In the example, the odds against throwing an ace are therefore 5 to 1. The greater the odds against any event the more _=improbable=_ it is said to be, and the more _=hazardous=_ it is to risk anything upon it. When an event happens which is very improbable, the person to whom it happens is considered _=lucky=_, and the greater the improbability, the greater his luck. If two men play a game, the winner is not considered particularly lucky; but if one wanted only two points to go out and the other wanted a hundred, the latter would be a very lucky man if he won. It is a remarkable fact that luck is the only subject in the world on which we have no recognised authority, although it is a topic of the most universal interest. Strictly speaking, to be lucky simply means to be successful, the word being a derivative of _gelingen_, to succeed. There are a few general principles connected with luck which should be understood by every person who is interested in games of chance. In the first place, luck attaches to persons and not to things. It is useless for an unlucky man to change the seats or the cards, for no matter which he chooses the personal equation of good or bad luck adhering to him for the time being cannot be shaken off. In the second place, all men are lucky in some things, and not in others; and they are lucky or unlucky in those things at certain times and for certain seasons.
_=FREEZE OUT.=_ This might be called a variety of table stakes. At the start, each player is supplied with an equal number of counters; but no one is allowed to replenish his stock, or to withdraw or loan any part of it. As soon as any player has lost his capital he is decavé, or _=frozen out=_, and must permanently retire from the game. The other players continue until only one remains, who must of course win everything on the table. This is not a popular form of Poker, because it is sometimes a long time before a player who is frozen out can get into a game again. _=SHOW-DOWN POKER.=_ This is a variety of draw poker, in which each player takes the five cards dealt to him and turns them face up so that all the other players can see them. Each player discards and draws in turn, eldest hand first. As soon as a hand is beaten it is thrown into the deadwood, all the cards drawn being dealt face up.
If there are no pieces between the King and the Rook, and neither piece has been moved, the King may be moved two squares toward the Rook, and at the same time the Rook may be brought round to the other side of the King. The movement must be made with both hands, each manipulating a piece. In the position shown in Diagram No. 6, for instance, the King could castle on either side, with the King’s Rook, or with the Queen’s Rook:-- [Illustration: _No. 6._ +---+---+---+---+---+---+---+---+ | ♜ | | | | ♚ | | | ♜ | +---+---+---+---+---+---+---+---+ | ♟ | ♟ | ♟ | | ♛ | ♟ | ♟ | ♟ | +---+---+---+---+---+---+---+---+ | | | ♞ | ♟ | ♝ | ♞ | | | +---+---+---+---+---+---+---+---+ | | | ♝ | | ♟ | | | | +---+---+---+---+---+---+---+---+ | | | ♗ | | ♙ | | | | +---+---+---+---+---+---+---+---+ | | | ♘ | ♙ | ♗ | ♘ | | | +---+---+---+---+---+---+---+---+ | ♙ | ♙ | ♙ | | ♕ | ♙ | ♙ | ♙ | +---+---+---+---+---+---+---+---+ | ♖ | | | | ♔ | | | ♖ | +---+---+---+---+---+---+---+---+ ] If an adverse piece commands the square that would be passed over by the King in castling, the move is not allowed; because a King must not move into check, nor cross a square that is checked by an adverse piece nor castle out of check. In Diagram No. 7 the position that would result from castling with the Queen’s Rook is shown by the black men. [Illustration: _No. 7.
If _=B=_ has the Jack, he must catch the Ten, no matter how _=Y=_ and _=Z=_ play. * * * * * _=FRENCH WHIST=_ is the name given to a variety of Scotch Whist in which the Ten of Diamonds counts ten to those winning it, whether it is a trump or not. BOSTON. _=CARDS.=_ Boston is played with two packs of fifty-two cards each, which rank as at Whist, both for cutting and playing. _=MARKERS=_ are not used in Boston, every hand being immediately settled for in counters. These are usually of three colours; white, red, and blue; representing cents, dimes, and dollars respectively. At the beginning of the game each player should be provided with an equal number, the general proportion being 20 white, 18 red, and 8 blue for each. Some one player should be selected to act as the banker, selling and redeeming all counters. _=STAKES.
If it is required to vary the angle at which the object ball is to be struck, the distance below the centre will change the angle of direction in the cue ball without any side stroke. The art of accomplishing this is called _=compensation=_, an illustration of which is given in the diagram, A being the cue ball, and B the object ball. This is a half draw or force shot, the ball being struck about half way between its centre and the cloth. If we draw imaginary lines connecting the centres of A-B and B-C, and bisect the angle, we get the point D, which the cue ball must strike to make the carrom. This will drive the object ball in the direction D-E; but if it is desirable that the object ball should go more in the direction G-F, so as to secure a better position for the next shot, the cue ball will have to strike at G, which will make a draw shot, bringing it back in the direction H, securing the position, but missing the count. In this position the ignorant player puts on side, but all that is necessary to compensate for this deviation in the point of impact is to approach the point of the cue toward the centre of the ball the exact distance that the point G is from the point D. The higher the point of the cue is raised, the further the ball will go from the line D-H. If struck much above the centre, it will follow through the object ball, passing beyond the ball C altogether. [Illustration] When side is put upon a ball, it spins in that direction. If it is struck on the left, and then goes to a cushion directly in front of it, it will tend to fly off the cushion toward the left, making the angle wider.
In table stakes, any player may _=call a sight=_ for what money or counters he has in front of him, even should another player have bet a much larger amount. For instance: A has bet three dollars, and B has only two dollars in front of him, but wishes to call A. B calls for a sight by putting his two dollars in the pool, and A must then withdraw his third dollar from the pool, but leave it on the table to be called or raised by any other player. Should C wish to call A, or even to raise him, A and C may continue the betting independently of B’s part of the pool. Should C have even less money than B, say one dollar, he may still further reduce the original pool, leaving the two dollars aside for settlement between A and B, and A’s third dollar still aside from that again for the decision of any other player. Let us suppose that A and C continue the betting until one calls. When the hands are shown, if either A’s or C’s is better than B’s, B loses his interest; but if B’s hand is better than either A’s hand or C’s hand, he takes the part of the pool for which he called a sight, while A and C decide the remainder between them. For instance: A calls C, and C shows three tens. Neither A nor B can beat it, and C takes everything. But if B had three Jacks, and A only three fives, B would take the part of the pool for which he called a sight, and C would take the remainder.
If the caller revokes, and discovers his mistake in time, he is not liable to any penalty, unless an adversary has played to the next trick. In that case the revoking card must be left on the table, and is liable to be called. When the single player revokes, he loses the call in any case, and at least one trick besides. He must also double the pool, and add to it a revoke forfeit of four red counters. For instance: A bids eight tricks, and his adversaries detect and claim a revoke. As he is supposed to have lost his bid, and one trick more, he may be said to have bid eight, and taken only seven; losing 23 white counters to each of his adversaries, doubling the pool, and then paying a forfeit of four red counters. In some places the forfeit is omitted, and in others it takes the place of doubling the pool. It is not usual to play the hand out after a revoke is claimed and proved. If an adversary of the single player revokes, he and his partners must each pay the caller just as if he had been successful, and must also pay him for three over-tricks as forfeit, provided his bid was not more than nine tricks; for the bid and the over-tricks together must not exceed thirteen tricks. In addition to this, the individual player in fault must pay four red counters as forfeit to the pool.
The Ballynascaw version (Miss Patterson) is played in a similar way. One child sits on a bank, and the others come up to her in a long line. The old woman says the first five lines. No question is asked by the lady, she simply takes one child. The old woman shakes hands with this child, and says good-bye to her. When all the children have been taken in by the one who personates the lady, the old woman says the other three lines, and so one by one gets all the children back again. The Berkshire version (Miss Thoyts) is said, not sung, and is played with two leaders, old woman and lover. As the lover chooses a child, that one is sent behind him, holding round his waist. Each child as she goes says, Good-bye, mother, good-bye, and pretends to cry. Finally they all cry, and the game ends in a tug of war.
How many pounds will set us free, Free, free, free; free, free, free? How many pounds will set us free, My fair lady? A hundred pounds will set you free, Free, free, free; free, free, free; A hundred pounds will set you free, My fair lady. We have not a hundred pounds, Pounds, pounds, pounds; pounds, pounds, pounds; We have not a hundred pounds, My fair lady. Then to prison you must go, Go, go, go; go, go, go; Then to prison you must go, My fair lady. To prison we will not go, Go, go, go; go, go, go; To prison we will not go, My fair lady. --Shipley, Horsham (_Notes and Queries_, 8th Series, i. 210, Miss Busk). VI. See the robbers coming through, Coming through, coming through, See the robbers coming through, A nice young lady. Here s a prisoner we have got, We have got, we have got, Here s a prisoner we have got, A nice young lady. How many pounds to set her free, Set her free, set her free, How many pounds to set her free, A nice young lady? A hundred pounds to set her free, Set her free, set her free, A hundred pounds to set her free, A nice young lady.
In answer to this demand, each player should indicate which of the cards on the table he played. In the English game, any player may look at the last trick turned and quitted; in the American he may not. _=Taking Tricks.=_ As the tricks are taken, they should be neatly laid one upon the other in such a manner that any player at the table can count them at a glance. There are several methods of stacking tricks; the first shown being probably the best. [Illustration] When six have been taken by one side they are usually gathered together to form a _=book=_; any subsequently taken being laid apart, as they are the only ones that count. It is customary for the partner of the player winning the first trick on each side to gather the tricks for that deal. In some places it is the custom for the partner of the winner of each trick to gather it, so that at the end of the hand each player has tricks in front of him. Although this method saves time, the practice is not to be recommended, as it hinders the players in counting the tricks already gained by each side. Immediately upon the completion of the play of a hand, the score should be claimed and marked.
If he chooses the wrong one he is told-- Go back and learn your A, B, C. If rightly-- Take him and bake him, And give me a piece When he s done. The child is then led off in a squatting position. Later the one who named them pretends tasting, and says, Very nice, or You must be baked longer, when another squatting walk and wait takes place. A version sent by Mr. J. P. Emslie is similar to the other London versions-- Buy my fine honey to-day. Which shall I buy? Taste em and try. The child would then go round, pretending to taste, saying, Don t like that one, till one was approved.
JASS. This is popularly supposed to be the progenitor of the American game of pinochle, and is still very popular in Switzerland. _=CARDS.=_ Jass is played with the thirty-six card pack, the 5 4 3 2 of each suit being thrown out. The cards rank from the A K Q down to the 6, both in cutting and in play. The cards have a pip value in scoring, aces 11, tens 10, kings 4, queens 3 and jacks 2. In the trump suit, the jack is the highest card, and is worth 20 points instead of 2. The nine of trumps comes next, being worth 14 points, and is called “Nell.” The remaining trumps rank as in plain suits. The jack of trumps has the special privilege of being allowed to renege, even when the holder of the jack can follow suit.