--Robinson s _Whitby Glossary_, p. 40. The moulding of Cocklety-bread is a sport amongst hoydenish girls not quite extinct. It consists in sitting on the ground, raising the knees and clasping them with the hand, and then using an undulatory motion, as if they were kneading dough. My granny is sick and now is dead, And we ll go mould some cocklety bread; Up with the heels and down with the head, And that is the way to make cocklety bread. --Hunter s MSS.; Addy s _Sheffield Glossary_. (_b_) The _Times_ of 1847 contains a curious notice of this game. A witness, whose conduct was impugned as light and unbecoming, is desired to inform the court, in which an action for breach of promise was tried, the meaning of mounting cockeldy-bread; and she explains it as a play among children, in which one lies down on the floor on her back, rolling backwards and forwards, and repeating the following lines:-- Cockeldy bread, mistley cake, When you do that for our sake. While one of the party so laid down, the rest sat around; and they laid down and rolled in this manner by turns.
There are four varieties of Grand: A tourné player may make it a Grand if he turns up a Jack. This is called a _=Grand Tourné=_. A player may make it a grand without seeing either of the skat cards. This is called a _=Grand Solo=_. A player may announce a Grand and lay his cards face up on the table; exposed, but not liable to be called. This is called a _=Grand Ouvert=_. A Frage cannot be played as a Grand under any circumstances. A player may announce _=Gucki Grand=_, which means that he will take both the skat cards into his hand at once, in order to get the privilege of laying out any two cards he pleases, but that Jacks will be the only trumps. If a Gucki Grand is lost, it costs double. A player may announce a _=Gucki Nullo=_, in which he takes both the skat cards into his hand and lays out any two cards he pleases.
As there are 36 possible throws with two dice, 15 being under and 15 over seven, the percentage in favour of the banker is always 21 to 15, on U and O. As there are only 6 ways out of 36 to throw seven, the odds against it are 5 to 1; but the banker pays only 3 for 1. In spite of this enormous percentage in his favour, he frequently adds to his revenue by skilful cheating. LANSQUENET. This is a banking game for any number of players, with a pack of fifty-two cards. After the pack has been shuffled and cut, the dealer lays off two cards, face up for “hand cards.” He then deals a card for himself and one for the players, also face up. If either of these is of the same denomination as either of the hand cards, it must be placed with them, and another card dealt; because all bets must be made on single cards. Having two cards, one for the players and one for himself, the banker turns up cards one at a time. If he draws the same denomination as the players’ card, he wins all the bets upon it.
The Jack of the first penchant declared makes the _=trump suit=_ for that deal, no matter which player announces it. Trumps do not increase the value of any combination, and are only useful to win plain-suit tricks. All declarations are scored immediately, either on a marker or with counters. It will be observed that with the exception of sequences of five cards, fours, and penchants, the count is ten points for each card in the combination. Only one declaration can be made at a time. Any card laid upon the table for one declaration can be used again in future declarations, provided the player making the new announcement adds at least one fresh card from his hand. A player having a marriage and a penchant on the table cannot afterward score for the pair of Queens; but if he adds a Queen from his hand he can score the triplet. Pairs, triplets and fours are divided into two classes, the major being formed of court cards; the minor of cards below the Jack. Minor combinations cannot be scored if the adversary has upon the table cards which form a major combination of the same or greater value in the same class; that is, in class A. For instance: If your adversary has two Queens on the table, you cannot announce any pair below Jacks.
If there was no end to your capital, and no betting limit to the game, this would be an easy way to make money; but all banking games have studied these systems, and have so arranged matters that they can extend their heartiest welcome to those who play them. In the first place, by simply doubling up you are giving the bank the best of it, because you are not getting the proper odds. If you double up five times you are betting 16 to 1; but the odds against five successive events are 31 to 1, as we have already seen, and the bank should pay you 31 instead of 16. You should not only double, but add the original amount of the stake each time, betting 1, 3, 7, 15, 31, 63, and so on. If you do this, you will win the amount of your original stake for every bet you make, instead of only for every time you win. This looks well, but as a matter of fact doubling up is only another way of borrowing small sums which will have to be paid back in one large sum when you can probably least afford it. Suppose the game is Faro, the chips five dollars a stack, and the limit on cases twenty-five dollars. The limit on cases will then be 400 chips. If eight successive events go against your “system,” which they will do about once in 255 times, your next bet will be beyond the limit, and the banker will not accept it. At Monte Carlo the smallest bet is a dollar, and the limit is $2,400.
For instance: A player opens Clubs, showing five, his partner wins second round, and opens the Diamond suit with the Jack, on which Second Hand plays Ace, his partner dropping the 9. Having now the lead, and no good suit, it is evident that the play should be continued on the assumption that partner is all Spades and trumps. * * * * * _=THE AMERICAN GAME.=_ Since the revolt against the invariable opening from the longest suit, which was the style of game advocated by the old school of Pole and “Cavendish,” many systems have been tried out by the various clubs that meet at our national tournaments. E.C. Howell was the first to attempt to set the short-suit game in order, but his methods have long since been superseded by more elastic tactics. The fundamental principle of the short-suit game, as first explained to the world by the New York _Sun_, is to use the original or opening lead to indicate the general character of the hand rather than any details of the individual suit. In the long-suit game the original leader is always assuming that his partner may have something or other, and playing on that supposition. The short-suit player indicates the system of play best adapted to his own hand, without the slightest regard to the possibilities of his partner.
Straight whist is played; the cards being shuffled and cut afresh for every hand. Each deal is a game in itself. _=Drawing for Partners.=_ If there is an equal number of ladies and gentlemen, and the number is less than fifty-two, a sufficient number of red and black cards should be sorted out, and the ladies asked to draw from the red, the men from the black; those getting the same denominations being partners. For instance: 16 couples present themselves for play. The thirteen Hearts and the A 2 3 of Diamonds should be put into one hat for the ladies; the thirteen Clubs, and A 2 3 of Spades being put into another for the men. Those drawing the same denomination of Hearts and Clubs, or of Spades and Diamonds are partners. Before play begins, the number of hands which it is proposed to play should be announced, or a time set for adjournment. _=Driving.=_ There is no rank attached to the tables, but they should be arranged in such a manner that players may know which table to go to next.
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In such a position the player with the two best trumps should trump any winning card his partner leads, or over trump him if he trumps, so as to prevent the adversary from making that losing trump. _=Under-trumping, or the Grand Coup=_, is playing a low trump on a trick that partner has already trumped with a higher, in order to avoid the lead. For instance: A player holds major tenace in trumps with a small one, and knows that the minor tenace is on his right. Four cards remain in each hand. The player on the left leads; Second Hand trumps; Third Hand follows suit. If the Fourth Hand keeps his three trumps, he must win the next trick, and lose the advantage of his tenace. A player will sometimes have the best card in two suits, and a small trump, and will know that the two best trumps and an unknown card are on his right. If the missing suit is led, and the player on the right trumps, his unknown card must be one of the two other suits, and the player with the command of them should keep both, and throw away his small trump. The discards on the next trick may enable him to determine the suit of the losing card on his right. _=The Last Trump.
_=Fourth Hand=_ bids on the bidding much more than on his cards. He should never take the dealer out of a spade that both second and third hand have passed unless he can go game. If the dealer bids a losing suit, second and third hands passing, leave him in unless you can go game and are not afraid of a shift. If the dealer bids a winning suit, second and third hands passing, make any sound declaration. If the dealer starts with no trumps, show any suit that might save the game if led at once by your partner. _=Subsequent Bids.=_ Any suit bid on the second round but not on the first, shows length without the tops. When a winning suit is taken out by the partner, a losing suit bid on the second round shows tops in it. Any suit rebid on the second round, without waiting for the partner’s assistance, shows six or seven sure tricks in hand. Never bid a hand twice, unless its strength is greater than indicated by the first bid.
The _=counting cards=_ are the same as in Sixty-six, and the winner of the last trick counts 10. As there is no stock, there is no closing; and as marriages are not counted in America, the 66 points must be made on cards alone. The scores for _=schneider=_ and _=schwartz=_ are the same as in Sixty-six, and seven points is game. There are 130 points made in every deal, so if one side gets more than 66 and less than 100, their adversaries must be out of schneider, and the winners count one. More than 100, but less than 130 is schneider, and counts two. If the winners take every trick, making 130 points, they score three. Sometimes an extra point is scored for winning the Ten of trumps: but such a count is quite foreign to the game. NATIONAL GAMES. There are certain games of cards which do not seem to belong to any particular family, but stand apart from other games, and have been played since their first invention with only trifling variations, giving rise to no offshoots bearing other names. 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.
He may draw while he is still able to play, or not until he is blocked; but when he is blocked he is compelled to draw until he obtains a domino that can be played, or has drawn all but the last two in the bone-yard. _=MATADORE GAME.=_ This is another variety of the Block Game. Each player takes seven bones, and the highest double or the heaviest domino sets. The object is not to follow suit to the ends, but to play a number which will make the end and the number played to it equal _=seven=_. If the end is a 3, a 4 must be played; a 2 must be played to a 5, and an ace to a 6. Four dominoes in the set are trumps, or Matadores. These are the double blank, and the three dominoes that have seven on their faces; 6-1, 5-2, and 4-3. Any of these trumps may be played at any time on either of the ends, in order to prevent a block; but the following player, if he does not play a trump also, must play the complement of seven to whichever end of the matadore is left exposed. Doublets are not placed crosswise, and count only for the suit to which they belong; a double three cannot be played to an ace, because it counts as three only.
|..... anything. | -- | -- | | 18.| -- | -- | -- | | 19.|For a pretty lass. | -- | -- | | 20.
For similar rhymes see Dump, Mother, may I go out? Hey Wullie Wine I. Hey Wully wine, and How Wully wine, I hope for hame ye ll no incline; Ye ll better light, and stay a night, And I ll gie thee a lady fine. Wha will ye gie, if I wi ye bide, To be my bonny blooming bride, And lie down lovely by my side? I ll gie thee Kate o Dinglebell, A bonny body like yersell. I ll stick her up in the pear-tree Sweet and meek, and sae is she: I lo ed her ance, but she s no for me, Yet I thank ye for your courtesy. I ll gie thee Rozie o the Cleugh, I m sure she ll please thee weel eneugh. Up wi her on the bane dyke, She ll be rotten or I ll be ripe: She s made for some ither, and no me, Yet I thank ye for your courtesy. Then I ll gie ye Nell o sweet Sprinkell, Owre Galloway she bears the bell. I ll set her up in my bed-head, And feed her wi milk and bread; She s for nae ither, but jist for me, Sae I thank ye for your courtesy. --Mactaggart s _Gallovidian Encyclopædia_. II.
You have x x; your partner leads Q and declarer wins with Ace; Dummy holding 10 x x. Your partner must have J 9 and others, and the declarer has the King. There are several cases in which you should not allow Dummy to win the trick. If you have only one card of a suit in which your partner leads Ace then Queen, and Dummy has the King twice guarded, trump at once, if you can to prevent Dummy from getting into the lead. Your partner leads Queen; you holding A 10 x, and Dummy having K x x. Let the King make on the first round. If your partner leads a small card up to strength in Dummy’s hand, he is either inviting a force, or trying to establish a long suit. Under such circumstances, if you have the Ace, play it, and lead a second round of the suit immediately, which will settle the question. If you have Q J 10 of a suit in which partner leads King, play the Jack, so that he will count you for Q or no more, and will not go on with the Ace. _=IN GENERAL.
The general rules with regard to irregularities in the deal are the same as at whist, with the following exceptions:-- A misdeal does not lose the deal unless the opponents so elect; they may prefer a new deal by the same dealer. The reason for this is that the deal is a disadvantage, especially for Mort. If Vivant or Mort offers the pack to one adversary to cut, and then deals as if the other had cut, it is a misdeal; and it is not admissible to shift the packets in order to remedy matters. It might be imagined that a card exposed in dealing, if dealt to Mort, would make no difference, as all his cards will presently be exposed. But the laws give the opponents of the dealer the option of either allowing the deal to stand, or having a new deal, or calling it a misdeal. According to the French laws, if there is any discussion in progress with regard to the previous hand or play, the dealer may lay aside the trump card, face down, until the discussion is finished. If this law prevailed in America, I think the trump would very seldom be turned immediately. _=STAKES.=_ In Mort the stake is a unit, so much a point. It may assist players in regulating the value of the stake to remember that six is the smallest number of points that can be won or lost on a single game, and that thirty-seven is probably the highest, although fifty, or even a hundred is not impossible.
=_ All five cards of one suit, but not in sequence. [Illustration: 🂡 🂮 🂨 🂥 🂣] 508 to 1 _=Full Hand.=_ Three of one kind, and two of another kind; no useless cards. [Illustration: 🃅 🂥 🃕 🂽 🂭] 693 to 1 _=Fours.=_ Four cards of one kind, and one useless card. [Illustration: 🃆 🂦 🃖 🂶 🂾*] 4164 to 1 _=Straight flush.=_ Five cards of the same suit, in sequence with one another. [Illustration: 🃈 🃇 🃆 🃅 🃄] 72192 to 1 _=Royal Flush.=_ A straight flush which is ace high. [Illustration: 🃑 🃞 🃝 🃛 🃚] 649739 to 1 When hands are of the same rank, their relative value is determined by the denomination of the cards they contain.