_=Players.=_ According to the English usage, Dummy is played by three persons, and the table is complete with that number. They cut for partners and for the deal; the player cutting the lowest card takes dummy for the first rubber; the one cutting the next lowest takes dummy for the second rubber; and the one cutting the highest takes it for the last rubber. It is considered obligatory to play three rubbers, in order that each may have whatever advantage or disadvantage may be supposed to attach to the dummy. The three rubbers so played are called a Tournée. It is sometimes agreed that one player shall take dummy continuously, on condition that he concedes to his adversaries one point in each rubber. When this is done, the largest rubber that the dummy’s partner can win is one of seven; and he may win nothing; whereas his adversaries may win a rubber of nine, and must win at least two. This concession of a point is not made, as many imagine, because it is an advantage to have the (dummy) partner’s hand exposed; but because it is an advantage to have the player’s hand concealed. He knows the collective contents of the adversaries’ hands; each of them knows only the contents of dummy’s hand and his own. _=Cutting.
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This game is known in the colonies as Yankee Grab, or Newmarket. Each player has three throws with three dice, and the highest die in each throw is laid aside. If two are equally high, only one is retained. The others are returned to the box and thrown again. The higher of these two is retained, and the third die is thrown again. The final total of the three dice is the player’s score, and the highest wins. In the colonies the ace counts as seven. The game is usually played for a pool. ACE IN THE POT. Any number can play, and two dice are used.
_=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. If a player absent himself from the table, or manifestly ceases to consider his game, when it is his turn to move, the time so consumed shall, in every case, be registered against him. _=Disturbance.=_ Any player wilfully disturbing his adversary shall be admonished; and if such disturbance be repeated, the game shall be declared lost by the player so offending, provided the player disturbed then appeals to the Umpire.
--Warwick (from a little girl, through Mr. C. C. Bell). II. He was a jolly, jolly sailor boy, Who had lately come ashore; He spent his time in drinking wine As he had done before. Then we will have a jolly, jolly whirl, Then we will have a jolly, jolly whirl, And he who wants a pretty little girl Must kiss her on the shore. --Forest of Dean, Gloucestershire (Miss Matthews). III. Here comes one jolly sailor, Just arrived from shore, We ll spend our money like jolly, jolly joes, And then we ll work for more.
In addition to this, the winner adds a double game, or 1000 points, for the rubicon, and 300 points for all the brisques, no matter who actually won them. For example: A’s score is 920, and B’s 440. It is not necessary to count the brisques to see that A wins and B is rubiconed. A adds B’s 400 to his own 900, making his score 1300, and to this total he adds 1300 for rubicon and brisques, making the value of his game 2600 points altogether. The loser is not rubiconed if he can bring his total score to 1000 by adding his brisques. Suppose A has 1740 and B 850. The brisques are counted, and it is found that B has eighteen, making his score 1030, and saving his rubicon. A adds his fourteen brisques, making his total 1880, which makes the value of his game 1800, minus B’s 1000, plus 500 for the game, or 1300 altogether. If B’s brisques did not prove sufficient to save the rubicon, A would count them all. Suppose that in the foregoing case B had taken in only eleven brisques, leaving his total 990.
In Sweepstake Hearts it is a great mistake to play the high cards of a suit in which you are safe; for no matter how small the risk, it is an unnecessary one. In the case we are considering, when you have six cards of the suit, the odds are 7 to 1 against your getting a heart if you play the ace first round. That is to say, you will probably lose one pool out of every eight if you play it. Take the greatest odds in your favour, when you have only four cards of a suit; they are 22 to 1 against your getting a heart the first round, so that you would lose by it only once in 23 times. But this is a heavy percentage against you if you are playing with those who do not run such risks, for you give up every chance you might otherwise have in 5 pools out of every 110. When you have a dangerous hand in hearts, but one absolutely safe long suit, it is often good play to begin with your safe suit, retaining any high cards you may have in other suits in order to get the lead as often as possible for the purpose of continuing your safe suit, which will usually result in one or more of the other players getting loaded. When you have at least three of each plain suit it is obvious that you cannot hope for any discards, and that you must take into account the probability of having to win the third round of one or more suits, with the accompanying possibility of getting hearts at the same time. If you have the lead, this probability must be taken into account before any of the other players show their hands, and as it may be set down as about 5⅛ to 1 that you will get a heart, any better chance that the hand affords should be taken advantage of. It will often occur that a player’s attention must be so concentrated on getting clear himself that he has no opportunity to scheme for “loading” the others. But if it unfortunately happens that he is compelled to take in one or more hearts, he should at once turn his attention to taking them all, or to loading the other players, with a view to making a Jack of the pool.
As already observed, Vivant loses or gains double the value of the points in each hand. In the three-handed game this must be so; but in my opinion it would be a great improvement in the four-handed game to allow the player sitting out to share the fortunes of the Vivant, as in Bridge, and in many German games of cards, notably Skat. _=SLAMS.=_ The two great differences between French and English Dummy are that honours are not counted in Mort, and that a special value is attached to slams. A slam is made when one side takes the thirteen tricks. These must be actually won, and cannot be partly made up of tricks taken in penalty for revokes. Players cannot score a slam in a hand in which they have revoked. A slam counts 20 points to the side making it; but these 20 points have nothing to do with the game score. For instance: The score is 4 all. Vivant and Mort make a slam.
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--Wrotham, Kent (Miss D. Kimball). VI. There stands a lady on the ocean [mountain], Who she is I do not know her; All she wants is gold or silver, All she wants is a nice young man. Choose once, choose twice, Choose three times over. Now you re married I wish you joy, First a girl and then a boy; Seven years old a son and daughter, Play and cuddle and kiss together. Kiss her once, kiss her twice, Kiss her three times over. --Deptford (Miss Chase). VII. There stands a lady on the mountain, Who she is I do not know: Oh! she wants such gold and silver! Oh! she wants such a nice young man! Now you re married I wish you joy, First a girl and then a boy; Seven years after a son and a daughter, Kiss your bride and come out of the ring.
B. Elwell, 1904. Auction Bridge, by John Doe, 1904. Bridge that Wins, by A. Metcalfe, 1905. Foster’s Complete Bridge, by R.F. Foster, 1905. Foster’s Bridge Maxims, by R.F.
272). London A diagram (similar to Fig. 9 in Hopscotch ) is drawn on a slate, and two children play. A piece of paper or small piece of glass or china, called a chipper, is used to play with. This is placed at the bottom of the plan, and if of _paper_, is _blown_ gently towards the top; if of glass or china, it is _nicked_ with the _fingers_. The first player blows the paper, and in whichever space the paper stops makes a small round [o] with a slate pencil, to represent a man s head. The paper or chipper is then put into the starting-place again, and the same player blows, and makes another man s head in the space where the paper stops. This is continued until all the spaces are occupied. If the paper goes a second time into a space already occupied by a head, the player adds a larger round to the head, to represent a body; if a third time, a stroke is drawn for a leg, and if a fourth time, another is added for the second leg; this completes a man. If three complete men in one space can be gained, the player makes arms; that is, two lines are drawn from the figures across the space to the opposite side of the plan.
Long Eaton Miss Youngman. Nottingham Miss Winfield, Miss Peacock. Ordsall Miss Matthews. OXFORDSHIRE Aubrey s _Remains_, ed. 1880. Oxford Miss Fowler. Summertown _Midland Garner_, vol. ii. SHROPSHIRE Burne s _Shropshire Folk-lore_. Madeley, Middleton Miss Burne.
Suppose the boat upsets? Then you will be drownded. --London (Miss Dendy). VI. Mother, come buy me a milking-can, Milking-can, milking-can, Mother, come buy me a milking-can, O mother o mine. Where can I have my money from, O daughter o mine? Sell my father s bedsteads. Where must your father sleep? Sleep in the pig-sty. Where must the pig sleep? Sleep in the washing-tub. What must I wash in? Wash in your thimble. What must I sew with? Sew with your finger. What will you say if I prick me? Serve you right, serve you right.
He then calls Stand! upon which the players halt, and he flings it at whom he pleases. If he misses his aim, he must place himself in a bent position with his hands against a wall until every player has taken a shot at him. The idea of naming children after the days of the week occurs also in the games of Gipsy, Witch, and Mother, Mother, the Pot boils over. See Ball, Burly Whush, Keppy Ball. Moolie Pudding The game of Deadelie; one has to run with the hands locked and taen the others.--Mactaggart s _Gallovidian Encyclopædia_. See Chickidy Hand, Deadelie, Hunt the Staigie, Whiddy. More Sacks to the Mill A very rough game, mentioned in Dean Miles MS., p. 180 (Halliwell s _Dictionary_).
, and they indicate the complete covering of the head, and also the fact that the game was played by adults. Gay says concerning it-- As once I play d at _blindman s-buff_, it hap t, _About my eyes the towel thick was wrapt._ _I miss d the swains, and seiz d on Blouzelind._ And another reference is quoted by Brand (ii. 398)-- Sometyme the one would goe, sometyme the other, Sometymes all thre at once, and sometyme neither; Thus they with him play at boyes blynde-man-bluffe. --_The Newe Metamorphosis_, 1600, MS. Other names for this game are Belly Mantie, Billy Blind, Blind Bucky Davy, Blind Harie, Blind Hob, Blind Nerry Mopsey, Blind Palmie, Blind Sim, Buck Hid, Chacke Blynd Man, Hoodle-cum-blind, Hoodman Blind, Hooper s Hide, Jockie Blind Man. (_d_) There is some reason for believing that this game can be traced up to very ancient rites connected with prehistoric worship. The name Billy Blind denoted the person who was blindfolded in the game, as may be seen by an old poem by Lyndsay, quoted by Jamieson: War I ane King I sould richt sone mak reformatioun Farlyeand thairof your grace sould richt sone finde That Preistis sall leid yow lyke are bellye blinde. And also in Clerk s _Advice to Luvaris_: Sum festnit is and ma not flé, Sum led is lyk the belly blynd With luve, war bettir lat it be.
With suits headed by winning sequences, held by the player on the left, it is often right to lead them once, in order to show them, and then to lead a weaker suit to get rid of the lead. It is sometimes better to play winning sequences as long as it seems probable that the caller can follow suit. Many persons use the Albany lead to indicate a wish for trumps to be led through the caller. In response to such a signal the best trump should be led, whatever it is. When the adversary who leads in any trick is not on the left of the solo player, the caller will, of course, not be the last player, as at least one adversary must play after him. In such cases it is best to lead the longest suits. _=MISÈRE.=_ The great difficulty in Misère is not in playing it; but in judging what hands justify such an undertaking. _=Calling.=_ As a general proposition it may be stated that misère should not be called with a long suit not containing the deuce.
_=DUPLICATE BRIDGE.=_ This is bridge with the hands kept separate and put into trays to be carried from table to table. The methods will be found fully described under the titles for duplicate whist. In order to prevent the players from giving too much attention to the honours in declaring, it is sometimes the rule to add a certain number of points to the trick scores, as a bonus. This is called _=Bridge to the Score=_. Four deals is a round, before changing adversaries, and fifty points are added to the score of the side having the greater trick score. Another method is to add fifty points to the side winning a game, if a game is won before moving, and then to add a definite number of points for every trick point that one side may be ahead of the other on unfinished games; or as many points as the higher score below the line. None of these methods have proved attractive enough to be popular, however, although the first is the one commonly adopted for club tournaments, adding fifty points bonus for the higher trick score, regardless of any games or rubbers. All the additions of percentages require special score cards and the services of some alleged expert to run the game, and even then they are not attractive. The problem of duplicate bridge remains as yet unsolved, so far as a popular game is concerned.
The player, if he does not use the skat cards, may announce any suit for the trump, or he may play a Grand or Nullo. 39. If he wishes to announce schneider or schwarz, he must do so when he names the game to be played, and before a card is led. All Open Grands are compulsory “schwarz announced.” 40. The manner of taking up the skat cards, when the player uses them, is sufficient announcement for a Tournée, Passt-mir-nicht, or Guckser; but a Gucki Nullo must be announced before the skat cards are touched, and open Gucki Nullo must be announced before the skat cards are seen. 41. The player is not allowed to announce either schneider or schwarz in any game in which he uses the skat cards. 42. The adversaries cannot announce schneider or schwarz under any circumstances.