, Mrs. { Harley, Mr. S. O. Addy. Dronfield, Eckington, Egan Mr. S. O. Addy. DEVONSHIRE Halliwell s _Dictionary_.
We give on the two preceding pages an illustration of the full score of a match. The check marks in the 6th column show that the N & S players compared the score with the E & W before turning down their cards. The figures in the 2nd column are the gains on the various hands. The figures in the 7th column show which of the four players whose names appear at the top of the score-card were partners for that series of hands. The result shows that the O team had a majority of one trick at table No. 1, while the X team had a majority of three tricks at table No. 2, leaving them the winners of the match by two tricks. If sixteen players were engaged, it would be necessary to institute a similar comparison between each set of tables, and there would be sixteen score-cards to compare, two at a time, instead of four. _=TEAM AGAINST TEAM.=_ The methods just described for a match of club against club are identical with those which are used in a contest between two teams of four; the only difference being that of proportion.
[Illustration: +-+-+-+-+-+-++-+-+-+-+-+-+ | | |⛀|⛂|⛀|⛀||⛀|⛀| |⛀| |⛂| | | |⛀| |⛀|⛀||⛀|⛀| | | |⛂| | | | | | | ||⛀| | | | | | | | | | | | || | | | | | | | | | | | | || | | | | | | | || | | | | | | | || | | | | | | | | | | | | || | | | | | | | | |⛂| | |⛂|| | | | | | | |⛂| |⛂| | |⛂||⛂|⛂| | | |⛀| |⛂| |⛂| | |⛂||⛂|⛂| | |⛀|⛀| +-+-+-+-+-+-++-+-+-+-+-+-+ ] When a player has a man that has been hit, and placed upon the bar by the adversary, he must re-enter that man before he moves any others. He may choose for the purpose either of the numbers on the next throw of the dice, and must place his man on the point in the adversary’s home table which agrees with the number selected. Suppose that in the foregoing example, Black’s next throw is five-deuce. He cannot enter the man on the five-point, because it is covered by the enemy: so he must enter upon the deuce point, which is not covered, and must move some other man five points for the throw upon the other die. If both the five and deuce points were covered, Black could not enter on either of them, and as he cannot play until the man on the bar is entered, the throw would be lost, and he would have to wait until his adversary threw and moved in his turn. If two men are upon the bar, both must be entered before any man can be moved. A man may enter and hit a blot at the same time. If a player could get his men round the board without any of them being hit, seventy-seven points on the dice thrown would bring them all home; but as every man hit has to start all over again from his adversary’s home table, it may take a great many throws to get all the men home. For this reason it is obvious that each player should leave as few blots as possible, in order to save his men from being hit; and at the same time he should strive to cover as many points as possible, in order to prevent his adversary from moving round the board freely. It is still more important to cover points in the home table, so that when an adverse man is hit he will have fewer points upon which to enter.
Trump strength is, of course, the great factor, and the bidder should count on finding at least two trumps in one hand against him. Nap should never be bid on a hand which is not pretty sure of winning two rounds of trumps, with all other cards but one winners. One trick may always be risked in a nap hand, such as A Q of trumps, or a King, or even a Queen or Jack in a plain suit; the odds against the adversaries having a better card being slightly increased by the odds against their knowing enough to keep it for the last trick. If the bid is for three tricks only, tenaces, or guarded minor honours in plain suits should be preserved. After the first trick it will sometimes be advantageous for the player to get rid of any losing card he may have in plain suits. It is seldom right to continue the trumps if the bidder held only two originally, unless he has winning cards in two plain suits, in which case it may be better to lead even a losing trump to prevent a possibility of adverse trumps making separately. In playing against the bidder, leave no trick to your partners that you can win yourself, unless a small card is led, and you have the ace. In opening fresh suits do not lead guarded honours, but prefer aces or singletons. If the caller needs only one more trick, it is usually best to lead a trump. If you have three trumps, including the major tenace, pass the first trick if a small trump is led; or if you remain with the tenace after the first trick, be careful to avoid the lead.
| -- | -- | -- | | 42.| -- | -- | -- | | 43.| -- | -- | -- | | 44.| -- | -- | -- | | 45.| -- | -- | -- | | 46.| -- | -- | -- | +----+----------------------+----------------------+----------------------+ +----+----------------------+----------------------+----------------------+ | No.| Yorkshire. | Roxton. | Shropshire. | +----+----------------------+----------------------+----------------------+ | 1.
L. Gomme). In Cornwall the leader, when at fault, says-- Uppa, uppa, holye! If you don t speak My dogs shan t folly. --Courtney (_Folk-lore Journal_, v. 73). Other versions of this holloa are-- Whoop, whoop, and hollow! Good dogs won t follow Without the hare cries, Peewit. --Halliwell s _Nursery Rhymes_, p. 66. Sound your holler, Or my little dog shan t foller. --Northall s _English Folk Rhymes_, p.
| | 2.| -- | -- | -- | | 3.|Green meadows. | -- | -- | | 4.| -- |Green grover. | -- | | 5.| -- | -- | -- | | 6.|Your grass is so |Your grass is so |The grass is so green.| | |green. |green.
| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.|Fochabers (Scotland). | Hampshire. | Northants. | +---+----------------------+----------------------+----------------------+ | 1.|Draw a bucket o |Drawing a bucket of |Draw a pail of water. | | |water.
They were two jolly fishermen, They were two jolly fishermen, They were two jolly fishermen, And just come from the sea, And just come from the sea. They cast their nets into the sea, And jolly fish caught we, And jolly fish caught we, And jolly fish caught we, They cast their nets into the sea, And jolly fish caught we. --Tean and Cheadle, North Staffs. (Miss Burne). II. There was three jolly fishermen, And they all put out to sea. They cast their nets into the sea, And the [three?] jolly fish caught we. --North Staffs. Potteries (Mrs. Thomas Lawton).
Addy may be the parent form of all games in which the act of winding is indicated. There is more reason for this when we consider how easy the notion of clock-winding would creep in after the old veneration for the sacred alder tree had ceased to exist. [Illustration] See Bulliheisle, Wind up the Bush Faggot, Wind up the Watch. Ezzeka Old Ezzeka did one day stand Upon a barrel top; The bung flew out, and all at once It went off with a pop. --Dronfield (S. O. Addy). This game is usually played in a house or schoolroom, by boys and girls. A boy or girl is chosen who is considered to be able to stand a joke. He sits on a chair.
It is not allowable to play alone against a jambone. _=Jamboree.=_ This is the combination of the five highest trumps in one hand, and need only be announced and shown to entitle the holder to score _=sixteen=_ points. If held by the dealer, it may be made with the assistance of the turn-up trump; and any player may make it with the assistance of his partners best; but it does not count unless the holder of it has made the trump. If a player with a pat Jamboree is ordered up, all he can score is a euchre. As in other forms of Euchre, no one but the maker of the trump can play alone, or announce Jambone or Jamboree. Lone hands are very common in Railroad Euchre, and ordering up to prevent lone hands is commoner still. SEVEN-HANDED EUCHRE. _=Cards.=_ Seven-handed Euchre is played with a full pack of fifty-three cards, including the Joker.
Calling the Bets.=_ As long as one player raises another’s bets, he gives that player the privilege of raising him again; but if a player who has made a bet is not raised, the others simply betting an equal amount, the first bettor is called, and all betting must cease. The players must then show their hands to the table, in order to decide which wins the pool. _=31.=_ Bets must be actually made by placing the counters in the pool, and no bet is made until the player’s hand has been withdrawn from the counters. Any counters once placed in the pool, and the owner’s hand withdrawn, cannot be taken down again, except by the winner of the pool. _=32. Betting Out of Turn.=_ Should any player bet out of his turn, he cannot take down his counters again if he has removed his hand from them. Should the player whose proper turn it was raise the bet, the player who bet out of turn must either meet the raise or abandon his hand, and all interest in that pool.
The first six tricks taken by the declarer make a book, and all over the book count toward his contract. The adversaries have a book as soon as they reach the limit of the tricks they may win without “setting” the contract. If the contract is four hearts, the declarer must win ten tricks, so that his opponents have a book when they get home three tricks. All tricks should be laid so that they may be readily counted by any player at the table. _=DUMMY.=_ Until a card is led by the proper player, the declarer’s partner has all the rights of any other player, but as soon as the player to the left of the declarer leads and dummy’s cards are laid on the table, dummy’s duties and rights are restricted to the following: He may call attention to few cards played to a trick; correct an improper claim of either adversary; call attention to a trick taken by the wrong side; ask his partner if he have none of a suit to which he renounces; correct an erroneous score; consult with the declarer as to which penalty to exact for a revoke; and, if he has not intentionally overlooked the hand of another player, he may call his partner’s attention to an established revoke made by the adversaries, or to a card exposed by them or a lead out of turn made by them. _=The Revoke.=_ Should a player fail to follow suit when able to do so, it is a revoke, and the revoke is established when the trick in which it occurs is turned down and quitted by the side that won it, or when the revoking player, or his partner, in his right turn or otherwise, has led or played to the following trick. If a player ask his partner if he has none of the suit led, before the trick is turned down, the revoke may be corrected, unless the player in error replies in the negative, or has led or played to the next trick. Dummy cannot revoke under any circumstances.
If we wished to find the probability of his having the Ace, but not the Queen, our denominator would remain the same; but the numerator would be the three possible positions of the Ace, multiplied by the six possible positions of the Queen among the six other unknown cards, in the other hands, giving us the fraction 18/72. The same would be true of the Queen but not the Ace. To prove both these, we must find the probability that he has neither Ace nor Queen. There being six cards apart from his three, the Ace may be any one of them, and the Queen may be any one of the remaining five. This gives us 6 × 5 = 30, and the fraction 30/72. If we now add these four numerators together, we have:--for both cards in partner’s hand, 6; for Ace alone, 18; for Queen alone, 18; and for neither, 30; a total of 72, or unity, proving all the calculations correct. In some of the problems connected with Whist, it is important to know the probability of the suits being distributed in various ways among the four players at the table; or, what is the same thing, the probable distribution of the four suits in any one hand. The author is indebted to Dr. Pole’s “Philosophy of Whist” for these calculations. As an example of the use of this table, suppose it was required to find the probability of any other player at the table holding four or more trumps if you had six.
If a player displaces his own front peg, he must place it behind the other. If both players displace their front pegs, as by accident, they may agree to replace them where they believe them to have stood; but if they cannot agree they must call the game void. _=Pegging Out.=_ In pegging during the play, the first man to reach his game hole wins, no matter what either may have in hand or crib. If neither can peg out in play, the non-dealer has the first show. If he cannot show out, the dealer proceeds to count his hand and then his crib. If he cannot show out there must be a new deal. _=CHEATING.=_ The greatest advantage at Cribbage is to secure good starters, and for this purpose the greek adopts various methods of trimming and marking the cards so that he may secure a starter exactly suited to his hand. After trimming certain cards a trifle longer or shorter than others, the pack to be cut may be presented to the pone in such a manner that he will unconsciously lift them either by the ends or the sides, according to the wish of the dealer, and so uncover a starter exactly suited to the dealer’s hand or crib.
As he waited for the pin-set to warm up, he remembered the girl in the outer corridor. She had looked at it, then looked at him scornfully. Meow. That was all she had said. Yet it had cut him like a knife. What did she think he was--a fool, a loafer, a uniformed nonentity? Didn t she know that for every half hour of pinlighting, he got a minimum of two months recuperation in the hospital? By now the set was warm. He felt the squares of space around him, sensed himself at the middle of an immense grid, a cubic grid, full of nothing. Out in that nothingness, he could sense the hollow aching horror of space itself and could feel the terrible anxiety which his mind encountered whenever it met the faintest trace of inert dust. As he relaxed, the comforting solidity of the Sun, the clock-work of the familiar planets and the Moon rang in on him. Our own solar system was as charming and as simple as an ancient cuckoo clock filled with familiar ticking and with reassuring noises.
Prison. Nine. Vexatious delays in business matters. Eight. Bad news. If followed by the ♢ 7, quarrels. Seven. Quarrels which will be lasting unless the card is followed by some hearts. _=R.=_ Family rows.
From some such beginning Astragali was developed, a game which Dr. Thomas Hyde thinks was known at the time of the Deluge. Later on, other instruments were used in connection with dice, and so the earliest forms of Backgammon were developed. Dice are still the favourite implements for deciding any matters of pure chance, such as raffling off a horse or a gold watch; but the rules governing such lotteries are but imperfectly understood by people in general. There are also a number of smaller matters, such as the payment for refreshments or cigars, which are settled by thousands of persons every day, simply by throwing dice. The various methods of throwing, and the rules governing all such games are as follows:-- _=THE DICE.=_ Although dice may be of any size, the standard pattern are half an inch square, of ivory or bone, with black spots one tenth of an inch in diameter. The opposite sides of the die always equal seven, and if the die is placed upon the table with the ace uppermost and the deuce nearest you, the four will be on the left and the three on the right. The positions of the three and four are sometimes reversed to enable sharpers to distinguish fair dice from those which have been doctored. At the beginning of any dice game, it is quite unnecessary to examine the dice to be used, because they are always fair.
If ordinary dice are used, the aces rank above the sixes, the deuces being the lowest. Any number of persons may play, and five dice are used. Each in turn takes the box and has three throws, the first being made with all five dice. After the first throw the caster may lay aside any of the five dice he chooses, putting the others back in the box for a second throw. The same process of selection is allowed for the third throw, any or all five of the dice being available for the last throw. The second and third throws have the same effect as the draw at Poker, except that the dice player may draw twice if he wishes to, and may put back all or any of the dice that he kept on the first or second throws, or he may stand pat on any throw. The object of the game is to secure pairs, triplets, full hands, and four or five of a kind. Straights do not count in Poker Dice. Suppose the player’s first throw to be a pair of sixes. He places them on one side, and picks up the three other dice, throwing them over again.
” POKER DICE. If ordinary dice are used, the aces rank above the sixes, the deuces being the lowest. Any number of persons may play, and five dice are used. Each in turn takes the box and has three throws, the first being made with all five dice. After the first throw the caster may lay aside any of the five dice he chooses, putting the others back in the box for a second throw. The same process of selection is allowed for the third throw, any or all five of the dice being available for the last throw. The second and third throws have the same effect as the draw at Poker, except that the dice player may draw twice if he wishes to, and may put back all or any of the dice that he kept on the first or second throws, or he may stand pat on any throw. The object of the game is to secure pairs, triplets, full hands, and four or five of a kind. Straights do not count in Poker Dice. Suppose the player’s first throw to be a pair of sixes.
The other persons at the table are said to be “im Skat,” because they are laid aside for that deal. The cards may be distributed in several ways, but whichever manner the first dealer selects must be continued during the game, both by the original dealer, and by the others at the table. Ten cards are given to each player, and two are dealt face downward in the centre of the table for the Skat. No trump is turned. The cards must be dealt, three cards to each player, then two to the Skat; then four to each player again, and finally three. _=Irregularities in the Deal.=_ If the pack is found to be imperfect, the deal in which the error is discovered is void; but any previous scores or cuts made with that pack stand good. If the cards have not been cut, or if a card is found faced in the pack, or if the dealer exposes a card in dealing, any active player who has not looked at his cards may demand a fresh deal by the same dealer. If the dealer gives too many or too few cards to any player, he must shuffle and deal again. If the error is not discovered until the hand is partly played out, the deal is void, and the misdealer deals again.