25. The claimant of a revoke may search all the tricks at the end of a hand. The revoke is established if the accused player mixes the cards before the claimants have time to examine them. 26. A revoke must be claimed before the tricks have been mixed, preparatory to shuffling for the next deal. 27. If a player is lawfully called upon to lead a certain suit, or to play the highest of it, and unnecessarily fails to comply, he is liable to the penalties for a revoke. 28. Any trick once turned and quitted must not again be seen until the hand is played. Any player violating this rule is subject to the same penalties as for a lead out of turn.
Furnivall in _Early English Meals and Manners_, p. lxii., is this passage: By this meanes also the schollars may be kept euer in their places, and hard to their labours, without that running out to the Campo (as they tearme it) at school times, and the manifolde disorders thereof; as watching and striuing for the clubbe and loytering then in the fields. See Football. Canlie A very common game in Aberdeen, played by a number of boys, one of whom is by lot chosen to act the part of Canlie. 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.
Micklethwaite (_Arch. Journ._, xlix. 327-28). I am told that in the iron districts of Staffordshire, the round bits of iron punched out in making rivet holes in boiler plates are the modern representatives of hucklebones.--_Ibid._ In Westminster four stones are held in the right hand, a marble is thrown up, and all four stones thrown down, and the marble allowed to bounce on the hearthstone or pavement, and then caught in the same hand after it has rebounded. The marble is then thrown up again, and one of the four stones picked up, and the marble caught again after it has rebounded. This is done separately to the other three, bringing all four stones into the hand. The marble is again bounced, and all four stones thrown down and the marble caught.
The player who knocks down a pin after striking a ball gains _two_ points, if he knocks down two pins he gains _four_ points, and so on, scoring two points for each pin knocked down. If he knock down the middle pin alone he gains _five_ points. The player who pockets the red ball gains _three_ points and two for each pin knocked down by the same stroke. The player who pockets the white ball gains two points, and two for each pin knocked over with the same stroke. Each carrom counts two. The player who knocks down a pin or pins with his own ball before striking another ball loses two for every pin so knocked down. The player who pockets his own ball without hitting another ball forfeits three points; for missing altogether he forfeits one point. The striker who forces his own ball off the table without hitting another ball forfeits _three_ points, and if he does so after making a carrom or pocket he loses as many points as he would otherwise have gained. The rules of the American Carrom Game, except where they conflict with the foregoing rules, govern this game also. BOTTLE POOL.
The player calling a spread must remember that it will be impossible for him to get any discards after the first trick without the consent of the adversaries; for they will not lead a suit of which they see he is void. In order to reduce the caller’s chances of a discard on the opening lead, before his cards are exposed, the adversaries should select their shortest suits, unless they have a bottom sequence to the deuce. _=THE SLAM.=_ This feature of Solo Whist is even rarer than the _grand coup_ at Whist. It is not very marvellous for an abundance player to make twelve or thirteen tricks; but to announce thirteen tricks before a card is played is something phenomenal. All the adversaries can do against such a call is to show each other, by their discards, in which of the suits they have a possible trick. It is very annoying to have a player succeed in making a slam just because two of his adversaries keep the same suit. SOLO WHIST FOR THREE PLAYERS. The best arrangement is to play with a pack of forty cards, deleting the 2, 3, and 4 of each suit. The last card is turned up to determine the trump, but it is not used in play.
The lover then falls on the ground and says the next line. As this is said the good fairy appears, touches the fallen lover with her hand, and he is immediately well again. (_c_) This is a curious game, and is perhaps derived from a ballad which had been popular from some more or less local circumstance, or more probably it may be a portion of an old play acted in booths at fair times by strolling players. It is not, as far as I can find out, played in any other counties. The lines-- Over the water at the hour of ten, I ll meet you with five thousand men; Over the water at the hour of five, I ll meet you there if I m alive, are portions of a dialogue familiar to Mr. Emslie, and also occur in some mumming plays. It may also be noted that the curing of illness or death from a stab is an incident in these plays, as is also the method of playing. The first lines are similar to those of Lady on the Mountain, which see. Lag A number of boys put marbles in a ring, and then they all bowl at the ring. The one who gets nearest has the first shot at the marbles.
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=_ All games of dominoes are based upon the principle of matching, or following suit; which requires that each domino played shall belong to the same suit as one of the exposed ends of the line of dominoes already played, and exposed upon the table. In playing a domino, it must be so placed that the end of it shall match and adjoin the exposed end of the line; a six being played to a six, a four to a four, and so on. Each domino, as played, is laid face upward on the table, the ends abutting, and doublets being laid across, or at right angles to the line. The principal games are divided into two classes; those in which the object is to _=block=_ a player, so that he cannot follow suit, and those in which the object is to make the ends of the line some multiple of _=five=_ or _=three=_. The Block Game will be described first. _=THE BLOCK GAME.=_ Each player draws seven dominoes, and the one whose turn it is to set lays down any domino he pleases. If a good player, he will select one of his longest suit, especially if he has three or more, and his object will be to get the line back to his suit as often as possible. If a player had to set with the hand of dominoes shown in the foregoing diagram, he would select the 5-0, because he has four of the 5 suit, and three of the 0 suit. This would compel his adversary to play some domino having upon it a 5 or a 0.
After considerable experiment and practice this little whist school laid down the principles of the game as being: “to play from the strong suit; to study the partner’s hand; never to force partner unnecessarily, and to attend to the score.” It is generally believed that Edmond Hoyle was familiar with the proceedings of this set, and on their experiences based his celebrated “Short Treatise on the Game of Whist,” which was entered at Stationers’ Hall in London Nov. 17, 1742. The only works previous to Hoyle touching upon whist were the “Compleat Gamester” of Cotton, which first appeared in 1674, and the “Court Gamester,” of Richard Seymour, 1719. One of Hoyle’s great points was his calculation of the probabilities at various stages of the rubber. This seems to have been looked upon as most important in guiding persons in their play, for we find that Abraham de Moivre, a famous mathematician, used to frequent the coffee houses, and for a small fee give decisions on questions of the odds at whist. Bath seems to have been the great rallying-point for the whist-players of the last century; but the passion for the game soon spread all over Europe. In 1767 Benjamin Franklin went to Paris, and it is generally believed that he introduced the American variety of the game known as Boston, which became the rage in Paris some time after the war of independence. So popular did whist become in Italy that we find the boxes at the opera in Florence provided with card tables in 1790. The music of the opera was considered of value chiefly as, “increasing the joy of good fortune, and soothing the affliction of bad.
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. 2 is worth 21 points on account of the three runs of three and the pair royal, while No. 3 is worth only 16; a double run of four and a single pair. No. 4 contains four fifteens in addition to the four runs of three and two single pairs, and is therefore worth 24 points. The best combination that can be held in hand or crib is three Fives and a Jack, with the Five of the same suit as the Jack for a starter. We have already seen that the four Fives by themselves are worth 20, to which we must add the four extra fifteens made by combining the Jack with each Five separately, and one more point for his nobs, 29 altogether. If the Jack was the starter, the combination would be worth 30 to the dealer, but his heels would have to be counted before a card was played.
If either of them, with or without his partner’s consent, demands a penalty to which they are entitled, such decision is final. If the wrong adversary demands a penalty, or a wrong penalty is demanded, none can be enforced. * * * * * The following rules belong to the established code of Whist Etiquette. They are formulated with a view to discourage and repress certain improprieties of conduct, therein pointed out, which are not reached by the laws. The courtesy which marks the intercourse of gentlemen will regulate other more obvious cases. 1. No conversation should be indulged in during the play, except such as is allowed by the laws of the game. 2. No player should in any manner whatsoever give any intimation as to the state of his hand or of the game, or of approval or disapproval of a play. 3.
When a boy was being pursued to be taken prisoner, his great object was, when he came to close quarters with his pursuers, to save his head from being touched on the crown by one of them.--Nairn (Rev. W. Gregor). At Duthil, Strathspey, this game goes by the name of Rexa-boxa-King. When the players have ranged themselves on one side of the playground, and the King has taken his stand in front of them, he calls out Rexa-boxa-King, or simply Rexa, when all the players rush to the other side. The rush from side to side goes on till all are captured. The one last captured becomes King in the next game.--Rev. W.
Whist; Jan., 1892; Jan., 1894; Aug., 1894; Oct., 1894; Jan., 1895: Mar., 1895; May, 1895; July, 1895; Oct., 1895. THE LAWS OF DUPLICATE WHIST. _The Laws of Duplicate Whist as Amended and Adopted at the Whist Congress, Niagara Falls, New York, July, 1900; as amended at the Twelfth Congress, June, 1902; as amended at the Thirteenth Congress, July, 1903; Fourteenth A.