10. The game shall come to an end only at the conclusion of a round, and any player wishing to stop must give notice before the beginning of a round. CARDS. 11. There are thirty-two cards in the pack, the rank and value of which are as follows: Jack 2; ace 11; ten 10; king 4; queen 3; the nine, eight and seven having no counting value. 12. The suits shall always outrank one another in the same order; clubs, spades, hearts and diamonds. The four jacks, or Wenzels, which are always the four best trumps, shall outrank one another in the same order. 13. In Nullo, the cards rank: A K Q J 10 9 8 7, and the suits and jacks are all of equal rank.
--Holland s _Glossary_. Badger the Bear A rough game, sometimes seen in the country. The boy who personates the Bear performs his part on his hands and knees, and is prevented from getting away by a string. It is the part of another boy, his Keeper, to defend him from the attacks of the others.--Halliwell s _Dictionary_. This is a boys game, and is called Buffet the Bear. It may be taken part in by any number. One boy--the Bear--goes down on all fours, and lowers his head towards his breast as much as possible. Into his hand is placed one end of a piece of cord, and another boy, called the Keeper, takes hold of the other end in one hand, while he has in the other his cap. The other boys stand round, some with their caps in hand, and others with their neckties or pocket-handkerchiefs, and on a given signal they rush on the Bear and pelt him, trying specially to buffet him about the ears and face, whilst the Keeper does his best to protect his charge.
He trotted away. Darlin Billy! she said, and her heart stopped. She was dead. I picked her up in my arms and carried her to the same sawdust-strewn private dining room where I d given Barney the Blackout. I had to split the lift. The tourniquet was an absolute necessity, or more of the nerve poison would enter her system. But her heart _couldn t_ stop. The brain can only stand a few seconds of that. I hadn t let it miss three beats. Even as I carried her from the casino, I lifted the main coronary muscle and started a ragged pumping, maybe forty beats a minute.
Beginners should be careful to preserve cards of re-entry, even if they have to discard from their good suit in order to do so. When the adversaries have shown strength in trumps, or are leading them, there is little use in keeping a long suit together. It is much better to keep guard on the suits in which they are probably strong, letting your own and your partner’s go. A player having full command of a suit, may show it to his partner by discarding the best card of it. Discarding the second-best is an indication that the player has not the best; and in general, the discard of any small card shows weakness in that suit. _=Forcing.=_ We have already observed that a player who is weak himself should not force his partner. An exception may be made in cases where he has shown weakness, or has had a chance to lead trumps and has not done so. On the contrary, an adversary should not be forced unless he has shown strength, or the player forcing him is weak. The hope of a player with a good suit is to defend it by leading and exhausting the trumps.
--Cornwall (_Folk-lore Journal_, v. 50). (_b_) Mr. S. O. Addy says the following lines are said or sung in a game called T Bull s i t Barn, but he does not know how it is played:-- As I was going o er misty moor I spied three cats at a mill-door; One was white and one was black, And one was like my granny s cat. I hopped o er t style and broke my heel, I flew to Ireland very weel, Spied an old woman sat by t fire, Sowing silk, jinking keys; Cat s i t cream-pot up to t knees, Hen s i t hurdle crowing for day, Cock s i t barn threshing corn, I ne er saw the like sin I was born. Bulliheisle A play amongst boys, in which, all having joined hands in a line, a boy at one of the ends stands still, and the rest all wind round him. The sport especially consists in an attempt to heeze or throw the whole mass on the ground.--Jamieson.
Schenck’s Rules for Draw Poker, 1872. The Poker Book, by Richard Guerndale, 1888. The Gentlemen’s Handbook of Poker, by J.W. Florence, 1892. Poker Rules in Rhyme, by Geo. W. Allen, 1895. Science of Draw Poker, by David A. Curtis, 1901.
S. O. Addy. Dronfield, Eckington, Egan Mr. S. O. Addy. DEVONSHIRE Halliwell s _Dictionary_. DORSETSHIRE { Barnes _Glossary_, _Folk-lore { Journal_, vol. vii.
--Addy s _Sheffield Glossary_. V. There was a jolly miller, and he lived by himself, As the wheel went round he made his wealth; One hand in the upper and the other in the bank, As the wheel went round he made his wealth. --Earls Heaton, Yorks. (Herbert Hardy). VI. There was a jolly miller, and he lived by himself, As the wheel went round he made his grab; One hand in the other, and the other in the bag, As the wheel went round he made his grab. --Nottinghamshire (Miss Winfield). VII. There was a jolly miller, and he lived by himself (or by the Dee), The sails went round, he made his ground; One hand in his pocket, the other in his bag.
Two packs are generally used. _=Players.=_ A table is complete with four players, and if there are more than four candidates for play the selection must be made by cutting. All the rules for formation of tables, cutting, ties, etc., are the same as at bridge. The lowest cut takes the deal. Partners sit opposite each other. _=Dealing.=_ The dealer presents the pack to be cut, and then gives thirteen cards to each player, one at a time. No trump is turned.
Cotgrave s _Dictionarie_, 1632, says: _Merelles_, le jeu de merelles, the boyish game called merrils, or fiue-pennie morris. Played here most commonly with stones, but in France with pawns or men made of purpose, and termed merelles. Strutt (_Sports_, p. 317) says: This was why the game received this name. It was formerly called Nine Men s Morris and Five-penny Morris, and is a game of some antiquity. It was certainly much used by the shepherds formerly, and continues to be used by them and other rustics to the present hour. An illustration of the form of the merelle table and the lines upon it, as it appeared in the fourteenth century, is given by him, and he observes that the lines have not been varied. The black spots at every angle and intersection of the lines are the places for the men to be laid upon. The men are different in form and colour for distinction s sake, and from the moving these men backwards and forwards, as though they were dancing a morris, I suppose the pastime received the name of Nine Men s Morris, but why it should have been called Five-penny Morris I do not know. The manner of playing is briefly thus:--Two persons, having each of them nine pieces or men, lay them down alternately, one by one, upon the spots, and the business of either party is to prevent his antagonist from placing three of his pieces so as to form a row of three without the intervention of an opponent piece.
--Moor s _Suffolk Words_, p. 238. Duck under the Water Each child chooses a partner, and form in couples standing one before the other, till a long line is formed. Each couple holds a handkerchief as high as they can to form an arch. The couple standing at the end of the line run through the arch just beyond the last couple standing at the top, when they stand still and hold their handkerchief as high as possible, which is the beginning of the second arch; this is repeated by every last couple in succession, so that as many arches as are wanted can be formed.--East Kirkby, Lincolnshire (Miss K. Maughan). Miss Baker (_Northamptonshire Glossary_) says the game is played in that county. Formerly in the northern part of the county even married women on May Day played at it under the May garland, which was extended from chimney to chimney across the village street. Duck at the Table A boys game, played with round stones and a table-shaped block of stone.
Each player should bid on the possibilities of his hand, however small, so as to guide the others in their selection of partners. _=Partners.=_ If the bidder has proposed to take not more than _=five=_ tricks out of the seven possible, he chooses two partners, and these three play against the remaining four. If he has bid to make _=six=_ or _=seven=_ tricks he chooses three partners, and these four play against the remaining three. Partners cannot refuse to play. _=Playing Alone.=_ Should a player think he can take all seven tricks without any partners, he may bid _=ten=_, which would outrank a bid of seven; but such a bid must be made before seeing the widow. If a player thinks he can win all seven tricks without either widow or partners, he may bid _=twenty=_, which is the highest bid possible. When twenty is bid the cards in the widow must remain untouched. _=Playing.
What do you want? Let me light my pipe at your fire? My fire s out. Yes! if you ll not dirty the hearth. No, certainly; I ll be careful. While the eldest sister pretends to look on the shelf for something, the Witch dirties the hearth, catches hold of Monday and runs off with her; and at this moment the pot boils over. The child who is the pot makes a hissing and fizzing noise. The daughter calls out-- Mother, mother, the pot boils over. Take the spoon and skim it. Can t find it. Look on the shelf. Can t reach it.
No moah, she said. You ll lose. 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.
4--Battle of Hook s Farm. The Battle developing rapidly.] [Illustration: Fig. 5a--Battle of Hook s Farm. Red Cavalry charging the Blue Guns.] (4) Any isolated body may hoist the white flag and surrender at any time. (5) A gun is captured when there is no man whatever of its original side within six inches of it, and when at least four men of the antagonist side have moved up to it and have passed its wheel axis going in the direction of their attack. This latter point is important. An antagonist s gun may be out of action, and you may have a score of men coming up to it and within six inches of it, but it is not yet captured; and you may have brought up a dozen men all round the hostile gun, but if there is still one enemy just out of their reach and within six inches of the end of the trail of the gun, that gun is not captured: it is still in dispute and out of action, and you may not fire it or move it at the next move. But once a gun is fully captured, it follows all the rules of your own guns.
[This seems merely a mild form of marbles.]--Lincolnshire (Rev. ---- Roberts). There were several games played with buttons--some on level ground, in a ring or square; but the most approved was with a hole dug in the earth near a wall, or near the trunk of a large tree. The hole should be about the cavity of a small tea-cup, the players toeing a scratched line about four or five feet from the hole, after tossing for first innings. Each of the players (mostly two) contribute an equal number of buttons, say from two to ten, and of equal value or quality. The one having first turn takes the whole of them in his hand, and by an under-throw, or rather a pitch, endeavours to get the whole, or as many as possible, into the hole. 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.
Whichever colour the chosen hand contains the chooser must take for the first game. _=The Moves.=_ The men never leave the colour of the squares on which they are originally set up, so that they always move diagonally. At the beginning of the game the men move only one square at a time, and always forward, and can be placed only on squares which are unoccupied. If an adverse piece stands upon a square to which a man might be moved, and there is a vacant square beyond, the man must jump over the adverse piece to the unoccupied square, at the same time removing from the board the piece so jumped over. In the position shown in Diagram No. 1, for instance, it being White’s turn to move, he must jump over the black man, removing it from the board. Black will then have a choice of two jumps, over one man or over two, and will of course select the jump toward the right of the board first, and then over the second man, removing both from the board. A man may jump over and capture several men at one move, provided there are vacant squares between them, and beyond the last man. [Illustration: No.
| -- | -- | |25.|He came to inquire, |They shall be married | | |down she came, so off |with gold ring. | | |with glove and on with| | | |ring, to-morrow the | | | |wedding begins. | | |26.| -- | -- | |27.| -- | -- | |28.| -- | -- | |29.| -- | -- | |30.| -- |[Dancing, cuddling, | | | |asking to marry.] | |31.
All the players must keep within this line. King Cæsar stands in the middle of the ground. Any number of the players can then rush across the ground from one den to another. King Cæsar tries to catch one as they run. When he catches a boy he must count from one to ten in succession before he leaves hold of the boy, that boy in the meantime trying to get away. If King Cæsar succeeds in holding a boy, this boy stays in the centre with him and assists in catching the other players (always counting ten before a captive is secured). The dens must always be occupied by some players. If all the players get into one den, King Cæsar can go into the empty den and say, Crown the base, one, two, three, three times before any of the other players get across to that den. If he succeeds in doing this, he can select a boy to run across from one den to the other, which that boy must do, King Cæsar trying to catch him. Other and bigger boys can help this one to get across, to save him from being captured, either by carrying him or running across with him.
=_ 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.