Any pair, any two cards that make five or fifteen, and any close cards are also good. Keep pairs royal and runs in your hand, and do not forget that a flush of three counts in the hand; but the starter must agree to make a flush in the crib. _=Playing Off and On.=_ The pegging in play is usually small; 2 for the dealer, and an average of 1½ for the non-dealer, hence the importance of the go. The average hand is a little less than 5, and the crib about 5. The player is at home if he has pegged 17 in two deals, his own and his adversary’s. He is safe at home if he is 7 ahead, or his adversary is 7 behind. In Five-card Cribbage, more than any other game, it is true that a game is never won until it is lost. Take the following example, in which the pone is 56 up, and the dealer has pegged only 5 holes altogether. The separated cards show those laid out for the crib, and the odd card is the starter.
If there are more than seven candidates for play, two tables must be formed unless the majority decide against it. _=2. Cutting.=_ The players who shall form the table, and their positions at the beginning of the game may be decided by drawing from an outspread pack, or by throwing round a card to each candidate, face up. If there are eight or more candidates, the tables shall divide evenly if the number is even, those cutting the highest cards playing together. If the number is odd, the smaller table shall be formed by those cutting the highest cards. In cutting, the ace is low. Any player exposing more than one card must cut again. _=3.=_ The table formed, the players draw from the outspread pack for positions.
| -- | -- | -- | | 26.|I ll take [ ] for my|Take [ ] for my | -- | | |bride. |bride. | | | 27.| -- | -- | -- | | 28.| -- | -- |Apprentice for your | | | | |sake. | | 29.| -- | -- | -- | | 30.| -- | -- |If this young man | | | | |should happen to die. | | 31.
Get your hands off my chips, I said, annoyed by bad gambling manners. Her face was all resignation and sadness. Well, not quite all. A lot of it was thin, red nose and buck teeth. You ll lose, darlin Billy, she said. Pull those chips back! I said. Her eyebrows shrugged, but she did as I told her. I came out, and tipped the dice to eleven. I kept the dice, but lost my chips, which is what I wanted. Throwing six more down on the Don t Pass side, I rattled the ivories in my left hand.
A subtle, nasty operator, he said gruffly. And he s had the gall to stick it in me pretty badly, Wally. What Sime says is true. Well, this we wouldn t stand for. I didn t give a care if every gambling house in Nevada went broke. But Smythe was in the Lodge. And it finally made sense that the Lodge had sent me to bail him out. I gave old Maragon my mental apology. The Grand Master wouldn t stand still for _anybody s_ making a fool out of the Lodge. Still: Nobody that good is out of captivity, I snapped.
The best hand wins the pool, the rank of the various combinations being as follows, beginning with the highest:-- _=Triplets.=_ Three aces being the highest, and three deuces the lowest. Pairs have no value. _=Sequence Flushes=_; the ace being allowed to rank as the top or the bottom; Q K A, or A 2 3. _=The Point=_; the greatest number of pips on two or three cards of the same suit in one hand, counting the ace for eleven, and the other court-cards for ten each. A single card of a suit does not count for the point. In case of ties, a point made with three cards will beat one made with two cards. If the number of cards is also a tie, the dealer, or the player nearest him on his left wins. If no triplet is shown, the best straight flush wins. If there is no straight flush, the best point wins.
If the first throw of the game made by either player is a doublet, it is played as in the ordinary game, without playing the opposite faces or getting a second throw. The chief tactics of the game are in getting your men together in advance of your adversary, and covering as many consecutive points as possible, so that he cannot pass you except singly, and then only at the risk of being hit. After getting home, the men should be piled on the ace and deuce points unless there is very little time to waste in securing position. TEXT BOOKS. Backgammon, by Kenny Meadows, 1844. Backgammon and Draughts, by Berkeley. Pocket Guide to Backgammon, by “Cavendish.” Bohn’s Handbook of Games. REVERSI. This game requires a special board of sixty-four squares.
] 85. Any one during the play of a trick, or after the four cards are played, and before, but not after, they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players. 86. If any one, prior to his partner playing, should call attention to the trick--either by saying that it is his, or by naming his card, or, without being required so to do, by drawing it toward him--the adversaries may require that opponent’s partner to play the highest or lowest of the suit then led, or to win or lose the trick. 87. In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries. 88. If a bystander make any remark which calls the attention of a player or players to an oversight affecting the score, he is liable to be called on, by the players only, to pay the stakes and all bets on that game or rubber. 89. A bystander, by agreement among the players, may decide any question.
=_ A game consists of fifty-one points; fourteen of which must be made on every deal, as follows:-- 1 for _=High=_, or the Ace of trumps. 1 for _=Low=_, or the Deuce of trumps. 1 for the _=Jack=_ of trumps. 1 for _=Game=_, or the Ten of trumps. 5 for _=Right Pedro=_, or the Five of trumps. 5 for _=Left Pedro=_, or Five of the same colour as the trump suit. All points count to the side winning them. Any trumps found among the discards at the end of the hand count for the side that made the trump. At the end of the hand, the number of points won by each side is added up, and the lower deducted from the higher, the difference being scored by the winners of the majority. If the result is a tie, neither scores.
--Addy s _Sheffield Glossary_. Frog in the Middle One child is seated on the ground with his legs under him; the other players form a ring round. They then pull or buffet the centre child or Frog, who tries to catch one of them without rising from the floor. The child who is caught takes the place of the centre child. Another method of playing the game is similar to Bull in the Park. The child in the centre tries to break out of the ring, those forming it keeping the Frog in the ring by any means in their power, while still keeping their hands clasped. They sometimes sing or say-- Hey! hey! hi! Frog in the middle and there shall lie; He can t get out and he shan t get out--hey! hey! hi! [Illustration] They dance round when saying this, all keeping a watch on the Frog, who suddenly makes a rush, and tries to break through the ring.--London (A. B. Gomme).
| - | +---------------------------+-----+ | B wins 59 | +---------------------------------+ _=Text Books.=_ Foster’s Skat Manual, 1906. Eichhorn’s American Skat, 1898. Lehrbuch des Skatspiels, by K. Buhle. 1891. Deutsche Skatordnung, by K. Buhle. 1888. Scatspiel.
=_ The cards are shuffled before every deal. The player on the left of the dealer cuts, and cards are given first to the player on the dealer’s right, dealing from right to left. The cards may be dealt one at a time, or three at a time, or four at a time, always dealing the last round singly, and turning up the last card. A misdeal loses the deal. Other irregularities are governed by the same laws as in Boston. The deal passes to the right, and the next dealer is indicated by the position of the tray containing the pool, which the dealer always passes to the player on his right, after putting in his ten or twenty counters. Forty deals is a game; the first thirty-two of which are called “simples,” and the last eight “doubles.” In the doubles, all stakes and contributions to the pool are doubled. If anything remains in the pool at the end, it is divided equally, unless a player demands that it shall be played for until won. Such extra deals are simples.
|Girl makes a pudding. |Girl makes a pudding. | |10.|Husband cuts a slice. |Boy cuts a slice. |Asks boy to taste. | |11.|Fixing of wedding day.|Fixing of wedding day.|Fixing of wedding day.
| +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. |Green gravel. |Green gravel. | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.|The grass is so green.
| -- | -- | -- | |12.| -- | -- | -- | |13.|Washed her, dried her,| -- | -- | | |rolled her in silk. | | | |14.| -- |Wash you in milk, |Wash them in milk, | | | |clothe in silk. |clothe in silk. | |15.|Wrote name in glass | -- | -- | | |pen and ink. | | | |16.| -- |Write name in gold pen|Write names in gold | | | |and ink.
III THE RULES HERE, then, are the rules of the perfect battle-game as we play it in an ordinary room. THE COUNTRY (1) The Country must be arranged by one player, who, failing any other agreement, shall be selected by the toss of a coin. (2) The other player shall then choose which side of the field he will fight from. (3) The Country must be disturbed as little as possible in each move. Nothing in the Country shall be moved or set aside deliberately to facilitate the firing of guns. A player must not lie across the Country so as to crush or disturb the Country if his opponent objects. Whatever is moved by accident shall be replaced after the end of the move. THE MOVE (1) After the Country is made and the sides chosen, then (and not until then) the players shall toss for the first move. (2) If there is no curtain, the player winning the toss, hereafter called the First Player, shall next arrange his men along his back line, as he chooses. Any men he may place behind or in front of his back line shall count in the subsequent move as if they touched the back line at its nearest point.
Several boys, placing their clasped fists against a lamp-post, say these lines, after which they run out, hands still clasped. 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.
. O ] The pins are set up as above. Three balls (not exceeding 6 inches in size) are allowed in each inning. If the four back pins are bowled down and the head pin is left standing, the score is 2. If all the pins are bowled down, the score is 1. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alleys cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 20.
_=BRIDGE FOR TWO.=_ Sometimes called “_=Chinese Bridge=_.” The dealer gives his adversary four cards face down, and then deals four to himself, also face down. He then distributes the remainder of the pack by dealing to his adversary and himself alternately, one card at a time, keeping them separate from the first four. Without lifting or looking at any of these twenty-two cards, each player places eleven of them in two rows, face down, and then the other eleven on the top of the first, but face up. This gives each player eleven cards face up on the table, covering eleven face down under them, and a separate hand of four cards. The dealer looks at his four cards, without showing them to his adversary, and after due consideration of what he sees on the table, declares. His adversary can double if he likes, or he can simply play a card. Tricks and honours count as in the ordinary rubber. The declaration made, the non-dealer leads any card he pleases, from the four in his hand or from the eleven face up on the table, and the dealer must follow suit if he can, either from his hand or from the table.