttons, marbles, or anything else, according to agreement, for the privilege of throwing a short stick, with which they are furnished, at the peg.
W. Peach, says Miss Baker, has supplied me with the reminiscences of his own youth. He says the May garland was hung in the centre of the street, on a rope stretched from house to house. Then was made the trial of skill in tossing balls (small white leather ones) through the framework of the garland, to effect which was a triumph. See Cuck Ball, Keppy Ball, Monday. Ball and Bonnets [Illustration: Fig. 1.] [Illustration: Fig. 2.] This is a boys game.
Two boys sit face to face astride of a form or a log of timber. If a piece of turf can be procured so much the better. One boy lays his chestnut upon the turf, and the other strikes at it with his chestnut; and they go on striking alternately till one chestnut splits the other. The chestnut which remains unhurt is then conqueror of one. A new chestnut is substituted for the broken one, and the game goes on. Whichever chestnut now proves victorious becomes conqueror of two, and so on, the victorious chestnut adding to its score all the previous winnings. The chestnuts are often artificially hardened by placing them up the chimney or carrying them in a warm pocket; and a chestnut which has become conqueror of a considerable number acquires a value in schoolboys eyes; and I have frequently known them to be sold, or exchanged for other toys (Holland s _Cheshire Glossary_). The game is more usually played by one boy striking his opponent s nut with his own, both boys standing and holding the string in their hands. It is considered bad play to strike the opponent s _string_. The nut only should be touched.
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If a player exposes more than one card he must cut again. Ties are also decided by cutting again. _=STAKES.=_ Cribbage is played for so much a game, lurches counting double. Players may either settle at the end of each game, or score on a sheet of paper. In the pull-up cribbage boards there are nine extra pegs for counting games won. These are placed in a line with the player’s game hole at each end. _=DEALING.=_ The cards are shuffled and presented to the pone to be cut, and he must leave at least six cards in each packet. Six cards are dealt to each player, one at a time in rotation, beginning with the player on the dealer’s left if there are more than two.
We prefer the plain suit if it is a desirable one to open, such as hearts trumps:-- ♡ K 8 3 2 ♣ J 10 4 ♢ A 10 3 ♠ 8 4 3 From this we would open the Jack of clubs; but from ♡ K 8 3 2 ♣ J 3 2 ♢ A 10 3 ♠ Q 6 3 we should lead the deuce of trumps. If in this hand the club suit were Q J 3, the Queen of clubs would be the best opening. It may seem paradoxical that a weaker hand should call for a trump lead; but the opening is not an attack. It is a move to await developments. _=Three-trump Hands.=_ From hands containing three trumps or less, our opening leads vary from the ordinary player’s game more than in any other particular. We always open a long suit from three-trump hands if the suit is a good one, such as A K and others, K Q and others, or even Q J and others. But without such strength in the long suit, we let it severely alone, and develop the hand with a short-suit or “gambit” opening. With three trumps and a five-card suit containing two honors not in sequence, we still open the long suit if we have a sure re-entry in another suit. This, for example, hearts trumps:-- ♡ K 6 2 ♣ 8 6 2 ♢ A Q 6 4 3 ♠ A 10 The trey of diamonds is the best opening.
Four dominoes in the set are trumps, or Matadores. These are the double blank, and the three dominoes that have seven on their faces; 6-1, 5-2, and 4-3. Any of these trumps may be played at any time on either of the ends, in order to prevent a block; but the following player, if he does not play a trump also, must play the complement of seven to whichever end of the matadore is left exposed. Doublets are not placed crosswise, and count only for the suit to which they belong; a double three cannot be played to an ace, because it counts as three only. The trumps are usually placed at right angles to the line. The game is decided and settled for as in the ordinary Block Game. _=SEBASTOPOL.=_ In this variety of the Block Game, four persons play. Each takes seven bones, and the double six sets. Nothing but sixes can be played until both sides and both ends of the first set have been played to.
-+---+-.-+---+-.-+---+-.-+---+ | . | | . | | . | | . | | +-.-+---+-.-+---+-.
In the first plan (fig. 1) the game is:--Throw stone into No. 1. Hop from No. 1 to No. 5 and back. Then pick it up. So on successively. After having thrown it into No. 5, begin to reverse by throwing stone into No.
--North-West Lincolnshire (Rev. ---- Roberts and Miss Peacock). (_b_) Similar versions are from Earls Heaton (Herbert Hardy), Ireland (_Folk-lore Journal_, ii. 265), Peacock (_Mauley and Corringham Glossary_). Addy (_Sheffield Glossary_) gives this game with the following addition: If a duck falls short of the Duckstone, and the one whose duck is on the stone sees that he can _wand_ or _span_ with his hand the distance between the duck thus thrown and the Duckstone, he shouts out Wands, and if he can wand or span the distance he takes his duck off, and the duck thus thrown is put on. Holland (_Cheshire Glossary_), Darlington (South Cheshire), Baker (_Northants Glossary_), and Brogden (_Provincial Words, Lincolnshire_), also give this game. Elworthy (_West Somerset Words_) calls it Duck, and Ducks off and Cobbs off in Dorsetshire. In London the boy repeats the words, Gully, gully, all round the hole, one duck on, while he is playing (_Strand Magazine_, November 1891). Newell (_Games_, p. 188) calls it Duck on a Rock.
The Cowes version (Miss Smith) has arrived at wash-pan. The burden of the Chirbury version is a rea, a ria, a roses, and the Sheffield version is also remarkable: the I, O, OM refers, probably, to something now forgotten, or it may be the Hi, Ho, Ham! familiar in many nursery rhymes. The game seems to point to a period some time back, when milking was an important phase of the daily life, or perhaps to the time when it was customary for the maids and women of a village to go to the hilly districts with the cows (summer shealings) for a certain period of time. The references to domestic life are interesting. The scarcity of beds, the best or feather bed, and the children s bed, seeming to be all those available. The feather bed is still a valued piece of household furniture, and is considered somewhat of the nature of a heirloom, feather beds often descending from mother to daughter for some generations. I have been told instances of this. Gregor, in _Folk-lore of East of Scotland_, p. 52, describes the Scottish box-bed. The truckle bed and footman s bed probably refers to the small bed under a large one, which was only pulled out at night for use, and pushed under during the day.