Of these, there are two in which he may win the second game, and two in which he may lose it, showing that it is still exactly an even thing that he will win the second game. If he wins the second game, there are only two possible events, the first two on the list in the margin, which begin with two wins for Smith. Of these he has one chance to win the third game, and one to lose it. No matter how far we continue a series of successive events it will always be found that having won a certain number of games, it is still exactly an even thing that he will win the next also. The odds of 1023 to 1 against his winning ten games in succession existed only before he began to play. After he has won the first game, the odds against his winning the remaining nine are only 511 to 1, and so on, until it is an even thing that he wins the tenth, even if he has won the nine preceding it. In the statistics of 4000 coups at roulette at Monte Carlo it was found that if one colour had come five times in succession, it was an exactly even bet that it would come again; for in twenty runs of five times there were ten which went on to six. In the author’s examination of 500 consecutive deals of faro, there were 815 cards that either won or lost three times in succession, and of these 412 won or lost out. In a gambling house in Little Rock a roulette wheel with three zeros on it did not come up green for 115 rolls, and several gamblers lost all they had betting on the eagle and O’s. When the game closed the banker informed them that the green had come up more than twenty times earlier in the evening.
| -- | -- | -- | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.|Fochabers (Scotland). | Hampshire. | Northants. | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket o |Drawing a bucket of |Draw a pail of water. | | |water. |water.
The number of points won or lost is determined by deducting the lower score from the higher, the difference being the number of points won on that deal. If it is a tie, neither side scores. If either side has incurred a penalty which prevents them from scoring any points they may have won, the adversaries have nothing to deduct, and score all they make. If the side that named the trump fails to make as many points as it bid, it scores nothing, and the number of points bid are scored by the adversaries, in addition to any points that the adversaries may have made in play. For instance: A-B are partners against Y-Z. B has bid to make 8, and named hearts for trumps. A-B make 10, which is 2 more than they bid, Y-Z getting the other 4; which leaves A-B 6. These are scored by placing one red and one white counter in the pool. But suppose A-B got only 5 points, Y-Z getting 9. A-B would score nothing, as they did not make good their bid; while Y-Z would score the 9 points actually won, and the 8 points bid in addition, or 17 altogether.
It is impossible to take back the cards and replay them, because no one would have a right to judge how much a person’s play was altered by his knowledge of the cards in the other hands. If a player, having already won a trick, renders himself liable to any penalty, as for exposing a card, leading or following suit out of turn, or abandoning his hand, he is looed for three red counters, payable to the next pool, and the payment for the tricks he has won must be left in the pool in white counters. IRISH LOO. In this variation, no widow is dealt, and there is no distinction between simple and double pools. A trump is always turned up, and the dealer asks each in turn, beginning on his left, whether or not he will play, taking up the cards of those who decline to stand. He then announces his own decision, and proceeds to ask those who have declared to play whether or not they wish to exchange any of the cards originally dealt them. The usual question is simply: “How many?” and the player names the number of cards he wishes to exchange, if any; at the same time discarding others in their places. The number first asked for cannot be amended or recalled. The trump is laid aside, and the cards called for are dealt from the remainder of the pack, without further shuffling. In all other respects, the game is Three-card Loo.
She _is_ a cat, he thought. That s all she is--a _cat_! But that was not how his mind saw her--quick beyond all dreams of speed, sharp, clever, unbelievably graceful, beautiful, wordless and undemanding. Where would he ever find a woman who could compare with her? --CORDWAINER SMITH [Illustration] * * * * * End of Project Gutenberg s The Game of Rat and Dragon, by Cordwainer Smith *** END OF THE PROJECT GUTENBERG EBOOK THE GAME OF RAT AND DRAGON *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy. You may use this eBook for nearly any purpose such as creation of derivative works, reports, performances and research.
361, records the following rhyme:-- Here we go with merry shout, Up and down and round about, And dance a merry-ma-tandy, but he does not describe the game in detail. Milking Pails [Music] --Monton, Lancashire (Miss Dendy); London (A. B. Gomme). [Music] --Earls Heaton, Yorks. (H. Hardy). I. Mary s gone a-milking, Mother, mother, Mary s gone a-milking, Gentle sweet mother o mine. Take your pails and go after her, Daughter, daughter, Take your pails and go after her, Gentle sweet daughter o mine.
Of course he did. 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.
The Congleton version is evidently incomplete. +----+----------------------+----------------------+----------------------+ | No.| Scotland (Chambers). | Lanarkshire. | Biggar. | +----+----------------------+----------------------+----------------------+ | 1.|A-dis, a-dis, a green |A-dis, a-dis, a green |A dish, a dish, a | | |grass. |grass. |green grass. | | 2.
If you hold Ace and others in a plain suit, partner leading Jack, pass it if Dummy has no honour. Perhaps by winning the second round you can give the invited force. With any other honours than the Ace, pass a partner’s Jack led. If partner leads you a suit of which he knows, or should know, you have not the best, he must have a good finesse in the suit which he does not lead, and you should take the first opportunity to lead that suit to him. In returning partner’s suits, some modification may be suggested by the condition of Dummy’s hand. For instance: With K x x; Dummy having A Q J x; if you win, third hand, on Dummy’s finesse, you may be sure your partner’s lead was a weak suit. If Dummy is weak in the two other plain suits, your partner may have a good finesse in one or both of them. When your partner wins the first round of an adverse suit, and immediately returns it, he is inviting a force. _=Dummy on the Left.=_ When the player is third hand with Dummy on his left, his chief care will be to divine his partner’s object in leading certain cards up to Dummy.
It is better to lead the ten of diamonds than the fourth-best, because if the declarer does not follow with an honour, your partner will not have to sacrifice an honour to keep Dummy from winning the trick with the 9. After the opening lead, when Dummy’s cards are exposed, the knowledge of his cards may change the aspect of the game greatly; but the proper cards to lead to and through Dummy will be better understood in connection with the play against no-trumpers. _=No-trump Leads.=_ The chief difference in the leads against no-trumpers is, that there is no hurry to make your aces and kings, the chief thing being to make some of the smaller cards good for tricks. When you are long in a suit, if you lead out the winning cards first, your partner may have none to lead you later on, and if you cannot make every trick in the suit before you lose the lead, you may never make anything but your one or two high cards. The difference in the leads at no-trump is covered by a very simple rule; if you have only two honours in sequence, do not lead either of them, but begin with the fourth-best, even if your honours are the Ace and King. But if you have three honours in the suit, two of them in sequence, always lead an honour against a no-trumper. The exception to this rule is, that when you are so long in the suit that you may catch some high cards with your high cards, you lead them first. With six or seven in suit to the A K, for instance, lead the King, on the chance of dropping the Queen. With seven in suit headed by the Ace, lead the Ace, but never with less than seven without the King.