=_ Each player in turn to the left draws, lays out and discards in this manner until some player gets rid of his last card, when he calls out, and the game comes to an end. The last card in a player’s hand may be got rid of by laying it out in combination, or by discarding it if it is the only card left. _=SCORING.=_ As soon as any player calls out it is too late for any other player to lay down any combinations he may hold. Each player in turn to the left shows his hand and the winner gets credit for the pip value of his cards, jacks being worth 11, queens 12, kings 13. It sometimes happens that the stock is exhausted before any player calls out. In this case the discards are turned face down without shuffling them and the pile drawn from as if it were the stock. _=SPLASHES.=_ The game is sometimes played with the condition that if any player chooses to risk holding his hand until he can lay it all down at once, or lay down all but the one which he is allowed to discard, he wins double from each of the others. This prompts a player with a good hand to hold it up for a round or two on the chance of getting down a splash, but the player who sees there is no chance for him should get rid of as many cards as he can before the splash comes, and in many cases some player will get rid of all his cards in two or three rounds, and win without a splash.
262. The sport is noticed by Gay-- As at hot-cockles once I laid me down, I felt the weighty hand of many a clown; Buxoma gave a gentle tap, and I Quick rose and read soft mischief in her eye. Halliwell describes it rather differently. The blindfolded boy lies down on his face, and, being struck, must guess who it is that hit him. A good part of the fun consisted in the hardness of the slaps, which were generally given on the throne of honour. He quotes from a MS. play as follows-- It is edicted that every Grobian shall play at Bamberye hott cockles at the four festivals. Indeed a verye usefull sport, but lately much neglected to the mollefieinge of the flesh. --Halliwell s _Dictionary_. [Illustration] Nares _Glossary_ also contains quotations from works of 1639, 1653, and 1697 which illustrate the game.
ENTRY AND RE-ENTRY. 21. A candidate wishing to enter a table must declare such intention prior to any of the players having cut a card, either for the purpose of commencing a fresh rubber or of cutting out. 22. In the formation of fresh tables, those candidates who have neither belonged to nor played at any other table have the prior right of entry; the others decide their right of admission by cutting. 23. Any one quitting a table prior to the conclusion of a rubber may, with consent of the other three players, appoint a substitute in his absence during that rubber. 24. A player cutting into one table, whilst belonging to another, loses his right of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate. 25.
You throw down the cubes all at once, then toss the ball, and during its being in the air gather up one stone in your right hand and catch the descending ball in the same. Put down the stone and repeat the operation, gathering two stones, then three, then four, till at last you have summed up all the five at once, and have succeeded in catching the ball. In case of failure you have to begin all over again. (_b_) In Nashe s _Lenten Stuff_ (1599) occurs the following: Yet towards cock-crowing she caught a little slumber, and then she dreamed that Leander and she were playing at checkstone with pearls in the bottom of the sea. A game played by children with round small pebbles (Halliwell s _Dictionary_). It is also mentioned in the early play of _Apollo Shroving_, 1627, p. 49. See Chucks, Fivestones. Cherry Odds A game of Pitch and Toss played with cherry-stones (Elworthy s _West Somerset Words_). Boys always speak of the stones as ods.
” Tricks +---+---+---+---+---+---+---+---+---+---+---+---+---- bid. | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10| 11| 12| 13 --------+---+---+---+---+---+---+---+---+---+---+---+---+---- Five | 10| 20| 30| 40| 50| | | | | | | | Six | 15| 25| 35| 45| 55| 65| | | | | | | Seven | 20| 30| 40| 50| 60| 70| 80| | | | | | Eight | 25| 35| 45| 55| 70| 85|100|115| | | | | Nine | 35| 45| 55| 65| 80| 95|110|125|140| | | | Ten | 45| 55| 70| 80| 95|110|125|140|155|170| | | Eleven | 70| 80| 95|110|125|140|155|170|185|200|220| | Twelve |120|130|145|160|180|200|220|240|260|280|300|320| Thirteen|180|200|220|240|260|280|300|320|340|360|390|420|450 --------+---+---+---+---+---+---+---+---+---+---+---+---+---- If a misère is bid, the caller wins from, or loses to each adversary according to the following table, there being no over-tricks:-- Little Misère, 20 white counters. Grand Misère, 40 white counters. Little Spread, 80 white counters. Grand Spread, 160 white counters. It may be observed that each of these is twice the amount of the next lower. When misère partout is played, the person winning the largest number of tricks is the only loser, and he must pay each of the other players the difference between the number of his tricks and theirs in red counters. The number of red counters lost will always be found to be three times the number of tricks taken, minus the number of tricks not taken. For instance: A wins 4 tricks, three times which is 12; from which he deducts 9, the number he did not take, and finds his loss to be 3 red counters. Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15.
(_b_) It is spelt balloo in Ben Jonson, iii. 216, and baloome in Randolph s _Poems_, 1643, p. 105. It is also mentioned in Middleton s _Works_, iv. 342, and by Donne. Tis ten a clock and past; all whom the mues, _Baloun_, tennis, diet, or the stews Had all the morning held. --Donne s _Poems_, p. 133. Toone (_Etymological Dict._) says it is a game rather for exercise than contention; it was well known and practised in England in the fourteenth century, and is mentioned as one of the sports of Prince Henry, son of James I.
These are usually the most popular games with the middle and lower classes in the countries in which they are found, and may be considered as distinctly national in character. Games that become popular with the masses always last longer than others, and the rules governing them are much better understood, and more firmly established. In the course of a century the English aristocracy have run the gamut of Quadrille, Ombre, Whist, Écarté, Bézique, Piquet, Rubicon, and Bridge; while the middle classes have stuck steadily to Cribbage for nearly two hundred years. Six of these popular games are strikingly typical of the national character, both in their construction, and in the manner of playing them. These are: Skat in Germany; Cribbage in England; Piquet in France; Conquian in Mexico; Calabrasella in Italy; and Cassino in America. All these are excellent games, and have deservedly survived much more pretentious rivals. With the exception of Skat, little is known of the exact origin of any of these games, although most of them may be traced by their resemblance to more ancient forms. Skat is the most modern, and to-day the most popular, many persons thinking it superior to Whist. The game seems to have originated among the farmers of Thuringia, a province of Saxony, and was probably a variation of the Wendish game of Schapskopf. The first mention of Skat that we can find is in an article in the “Osterländer Blättern,” in 1818.
At least four cards must be left in each packet. If a card is exposed in cutting, the pack must be reshuffled, and cut again. If the dealer reshuffles the pack after it has been properly cut, he loses his deal. Beginning on his left, the dealer must give to each player in rotation three cards at a time for three rounds. No trump is turned. The deal passes to the left. There must be a new deal by the same dealer if any card is found faced in the pack; or if the pack is proved incorrect or imperfect; but any previous cutting or scores made with the imperfect pack stand good. The adversaries may demand a new deal if any card is exposed during the deal, provided they have not touched a card. If an adversary exposes a card, the dealer may elect to deal again. If a new deal is not demanded, cards exposed in dealing cannot be called.
Greek and Roman Antiq._, s.v. _Talus_), and it is interesting to note that in the Deptford game the marble is called a Tally. Mr. Kinahan s note suggests that Fivestones may be an independent game, instead of a derivative from Hucklebones. If this is so, we have interesting evidence of the spread or transmission of one game from at least two centres. Professor Attwell, in _Notes and Queries_, 8th ser., iv. 201, suggests that Hucklebones was introduced into Europe by the Romans, and was spread throughout the countries which formed the empire by means of Roman colonists and soldiers.
(Miss Burne). I. They were two jolly fishermen, They were two jolly fishermen, They were two jolly fishermen, And just come from the sea, And just come from the sea. They cast their nets into the sea, And jolly fish caught we, And jolly fish caught we, And jolly fish caught we, They cast their nets into the sea, And jolly fish caught we. --Tean and Cheadle, North Staffs. (Miss Burne). II. There was three jolly fishermen, And they all put out to sea. They cast their nets into the sea, And the [three?] jolly fish caught we. --North Staffs.
It is usually bad play to finesse when there are nine cards of the suit between the two hands, dealer’s and Dummy’s, because there is a good chance that the card you wish to finesse against may fall. When it will be necessary to take two finesses in the same suit, the lead must come twice from the weaker hand. Suppose the dealer holds A Q J and others. If the first finesse of the Jack wins, he should put Dummy in again, so as to take a second finesse of the Queen. Suppose the dealer holds A J 10, and finesses the ten the first time. If it falls to the Queen, he should get Dummy in again, so as to take the second finesse with the Jack. The idea is to take advantage of the fact that the odds are against both King and Queen being in one hand. If they are both on the right, one of them will be played on the small card led from Dummy, and then the dealer can win it with the Ace and force out the other high card with his Jack, which will have become one of the second and third-best of the suit. _=Re-entry Cards.=_ After a suit has been _=cleared=_, or established, it will be necessary to get into the lead with it.
The next player on his left must then declare. In some places players are allowed to throw down their cards when they pass; but in first-class games a penalty of five white counters must be paid into the pool by any player abandoning his hand before the second round of declarations, as it gives an undue advantage to players with medium hands to know that they have only a limited number of possible opponents. For instance: If six play, and the first three not only pass, but throw down and abandon their cards, a player with a pair of Jacks will know that he has only two possible adversaries to draw against him, which will so increase his chances that it may materially alter his betting. If no one acknowledges to holding Jacks or better, the pot is fattened, and the cards are reshuffled and dealt. The best practice is for the same dealer to deal again until some one gets Jacks or better. This is called _=dealing off the jack=_. If any player has forfeited his right in one deal, such as by having a foul hand, that does not prevent him coming into the pot again on the next deal with rights equal to the other players. If any player holds Jacks or better, he can open the pot, or “the jack,” for any amount he pleases within the betting limit. The expression “open” is used because after one player has declared that he holds Jacks or better, all restrictions are removed, and the pool is then open to any player to come in and play for it, regardless of what he may hold. Each player in turn, beginning on the left of the opener, must declare whether or not he will _=stay=_.
There are also a number of smaller matters, such as the payment for refreshments or cigars, which are settled by thousands of persons every day, simply by throwing dice. The various methods of throwing, and the rules governing all such games are as follows:-- _=THE DICE.=_ Although dice may be of any size, the standard pattern are half an inch square, of ivory or bone, with black spots one tenth of an inch in diameter. The opposite sides of the die always equal seven, and if the die is placed upon the table with the ace uppermost and the deuce nearest you, the four will be on the left and the three on the right. The positions of the three and four are sometimes reversed to enable sharpers to distinguish fair dice from those which have been doctored. At the beginning of any dice game, it is quite unnecessary to examine the dice to be used, because they are always fair. Crooked dice are _=rung in=_ during the game, and the player should make it a point to examine the dice frequently if he has any suspicions. First see that each die has all six figures upon it, for some dice are _=dispatchers=_, made with double numbers, so as to secure higher throws than the natural average. Double fives are great favourites with backgammon sharps. The next thing is to place the dice together in pairs, to be sure that they are exactly the same height each way.
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.6. INDEMNITY - You agree to indemnify and hold the Foundation, the trademark owner, any agent or employee of the Foundation, anyone providing copies of Project Gutenberg™ electronic works in accordance with this agreement, and any volunteers associated with the production, promotion and distribution of Project Gutenberg™ electronic works, harmless from all liability, costs and expenses, including legal fees, that arise directly or indirectly from any of the following which you do or cause to occur: (a) distribution of this or any Project Gutenberg™ work, (b) alteration, modification, or additions or deletions to any Project Gutenberg™ work, and (c) any Defect you cause. Section 2. Information about the Mission of Project Gutenberg™ Project Gutenberg™ is synonymous with the free distribution of electronic works in formats readable by the widest variety of computers including obsolete, old, middle-aged and new computers.
There is a great difference between playing against a trump declaration and against no-trumpers; because in the first case the leader is opposed to unusual trump strength and his object must be to make what he can of his winning cards, before the declarer gets into the lead and discards his weak suits, so as to be ready to trump them. But in the second case, there being no trumps, the leader’s object should be to get a suit established against the dealer, if he can, and the longer the suit is, the better. The dealer’s strength in a no-trumper is usually scattered, and he may often be found with a weak or missing suit, which is generally the suit in which the eldest hand or his partner is long. We shall first consider the leads against trump declarations, because they are more common and are also the more useful. If a player makes a trump-hand lead against a no-trump declaration, he will not do nearly so much harm as if he make a no-trump-hand lead against a trump declaration. For that reason, if a player cannot master both systems of leading, it is better for him to learn the leads against trumps than those against no-trumps. _=Rules for Leading High Cards.=_ With such a suit as A K Q 2, no one need be told not to begin with the deuce. Whenever a player holds two or more of the best cards of a suit he should play one of them. If he holds both second and third best, playing one of them will force the best out of his way, leaving him with the commanding card.
XIV. Sift the lady s oaten meal, sift it into flour, Put it in a chest of drawers and let it lie an hour. One of my rush, Two of my rush, Please, young lady, come under my bush. My bush is too high, my bush is too low, Please, young lady, come under my bow. Stir up the dumpling, stir up the dumpling. --Belfast (W. H. Patterson). XV. Sieve my lady s oatmeal, Grind my lady s flour; Put it in a chestnut, Let it stand an hour.