451). Gilty-galty (or gaulty) A boy s game. One boy is chosen, who says:-- Gilty-galty four-and-forty, Two tens make twenty. He then counts one, two, three, four, &c., up to forty, having his eyes covered by his hands, and the others hide while he is saying the nominy. At the conclusion he uncovers his eyes, and if he sees any boys not yet hidden they have to stand still. He seeks the rest, but if he moves far away from his place, called the stooil (stool), one of the hidden boys may rush out and take it, provided he can get there first. Should he fail in this he also has to stand aside; but if any one succeeds, then all run out as before, and the same boy has to say the nominy again. On the other hand, if he finds all the boys without loosing his stooil, the boy first caught has to take his place and say the nominy. The game was thus played in 1810, and is so still, both here and at Lepton.
And whenever fifty moves are demanded and accorded, the party demanding it may, when the fifty moves have been made, claim the right to go on with the game, and thereupon the other party may claim the fifty move rule, at the end of which, unless mate be effected, the game shall be decided a draw. _=Stale-Mate.=_ A stale-mate is a drawn game. _=Time Limit.=_ The penalty for exceeding the time limit is the forfeiture of the game. It shall be the duty of each player, as soon as his move be made, to stop his own register of time and start that of his opponent, whether the time be taken by clocks, sand-glasses, or otherwise. No complaint respecting an adversary’s time can be considered, unless this rule be strictly complied with. But nothing herein is intended to affect the penalty for exceeding the time limit as registered. _=Abandoning the Game.=_ If either player abandon the game by quitting the table in anger, or in any otherwise offensive manner; or by momentarily resigning the game; or refuses to abide by the decision of the Umpire, the game must be scored against him.
L. Gomme, { Mr. J. P. Emslie, Miss Dendy, Mr. London { J. T. Micklethwaite (_Archæological { Journal_, vol. xlix.), _Strand { Magazine_, vol.
DERBYSHIRE { _Folk-lore Journal_, vol. i., Mrs. { Harley, Mr. S. O. Addy. Dronfield, Eckington, Egan Mr. S. O.
For instance: A B C D E are playing. C bids 8 and names clubs. After the draw he finds he holds A J 10 5 2 of trumps. He calls for the club King as his partner, and leads his Pedro at once for the King to take it in. He is then certain to catch the other Pedro, or to save three of the four points for High, Low, Jack, and the Game. Those who have played Seven-handed Euchre will at once recognize the similarity of the two games. Both are excellent round games for the family circle. _=Progressive Cinch=_ is played by dealing one round at each table; that is, four deals, each player having the deal once only. The ordinary game of Cinch is played, and the pair having the fewest points to go at the end of the four deals progress to the next higher table. Ties cut to decide, high going up.
The Norfolk action seems to be the most nearly perfect in its dramatic significance, and the Shropshire action comes next. The action of the other games seems to have been grafted on to the superior form of Oranges and Lemons. It is probable that this fact has preserved the words more completely than in the other cases, where the force of the robber action would become less and less as actual experience of robbers and robbery died out. Altogether, this game supplies a very good example of the change produced in games by changes in the actual life which gave rise to them. It is singular that the verses of this game also enter into the composition of London Bridge is broken down. It is probable, therefore, that it may be an altered form of the game of London Bridge. The refrain, My fair lady, occurs in both games. See London Bridge. Hats in Holes A boys game. The players range their hats in a row against the wall, and each boy in turn pitches a ball from a line at some twenty-five feet distance into one of the hats.
=_ After the cards have been delivered by the dealer, no player has the right to be informed how many cards any player drew; and any person, bystander or player, volunteering the information, except the player himself, may be called upon to pay to the player against whom he informs an amount equal to that then in the pool. Any player who has made good the ante and drawn cards may, before making a bet, ask how many cards the dealer drew, and the dealer must inform him. _=28. Betting After the Draw.=_ The first player who holds cards on the left of the age must make the first bet, whether he has straddled or not. If he declines to bet he must abandon his hand. The fact that the age is not playing makes no difference, as his privilege cannot be transferred to any other player. Bets may vary in amount from one counter to the betting limit. If no player will bet, the age takes the pool without showing his hand; or, if he has passed out before the draw, the last player on his right who holds cards wins the pool. _=29.
(Anon.) Von Posert, Quedlinburg. 1879. Encyclopædia der Spiele, by Fr. Anton. 1889. Skat, by F. Tschientschy. 1888. Skat, by L.
If any person has played his down card he will have no card to turn up, none having been uncovered. The cards cannot under any circumstances be shifted from their original positions. If a player has five cards face up, covering five cards face down, he cannot shift one of the exposed cards to the empty sixth place, and uncover another card. All covering cards must be got rid of in the course of play. _=PENALTIES=_ for revokes, cards led out of turn, etc., are the same as at Whist. _=OBJECTS OF THE GAME.=_ As in Whist, the object is to win tricks, all above six counting one point toward game. Five, seven, or ten points may be made the game, at the option of the players, but ten is the usual number. Honours are not counted except by agreement.
If third hand held four originally, 10 8 7 4, his play to the second round is the 7, keeping the 4. If he held 10 8 7 only, his play to the second round would be the 10, keeping the 7. This makes it clear to the leader how many and what he holds. _=High Cards Third Hand.=_ When the third hand tries to win his partner’s lead, he does so as cheaply as possible. That is, holding both King and Queen, he plays the Queen, not the King. If his cards are not in sequence, he should always play the best he has. With Ace and Queen, for instance, he must play the Ace if the King is not in the Dummy. To play the Queen would be to throw it away if the declarer has the King. If the leader has the King, third hand gets out of his way by giving up the Ace.
_=Playing.=_ The elder hand leads a card, and the dealer then declares and marks any impérials he may have that are good; after which he plays a card. No impérials can be claimed or scored after the holder has played a card. The second player in each trick must win the trick if he can, either with a higher card or with a trump. For each honour in trumps in the tricks won the player marks a white counter at the end of the hand. The winner of the odd trick scores as many white counters as he has tricks in excess of his adversary. If either player makes capot, (all twelve tricks,) he scores two red counters. _=Scoring.=_ When one player reaches six white counters and changes them for a red, his adversary must take down any white counters he may have scored. For instance: The pone has 2 reds and 4 whites up; the dealer has 1 red and 5 whites.
It must be remembered that there are only eight cards in each suit, and by comparing those that you hold with those that your adversary may hold it is comparatively easy, in the majority of hands, to estimate the possible scores against you. Next to the point, the most important thing is the score for _=cards=_. The point will save pic and repic, but the cards will make the greatest difference in the score in the long run. Sequences are always valuable, especially those that are Ace high in the elder hand, because they enable him to win a succession of tricks in play. The elder hand should risk a good deal if he has a fair chance to make a pic or repic, which will often settle the game. If there is any choice as to what to keep of two nearly equal chances, always preserve the combination that will be most likely to secure the count for cards. In _=Leading=_, it is best to begin with the point, unless you know that you are leading up to tenace, or to high cards that will bring in a long adverse suit. The piquet player soon learns the importance of tenace and fourchette, and can sometimes see how things must be managed for five or six tricks ahead, so as to secure the odd trick. Tenace is the best and third-best of any suit, such as A Q, while a fourchette is any two cards within one of each other, such as K J, or Q 10, and the lead from such combinations should always be avoided. If you have the odd trick in hand, make it at once, before you risk anything else, because the only difference between the odd trick and eleven tricks is the count for each card led in the tricks.
If the declarer lead out of turn, either from his own hand or dummy, he incurs no penalty, but he may not rectify the error unless directed to do so by an adversary.[16] If the second hand play, the lead is accepted. 78. If an adversary of the declarer lead out of turn, and the declarer follow either from his own hand or dummy, the trick stands. If the declarer before playing refuse to accept the lead, the leader may be penalized as provided in Law 76. 79. If a player called on to lead a suit have none of it, the penalty is paid. CARDS PLAYED IN ERROR. 80. Should the fourth hand, not being dummy or declarer, play before the second, the latter may be required to play his highest or lowest card of the suit led, or to win or lose the trick.
If a prime is the best combination shown, the holder wins the pool, and receives _=two counters=_ from each of the other players. If the pips in the prime aggregate more than thirty, it is called _=Grand Prime=_, and the holder receives _=three counters=_ from each of the other players, instead of two. If two or more primes are shown, the one with the highest number of pips wins. If this is still a tie, the elder hand wins. _=A Sequence=_ is a bobtail straight flush; that is, three of the four cards are in sequence, such as the 2, 3 and 4 of spades, with an odd card, such as a 9. This is a better combination than a prime, and the holder receives _=three counters=_ from each player. In case of ties, the highest sequence wins. If the sequence flush is one of four cards, it is a doublet. _=A Tricon=_, or three of a kind, is better than a straight, and entitles the holder to _=four counters=_ from each of the other players. Pairs have no value.
If a player throws off all his men before his adversary has thrown off any, and while one or more of the adversary’s men are still on the side of the board next the winning player, it is a backgammon, or triple game. Bath Coup, holding up Ace Jack on a King led by an adversary. Battre, F., to shuffle. Bedienen, G., to follow suit. Bekommen, G., to win. Bekennen, G., to follow suit.
To remedy this, it was proposed that whenever no player came in, each should be obliged to ante an equal amount for the next deal, and just to demonstrate that there were some good hands left in the pack no one was allowed to draw cards until some one had _=Jacks or better=_ to draw to. The result of this practice was to make jack pots larger than the other pools, because every one was compelled to ante, and this seems to have prompted those who were always wanting to increase the stakes to devise excuses for increasing the number of jack pots. This has been carried so far that the whole system has become a nuisance, and has destroyed one of the finest points in the game of Poker,--the liberty of personal judgment as to every counter put into the pool, except the blind. The following excuses for making jack pots are now in common use: _=After a Misdeal=_ some parties make it a jack; but the practice should be condemned, because it puts it in the power of any individual player to make it a jack when he deals. _=The Buck=_ is some article, such as a penknife, which is placed in the pool at the beginning of the game, and is taken down with the rest of the pool by whichever player wins it. When it comes to his deal, it is a jack pot, and the buck is placed in the pool with the dealer’s ante, to be won, taken down, and make another jack in the same way. The usual custom is to fix the amount of the ante in jack pots, a red, or five whites, being the common stake. In some places it is at the option of the holder of the buck to make the ante any amount he pleases within the betting limit. Whichever system is adopted, every player at the table must deposit a like amount in the pool. Players are sometimes permitted to _=pass a jack=_; that is, not to ante nor to take any part in the game until the jack is decided.
Neots (Miss Lumley). See Bull in the Park. Gegg To smuggle the Gegg, a game played by boys in Glasgow, in which two parties are formed by lot, equal in number, the one being denominated the Outs, the other Ins. The Outs are those who go out from the den or goal, where those called the Ins remain for a time. The Outs get the Gegg, which is anything deposited, as a key, a penknife, &c. Having received this, they conceal themselves, and raise the cry, Smugglers! On this they are pursued by the Ins; and if the Gegg (for the name is transferred to the person who holds the deposit) be taken, they exchange situations--the Outs become Ins and the Ins Outs. This play is distinguished from Hy-spy only by the use of the Gegg. One of the Ins who is touched by one of the Outs is said to be taken, and henceforth loses his right to hold the Gegg. If he who holds the Gegg gets in the den, the Outs are winners, and have the privilege of getting out again. The Outs, before leaving the den, shuffle the Gegg, or smuggle it so between each other that the Ins do not know which person has it.
There is no rule to prevent his throwing away a pair of aces and keeping three clubs if he is so inclined; but the general practice is for the player to retain whatever pairs or triplets he may have, and to draw to them. Four cards of a straight or a flush may be drawn to in the same way, and some make a practice of drawing to one or two high cards, such as an ace and a king, when they have no other chance. Some hands offer opportunities to vary the draw. For instance: A player has dealt to him a small pair; but finds he has also four cards of a straight. He can discard three cards and draw to the pair; or one card, and draw to the straight; or two cards, keeping his ace in the hope of making two good pairs, aces up. The details of the best methods of drawing to various combinations will be discussed when we come to suggestions for good play. [Illustration: 🂱 🂴 🃒 🂣 🃄 ] In drawing cards, each player in turn who has made good his ante, beginning with the age, must ask the dealer for the number of cards he wants. The demand must be made so that every player can hear, because after the cards have been delivered by the dealer no one has the right to be informed how many cards any player drew. When the dealer comes to his own hand, he must distinctly announce the number of cards he takes. He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards.
=_ A game consists of fifty-one points; fourteen of which must be made on every deal, as follows:-- 1 for _=High=_, or the Ace of trumps. 1 for _=Low=_, or the Deuce of trumps. 1 for the _=Jack=_ of trumps. 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.
If the cards are dealt irregularly the error may be rectified if they have not been looked at; but any player may amend or withdraw his bet before the cards are seen. If the error is not detected in time, the player who holds cards may play the coup or not as he pleases, and all bets on his side of the table are bound by his decision. If a player holds one card too many, he may refuse the coup, or retain whichever two of the three cards he pleases, throwing the third into the waste basket, not showing it. If the banker has too many cards, the players may amend their bets, and the banker’s cards are then exposed, and the one taken from him which will leave him with the smallest point, the drawn card being thrown in the waste basket. If the banker gives himself two cards while either player has been given one only, the player must be given another card, and the banker must also take another. If the players have not amended their stake before the error was corrected, the first two cards dealt to the banker are thrown in the waste basket, and the third is his point for that deal. If the banker gives the second card to either player before dealing the first to himself, he must give the second to the other player also, and then take his own. This single card must then be thrown in the waste basket, but the banker may play out the hand as if he had two cards which counted 10 or 20; that is, baccara. _=Showing.=_ If any of the three persons holding cards finds he has a point of 8 or 9, it must be shown at once, and the two other hands are then exposed.
F.3, this work is provided to you ‘AS-IS’, WITH NO OTHER WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PURPOSE. 1.F.5. Some states do not allow disclaimers of certain implied warranties or the exclusion or limitation of certain types of damages. If any disclaimer or limitation set forth in this agreement violates the law of the state applicable to this agreement, the agreement shall be interpreted to make the maximum disclaimer or limitation permitted by the applicable state law. The invalidity or unenforceability of any provision of this agreement shall not void the remaining provisions. 1.F.
If he has a natural, he exposes it immediately, and the dealer must pay him double the amount staked. It is sometimes the rule for the holder of a natural, the dealer having none, to take the stakes of all the other players; but this variation is not in favour. _=Drawing.=_ No natural being shown, each player in turn may draw another card, or stand on the two dealt him, which are not shown under any circumstances. If he is content, he says: “I stand.” If he wants a card he says: “One,” and the dealer gives it to him, face up. If the pips on the card drawn, added to those already in his hand, make his total greater than 21, he is créve, and passes over to the dealer his stake, throwing his cards in the centre of the table, still face down. If the total is not 21, he may draw another card, and so on until he is créve or stands. The first player disposed of in this manner, the dealer goes on to the next one, and so on until he comes to himself. He turns his two cards face upward, and draws or stands to suit himself.
That, however, is theory; let us return to fact. Figure 8 gives the disastrous consequences of Red s last move. Blue has moved, his guns have slaughtered ten of Red s wretched foot, and a rush of nine Blue cavalry and infantry mingles with Red s six surviving infantry about the disputed gun. These infantry by the definition are isolated; there are not three other Reds within a move of them. The view in this photograph also is an extensive one, and the reader will note, as a painful accessory, the sad spectacle of three Red prisoners receding to the right. The melee about Red s lost gun works out, of course, at three dead on each side, and three more Red prisoners. Henceforth the battle moves swiftly to complete the disaster of Red. Shaken and demoralised, that unfortunate general is now only for retreat. His next move, of which I have no picture, is to retreat the infantry he has so wantonly exposed back to the shelter of the church, to withdraw the wreckage of his right into the cover of the cottage, and--one last gleam of enterprise--to throw forward his left gun into a position commanding Blue s right. [Illustration: Fig.
That is to say, whatever happens the same dealer deals again. Minor irregularities will be found provided for in the laws. The cards being dealt, each player sorts his hand to see that he has the correct number, thirteen; and the player or players keeping the score should announce it at the beginning of each hand. _=STAKES.=_ In auction, the stake is a unit, so much a point. The number of points won or lost on the rubber may be only two or three, or they may run into the hundreds. The average value of a rubber at auction is about 400 points. Any much larger figure shows bad bidding. In straight bridge the average is about 180. In settling at the end of the rubber, it is usual for each losing player to pay his right-hand adversary.
ERRONEOUS SCORES. Any error in the trick score may be corrected before the last card has been dealt in the following deal; or if the error occurs in the last hand of a game or rubber, it may be corrected before the score is agreed to. Errors in other scores may be corrected at any time before the final score of the game or rubber is agreed to. BIDDING. In _=Boston=_, or _=Solo Whist=_, any player making a bid must stand by it, and either play or pay. Should he make a bid in error and correct himself, he must stand by the first bid unless he is over-called, when he may either amend his bid or pass. ENGLISH WHIST LAWS. THE RUBBER. 1. The rubber is the best of three games.
No player should play a card in any manner so as to call particular attention to it, nor should he demand that the cards be placed in order to attract the attention of his partner. 6. No player should purposely incur a penalty because he is willing to pay it, nor should he make a second revoke in order to conceal one previously made. 7. No player should take advantage of information imparted by his partner through a breach of etiquette. 8. No player should object to referring a disputed question of fact to a bystander who professes himself uninterested in the result of the game, and able to decide the question. 9. Bystanders should not in any manner call attention to, or give any intimation concerning the play or the state of the game, during the play of a hand. They should not look over the hand of a player without his permission; nor should they walk round the table to look at the different hands.
If the dealer holds the King he must announce it before his adversary leads for the first trick. It is in order that there may be no surprises in this respect that the elder hand is required to say distinctly: “I play,” before he leads a card. The dealer must then reply: “I mark the King,” if he has it; if not, he should say: “Play.” A player is not compelled to announce or mark the King if he does not choose to do so. If a player announces and marks the King when he does not hold it, his adversary can take down the point erroneously marked, and mark one himself, for penalty. This does not prevent him from marking an additional point for the King if he holds it himself. For instance: The pone announces King, and marks it, at the same time leading a card. Not having notified the dealer that he was about to play, the dealer cannot be deprived of his right to mark the King himself, if he holds it. The dealer marks the King, marks another point for penalty, and takes down the pone’s point, erroneously marked. If the player announcing the King without holding it, discovers his error before a card is played, he simply amends the score and apologizes, and there is no penalty.
If the player will not exchange, he must _=knock=_ on the table, to signify that he will stand by the cards he has. If he exchanges, he takes up the offered card, and then has the privilege of trading for ready money or for barter himself. The trading goes on in this way round and round, until some player knocks, when all trading is immediately stopped, and the hands are shown. The best hand wins the pool, the rank of the various combinations being as follows, beginning with the highest:-- _=Triplets.=_ Three aces being the highest, and three deuces the lowest. Pairs have no value. _=Sequence Flushes=_; the ace being allowed to rank as the top or the bottom; Q K A, or A 2 3. _=The Point=_; the greatest number of pips on two or three cards of the same suit in one hand, counting the ace for eleven, and the other court-cards for ten each. A single card of a suit does not count for the point. In case of ties, a point made with three cards will beat one made with two cards.
In the plan (fig. 8) the players first lay the stone on the back of the hand, and _walk_ through the plan, stepping into each division, throw it up and catch it. Then the stone is _thrown_ back from No. 7 outside No. 1. Now it is placed on the toe, and the child walks through again, throwing up the foot when out, to catch the stone in the hand. Another way, done on the same plan, is for the player to place the stone in No. 1, leave it there, and hop into each division and back, then place it in No. 2, and repeat the hopping, and so on through all the figures. There is no _kicking_ of the stone, as is usual in London.
The cards are distributed two and three at a time, or three and then two, and in whichever manner the dealer begins he must continue during the game. If he intends to change his manner of dealing in the following game, he must so advise his adversary when presenting the cards to be cut. _=MISDEALING.=_ A player dealing out of turn, or with the wrong cards, may be stopped before the trump is turned. But if the trump has been turned, and neither player has discarded or played to the first trick, the pack must be set aside, with the cards as dealt, and the trump turned, to be used for the ensuing deal. The other pack is then taken up and dealt by the player whose proper turn it was to deal. If a discard has been made, or a trick played to, the deal stands good, and the packs, if changed, must so remain. There must be a new deal if any card but the eleventh is found faced in the pack. If the dealer exposes any of his own cards, the deal stands good. If he exposes any of his adversary’s cards, the non-dealer may claim a fresh deal, provided he has not seen any of his cards.