The same game is played indoors in Cornwall, the reply being-- Fool, fool, go back to school And learn your letters better. --Cornwall (_Folk-lore Journal_, v. 99-80). See Namers and Guessers. Foot and Over One boy out of a number stoops in the position for Leap-frog at an agreed fixed line. From the players he chooses a Leader and a Foot. The Leader first leaps over the stooping boy at a foot from the line; the other players then leap in turn each at a foot further from the line, the stooping boy moving forward from the line for each player; finally the Foot leaps as far as the distance leapt by the last boy. If this is accomplished, the Leader hops from the line and then leaps; the followers hop and leap each a foot further than each other; finally the Foot hops and leaps as far as the distance covered by the last boy. If this is accomplished, the Leader hops twice and then leaps; the same process going on until one of the boys fails, who then takes the place of the stooping boy, and the game begins again. If the Foot covers any longer distance than the Leader, the Leader stoops down.
The second set are then taken up and played in the same manner; the player who won the last trick in one set having the first lead in the next. Finally, the third set are played in the same manner; all the cards taken by each side being gathered into one pile by the player who has won them. The trump card must remain on the table until the dealer takes up the last hand. When three play, the set of hands first dealt must be first played, and then the second set taken up. The rules for cards played in error, leading out of turn, etc., are the same as at Whist. _=OBJECTS OF THE GAME.=_ The side first scoring 41 points wins the game; and the chief object is to secure tricks containing cards to which a certain value is attached. These all belong to the trump suit, and are the following:-- The Jack of trumps counts 11 The Ace of trumps counts 4 The King of trumps counts 3 The Queen of trumps counts 2 The Ten of trumps counts 10 The other trumps, and the plain suit-cards, have no counting value. The Jack of trumps, being the best, must be taken in by the player to whom it is dealt; but any court card in trumps will win the Ten, so that one of the principal objects in Scotch Whist is to _=catch the ten=_.
If he says nothing, B must await Z’s decision. 22. If a player leads a card better than any his adversaries hold of the suit, and then leads one or more other cards without waiting for his partner to play, the latter may be called upon by either adversary to take the first trick, and the other cards thus improperly played are liable to be called; it makes no difference whether he plays them one after the other, or throws them all on the table together, after the first card is played, the others are liable to be called. 23. A player having a card liable to be called must not play another until the adversaries have stated whether or not they wish to call the card liable to the penalty. If he plays another card without awaiting the decision of the adversaries, such other card also is liable to be called. LEADING OUT OF TURN. 24. If any player leads out of turn, a suit may be called from him or his partner, the first time it is the turn of either of them to lead. The penalty can be enforced only by the adversary on the right of the player from whom a suit can be lawfully called.
We watched you on the TV monitor from the time you came in. Sure, I said. What about it? he demanded. I shrugged. I had my way with the dice, Peno. I dropped nine yards as fast as I could, then won it back. The spots came up for me every single roll but two, when I had my eye on something else. He snickered. We saw her, he said. How about it, Fowler? I asked my Lodge Brother.
Foul strokes are made or penalties incurred by (1) “Pushing” instead of striking the ball, or striking the ball more than once; (2) Playing out of turn; (3) Playing with both feet off the floor; (4) Playing before all the balls have become stationary, when off the table, or wrongly spotted; (5) Playing with the wrong ball; (6) Touching or moving any ball, except in the legitimate manner set forth in these rules; (7) Forcing any ball off the table; (8) Wilfully interfering with an opponent, or the run of the balls, and refusing to obey the referee’s decision; (9) Missing, running a coup, striking the wrong ball, or pocketing the white ball; (10) Playing at or pocketing any ball except in the proper rotation; (11) Striking two balls, other than two red balls, simultaneously; (12) Giving an intentional miss; (13) Pocketing more than one ball--other than red balls--by one stroke. 16. If the striker “push” his ball or strike it more than once, he cannot score, but is subject to any other penalty that he may incur by the stroke. 17. If a player play out of turn, he shall forfeit his next turn, otherwise the sequence of turns shall not be altered. If the error be discovered during his break, he cannot score from the last stroke made, and the balls shall be replaced by the marker as nearly as possible in the positions they occupied before the stroke objected to. The striker shall be credited with any previous scores, but is subject to any other penalty he may incur. 18. The striker cannot score by a stroke made with both feet off the floor, but is subject to any penalty he may otherwise incur. 19.
|You shall have a duck.|You shall have a duck.|She shall have a duck,| | | |(after No. 19) |my dear. | | 13.| -- |I will give pots and | -- | | | |pans. | | | 14.| -- |...
If no one questions the correctness of a statement, no explanation is given by the player who laid out the cards. He simply pushes them to the centre of the table with the others, face down. If he shows them, or any one of them, as some may do in a spirit of bravado, he must take all three back into his hand and all on the table with them. The object of doubting is simply to prevent a player from getting rid of three cards, but toward the end of the game one must be careful, as triplets are gradually gathered for that stage. If any player has less than three cards in his hand when it comes to his turn to lay down, he must draw from the table, face down, enough to make three. He may look at what he draws before announcing. If there are no cards on the table, he must pass his turn. The first to get rid of all his cards gets a chip from each of the others for each card they hold. JASS. This is popularly supposed to be the progenitor of the American game of pinochle, and is still very popular in Switzerland.
This card is not a trump, but is simply to determine the rank of the suits. _=STAKES.=_ In Cayenne the stake is a unit, so much a point. The largest number of points possible to win on a rubber is 24, and the smallest, 1. The result of the rubber may be a tie, which we consider a defect in any game. In settling at the end of the rubber it is usual for the losers to pay their right-hand adversaries. _=MAKING THE TRUMP.=_ The trump suit must be named by the dealer or his partner, after they have examined their cards. The dealer has the first say, and he may either select cayenne or any of the other suits; or he may announce _=grand=_, playing for the tricks without any trump suit; or he may call _=nullo=_, playing to take as few tricks as possible, without a trump suit. If the dealer makes the choice, his partner must abide by it; but if he has not a hand to justify him in deciding, he should leave the selection to his partner, who must decide one way or the other.