Versions from Wakefield, Liphook, Ellesmere, and other places are practically the same as the Barnes game, but Mr. Udal gives an elaboration of the Dorsetshire game in the _Folk-lore Journal_, vii. 238. One Lancashire version (Miss Dendy) reverses the characters by making the Cobbler run round the ring, and the children requiring the shoe to be mended, call out, Blackie, come mend my slipper. Mrs. Harley, in another Lancashire version, gives the words sung to the tune printed as-- Pass on, pass on, passy on the slipper; The best fun we ever had was passing on the slipper. Holloway (_Dict. of Provincialisms_) says this game was well known in Somerset, Hants, Sussex, but now is almost out of fashion. He describes it as being played without words. The child who has to find the shoe stands in the centre of the circle.
=_ These should not be called except with hands in which every suit contains the deuce, and all the cards are low enough to insure the player that nothing short of extraordinary circumstances will defeat him. Open sequences, or Dutch straights, as they are sometimes called, in which the cards are all odd or all even, such as 2 4 6 8 10, are quite as safe as ordinary sequences, provided the deuce is among the cards. The player calling a spread must remember that it will be impossible for him to get any discards after the first trick without the consent of the adversaries; for they will not lead a suit of which they see he is void. In order to reduce the caller’s chances of a discard on the opening lead, before his cards are exposed, the adversaries should select their shortest suits, unless they have a bottom sequence to the deuce. _=THE SLAM.=_ This feature of Solo Whist is even rarer than the _grand coup_ at Whist. It is not very marvellous for an abundance player to make twelve or thirteen tricks; but to announce thirteen tricks before a card is played is something phenomenal. All the adversaries can do against such a call is to show each other, by their discards, in which of the suits they have a possible trick. It is very annoying to have a player succeed in making a slam just because two of his adversaries keep the same suit. SOLO WHIST FOR THREE PLAYERS.
A player who desires the cards to be placed, or who demands to see the last trick, should do it for his own information only, and not in order to invite the attention of his partner. No player should object to refer to a bystander who professes himself uninterested in the game, and able to decide any disputed question of facts; as to who played any particular card--whether honours were claimed though not scored, or _vice versa_--etc., etc. It is unfair to revoke purposely; having made a revoke, a player is not justified in making a second in order to conceal the first. Until the players have made such bets as they wish, bets should not be made with bystanders. Bystanders should make no remark, neither should they by word or gesture give any intimation of the state of the game until concluded and scored, nor should they walk round the table to look at the different hands. No one should look over the hand of a player against whom he is betting. DUMMY. Is played by three players. One hand, called Dummy’s, lies exposed on the table.
| +---+----------------------+----------------------+----------------------+ | 1.| -- | -- |Green gravels. | | 2.| -- | -- | -- | | 3.|Green meadows. | -- | -- | | 4.| -- |Green grover. | -- | | 5.| -- | -- | -- | | 6.|Your grass is so |Your grass is so |The grass is so green.
A foul ball shall count as a ball rolled against the player. Pins which are knocked down or displaced by a ball which leaves the alley before reaching the pins, or from a ball rebounding from the rear cushions, do not count, and they shall be immediately respotted. Every ball delivered, unless it be declared a dead ball by the umpire, shall be counted against the player. Pins which are knocked down by another pin rebounding in the play from the side partition or rear cushion are counted as pins down. Pins which are knocked down or displaced from any cause except by a fairly delivered ball shall in all cases be respotted. Should a player by mistake roll on the wrong alley, or out of his turn, or be interfered with in his play by another bowler or spectator, or should any of the pins at which he is playing be displaced or knocked down in any manner before his delivered ball reaches the pins, or should his ball come in contact with any foreign obstacle on the alleys, then the ball so delivered by him shall be immediately declared a dead ball by the umpire, and such ball shall not count, and shall be immediately re-rolled by the player after the cause for declaring such ball dead has been removed. Pins which are knocked down by a fair ball, and which remain lying on the alley or in the gutters, are termed dead wood, and shall be removed before the next ball is rolled. Should a standing pin fall by removing dead wood, such pin or pins shall be at once respotted. Should a pin be broken or otherwise badly damaged during the game, it shall be at once replaced by another as nearly uniform with the set in use as possible. The umpire shall in all such cases be the sole judge in the matter of replacing such pin or pins.
The attentive reader will be able to trace all this in figure 6a, and he will also note the three Red cavalry prisoners going to the rear under the escort of one Khaki infantry man. Figure 6b shows exactly the same stage as figure 6a, that is to say, the end of Blue s third move. A cavalry-man lies dead at the tail of Red s middle gun, an infantry-man a little behind it. His rightmost gun is abandoned and partly masked, but not hidden, from the observer, by a tree to the side of the farmhouse. And now, what is Red to do? The reader will probably have his own ideas, as I have mine. What Red did do in the actual game was to lose his head, and then at the end of four minutes deliberation he had to move, he blundered desperately. He opened fire on Blue s exposed centre and killed eight men. (Their bodies litter the ground in figure 7, which gives a complete bird s-eye view of the battle.) He then sent forward and isolated six or seven men in a wild attempt to recapture his lost gun, massed his other men behind the inadequate cover of his central gun, and sent the detachment of infantry that had hitherto lurked uselessly behind the church, in a frantic and hopeless rush across the open to join them. (The one surviving cavalry-man on his right wing will be seen taking refuge behind the cottage.
_=No. 2.=_ A has an even chance to escape, and it is better for him to be third or fourth player in hearts than to lead them. _=3rd Trick.=_ B sees from the fall of the clubs that Y has no more, and that A is safe in them and will lead them again; so he holds up ♢ K to keep A out of the lead. _=7th Trick.=_ As A’s hand can now be counted to contain either the 7 4 3 of clubs and four dangerous hearts, or the 4 3 of clubs and five hearts, B’s game is clearly to lead diamonds, in order to load Y and Z. His only dangerous card, the ♡ J, will go on the next round of spades, which must be led again in the next two or three tricks. _=No. 3.
Six, playing in two partnerships, sit alternately, so that no two partners shall be next each other. Six, playing in three partnerships of two each, sit so that two adversaries shall be between each pair of partners. Eight, playing in two sets of four each, or as four pairs of partners, arrange themselves alternately. If we distinguish the partners by the letters A, B, C, D, the diagram will show the arrangement of the tables. [Illustration: B C A B A B +------+ +------+ +------+ | | D| |C B| |A A| |A | | | | | | C| |D A| |B +------+ +------+ +------+ C B B A B A THREE PAIRS. FOUR PAIRS. TWO FOURS. ] The player to the left of the dealer is the original leader. _=DEALING.=_ The method of dealing varies with the number of players engaged.
But it was found that the Dragons could move a million miles in just under two milliseconds and that this was not enough for the human mind to activate the light beams. Attempts had been made to sheath the ships in light at all times. This defense wore out. As mankind learned about the Dragons, so too, apparently, the Dragons learned about mankind. Somehow they flattened their own bulk and came in on extremely flat trajectories very quickly. Intense light was needed, light of sunlike intensity. This could be provided only by light bombs. Pinlighting came into existence. Pinlighting consisted of the detonation of ultra-vivid miniature photonuclear bombs, which converted a few ounces of a magnesium isotope into pure visible radiance. The odds kept coming down in mankind s favor, yet ships were being lost.
In some localities it is the rule to turn the widow face up at once if any player knocks before it is taken; allowing all those after the knock an opportunity to draw or exchange; but this is not the usual custom. Suppose five play. E deals, and A passes; B takes the widow; C and D draw from B’s abandoned hand, and E knocks; without drawing, of course. A, who passed the first time, now has an opportunity to draw or exchange. So have each of the others in turn, up to D; but after D draws or exchanges, the hands must be shown, because the next player, E, has knocked. When the hands are shown, there are two ways to settle: If the counters have a money value, the best poker hand wins the pool, and the deal passes to the left. If the counters have no money value, there is no pool; but the player who has the worst hand shown puts one of his counters in the middle of the table. This continues until some player has lost all five of his counters, and he is then called upon to pay for the whiskey, or whatever refreshments may be at stake upon the game. Hence the name: Whiskey Poker. THIRTY-ONE.
His leftmost gun stares Red s in the face, and prevents any effective fire, his middle gun faces Red s middle gun. Some of his cavalry are exposed to the right of the farm, but most are completely covered now by the farm from Red s fire. Red has now to move. The nature of his position is becoming apparent to him. His right gun is ineffective, his left and his centre guns cannot kill more than seven or eight men between them; and at the next move, unless he can silence them, Blue s guns will be mowing his exposed cavalry down from the security of the farm. He is in a fix. How is he to get out of it? His cavalry are slightly outnumbered, but he decides to do as much execution as he can with his own guns, charge the Blue guns before him, and then bring up his infantry to save the situation. Figure 5a shows the result of Red s move. His two effective guns have between them bowled over two cavalry and six infantry in the gap between the farm and Blue s right gun; and then, following up the effect of his gunfire, his cavalry charges home over the Blue guns. One oversight he makes, to which Blue at once calls his attention at the end of his move.
The deal passes to the left, and a misdeal loses the deal, as the deal is an advantage, owing to the trade for ready money. If the dealer does not win the pool, he must pay one white counter to the player who does. If the dealer holds a combination of the same rank as the one that wins the pool, he must pay one white counter to every other player at the table. For instance: No triplet is shown, and a straight flush, Jack high, wins the pool. The dealer has a straight flush, 9 high, and must pay one counter to every player at the table. If the dealer had no sequence flush, he would pay the winner of the pool only. _=With a Widow.=_ This is almost three-card Whiskey Poker. Each player is provided with three counters only, which are of no value, and three cards are dealt to each player and to the widow, face down, and one at a time. The widow is turned face up immediately, and the dealer has the first say.
” In nullo the cards rank in their natural order; A K Q J 10 9 8 7, the Ace being the highest. In the various “games,” the four Jacks are always the best trumps, and are known as _=Wenzels=_. The other cards follow the usual German rank; A 10 K Q 9 8 7, the Ace being the highest in plain suits. The German names for the cards are as follows;--_=Jack=_: Wenzel, Bauern, Bube, Jungen, or Unter. _=Ace=_: As, or Daus. _=Ten=_, Zehn. _=King=_, König. _=Queen=_: Dame, Ober, or Königen. _=Nine=_, Neun. _=Eight=_, Acht.
If he can pick up two tricks of the previous deal with eight good cards of the same suit in them, by placing any two tricks of other cards between them, and dealing six at a time, he can tell exactly how many of the eight located cards are in his partner’s hand. For this reason a player who does not thoroughly shuffle the cards should be carefully watched; and an immediate protest should be made against any disarrangement of the tricks as they are taken in during the play, such as placing the last trick taken under the first. If the player doing this is to be the next dealer, any one observing the movement should insist upon his right to shuffle the cards thoroughly; if not to leave the game. We are strongly opposed to dealing the cards in bulk at Cayenne, and see no reason why the methods that prevail in the very similar game of Bridge should not be adopted. _=SUGGESTIONS FOR GOOD PLAY.=_ There is little to add to the rules already given for Whist. The principles that should guide in the making of the trump have been given in connection with the more important game of Bridge; and the suggestions for playing nullo will be fully discussed in the games in which it is a prominent characteristic: Solo Whist, and Boston. Grand is practically Whist after the trumps are exhausted. For the Laws of Cayenne see Whist Family Laws. SOLO WHIST, OR WHIST DE GAND.
Whether he draws one card, exchanges his entire hand, or knocks, the next player on his left has the option of drawing, exchanging, or knocking; and so on, until some player does knock. Should no player take the widow until it comes to the dealer’s turn, he must either take it, or turn it face upward on the table. Even if the dealer knocks, he must turn up the widow, and allow each player an opportunity to draw from it, or to exchange his entire hand for it. When a player knocks, he signifies that no matter what the players following him may do, when it comes to his turn again the hands must be shown. A player cannot draw and knock at the same time; but a player can refuse to draw or exchange after another player has knocked, not before. In some localities it is the rule to turn the widow face up at once if any player knocks before it is taken; allowing all those after the knock an opportunity to draw or exchange; but this is not the usual custom. Suppose five play. E deals, and A passes; B takes the widow; C and D draw from B’s abandoned hand, and E knocks; without drawing, of course. A, who passed the first time, now has an opportunity to draw or exchange. So have each of the others in turn, up to D; but after D draws or exchanges, the hands must be shown, because the next player, E, has knocked.
Changes made to the original text: Footnotes have been moved to end of the description of the game. Sources (when printed in smaller type in the original work) have been moved to a separate line where necessary. Volume I. The Errata have already been changed in the text. Gallovidian Encyclopedia/Encyclopædia has been standardised to Gallovidian Encyclopædia. Page xvi: Conqueror changed to Conqueror or Conkers (as in text) Page xvii: Duckstone was missing from the list and has been added Page xix: Lend me your Key was missing from the list and has been added Page 19: we ll go the king changed to we ll go to the king Page 24: Hurstmonceaux changed to Hurstmonceux (as elsewhere) Page 56: he jostled away changed to be jostled away Page 128: [They pull him out. changed to [They pull him out.] Page 180 (table) row 16: [ added before Write Page 270: so that won t do changed to so _that_ won t do (as elsewhere in the song) Page 329: cul léve changed to cul levé (as in Nares s work) Page 364 uniniated changed to uninitiated Page 387: the Sheffield is changed to the Sheffield version is. *** END OF THE PROJECT GUTENBERG EBOOK THE TRADITIONAL GAMES OF ENGLAND, SCOTLAND, AND IRELAND (VOL 1 OF 2) *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.