| |19.| -- | -- | -- | |20.| -- | -- | -- | |21.| -- | -- | -- | |22.| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn| -- | | |your head. |your head. | | |24.| -- | -- |She s left off her | | | | |wedding to turn back | | | | |her head. | |25.
=_ Vingt-et-un is sometimes played with a pool. Each player contributes one counter at the start, and the pool is afterward fed by penalties. Every player who is créve puts in a counter; all ties with the dealer pay one, and the dealer pays one for any irregularity in dealing. The pool may be kept to pay for refreshments, like the kitty in Poker, or it may be won by the first natural shown, as may be agreed. _=Probabilities.=_ The only point in the game is for a player to know what hands to stand on, and what to draw to. The dealer is guided by the cards dealt to other players, and by what they ask for. The other players should stand on 17, but draw on 16. In practice it has been found that the odds are about 2 to 1 in favour of drawing at 16; 3 to 1 for drawing at 15. The rules for drawing, etc.
The goals are each marked by two poles standing about eight to ten feet apart, and boundaries are marked at the sides. The ball is placed in the middle of the ground. It is started by two players who stand opposite each other, the ball lying between their two sticks. They first touch the ground with their hockey-sticks, then they touch or strike their opponents stick. This is repeated three times. At the third stroke they both try to hit the ball away. The ball may only be played by a hockey-stick, and a goal is gained when the ball is played between the posts by the opposing party.--Barnes (A. B. Gomme).
This game belongs apparently to the ball games used for purposes of divination. Mr. Newell (_Games_, p. 181) describes a similar game to this, in which the player whose name is called drops the ball; he must pick it up as quickly as possible while the rest scatter. He then calls Stand! upon which the players halt, and he flings it at whom he pleases. If he misses his aim, he must place himself in a bent position with his hands against a wall until every player has taken a shot at him. The idea of naming children after the days of the week occurs also in the games of Gipsy, Witch, and Mother, Mother, the Pot boils over. See Ball, Burly Whush, Keppy Ball. Moolie Pudding The game of Deadelie; one has to run with the hands locked and taen the others.--Mactaggart s _Gallovidian Encyclopædia_.
--Liphook, Hants (Miss Fowler). XV. Come to see Jinny Jones, Jinny Jones Come to see Jinny Jones, And where is she now? Jinny is washing, is washing, Jinny is washing, And you can t see her now. Very well, very well, lady, lady, Very well, lady, That will do. [Then follow-- (1) starching, (2) ironing, (3) dying, (4) dead.] What shall we follow in, follow in? What shall we follow in? We ll follow in blue. Blue is for sailors, for sailors, Blue is for sailors, And that won t do. [_or_, You can t follow her so.] [Then follow-- Red is for soldiers, White is for weddings, Yellow is for babies.] Black is not deep enough, deep enough, That won t do.
_=8.=_ When the cue-ball is very near another, the player shall not play without warning his adversary that they do not touch, and giving him sufficient time to satisfy himself on that point. _=9.=_ When the cue-ball is in contact with another, the balls are spotted and the player plays with his ball in hand. _=10.=_ Playing with the wrong ball is foul. However, should the player using the wrong ball play more than one shot with it, he shall be entitled to his score just the same as if he had played with his own; as soon as his hand is out, the white balls must change places, and the game proceed as usual. ON FOUL STROKES.--It is a foul, and no count can be made: _=1.=_ If a stroke is made except with the point of the cue.
If, in the course of play, any of the four cards on the layout can be got rid of, the player holding them takes the pool on that card. If he is left with the card in his hand at the end he is not obliged to double the pool, as at Pope Joan, but simply loses his chance to win it, and it remains until the next deal. The first player to get rid of all his cards receives one counter from the other players for each card they hold. _=SPIN=_ is Newmarket, with one variation. The player holding the diamond ace is allowed to play it in order to get the privilege of stopping one suit and opening another. For instance: The sequence in spades has run to the Nine, and one player holds both spade Ten and diamond ace. If this player saw that another was very likely to win the game at any moment, and he had a pool card to play, he might stop the spade sequence by playing both the Ten and the diamond ace together, announcing _=Spin=_. He can then play a pool card, or begin a new sequence with the lowest of the suit in his hand. He cannot play the diamond ace unless he can play to the sequence first. _=SARATOGA.
(_c_) If, during a deal, any card be faced in the pack or exposed, on, above, or below the table. (_d_) If more than thirteen cards be dealt to any player.[6] (_e_) If the last card does not come in its regular order to the dealer. (_f_) If the dealer omit having the pack cut, deal out of turn or with the adversaries’ cards, and either adversary call attention to the fact before the end of the deal and before looking at any of his cards. 38. Should a correction of any offence mentioned in 37 _f_ not be made in time, or should an adversary who has looked at any of his cards be the first to call attention to the error, the deal stands, and the game proceeds as if the deal had been correct, the player to the left dealing the next. When the deal has been with the wrong cards, the next dealer may take whichever pack he prefers. 39. If, prior to the cut for the following deal, a pack be proved incorrect, the deal is void, but all prior scores stand.[7] The pack is not incorrect when a missing card or cards are found in the other pack, among the quitted tricks, below the table, or in any other place which makes it possible that such card or cards were part of the pack during the deal.
The crib is then counted and scored. Leaving the starter still face up on the top of the pack, the eight cards in hand and crib are thrown aside. For the next deal, the player gives himself three cards from the top of the pack, one of which was the starter on the last deal, then two for the crib and three more for himself, discarding for the crib, cutting a starter, counting and scoring hand and crib as before. This is continued until only four cards are left, one of them being the starter for the last deal. Turn up these four cards and count them as a hand. The game is usually 91 points, and the object of the solitaire player is to see if he can reach the game hole without going through the pack more than once. If he does not reach with six hands and cribs, each with a starter, and one hand of four cards without a starter, he has failed to get the solitaire. _=WHEN TWO OR MORE PLAY.=_ The object is now to see which player or partnership can get the greatest number of points in going through the pack once, each playing his own solitaire with his individual pack, but keeping level with his opponents in the matter of hands and deals. It is usual for each to cut the starter for the other and then to verify the count of the other’s hands and cribs.
Let s see some credentials. He scuffed through the sawdust to the bar and took a stack of silver dollars from his apron. He held them, dealerwise, in the palm of his hand, with his fingertips down, so that they were a column surrounded by a fence of fingers. How many? he asked. I shrugged. The whole stack, Smythe, I told him. His eyebrows went halfway up his tall, tall forehead. But he put them all down on the bar top, about twenty-five silver dollars. Show me, I said. He ran his fingertips down the side of the stack of silver.
Some of the versions differ from the general type in two ways--first, in the method of playing; secondly, in the wording of the verses. The differences in the method of playing direct attention to the connection of the game with ancient custom. The game is always played by the players taking sides; but one method is for one side to consist of only two children (Mother and Jenny Jones), and the other side to consist of all the other players; while the other method is for the players to be divided into two sides of about equal numbers, each side advancing and retiring in line when singing their part. Jenny Jones in some cases walks with the girls in her line until the funeral, when she is carried to the grave, and in others she stands alone behind the line. The way of performing the funeral also differs. Generally two of the players carry Jenny to the grave, the rest following two by two; but in one Hampshire version six or eight children carry Jenny, stretched out and flat, to the grave, and cover her over; in Holywood, co. Down, she is carried sitting on the crossed hands of two players; while in some versions no funeral is apparently performed, the words only being sung. Another significant incident is the Ghost. An additional incident occurs in the Liphook version, which represents her being swung to life again by two of the players. These differences may perhaps be immaterial to the meaning and origin of the game, but they are sufficiently indicative of early custom to suggest the divergence of the game in modern times towards modern custom.
Giants. Giddy. Gilty-galty. Gipsy. Gled-wylie. Glim-glam. Gobs. Green Grass. Green Gravel. Green Grow the Leaves (1).
For instance: A player has dealt to him a small pair; but finds he has also four cards of a straight. He can discard three cards and draw to the pair; or one card, and draw to the straight; or two cards, keeping his ace in the hope of making two good pairs, aces up. The details of the best methods of drawing to various combinations will be discussed when we come to suggestions for good play. [Illustration: 🂱 🂴 🃒 🂣 🃄 ] In drawing cards, each player in turn who has made good his ante, beginning with the age, must ask the dealer for the number of cards he wants. The demand must be made so that every player can hear, because after the cards have been delivered by the dealer no one has the right to be informed how many cards any player drew. When the dealer comes to his own hand, he must distinctly announce the number of cards he takes. He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards. In dealing the cards for the draw, the pack is not cut again, the cards being dealt from the top, beginning where the deal before the draw left off. As each player asks for his cards he must discard those he wants replaced, and he must receive the entire number he asks for before the next player is helped. In some places it is the custom for all those who have made good the ante to discard before any cards are given out.
B. is broken down. |L. B. is broken down. | | 6.| -- | -- | -- | | 7.| -- | -- | -- | | 8.| -- | -- | -- | | 9.|My fair lady.
Luking. MAG. Magic Whistle. Magical Music. Malaga Raisins. Marbles. Mary Brown. Mary mixed a Pudding up. Merrils. Merritot.
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. Any card exposed, except in the proper course of play, or any card named by the player holding it, must be left face up on the table. 19. A player must lead or play any exposed card when called upon to do so by any other player, provided he can do so without revoking. He cannot be prevented from playing an exposed card, and if he can so get rid of it, no penalty remains. 20. If a player leads out of turn, a suit may be called from him when it is next his proper turn to lead. This penalty can be enforced only by the player on his right. If he has none of the suit called, or if all have played to the false lead, no penalty can be enforced. If all have not played to the false lead, the cards can be taken back, and are not exposed cards.
In _=Boston=_ and in _=Solo Whist=_, a table is complete with four players. In cutting for positions at the table, the lowest has the choice of seats and cards, and the two highest sit opposite each other. 3. If two players cut intermediate cards of equal value, they cut again; the lower of the new cut plays with the original lowest. 4. If three players cut cards of equal value, they cut again. If the fourth has cut the highest card, the two lowest of the new cut are partners, and the lowest deals. If the fourth has cut the lowest card, he deals, and the two highest of the new cut are partners. 5. At the end of a game, if there are more than four belonging to the table, a sufficient number of the players retire to admit those awaiting their turn to play.
-+---+-.-+---+-.-+---+-.-+---+ | . | | . | | . | | . | | +-.-+---+-.-+---+-.
This is a popular form of Rams among German students. Three crosses are chalked on the table in front of each player, representing five points each. When a trick is won, a beer-soaked finger wipes out the centre of a cross, and reduces its value to four. Successive cancellings of the remaining arms of the cross as tricks are taken gradually reduce it to nothing, and the player who is last to wipe out his third cross pays for the beer. No player is allowed to look at his cards until the trump is turned, and the dealer gives the word of command: “Auf.” The seven of diamonds is always the second-best card of the trump suit, ranking next below the ace. If it is turned up, the dealer turns up the next card for a trump, and when it comes to his turn, he can take both cards into his hand, discarding others in their place. If the dealer passes, the eldest hand may take up the trump. If only two declare to play, a trump must be led for the first trick; if three play, trumps must be led twice; if four play, three times. If the leader has no trump, he must lead his smallest card, face downward, which calls for a trump from such of the other players as have one.
What did she give you? A piece of bread and cheese so big as a house, and a piece of plum cake so big as a mouse. Where s my share? Up in higher cupboard. It s not there. Up in lower cupboard. It s not there. Then the cat have eat it. Where s the cat? Up in heath. Where s the heath? The fire burnt it. [The rest is the same as in the last version, p. 393.
The business of the Ins is, after the signal is given, to lay hold of the Outs before they can reach the den. The captive then becomes one of the Ins; for the honour of the game consists in the privilege of hiding oneself. Jamieson adds, Hy is still used in calling after a person, to excite attention, or when it is wished to warn him to get out of the way. Strutt describes it as Harry-Racket, or Hide and Seek (_Sports_, p. 381). At Cork two sides are chosen for Spy; one side hides while the other side hunts. When the hunters see one of the hidden players, they call out, I spy ----, and the child s name. The player called must run after the Spy and try to catch him before he reaches his Den; if he succeeds, the one caught must go to the opposite side of players, then next time the spies hide, and those who have been hiding, spy (Miss Keane). A more general form of the game is for one child to hide, and to make a noise in a disguised voice to give notice of his whereabouts, or to call out Whoop! or Coo! Until this noise or call is made, the searchers may not seek him. If when spied or discovered the hider cannot reach home before being caught, he again has to hide (A.
Evening Telegram, the N.Y. Globe, the N.Y. Evening Mail, and the Chicago Journal. A number of the weekly magazines offer similar competitions in England, but as a rule the problems in that country are of very poor quality. About 1910 it became the fashion not to play spades, it being considered a waste of time to play a hand for such a small amount as 2 points a trick, so the dealer was allowed to score 2 for the odd and 4 for honours, regardless of how the cards were distributed, the hand being abandoned. The objection to this practice was that many hands were worth much more than 2 points, and in some cases the spade make would have gone game at the score. This led to the practice of playing “royal spades,” which were played at 10 and then at 9 a trick, sometimes with a penalty of 20 if the declarer failed to make the odd. Shortly after this, later in 1910, there developed a decided rebellion against the dealer’s monopoly of the make, and in order to allow any player at the table who held good cards to get the benefit of them, whether he was the dealer or not, bidding for the privilege of making the trump came into vogue.
117, is a carving which represents three rats busily engaged in hanging a cat on a gallows of this kind. Cat i the Hole A game well known in Fife, and perhaps in other counties. If seven boys are to play, six holes are made at certain distances. Each of the six stands at a hole, with a short stick in his hand; the seventh stands at a certain distance holding a ball. When he gives the word, or makes the sign agreed upon, all the six change holes, each running to his neighbour s hole, and putting his stick in the hole which he has newly seized. In making this change, the boy who has the ball tries to put it into an empty hole. If he succeeds in this, the boy who had not his stick (for the stick is the Cat) in the hole to which he had run is put out, and must take the ball. There is often a very keen contest whether the one shall get his stick, or the other the ball, or Cat, first put into the hole. When the Cat _is in the hole_, it is against the laws of the game to put the ball into it.--Jamieson.
” The pone tells him to go, and he pegs one. These three cards are turned down. The pone then plays a Ten, and the dealer marks one for the last card. The hands and crib are then shown. If either player can reach exactly 31, he scores two points for it, whether he has been told to go or not. Suppose the pone begins with a Nine. The dealer plays a Six and pegs 2 for the fifteen. The pone pairs the Six, calls “Twenty-one,” and pegs 2 for the pair. The dealer with two Fives and a Four in his hand, plays the Four, and calls “Twenty-five,” hoping the pone has no small card, which will allow the dealer to make a run of three with one of his Fives if he is told to go. But the pone plays a Five, calling: “Thirty, with a run of three.
=_ This is exactly the reverse of the follow shot, the ball being struck below the centre, and the cue passing at least three inches beyond where the ball stood, as shown in the diagram. This gives the cue ball a retrograde motion, similar to that imparted to a child’s hoop by spinning it backward while throwing it forward, so as to make it return. If the object ball is reached before this retrograde motion is exhausted, the effect will be to stop the forward motion of the cue ball, and to give what is left of the retrograde motion full play, making the cue ball return. The two great mistakes made by beginners in playing draw shots are that they pull the cue back, instead of driving it clear through the ball aimed at, and that they strike so hard that the forward motion of the cue ball is too strong for the retrograde motion to overcome it, or the object ball to stop it. It is never necessary to strike harder than sufficient to reach the object ball and get back to the carrom ball, unless one is playing for position. When the balls are so close together that to run the cue through the ball would make a foul shot, the draw may still be made by pointing the cue off to the side, and pushing it past the cue ball, instead of through it. This will secure the retrograde motion, but accompanied by a great deal of twist, which must be calculated for if the cue ball is to strike a cushion. A short draw may also be made by using the pinch. [Illustration] _=The Massé.=_ Most players imagine this to be a very difficult shot, but it is extremely simple if the principle of the direction of the cue and the effect of the pinch are kept in view.
| -- |Put it in a chestnut | -- | | | |tree. | | | 7.| -- |Let it stay an hour. | -- | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|One and a hush, two |One of you rush, two | -- | | |and a rush. |may rush.
When a player, whose duty it is to cut, has once separated the pack, he cannot alter his intention; he can neither reshuffle nor recut the cards. 36. When the pack is cut, should the dealer shuffle the cards, he loses his deal. A NEW DEAL. 37. There must be a new deal-- I. If during a deal, or during the play of a hand, the pack be proved incorrect or imperfect. II. If any card, excepting the last, be faced in the pack. 38.
The remaining ten persons draw for choice of seats at the table, the first choice being for the seat immediately on the right of the banker, then for the first seat on his left. Five players are arranged on each side of the banker in this manner, right and left alternately, according to the order of their choice. Sometimes an assistant or croupier is seated opposite the banker, to watch the bets, gather and shuffle the cards, etc. A waste basket is placed in the centre of the table for the reception of cards that have been used in play. If no one bids for the bank, it must be offered to the first on the list of players; if he declines, the next, and so on. The amount bid for the bank is placed on the table, and none of it can be withdrawn, all winnings being added to it. If no bid is made, the banker may place on the table any amount he thinks proper, and that amount, or what remains of it after each coup, is the betting limit. When the banker loses all he has, the bank is sold to the next highest bidder, or offered to the next player on the list. If the banker wishes at any time to retire, the person taking his place should begin with an amount equal to that then in the bank. _=Counters.