_=OBJECTS OF THE GAME.=_ The chief object in Cayenne, either with a trump or in a grand, is to take tricks; in a nullo it is not to take them. In any case the highest card played of the suit led wins the trick, and trumps, if any, win against all other suits. At the end of each hand the side that wins any tricks in excess of the book scores them, after multiplying their number by the unit of value settled upon by the announcement. If a nullo is played the adversaries score them. Honours are then claimed; but the game cannot be won by honours alone, as at Whist; those holding honours must stop at the score of 9, unless they also win the odd trick. As soon as either side reaches or passes 10 points, they win a game; but the hand must be played out, and all tricks taken must be counted. If one side goes out by cards, the other cannot score honours. Thirteen tricks taken by one side is called a _=slam=_, and it counts 6 points. Twelve tricks is a _=little slam=_, and it counts 4.
| CORNER. | DUNDEE. |EDINBURG.| FIFE. |GLASGOW. | KELSO. | | | | | | | | | | 11-15 | 9-14 | 12-16 | 9-13 | 11-15 | 11-15 | 10-15 | | 22 17 | | | | 23 19 | 23 19 | | | 15-19 | | | | 9-14 | 8-11 | | | | | | | 22 17 | 22 17 | | | | | | | 5- 9 | 11-16 | | +=========+=========+=========+=========+=========+=========+=========+ | | | | | SECOND | | | | LAIRD | MAID OF | OLD | | DOUBLE | SINGLE | | |AND LADY.|THE MILL.| 14TH. |PAISLEY.
How is mine? I don t know, said the doctor contritely. We ll find out for you. Meanwhile, old man, you take it easy. There s nothing but rest that can help you. Can you make yourself sleep, or would you like us to give you some kind of sedative? I can sleep, said Underhill. I just want to know about the Lady May. The nurse joined in. She was a little antagonistic. Don t you want to know about the other people? They re okay, said Underhill. I knew that before I came in here.
--Ogbourne, Wilts (H. S. May). Birds, Beasts, and Fishes B × × × × × × × h = Bullfinch E × × × × × × t = Elephant S × × × × × × × h = Swordfish This is a slate game, and two or more children play. One writes the initial and final letters of a bird s, beast s, or fish s name, making crosses (×) instead of the intermediate letters of the word, stating whether the name is that of bird, beast, or fish. The other players must guess in turn what the name is. The first one who succeeds takes for himself the same number of marks as there are crosses in the word, and then writes the name of anything he chooses in the same manner. If the players are unsuccessful in guessing the name, the writer takes the number to his own score and writes another. The game is won when one player gains a certain number of marks previously decided upon as game. --Barnes (A.
=_ _=Z=_ plays Queen to shut out the Ten, if with _=A=_. _=A=_ knows each player has two trumps left, and that as the turn-up is still with _=Z=_, _=B=_ must have J or K; for if he held only 7 and 6 he would have trumped in to make cards. _=Trick 8.=_ _=A=_ leads trumps. If _=Y=_ does not play the Ten, and _=B=_ has not the Jack, _=B=_ must make four cards and the King by passing. 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.
In case neither move can be made, there shall be no penalty. While in check, for touching or moving a man which does not cover the check, the player may be required to cover with another piece, or move the King, as the opposing player may elect. _=Touching the Squares.=_ While the hand remains upon a man, it may be moved to any square that it commands, except such squares as may have been touched by it during the deliberation on the move; but if all the squares which it commands have been so touched, then the man must be played to such of the squares as the adversary may elect. _=Counting Fifty Moves.=_ If, at any period during a game, either player persist in repeating a particular check, or series of checks, or persist in repeating any particular line of play which does not advance the game; or if “_a game-ending_” be of doubtful character as to its being a win or a draw, or if a win be possible, but the skill to force the game questionable, then either player may demand judgment of the Umpire as to its being a proper game to be determined as drawn at the end of fifty additional moves, on each side; or the question: “Is, or is not the game a draw?” may be, by mutual consent of the players, submitted to the Umpire at any time. The decision of the Umpire, in either case, to be final. 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.
In the Cork version (Mrs. Green) the children form a circle by joining hands. They march round and round, singing the verses to a sing-song tune. When singing, If the cock should meet a hen, they all unclasp hands; two hold each other s hands and form an arch. The rest run under, saying the last verse. The arch lower their hands and try to catch the last child. (_c_) The analysis of the game-rhymes is on pp. 342-45. It appears from this analysis that the London version is alone in its faithful reflection of an actual building episode. Three other versions introduce the incident of watching by a man, and failing him, a dog or cock; while five versions introduce a prisoner.
In full hands the rank of the triplets decides the value of the hand. Three Queens and a pair of deuces will beat three Jacks and a pair of aces. In straights, the highest card of the sequence wins; not necessarily the highest card in the hand, for a player may have a sequence of A 2 3 4 5, which is only five high, and would be beaten by a sequence of 2 3 4 5 6. The ace must either begin or end a sequence, for a player is not allowed to call such a combination as Q K A 2 3 a straight. It was evidently the intention of those who invented Poker that the hands most difficult to obtain should be the best, and should outrank hands that occurred more frequently. A glance at the table of odds will show that this principle has been carried out as far as the various denominations of hands go; but when we come to the members of the groups the principle is violated. In hands not containing a pair, for instance, ace high will beat Jack high, but it is much more common to hold ace high than Jack high. The exact proportion is 503 to 127. A hand of five cards only seven high but not containing a pair, is rarer than a flush; the proportion being 408 to 510. When we come to two pairs, we find the same inversion of probability and 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. As the four Wenzels are always the highest trumps, there will always be eleven cards in the trump suit, and seven in each of the plain suits; so that if clubs were trumps, the rank of the cards would be:-- [Illustration: 🃛 🂫 🂻 🃋 🃑 🃚 🃞 🃝 🃙 🃘 🃗 ] In any of the other suits the rank would be:-- [Illustration: 🂡 🂪 🂮 🂭 🂩 🂨 🂧 ] _=Matadores.=_ The club Jack is always the best trump, and every trump card in unbroken sequence with the club Jack is called a Matadore, provided the sequence is in the hand of the same player. This rule holds whether the sequence was in the hand originally dealt to him or part of it is found in the Skat, should he become possessed of the Skat cards. For instance: Clubs are trumps, and a player holds these cards:-- [Illustration: 🃛 🂻 🃋 🃑 🃚 🃘 🃗 ] He has only one Matadore; but as the Skat cards will belong to him if he has made the trump, he may find in them the spade Jack, which would complete his sequence, giving him six Matadores, instead of one. As one side or the other must have the club Jack in every deal, there must always be a certain number of Matadores, from one to eleven. If the player who makes the trump has them, he is said to play _=with=_ so many; if his adversaries hold them, he is said to play _=without=_ just as many as they hold. The difficult thing for the beginner at Skat to understand is that whether a player holds the Matadores or not, the number of them has exactly the same influence on the value of his game. If one player held these cards [Illustration: 🃛 🂫 🂱 🂺 🂷 ] and wished to make hearts trumps, he would be playing “with two.
As this does not save the rubicon the game is reckoned as if the brisques had not been counted at all, and A wins 1800, plus B’s 800, plus 1300 for rubicon and brisques; 3900 altogether. If the player who is rubiconed has scored less than 100 points, the winner takes 100 for bonus, in addition to the 1300 for rubicon and brisques. When a series of games is played between the same individuals, it is usual to keep the net results on a sheet of paper, setting down the hundreds only, and to settle at the end of the sitting. _=Suggestions for Good Play=_ will be found in Binocle. * * * * * _=CHINESE BÉZIQUE=_ is Rubicon Bézique with six packs of cards shuffled together and used as one. The counts run into enormous figures, and 6000 is not an uncommon score for the winner. In _=CHOUETTE BÉZIQUE=_, one of several players agrees to take all bets, and has the choice of deal and seats without cutting. His adversaries may consult together in playing against him. If the chouette player wins, one of his opponents takes the loser’s place; but if he loses, the same player opposes him for the next game. The adversaries usually cut to decide which of them shall play the first game against the chouette player, the highest card having the privilege.
_=41. Coming In.=_ If any player opens the pot for a certain amount, each player in turn, on his left, can come in by putting up a similar amount, regardless of the value of his hand. Any player on the right of the opener who passed on the first round may now come in. Any player declining to put up the amount for which the pot is opened must abandon his hand, and all his interest in the pool. _=42. Raising the Opener.=_ Any player coming into the pool has the privilege of raising the original opener any amount within the betting limit, and he may in turn be raised again, just as in the ordinary pools. Should the opener decline to meet such a raise, he must show his entire hand before abandoning it. If he declines to do so, he must pay the antes for all the other players for another jack.
, a finesse. Schneiden, G., to finesse. Schinden is sometimes used. Scratch, a fluke, a score which was not played for. Screw Shot, a force shot at Billiards. Second Dealing, dealing the second card from the top of the pack, keeping back the top card until it can be dealt to yourself or your partner. See Saw, a cross ruff. Sequence, three or more cards next in value to one another. The word is sometimes used for two cards only.
The pone helped, the dealer then announces how many cards he takes, placing his discards on his left. The dealer, if asked, must inform his adversary how many cards he took, provided the question is put before he plays a card. After receiving his cards, the pone may either stand or propose again, and the dealer may either give or refuse; but such subsequent stands or refusals do not carry with them any penalty for failure to make three tricks. Should these repeated discards exhaust the pack, so that there are not enough cards left to supply the number asked for, the players must take back a sufficient number from their discards. If the dealer has accepted a proposal, and finds there are no cards left for himself, that is his own fault; he should have counted the pack before accepting. The trump card cannot be taken into the hand under any circumstances. _=MISDEALING AFTER DISCARDING.=_ If the dealer gives the pone more or less cards than he asks for, he loses the point and the right to mark the King, unless it was turned up. If the dealer gives himself more cards than he wants, he loses the point and the right to mark the King, unless he turned it up. If he gives himself less cards than he wants, he may make the deficiency good without penalty; but if he does not discover the error until he has played a card, all tricks for which he has no card to play must be considered as won by his adversary.