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--Somerset (Elworthy s _Dialect_). See Balls and Bonnets. Hattie A game with preens, pins, on the crown of a hat. Two or more may play. Each lays on a pin, then with the hand they strike the side of the hat time about, and whoever makes the pins by a stroke cross each other, lifts those so crossed.--Mactaggart s _Gallovidian Encyclopædia_. Hawkey A game played by several boys on each side with sticks called hawkey bats, and a ball. A line is drawn across the middle of the ground from one side to the other; one party stands on one side of the line and the opposite party on the other, and neither must overstep this boundary, but are allowed to reach over as far as their bats will permit to strike the ball. The object is to strike the ball to the farther end to touch the fence of the opposing party s side, when the party so striking the ball scores one, and, supposing nine to be the game, the party obtaining that number first of course wins the game.--West Sussex (Holloway s _Dict.
_=Misdealing.=_ A misdeal does not lose the deal, but in some cases a new deal is at the option of the pone. If the dealer exposes a card belonging to his adversary or to the stock, the pone may demand a new deal; but if either player exposes any of his own cards, the deal stands good. If too many cards are given to either player, and the error is discovered before the dealer plays to the first trick, there must be a new deal. If either player has too few cards, the pone may demand a new deal, or may allow the dealer to supply the deficiency from the top of the stock. If any card is found exposed in the pack, there must be a new deal. If any card faced in the stock is not discovered until the first trick has been played to by the dealer, the exposed card must be turned face down, without disturbing its position. If the pack is found to be imperfect, the deal in which it is discovered is void; but all previous scores or cuts made with that pack stand good. _=METHOD OF PLAYING.=_ The pone takes up and examines his nine cards.
_Playing the cards._ Each player, when it is his turn to play, must place his card, face upward, before him and toward the centre of the table. He must allow it to remain upon the table in this position until all have played to the trick, when he must turn it over and place it face downward, nearer to himself; if he or his partner have won the trick, the card should point toward his partner and himself; otherwise it should point toward the adversaries. The declarer may either play dummy’s cards or may call them by name whenever it is dummy’s turn to play and have dummy play them for him. A trick is turned and quitted when all four players have turned and ceased to touch their respective cards. The cards must be left in the order in which they were played until the scores of the deal have been recorded. D. _The Revoke._ A revoke may be claimed at any time before the last trick of the deal in which it occurs has been turned and quitted and the scores of that deal agreed upon and recorded, but not thereafter. E.
A bid of “two” means to win eight tricks, or two over the book. _=Bidding.=_ If a player wishes to go over the first offer made, he must either bid the same number of tricks in a better suit, or he must increase the number of tricks. No player can increase his own bid unless he is overbid in the interval, but there is no limit to the number of times that players may outbid one another. Observe that the dealer may bid or pass, and each player after him in turn may bid or pass. The highest bidder must abide by his announcement both as to the number of tricks and the suit. _=The Play.=_ No matter who dealt the cards, the player to the left of the highest bidder always leads for the first trick. Each player in turn must follow suit if he can, and the highest card played, if of the suit led, wins the trick, trumps winning all other suits. The winner of one trick leads for the next, and so on.
_=Players.=_ According to the English usage, Dummy is played by three persons, and the table is complete with that number. They cut for partners and for the deal; the player cutting the lowest card takes dummy for the first rubber; the one cutting the next lowest takes dummy for the second rubber; and the one cutting the highest takes it for the last rubber. It is considered obligatory to play three rubbers, in order that each may have whatever advantage or disadvantage may be supposed to attach to the dummy. The three rubbers so played are called a Tournée. It is sometimes agreed that one player shall take dummy continuously, on condition that he concedes to his adversaries one point in each rubber. When this is done, the largest rubber that the dummy’s partner can win is one of seven; and he may win nothing; whereas his adversaries may win a rubber of nine, and must win at least two. This concession of a point is not made, as many imagine, because it is an advantage to have the (dummy) partner’s hand exposed; but because it is an advantage to have the player’s hand concealed. He knows the collective contents of the adversaries’ hands; each of them knows only the contents of dummy’s hand and his own. _=Cutting.
One in the middle tries to catch as many as possible, forming them in a long string, hand in hand, as they are caught. Those still free try to break through the line and rescue the prisoners. If they succeed in parting the line, they may carry one boy pig-a-back to the lamp-post, who becomes safe. The boy caught last but one becomes it in the next game.--Deptford, Kent (Miss Chase). See Hunt the Staigie, Stag Warning, Whiddy. Chinnup A game played with hooked sticks and a ball, also called Shinnup. Same as Hockey. Chinny-mumps A school-boys play, consisting in striking the chin with the knuckles; dexterously performed, a kind of time is produced.--Addy s _Sheffield Glossary_.
For instance: A, B, C, and D play. D blinds five counters, and deals. A passes, and B opens for five reds. C passes out, while D and A both meet the bet of five reds, but neither will raise it. This does not call B, who has the privilege of raising the bet if he pleases. Suppose he raises, and D and A both meet it. On this second round, C having passed out, it is D’s turn to say whether or not he will raise. On the next round it will be A’s turn, and after that it will be B’s second turn, and so on. Should any player meet the bet but refuse to raise, although it is his turn, he still cannot call. If he does not avail himself of his privilege of raising, he must _=pass the word=_ to the player on his right; that is, transfer the privilege to him.
If he intends to change his manner of dealing in the following game, he must so advise his adversary when presenting the cards to be cut. _=MISDEALING.=_ A player dealing out of turn, or with the wrong cards, may be stopped before the trump is turned. But if the trump has been turned, and neither player has discarded or played to the first trick, the pack must be set aside, with the cards as dealt, and the trump turned, to be used for the ensuing deal. The other pack is then taken up and dealt by the player whose proper turn it was to deal. If a discard has been made, or a trick played to, the deal stands good, and the packs, if changed, must so remain. There must be a new deal if any card but the eleventh is found faced in the pack. If the dealer exposes any of his own cards, the deal stands good. If he exposes any of his adversary’s cards, the non-dealer may claim a fresh deal, provided he has not seen any of his cards. It is a misdeal if the dealer gives too many or too few cards to his adversary or to himself.
Or he may add one card from his hand to any combination already laid out by another player, but he cannot add more than one card in this way. He may add a card to a combination laid out by himself if he wishes to. _=CALLING OUT.=_ Each player in turn to the left draws, lays out and discards in this manner until some player gets rid of his last card, when he calls out, and the game comes to an end. The last card in a player’s hand may be got rid of by laying it out in combination, or by discarding it if it is the only card left. _=SCORING.=_ As soon as any player calls out it is too late for any other player to lay down any combinations he may hold. Each player in turn to the left shows his hand and the winner gets credit for the pip value of his cards, jacks being worth 11, queens 12, kings 13. It sometimes happens that the stock is exhausted before any player calls out. In this case the discards are turned face down without shuffling them and the pile drawn from as if it were the stock.
Next player, A, who passed the first time, says, “Two royals.” Both Y and B pass, but the dealer, Z, says, “Three clubs.” Observe that while three clubs is worth no more than two royals, 18, the club bid offers to win more tricks than the royals and therefore ranks as a higher bid. A doubles three clubs. Y passes and B says, “Two no trumps.” As will be explained presently, doubling does not affect the value of the declaration in bidding, so two no trumps, worth 20, over-calls three clubs. Z, A and Y all pass, so two no trumps becomes the winning declaration and B is the declarer, A being the dummy, with Z to lead for the first trick. In this example, had the bid been left at three clubs, doubled or not, that would have been the winning declaration, and the partner who first named that suit, Y, would be the declarer, Z being the dummy, although Z actually made the highest bid. It is only when the two players that have both named the winning suit are not partners that the higher bidder becomes the declarer. _=DOUBLING.
[Illustration: 🂡* 🃘* 🂶* 🂴* 🂢*] Even _=One Pair.=_ Two cards of one kind and three useless cards. [Illustration: 🂨 🃘 🃞* 🂭* 🂴*] 34 to 25 _=Two Pairs.=_ Two of one kind; two of another kind; and one useless card. [Illustration: 🂫 🃋 🂣 🃓 🂹*] 20 to 1 _=Threes.=_ Three of one kind, and two useless cards. [Illustration: 🃉 🂹 🃙 🂭* 🂢*] 46 to 1 _=Straight.=_ All five cards in sequence, but of various suits. [Illustration: 🃉 🂸 🃗 🃆 🂥] 254 to 1 _=Flush.=_ All five cards of one suit, but not in sequence.
Suppose that with the foregoing cards the elder hand was told that even his point was not good. He would count 29 for the 14 Aces, 14 Kings, and the card led. If the dealer had a sixième in diamonds, and a quinte in clubs, for instance, he would claim a repic, 96 points, in spite of the 29 announced by the elder hand; because point and sequence score before quatorze. Equalities do not save the repic. Take the following hands:-- Elder:--♡ A J 10 9 8; ♣ 10; ♢ 10; ♠ A J 10 9 8. Dealer:--♡ K Q; ♣ A K Q; ♢ A K Q J 7; ♠ K Q. The point is equal. The quatrième to the Jack is not good and the four Tens are not good; so elder hand leads a card, and counts, “One.” The dealer then claims repic, 95 points, which is good, although the elder hand had an equal point. _=PIC.
Garnier’s Practice Shots. _=English Game=_:-- Billiards Simplified, Burroughs and Watts. Billiards, by W. Cook. Billiards, by Joseph Bennet. Billiards, by Maj.-Gen. Drayson. Practical Billiards, by W. Dufton.
If the black man can reach the free country behind the white men, he wins the game. The game is a certainty for the white men if properly played. At the end of four moves they should be lined up on squares 25, 26, 27, 28 and whichever end the devil attacks, the tailors should move in from the other end. There are two critical positions. [Illustration: No. 13. +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | ⛂ | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] [Illustration: No. 14. +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛂ | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | | | ⛀ | | | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] In Diagram No. 13, if White moves 24 19 he loses, because Black goes to 11, and as the tailors advance to head him off, he goes back to 15 and 18, and then gets round by going to 14.
) Liées, F., to play rubbers. Limit, the amount by which one player may increase his bet over that of another. Long Cards, the dregs of a suit which has been led several times, and exhausted in the hands of the other players. Long Suits, those containing four or more cards, at Whist. Lose Out, a card that loses four times in one deal, at Faro. Losing Cards, those that would lose tricks if they were led. Losing _Hazard_, pocketing the cue ball. Losing Trump, one which is not the best, when only one or two remain. Love-all, nothing scored on either side.
CUTTING. 7. In cutting, the ace is the lowest card. All must cut from the same pack. If a player exposes more than one card, he must cut again. Drawing cards from the outspread pack may be resorted to in place of cutting. SHUFFLING. 8. Before every deal, the cards must be shuffled. When two packs are used, the dealer’s partner must collect and shuffle the cards for the ensuing deal and place them at his right hand.
This rule does not prevent a player from making two or more announcements at the same time; but he can score only one of them. A player cannot make a lower declaration with cards which form part of a higher combination already shown in the same class. For instance:--Marriages and sequences belong to the same class. If a sequence has been declared, the player cannot take from it the King and Queen, and score for the marriage; neither can he add a new Queen to the King already used in the sequence, because the higher combination was scored first. The same rule applies to lower and higher béziques. But if the lower combination is first shown and scored--the marriage--the A 10 J may be added afterward, on winning another trick, and the sequence scored. This rule does not apply to cards belonging to combinations in different classes. A Queen used in class A may be used over again in both B and C classes. _=Re-forming Combinations.=_ The chief peculiarity in Rubicon Bézique is that combinations which have been laid on the table and scored may be broken up, re-formed, and scored again indefinitely.
In the English game, any player may look at the last trick turned and quitted; in the American he may not. _=Taking Tricks.=_ As the tricks are taken, they should be neatly laid one upon the other in such a manner that any player at the table can count them at a glance. There are several methods of stacking tricks; the first shown being probably the best. [Illustration] When six have been taken by one side they are usually gathered together to form a _=book=_; any subsequently taken being laid apart, as they are the only ones that count. It is customary for the partner of the player winning the first trick on each side to gather the tricks for that deal. In some places it is the custom for the partner of the winner of each trick to gather it, so that at the end of the hand each player has tricks in front of him. Although this method saves time, the practice is not to be recommended, as it hinders the players in counting the tricks already gained by each side. Immediately upon the completion of the play of a hand, the score should be claimed and marked. Any discussion of the play should be postponed until this has been attended to.
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