See Football, Hockey. Hoodle-cum-blind Name for Blind Man s Buff. --Baker s _Northamptonshire Glossary_. Hoodman Blind Name for Blind Man s Buff. Mentioned in _Hamlet_, iii. 4; _Merry Devil of Edmonton_; and _Wise Women of Hogsden_. Hooper s Hide Name for Blind Man s Buff. --Nares _Glossary_. Hop-crease The game of Hop-scotch. --Halliwell s _Dictionary_.
The laws of the game do not differ from Dummy Whist, except in the following special Law: There is no misdeal, as the deal is a disadvantage. THE POKER FAMILY. Properly speaking, Poker is not the founder, but simply the most famous representative of a very ancient and always very popular family of games, all of which can be traced to one source, the old French game of Gilet, which was undoubtedly of Italian origin, perhaps a variety of Primero. Gilet we find changed to Brelan in the time of Charles IX., and although Brelan is no longer played, the word is still used in all French games to signify triplets, and “brelan-carré” is the common French term for four of a kind in _le poker Américain_. From Brelan we trace the French games of Bouillotte, and Ambigu, and the English game of Brag; but the game of poker, as first played in the United States, five cards to each player from a twenty-card pack, is undoubtedly the Persian game of _as nas_. The peculiar and distinguishing characteristic of Poker we find well described by Seymour, in his chapter on “Brag,” in the “Court Gamester,” 1719: “The endeavour to impose on the judgment of the rest who play, and particularly on the person who chiefly offers to oppose you, by boasting or bragging of the cards in your hand. Those who by fashioning their looks and gestures, can give a proper air to their actions, as will so deceive an unskilful antagonist, that sometimes a pair of fives, trays or deuces, in such a hand, with the advantage of his composed countenance, and subtle manner of over-awing the other, shall out-brag a much greater hand, and win the stakes, with great applause and laughter on his side from the whole company.” Quite a number of card games retain the feature of pairs, triplets, sequences, and flushes, but omit the element of brag or bluff, and can therefore hardly be considered full-blooded members of the poker family. Whiskey Poker, for instance, has really little or nothing in common with the true spirit of poker, and is simply the very ancient game of Commerce, played with five cards instead of three.
I wrote a letter to my love, And on the way I dropt it; Some of you have picked it up, And got it in your pocket--pocket--pocket--pocket. I have a little dog, it won t bite you-- It won t bite you--it won t bite you-- It _will_ bite you. --Leicestershire (Miss Ellis). The Forest of Dean version is the same as the Dorsetshire, except that the child who is unsuccessful in gaining the vacant place has to stand in the middle of the ring until the same thing happens to another child.--Miss Matthews. In Nottinghamshire the children form in a ring; one walks round outside the ring singing and carrying a handkerchief: I wrote a letter to my love, and on the way I dropt it; One of you has picked it up and put it in your pocket. It isn t you, it isn t you, &c. &c.; it is you. The handkerchief is then dropped at some one s back, the one at whose back the handkerchief was dropped chasing the other.
14. A misdeal loses the deal unless one of the other players has touched his cards, or in any way interrupted the dealer. 15. If, after the first trick is played to, any two players are found to have more or less than their correct number of cards, the pack being perfect, the one having less shall draw from the hand of the one having more, and each shall pay a forfeit of five counters into the pool. 16. If a player omits to play to any trick, and plays to the following one, he shall not be allowed to correct the error; but shall be compelled to take in the last trick, with whatever hearts it may contain. 17. Should a player be found during or at the end of a hand to be a card short, all the others having the right number, and all having played to the first trick, he shall be compelled to take in the last trick. 18. If a player leads or plays two cards to a trick, he must indicate the one intended, and leave the other face up on the table.
It is probable that this fact has preserved the words more completely than in the other cases, where the force of the robber action would become less and less as actual experience of robbers and robbery died out. Altogether, this game supplies a very good example of the change produced in games by changes in the actual life which gave rise to them. It is singular that the verses of this game also enter into the composition of London Bridge is broken down. It is probable, therefore, that it may be an altered form of the game of London Bridge. The refrain, My fair lady, occurs in both games. See London Bridge. Hats in Holes A boys game. The players range their hats in a row against the wall, and each boy in turn pitches a ball from a line at some twenty-five feet distance into one of the hats. The boy into whose hat it falls has to seize it and throw it at one or other of the others, who all scamper off when the ball is packed in. If he fails to hit he is out, and takes his cap up.
If there are four players, two may play against two, each consulting with his partner and sharing his bets. BINOCLE. The word Binocle is spelt in many different ways, all of which, are, however, phonetic equivalents of the correct one. The word is probably derived from the French word “binage,” which was the name given to the combination known as “binocle,” and which seemed a better term than “cinq cents” as the game was no longer 500 points up. In all German works on card games the name is spelt as we give it; but the pronunciation of the initial “b” in the German is so near that of “p,” that “Pinocle” is nearer the correct spelling than any other form. There is no authority for the introduction of the “h,” which has led some persons to think the word a compound of “bis” and “knochle,” and has given rise to the forms: binochle, pinochle, pinuchle, pinucle, penucle, penuchle, penuckle and pinuckel, all of which may be found in various works on card games. _=CARDS.=_ Binocle is played with two packs of twenty-four cards each, all below the Nine being deleted, and the two packs being then shuffled together, and used as one. The cards rank A 10 K Q J 9, the Ace being the highest, both in cutting and in play. _=COUNTERS.
) Command of silence. (7.) The presence of the devotee at the sacred bush. All these are incidents of primitive well-worship (see Gomme s _Ethnology and Folk-lore_, pp. 82-103). Garland dressing is very general; cakes were eaten at Rorrington well, Shropshire (Burne s _Shropshire Folk-lore_, p. 433); pins and portions of the dress are very general offerings; silence is strictly enforced in many instances, and a sacred tree or bush is very frequently found near the well. The tune of the Hampshire game (Miss Mendham s version) is practically the same as that of the Mulberry Bush. Newell (_Games of American Children_, p. 90) gives a version of this game.
In _=Boston=_, and in _=Solo Whist=_, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick. If the adversary of a Misère player leads or plays out of turn, the bidder may immediately claim the stakes. In Solo Whist, the individual player in fault must pay for himself and for his partners. ABANDONED HANDS. 27. If all four players throw their cards on the table, face upwards, no further play of that hand is permitted. The result of the hand, as then claimed or admitted, is established, provided that, if a revoke is discovered, the revoke penalty attaches. In _=Solo Whist=_, should the bidder abandon his hand, he and his partner, if any, must pay the stakes and settle for all over-tricks as if they had lost all the remaining tricks. If a player, not the bidder, abandons his hand, his partner or partners may demand the hand to be played out with the abandoned hand exposed, and liable to be called by the adversary. If they defeat the call they win nothing, but the player who abandoned his hand must pay the caller just as if he had been successful.
In establishing a long suit it is very important to note the fall of the missing cards in the sequences. In the first of the two combinations just given, the declarer should be as careful to watch for the fall of the 8 and 6 as for the A Q and 10. _=Leading.=_ It is quite unnecessary to follow any system of leads, further than to distinguish between the combinations from which high or low cards are led. But it is important to remember that although a high-card combination may be divided, it should be played as if in one hand. For instance: The declarer holds Q J x x x of a suit; Dummy having A x x. By leading Q or J, Dummy is enabled to finesse, as if he held A Q J. The declarer holds K J x x x; Dummy having Q x x. The play is to force the Ace, as if the combination of K Q J x x were in one hand. Many opportunities arise for leading the Ace first from a short suit, in order to secure a ruff on the second or third round.
The highest count possible is 35; all four lines open, with the 6-6, 4-4, 5-5, and 0-5 at the ends. _=ALL THREES.=_ Muggins is sometimes played by making the object to get multiples of three at the ends, instead of multiples of five. Otherwise the game is the same as All Fives. There are several _=card games=_ with dominoes, but they are little used, and hardly worth description in a work of this kind. DICE. Dice are probably the oldest gambling instruments in the world. Chatto thinks that man acquired the passion for gambling as soon as he could distinguish odd from even, or a short straw from a shorter. Simple gambling instruments were probably very early articles of manufacture, and Chatto says that it is not unlikely that after a simple dinner of mutton some enterprising gamester may have taken the small bones from between the shank and the foot, and after burning spots in them to distinguish one from the other, put them into _a_ cow’s horn and shaken them up, afterward rolling them upon the ground. From some such beginning Astragali was developed, a game which Dr.
If the players have not amended their stake before the error was corrected, the first two cards dealt to the banker are thrown in the waste basket, and the third is his point for that deal. If the banker gives the second card to either player before dealing the first to himself, he must give the second to the other player also, and then take his own. This single card must then be thrown in the waste basket, but the banker may play out the hand as if he had two cards which counted 10 or 20; that is, baccara. _=Showing.=_ If any of the three persons holding cards finds he has a point of 8 or 9, it must be shown at once, and the two other hands are then exposed. If the banker has 8 or 9, and neither of the others has so many, the bank wins everything on the table. If either player has more than the banker, all the bets on that side of the table must be paid. If either player has as many as the banker, all the bets on that side of the table are a stand-off. If either player has less than the banker, all the bets on that side of the table are lost. If a player wrongly announces 8 or 9, he cannot draw cards unless his point was 10 or 20.
The penalty for a revoke is also the loss of a point. _=Method of Playing.=_ The eldest hand begins by leading any card he pleases, and the others must follow suit if they can. The highest card played, if of the suit led, wins the trick, and the winner takes it in and leads for the next trick. The player winning the first trick must pay for it immediately, to avoid disputes. The tricks which are neither the first nor the last have no value, unless they contain the club Queen, which must be paid for as soon as it is taken in. There is a good deal of play in manœuvring to get rid of cards which might win the last trick, or which would take in the club Queen. The Ace and King of clubs are of course dangerous cards, and unless the player holding them has small cards enough to make him safe in that suit, he should be on the alert for opportunities to discard. POLIGNAC. QUATRE-VALETS, OR FOUR JACKS.
I wasn t about to give her any of mine. I wanted to lose some dough in a hurry. I started playing field numbers, and TK d the dice away from the field every time a gambler came out. Of course, I could have let the table s six per cent vigorish take it away from me, but that would have taken longer. Even with losing on every roll, the dice got around to me before I had lost the nine hundred I had set out to drop. I put four chips on the Don t Pass side of the line, shook left-handed because of my weak right arm, and got ready to come out. Sniffles seized me. Don t Billy Joe! she said suddenly. You ll lose! She pushed my chips across the line to the Pass side. That burned me up.
False Cards, cards played to deceive the adversary as to the true holding in the suit. Fattening, discarding counting cards on partner’s tricks. Feind, G., an adversary; Gegner is the more common word. Figure, F., K, Q or J. Fille, F., see Widow. Finesse, any attempt to take a trick with a card which is not the best of the suit. First, Second, or Third Hand, the positions of the players on any individual trick.
2). | | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- |Draw a bucket of | | | | |water. | | 2.|Sift the lady s |Sieve my lady s | -- | | |oatmeal. |oatmeal. | | | 3.|Sift it into flour. |Grind my lady s flour.| -- | | 4.
Certain conditions of the score may prompt him to make a speculative trump lead from such a hand. If his trumps are high, such as A K x, he may safely begin by leading them; but if they are weak, and he is depending largely on his partner’s possible strength, he should show his suit first by leading it once. _=Over-trumping=_ is generally regarded as bad policy when a player has a good suit, and sufficient trump strength to justify him in hoping to do something with it. The refusal to over-trump, unless the trump played is a high one, should be regarded by the partner as a call. It is sometimes necessary to over-trump partner in order to get the lead. For instance: A player holds the two best trumps, and all winning cards of a plain suit, while the player on his right has a losing trump. 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.
_=4.=_ After the opening stroke each player must either pocket a ball, make an _object_-ball strike a cushion, or the cue-ball strike a cushion after contact with an object-ball, under penalty of forfeiture of three points. Three forfeitures in succession loses the game for the player making them. _=5.=_ Should the player pocket, by the same stroke, more balls than he calls, he is entitled to the balls he pockets, provided he pockets the called ball. _=6.=_ A forfeiture of three points is deducted from the player’s score for making a miss; pocketing his own ball; forcing his own ball off the table; failing to make the opening stroke, as provided in Rule 2; failing either to make an object-ball strike a cushion or go into a pocket, as provided in Rule 4; striking his own ball twice; playing out of his turn, if detected doing so before he has made more than one counting stroke. _=7.=_ A ball whose centre is on the string line must be regarded as within the line. _=8.
TEXT BOOKS. Solo Whist, by R.F. Green. How to Play Solo Whist, by Wilks & Pardon. For the Laws of Solo Whist, see Whist Family Laws. ILLUSTRATIVE SOLO WHIST HANDS. The dealer, Z, turns up the heart 3 in both hands, and A leads. The underlined card wins the trick, and the card under it is the next one led. | T| _=A Solo.