” Duplicate Whist; by John T. Mitchell, 1896. Foster’s Duplicate Whist; 1894. Whist; Jan., 1892; Jan., 1894; Aug., 1894; Oct., 1894; Jan., 1895: Mar., 1895; May, 1895; July, 1895; Oct.
=_ Should a player lead out of turn, he may take back the card without penalty. If the adversary has played to the erroneous lead, the trick stands good. _=Gathering Tricks.=_ The tricks must be turned down as taken in, and any player looking at a trick once turned and quitted may be called upon to play with the remainder of his hand exposed, but not liable to be called. _=Abandoned Hands.=_ If, after taking one or more tricks, a player throws his cards upon the table, he loses the point; if he has not taken a trick, he loses two points. But if the cards are thrown down claiming the point or the game, and the claim is good, there is no penalty. If the cards are abandoned with the admission that the adversary wins the point or the game, and the adversary cannot win more than is admitted, there is no penalty. _=SCORING.=_ A game consists of five points, which are made by tricks, by penalties, and by marking the King.
A regulation Duck Pin shall be 9 inches high, 1½ inches in diameter at the top, 3½ inches in diameter at the body of the pin, and 1⅜ inches in diameter at the base; shall taper gradually from the bottom to the largest part of the body, and shall be as near uniform in weight as possible. No ball exceeding 4½ inches in diameter can be used in games. Each player to roll three balls to each frame, and each player to roll two frames at a time. A line shall be drawn ten feet beyond the regular foul line, and any ball delivered beyond the first named line shall be declared foul. All other rules of the American Bowling Congress govern. KINSLEY CANDLE PIN. The Count--Two balls shall be allowed for frame. Strikes--A strike is credited when a player bowls over the ten pins with the delivered ball. Spares--A spare is credited whenever a player clears the alley with the first and second ball. Breaks--A break is charged to a player at all times when neither a strike nor spare is made.
Hark the Robbers. Hats in Holes. Hattie. Hawkey. Headicks and Pinticks. Heads and Tails. Hecklebirnie. Hen and Chicken. Here comes a Lusty Wooer. Here comes One Virgin.
Your smallest possible game will be diamonds with three; which will be worth 5 multiplied by 4; 1 for the game, and 3 for the Matadores, 20 points. If you can get the game on any bid less than 20 you are absolutely safe, provided you can reach 61 in your tricks. But the opposition of another player may irritate you, [reizen,] and provoke you to bid 24, or even 28, in the hope of turning a heart or a spade. If you go beyond 20, and turn a diamond, you must either find the fourth Matadore in the Skat, or make your adversaries schneider, in order to secure another multiplier. If you fail, you lose 24, or 28, according to your bid. The great difficulty in Skat is to judge the value of a hand, so as neither to under nor overbid it, and also to get all out of it that it is worth. A person who plays a Frage in hearts when he could easily have made it a Solo, reduces the value of his game just eighty per cent. A player with the four Wenzels, A K Q 9 8 of diamonds, and a losing card, would be foolish to play a diamond Solo with five, schneider announced, worth 72; while he had in his hand a sure Grand, with four, schneider announced, worth 140. Of course the schneider is not a certainty. The risk is that the Ten of diamonds will be guarded, and that an Ace and a Ten will make, both of them on your losing card, or one of them on the diamond Ten.
What have the robbers done to you, Done to you, What have the robbers done to you, My fair lady? You have stole my watch and chain, Watch and chain, You have stole my watch and chain, My fair lady. Half-a-crown you must pay, You must pay, Half-a-crown you must pay, My fair lady. Half-a-crown we cannot pay, Cannot pay, Half-a-crown we cannot pay, My fair lady. Off to prison you must go, You must go, Off to prison you must go, My fair lady. --Deptford, Kent (Miss Chase). II. Here are the robbers coming through, Coming through, coming through, Here are the robbers coming through, My fair lady. What will the robbers do to you, Do to you, do to you, What will the robbers do to you, My fair lady? Steal your watch and break your chain, Break your chain, break your chain, Steal your watch and break your chain, My fair lady. Then they must go to jail, Go to jail, go to jail, Then they must go to jail, My fair lady. --Belfast (W.
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Over the head of a girl who stood in the centre of a ring was held a shawl, sustained by four others grasping the corners. The game then proceeded as follows-- King William was King George s son, From the Bay of Biscay O! Upon his breast he wore a star-- Find your way to English schools. Down on the carpet you must kneel; As the grass grows in the field, Salute your bride and kiss her sweet, And rise again upon your feet. Then followed the game-rhyme, repeated with each stanza-- Go choose you east, go choose you west, apparently the same as last four lines of Sheffield version. King William is then supposed to enter-- The first girl that I loved so dear, Can it be she s gone from me? If she s not here when the night comes on, Will none of you tell me where she s gone? He then recognises the disguised girl-- There s heart beneath the willow tree, There s no one here but my love and me. He had gone to the war, and promised to marry her when he came back. She wrapped a shawl about her head to see if he would recognise her. This was all the reciter could recollect; the lines of the ballad were sung by an old woman, the ring answering with the game-rhyme. This version seems to indicate clearly that in this game we have preserved one of the ceremonies of a now obsolete marriage-custom--namely, the disguising of the bride and placing her among her bridesmaids and other young girls, all having veils or other coverings alike over their heads and bodies. The bridegroom has to select from among these maidens the girl whom he wished to marry, or whom he had already married, for until this was done he was not allowed to depart with his bride.
The rubber is won by the side that first wins four games of ten points each. The value of the rubber is determined by adding 8 points to the winners’ score for tricks, honours, and slams, and then deducting the score of the losers. In _=Solo Whist=_, the game is complete in one deal, and the value of it is determined by the player’s success or failure in his undertaking, and must be settled for at the end of the hand, according to the table of payments. FORMING THE TABLE. 2. Those first in the room have the preference. If, by reason of two or more arriving at the same time, more than four assemble, the preference among the last comers is determined by cutting, a lower cut giving the preference over all cutting higher. A complete table consists of six; the four having the preference play. Partners are determined by cutting; the highest two play against the lowest two; the lowest deals and has the choice of seats and cards. In _=Boston=_ and in _=Solo Whist=_, a table is complete with four players.
Newell thinks the game may have originated, a maid has been given in marriage to another than her chosen lover. He rides to the ceremony with a troop of followers; the bride, seeing him approach, calls on her maidens to take off her gold crown and coif her in linen white, to test her bridegroom s affection. This incident, I think, is not to test affection, but the ordeal of recognising his bride, however disguised, and the fact that the hero at once recognises his love, mounts with her on horseback, and flees to Norway, may be considered to support my view. See also Brand, vol. ii. p. 141, under Care Cloth. King s Chair Two children join hands, by crossing their arms, so as to form a seat. A third mounts on the crossed arms, and clasps the carriers round their necks, while they move on saying-- King, King Cairy (carry) London lairy, Milk an bread, In the King s chairie. This game is played at Keith, without the words.
_=Diamonds=_: Carreau, Schellen, Eckstein, Ruthen, or Gelb. In the German notation of card games and problems, the suits are indicated by the French terms: clubs, _=tr=_ for trefle; spades, _=p=_ for pique; hearts, _=co=_ for cœur; diamonds, _=car=_ for carreau. The cards are indicated by the initials; A K D B Z 9 8 7, which stand for As, König, Dame, Bube, Zehn, etc. The winning card in each trick is always printed in full-faced type. The cards of each suit are divided into two parts, known as counting cards, _=Zahlkarten=_, and those having no counting value; _=Fehlkarteten=_ or Ladons. The counting cards and their values are as follows:--Ace 11, Ten 10, King 4, Queen 3, and Jack 2. These are used in reckoning up the value of the tricks won by each side in counting toward 61 in all the “games,” but not in Nullo. The Seven, Eight and Nine have no counting value. The rank of the suits has no influence on their trick-taking powers, nor on the value of the Zahlkarten; but it increases or diminishes the value of the “game” played for. When any suit is made the trump, it takes the precedence of the three others only in so far as trumps will win other suits, and the suits which are not trumps are equal in value so far as trick-taking is concerned.
9. Fig. 10.] From Crockham Hill, Kent, Miss Chase sends four versions. In the first plan (fig. 1) the game is:--Throw stone into No. 1. Hop from No. 1 to No. 5 and back.
The Ante.=_ After the cards are dealt, each player in turn, beginning with the one to the left of the age, or to the left of the last straddler, if any, must either abandon his hand or put into the pool twice the amount of the blind, or of the last straddle. When it comes to the turn of the age, and the straddlers, if any, they must either abandon their hands, or make the amount they have in the pool equal to twice the amount of the blind, or of the last straddle, if any. _=19. Raising the Ante.=_ Each player, when it is his turn to come in, may add to the amount of the ante any sum within the betting limit. This will compel any player coming in after him to equal the total of the ante and the raise, or to abandon his hand; and it will also give such following player the privilege of raising again by any further amount within the betting limit. Should any player decline to equal the amount put up by any previous player, he must abandon his hand, together with all his interest in that pool. Any player who has been raised in this manner may raise again in his turn; and not until each player holding cards has anted an equal amount will the game proceed. _=20.
I could have done it visually, of course, or I could have straightened them up with TK, but touch helps my grip. I took a good look at the door to the main casino, a heavy job of varnished native cedar. Just to show him, I turned my back on the bar, leaning against it with one foot on the brass rail. The lift was as clean as I ve ever managed. Anger, fear, any strong emotion, is a big help. They came up all together, staying in a stack, and I could perceive that they hung in the air behind me, a good foot clear of the bar, and about twenty feet from the door to the casino. In a smug show of control, I dealt the cartwheels off the top of the stack, one at a time, and fired them hard. Each one snapped away from the hovering stack, like a thrown discus. My perception was of the best. Each coin knifed into the soft cedar of the door, burying itself about halfway.
If he wins it, and his partner gives him a Ten of another suit, and they then proceed to make both the Aces and Tens of your weak suits, that will give them only 56 points, and you will make every other trick. The only thing that could defeat you is for one player on the fourth trick to lead a suit of which his partner had none. This would require one player to have all the spades and the other all the hearts, which is almost impossible. Another familiar example is the following: You are Vorhand with these cards:-- [Illustration: 🃛 🂫 🃑 🃚 🂡 🂪 🂸 🂷 🃈 🃇 ] Although you cannot possibly win more than six tricks, and must lose every trick in the red suits, you have an invincible Grand; because the adversaries have not a sufficient number of Fehlkarten to give you to avoid adding 16 points to the 46 you already have in your hand, which must make you 62 before they get a trick. It is better to bid on a doubtful Solo than on a risky Tourné, and if you have a choice of two numerically equal suits, it is better to bid on a suit containing small cards in preference to one containing A 10. In bidding Tournés, you must remember that the more cards you hold of a suit, the less your chance to turn up one. It is not good play to bid a Solo on four or five trumps unless you have some aces in the other suits. A Grand may be bid even without a trump, if you have the lead, and hold four aces, or three aces and four Tens. A Grand with any two Wenzels is safe if you have two good suits. A Nullo should never be bid unless the player has the Seven of his long suit.
Magic Whistle All the players but three sit on chairs, or stand in two long rows facing each other. One player sits at one end of the two rows as president; another player is then introduced into the room by the third player, who leads him up between the two rows. He is then told to kneel before the one sitting at the end of the row of players. When he kneels any ridiculous words or formula can be said by the presiding boy, and then he and those players who are nearest to the kneeling boy rub his back with their hands for two or three minutes. While they are doing this the boy who led the victim up to the president fastens a string, to which is attached a small whistle, to the victim s coat or jacket. It must be fastened in such a way that the whistle hangs loosely, and will not knock against his back. The whistle is then blown by the player who attached it, and the kneeling boy is told to rise and search for the Magic Whistle. The players who are seated in the chairs must all hold their hands in such a way that the victim suspects it is in their possession, and proceeds to search. The whistle must be blown as often as possible, and in all directions, by those players only who can do so without the victim being able to either see or feel that he is carrying the whistle with him.--London (A.