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Diamonds will not go round twice without being trumped, so we cannot count on his ♢K. We cannot see any sure tricks for Z. Where are the five other tricks necessary to bring our total up to thirteen? They must be there, for there are thirteen tricks taken in every hand played. If we play over the hand, we shall find that A-B may make six, seven, nine, or ten tricks, according to their good management, and the good or bad play of their adversaries. In _=Foster’s Whist Tactics=_, Illustrative Hand No. 13, may be found the various ideas of sixteen of the best players in the American Whist League with regard to the proper management of this hand. They played it in four different ways, and with very different results in the score. This must show that the accidental distribution of the Aces, Kings, and trumps is not everything in whist, and that there must be ways and means of securing tricks which do not appear on the surface. There are four ways of taking tricks at whist: 1st. By playing high cards, the suit of which the others must follow.
In Dublin the seller sings out-- Honey pots, honey pots, all in a row, Twenty-five shillings wherever you go-- Who ll buy my honey pots? --Mrs. Lincoln. The game is mentioned by a writer in _Blackwood s Magazine_, August 1821, p. 36, as being played in Edinburgh when he was a boy. Hood A game played at Haxey, in the Isle of Axholme, on the 6th of January. The Hood is a piece of sacking, rolled tightly up and well corded, and which weighs about six pounds. This is taken into an open field on the north side of the church, to be contended for by the youths assembled for that purpose. When the Hood is about to be thrown up, the Plough-bullocks or Boggins, as they are called, dressed in scarlet jackets, are placed amongst the crowd at certain distances. Their persons are sacred, and if amidst the general row the Hood falls into the hands of one of them, the sport begins again. The object of the person who seizes the Hood is to carry off the prize to some public-house in the town, where he is rewarded with such liquor as he chooses to call for.
=_ The first card must be played before dummy’s hand is exposed. _=OPENING LEADS.=_ The position which we have first to consider is that of the eldest hand, usually designated by the letter “A,” who sits on the declarer’s left. [Illustration: Pone +-------+ | B | Dummy |Y Z| Declarer | A | +-------+ Leader ] _=Selecting the Suit to Lead.=_ If your partner has declared a suit, lead the best card you hold of it, regardless of number, unless you have an ace-king suit of your own, in which case lead the king first and have a look at dummy. If partner has not declared anything, lead your own suit. With high cards not in sequence, such as ace-queen, king-jack, or even queen-ten, in every suit but trumps, lead the trump. There is a great difference between playing against a trump declaration and against no-trumpers; because in the first case the leader is opposed to unusual trump strength and his object must be to make what he can of his winning cards, before the declarer gets into the lead and discards his weak suits, so as to be ready to trump them. But in the second case, there being no trumps, the leader’s object should be to get a suit established against the dealer, if he can, and the longer the suit is, the better. The dealer’s strength in a no-trumper is usually scattered, and he may often be found with a weak or missing suit, which is generally the suit in which the eldest hand or his partner is long.
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” Duffer, one who is not well up in the principles of the game he is playing. Dummy, the exposed hand in Dummy Whist, Bridge, or Mort. Duplicate Whist, a form of Whist in which the same hands are played by both sides, and as nearly as possible under the same conditions. Dutch It, to cross the suit at Euchre. Ecarter, F., to discard. Echoing, showing the number of trumps held when partner leads or calls; in plain suits, showing the number held when a high card is led. Edge, a corruption of the word “age,” the eldest hand. Eldest Hand, the first player to the left of the dealer in all English games; to his right in France. Encaisser, F.
I love Antimacassar, Antimacassar loves me. Put your left foot in, Put your right foot out, Shake it a little, a little, a little, And turn yourself about. --Dorsetshire (Miss M. Kimber). (_b_) A ring is formed and the children dance round, singing the first verse. They then stand till, sing the next verse, and, while singing, suit the action to the word, each child turning herself rapidly round when singing the last line. The first verse is then repeated, and the fourth sung in the same way as the second, and so on. Another way of playing is that the children do not dance round and round. They form a ring by joining hands, and they then all move in one direction, about half way round, while singing the first line, lubin; then back again in the opposite direction, while singing the second line, light, still keeping the ring form, and so on for the third and fourth lines. In each case the emphasis is laid upon the Here of each line, the movement being supposed to answer to the Here.
When there are several pools on the table, a successful caller takes any of those that contain the limit. When there is only one pool on the table, he must be satisfied with its contents, however small. At the end of the game, after the twelfth hand has been settled for, it is usual to divide the pool or pools equally among the players. But sometimes a grand is played without trumps, making a thirteenth hand, and the pool is given to the player winning the last trick. _=METHODS OF CHEATING.=_ There being no shuffling at Boston, and each player having the right to cut the pack, the greek must be very skilful who can secure himself any advantage by having the last cut, unless he has the courage to use wedges. But Boston is usually played for such high stakes that it naturally attracts those possessing a high degree of skill, and the system adopted is usually that of counting down. The greek will watch for a hand in which there is little changing of suits, and will note the manner of taking up the cards. The next hand does not interest him, as he is busy studying the location of the cards in the still pack. When this comes into play on the next deal, he will follow every cut, and finally cut for himself so that the desired distribution of the suits shall come about.
Douce quotes an ancient MS. which curiously mentions the game as men play with little children at handye-dandye, which hand will you have (ii. 167). Johnson says: Handy dandy, a play in which children change hands and places: See how yon justice rails upon yon simple thief! Hark, in thine ear: change places, and, handy dandy, which is the justice, which is the thief? (_King Lear_, iv. 6). Malone says, Handy dandy is, I believe, a play among children, in which something is shaken between two hands, and then a guess is made in which hand it is retained. See Florio s _Italian Dictionary_, 1598: Bazzicchiare, to shake between the hands; to play Handy dandy. Pope, in his _Memoirs of Cornelius Scriblerus_, in forbidding certain sports to his son Martin till he is better informed of their antiquity, says: Neither cross and pile, nor ducks and drakes, are quite so ancient as Handy dandy, though Macrobius and St. Augustine take notice of the first, and Minutius Foelix describes the latter; but Handy dandy is mentioned by Aristotle, Plato, and Aristophanes. Browne, in _Britannia s Pastorals_ (i.
If the dealer has not discarded until he has played to the first trick, he and his partner cannot score any points for that hand. _=18.=_ If the eldest hand leads before the dealer has quitted his discard, the dealer may amend his discard, but the eldest hand cannot take back the card led. _=19.=_ If the dealer takes up the trump to play alone, he must pass his discard across the table to his partner. If he fails to do so, the adversaries may insist that his partner play with him, preventing the lone hand. _=20.=_ _=MAKING THE TRUMP.=_ If the dealer does not take up the trump, he must place it under the remainder of the pack, face upward, so that it can be distinctly seen. Each player in turn, beginning on the dealer’s left, then has the privilege of naming a new trump suit.
The side first reaching 10 points wins a _=quadruple=_, or game of 4, if their adversaries have not scored; a _=triple=_, or game of 3, if their adversaries have not reached 4; a _=double=_, or game of 2, if the adversaries have not reached 7; and a _=single=_, or game of 1, if their adversaries are 8 or 9 up. These game points are put down on the score-sheet, and all the points on the _=adversaries’=_ marker are then turned down. If the winners make any points in excess of 10, such points are left to their credit on the marker, and count toward the next game. For instance: The score is A-B, 6; and Y-Z, 8; shown on the markers thus:-- [Illustration: A-B 6 POINTS. Y-Z 8 POINTS.] Let us suppose that Z announces cayenne, and makes 2 by cards; A-B claiming two by honours. Y-Z multiply by 4, making them 8, and bringing their total score on the marker to 16; that is, a game, and 6 points to their credit on the second game. This must now be put down on the score-sheet. A-B’s honours not counting, as Y-Z went out by cards, the game is a double; A-B not having reached 7 points. The score and markers now stand:-- A-B | 0 | | | | | | | Score: | | | | | | | | Y-Z | 2 | | | | | | | [Illustration: A-B’S, NOTHING.
If Dummy has both K and Q, play your Ace. It is useless to play the Bath coup, for the declarer knows your cards, and your partner only is deceived. With K x x, if Dummy has not the Ace, do not play the King, no matter what is led. With Q x x, unless Dummy has both A and K, do not play the Queen. If your partner has the Jack guarded, one of you must make a trick. If Dummy has A J, and leads J, put on the Queen; it may make the 9 or 10 good in your partner’s hand. With A x x, Dummy leading Jack, play the Ace. With any fourchette, cover the card led. If Dummy remains with one or two small cards of a suit that has been led, and you have the best, play it on the second round. Dummy’s play is evidently for the ruff, and if the declarer has not the second best, your partner has.
At the end of the move the gun must be left without altering its elevation and pointing in the direction of the last shot. And after firing, two men must be placed exactly at the end of the trail of the gun, one on either side in a line directly behind the wheels. So much for firing. If the gun is moved and not fired, then at least four men who are with the gun must move up with it to its new position, and be placed within six inches of it in its new position. The gun itself must be placed trail forward and the muzzle pointing back in the direction from which it came, and so it must remain until it is swung round on its axis to fire. Obviously the distance which a gun can move will be determined by the men it is with; if there are at least four cavalry-men with it, they can take the gun two feet, but if there are fewer cavalry-men than four and the rest infantry, or no cavalry and all infantry, the gun will be movable only one foot. (V) Every man must be placed fairly clear of hills, buildings, trees, guns, etc. He must not be jammed into interstices, and either player may insist upon a clear distance between any man and any gun or other object of at least one-sixteenth of an inch. Nor must men be packed in contact with men. A space of one-sixteenth of an inch should be kept between them.
The English are very fond of penalties; the French try to establish the status quo. _=CARDS.=_ Écarté is played with a pack of thirty-two cards, which rank, K Q J A 10 9 8 7. When two packs are used, the adversary shuffles one while the other is dealt. _=MARKERS.=_ In France, the game is always marked with the ordinary round chips or counters, never with a marker. As five points is the game, four of these counters are necessary for each player. _=PLAYERS.=_ Écarté is played by two persons, who sit opposite each other. One is known as the dealer, and the other as the pone, the adversary, the elder hand, the non-dealer, the leader, or the player.
3.] Barley-break, or the Last Couple in Hell, was a game played by six people, three of each sex, who were coupled by lot. A piece of ground was then chosen, and divided into three compartments, of which the middle one was called Hell. It was the object of the couple condemned to this division to catch the others who advanced from the two extremities (figs. 1, 2), in which case a change of situation took place, and Hell was filled by the couple who were excluded by pre-occupation from the other place (fig. 3). In this catching, however, there was some difficulty, as by the regulations of the game the middle couple were not to separate before they had succeeded, while the others might break hands whenever they found themselves hard pressed. When all had been taken in turn, the last couple was said to be in Hell, and the game ended.--Dekker s _Works_, iv. 434.
285. (_d_) This is a dramatic game, in which the children seem to personate animals, and to depict events belonging to the history of the flock. Miss Burne groups it under her dramatic games. Blind Bell A game formerly common in Berwickshire, in which all the players were hoodwinked except the person who was called the Bell. He carried a bell, which he rung, still endeavouring to keep out of the way of his hoodwinked partners in the game. When he was taken, the person who seized him was released from the bandage, and got possession of the bell, the bandage being transferred to him who was laid hold of.--Jamieson. (_b_) In The Modern Playmate, edited by Rev. J. G.
If the opposite colour wins, he pays all bets in the triangle marked _=Inverse=_. All bets are paid in even money, there being no odds at this game. Although black is the first colour dealt for, both it and inverse are ignored in the announcement of the result, red and colour being the only ones mentioned, win or lose. If the same number is reached for both colours, it is called a _=refait=_, and is announced by the word, “Après,” which means that all bets are a stand-off for that coup. If the refait happens to be exactly 31, however, the bank wins half the money on the table, no matter how it is placed. The players may either pay this half at once, or may move their entire stake into the first prison, a little square marked out on the table, and belonging to the colour they bet upon. If they win the next coup, their stake is free; if not, they lose it all. Should a second refait of 31 occur, they would have to lose a fourth of this imprisoned stake, and the remainder would be moved into a second prison, to await the result of the next coup, which would either free it or lose it all. _=Probabilities.=_ It has been found that of the ten numbers that can be dealt, 31 to 40, the number 31 will come oftener than any other.