4; and the central or black pin, No. 5. These numbers may be chalked on the cloth in front of each particular pin. Neither carroms nor hazards count; for pocketing a ball (when playing on a pocket table), or causing it to jump off the table or lodge on the cushion, or for missing altogether, nothing is forfeited other than the stroke. The only penalty is that the ball so offending shall be spotted upon the white-ball spot at the foot of the table, or if that be occupied then on the nearest spot thereto unoccupied. When the pins are arranged, the rotation of the players is determined in like manner as in Fifteen-Ball Pool, after which each player receives from the marker a little numbered ball which is placed in the player’s cup on the pool board, and the number of which is not known to any of his opponents. The object of the player is to knock down as many pins as will count exactly thirty-one when the number on the small ball held by him is added to their aggregate; thus, if the small ball is No. 9, the player will have to gain twenty-two points on the pins before calling game, and whoever first gets exactly thirty-one points in this manner wins the pool. A white ball is spotted five inches from the lower end of the table, on a line drawn down the centre; and the red ball placed upon its own spot at the foot of the table. Player No.
] [Illustration: Fig. 2.] [Illustration: Fig. 3.] [Illustration: Fig. 4.] [Illustration: Fig. 5.] This is the Deptford version. The Clapham version is almost identical; the children take hold of each others skirts and make a long line.
Any player having none of the suit led may either trump, or throw away a card of another suit. The highest card played, if of the suit led, wins the trick, trumps winning against all other suits, and a higher trump winning a lower. The winner of the trick may lead any card he pleases for the next trick, and so on, until all five tricks have been played. If the dealer takes the trump into his hand, any player naming it is liable to have his highest or lowest trump called; but a player may ask and must be informed what the trump suit is. _=Cards Played in Error.=_ All cards led out of turn, played in error, or two or more played to a trick, or dropped face upward on the table, are called _=exposed cards=_, and must be left face up on the table. These must be played when called by the adversaries, unless compliance with the demand would make the player revoke; but the fact of their being exposed does not prevent their being got rid of in the course of play if the opportunity offers. Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case in Euchre. A person playing a lone hand is not liable to any penalty for exposing his cards, nor for leading out of turn, for he has no partner to derive any benefit from the information conveyed. _=Leading Out of Turn.
The lights scored near-misses. The dust flattened itself, changing from the shape of a sting-ray into the shape of a spear. Not three milliseconds had elapsed. * * * * * Father Moontree was talking human words and was saying in a voice that moved like cold molasses out of a heavy jar, C-A-P-T-A-I-N. Underhill knew that the sentence was going to be Captain, move fast! The battle would be fought and finished before Father Moontree got through talking. Now, fractions of a millisecond later, the Lady May was directly in line. Here was where the skill and speed of the Partners came in. She could react faster than he. She could see the threat as an immense Rat coming direct at her. She could fire the light-bombs with a discrimination which he might miss.
The rules for cards played in error, leading out of turn, and all such irregularities, are the same as in Whist. The last trick turned and quitted may be seen. The methods of gathering and stacking the tricks is the same as at Whist. _=OBJECTS OF THE GAME.=_ The chief object in Cayenne, either with a trump or in a grand, is to take tricks; in a nullo it is not to take them. In any case the highest card played of the suit led wins the trick, and trumps, if any, win against all other suits. At the end of each hand the side that wins any tricks in excess of the book scores them, after multiplying their number by the unit of value settled upon by the announcement. If a nullo is played the adversaries score them. Honours are then claimed; but the game cannot be won by honours alone, as at Whist; those holding honours must stop at the score of 9, unless they also win the odd trick. As soon as either side reaches or passes 10 points, they win a game; but the hand must be played out, and all tricks taken must be counted.
An announced schwarz trebles it. For example: Spade solo with 1, schneider announced. His game is 1 for game, 1 for schneider, without 1, 3 × 11 = 33, doubled for announcing schneider, 66. If lost, it costs 132. If he makes schwarz after announcing schneider, it adds one multiplier, 77. The smallest possible game is a diamond with or without 1, worth 18; 36 if lost. The largest game possible to lose is a grand with four, schwarz announced, costing 1,008. THE LAWS OF SKAT. THE GAMES. 1.
In actual play it is not necessary to go through the formality of playing away a card from the combination on the table, and then replacing it, for it amounts to the same thing if the new card in the hand is led or played, and the fresh combination claimed. Marriages, béziques and fours may be broken up and re-formed in the same way. After declaring 100 Aces, the player may lead or play another Ace, and claim another 100 Aces, scoring them when he wins a trick. In this way, eight Aces actually held might score 500 points. In the bézique combinations, a new card simply re-forms the single bézique. In order to score double, triple, or quadruple bézique, all the cards forming the combination must be on the table at one time, but they may be played and scored one after the other, cumulatively. For instance: A player holding quadruple bézique and showing all eight cards at once would score 4500 only; the minor béziques would be lost. If he had time, and could win tricks enough, he might show the single first, scoring 40, then the double, scoring 500, then the triple, scoring 1500, and finally the quadruple, scoring 4500, which would yield him a grand total of 6540 points. He might declare marriage in hearts, and afterward play three more heart Queens, scoring each marriage, and then three heart Kings, scoring three more marriages. These would all be new combinations.
--Sporle, Norfolk (Miss Matthews). (_c_) Selden, in his _Table Talk_, thus refers to this game:-- The Court of England is much altered. At a solemn dancing first you have the grave measures, then the Cervantoes and the Golliards, and this is kept up with ceremony. At length to Trenchmore and the _Cushion Dance_; and then all the company dance, lord and groom, lady and kitchen-maid, no distinction. But in King Charles s time there has been nothing but Trenchmore and the Cushion Dance, &c. The Whishin Dance (an old-fashioned dance, in which a cushion is used to kneel upon), mentioned by Dickinson (_Cumberland Glossary_), is probably the same game or dance, whishin meaning cushion. Brockett (_North Country Words_) mentions Peas Straw, the final dance at a rustic party; something similar to the ancient Cushion Dance at weddings. It is also recorded in Evans _Leicestershire Glossary_, and by Burton in the following passage from the _Anatomy of Melancholy_: A friend of his reprehended him for dancing beside his dignity, belike at some cushen dance. In the version from East Kirkby, Lincolnshire, the expression in our degree in the first line of the verse is apparently meaningless, and it is probably a corruption of highdigees, highdegrees, a dialect word for roystering, high spirits, merriment, dancing, romping. Elworthy (_Somerset Words_) gives this word, and quotes the following line from Drayton:-- Dance many a merry round and many a highdegy.
Foster. * Gist of Whist, by C.E. Coffin. x Howell’s Whist Openings, by E.C. Howell. Laws and Principles of Whist, by “Cavendish.” Modern Scientific Whist, by C.D.
That I m sure you won t. --Derbyshire (_Folk-lore Journal_, i. 386). The game is played in the usual manner of Fox and Goose games. One is chosen to be the Hen, and one to be the Fox. The rest are the Chickens. The Chickens take hold of each other s waists, the first one holding the Hen s waist. At the end of the dialogue the Fox tries to get hold of one of the chickens. If he succeeds in catching them, they all with the Fox try to dodge the Hen, who makes an effort to regain them. It is known at Winterton under the name of Pins and Needles.
Journ._, xlix. 322), where diagrams of this game are given which have been found cut in several places on the benches of the cloisters at Gloucester, Salisbury, and elsewhere. See Noughts and Crosses. Nip-srat-and-bite A children s game, in which nuts, pence, gingerbread, &c, are squandered.--Addy s _Sheffield Glossary_. Nitch, Notch, No-Notch Children cut a number of slices from an apple, extending from the eye to the tail, broader on the outside than on the inner, which reaches nearly to the core; one piece has a part cut out, making a notch--this is called Notch; another is not cut at all--this is called No-Notch; while a third has an incision made on it, but not cut out--this is called Nitch. The pieces when thus marked are replaced, and the game consists in one child holding the apple, and pointing to one of the pieces, asking another child which he will have, Nitch, Notch, or No-Notch; if he guesses right, he has it and eats it; if wrong, the other eats it.--Sussex (Holloway s _Dict. of Provincialisms_).
=_ A game consists of five points. If the players making the trump win all five tricks, they count _=two=_ points towards game; if they win three or four tricks, they count _=one=_ point; if they fail to win three tricks, their adversaries count _=two=_ points. _=2.=_ If the player making the trump plays _=alone=_, and makes five tricks, he counts as many points as there are players in the game: Two, if two play; three if three play; four if four play, etc. If he wins three or four tricks only, he counts one; if he fails to win three tricks, his adversaries count two. _=3.=_ _=The Rubber=_ is the best of three games. If the first two are won by the same players, the third game is not played. The winners gain a _=triple=_, or three points, if their adversaries have not scored; a _=double=_, or two points, if their adversaries are less than three scored; a _=single=_, or one point, if their adversaries have scored three or four. The winners of the rubber add two points to the value of their games, and deduct the points made by the losers, if any; the remainder being the value of the rubber.
_=Declaring.=_ The winner of any trick, before leading for the next trick, has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand. After, or in the absence of any such announcement, and before leading for the next trick, he draws one card from the top of the stock, and places it in his hand, without showing or naming it. His adversary then draws the next card, so that each restores the number of cards in his hand to nine. This method of playing, announcing, and drawing is continued until the stock is exhausted. If a player who has already announced carte blanche finds that the first card he draws from the stock is not a King, Queen or Jack, he shows it to his adversary, and scores another fifty points for another carte blanche. This may be continued until he draws one of those cards. Carte blanche cannot be scored at all unless held before a card is played; that is, it must be dealt to the player originally. All combinations announced and scored must be left face upward on the table, but the cards still form part of the player’s hand, and may be led or played at any time, although they must not again be taken in hand until the stock is exhausted. The first marriage announced and scored, no matter by which player, makes the _=trump suit=_ for that deal; but a player with a marriage on the table is not obliged to announce it if he does not wish to make that suit the trump.
The person or entity that provided you with the defective work may elect to provide a replacement copy in lieu of a refund. If you received the work electronically, the person or entity providing it to you may choose to give you a second opportunity to receive the work electronically in lieu of a refund. If the second copy is also defective, you may demand a refund in writing without further opportunities to fix the problem. 1.F.4. Except for the limited right of replacement or refund set forth in paragraph 1.F.3, this work is provided to you ‘AS-IS’, WITH NO OTHER WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PURPOSE. 1.
He was connected with her mind, but he could not follow it. His consciousness absorbed the tearing wound inflicted by the alien enemy. It was like no wound on Earth--raw, crazy pain which started like a burn at his navel. He began to writhe in his chair. Actually he had not yet had time to move a muscle when the Lady May struck back at their enemy. Five evenly spaced photonuclear bombs blazed out across a hundred thousand miles. The pain in his mind and body vanished. [Illustration] He felt a moment of fierce, terrible, feral elation running through the mind of the Lady May as she finished her kill. It was always disappointing to the cats to find out that their enemies whom they sensed as gigantic space Rats disappeared at the moment of destruction. Then he felt her hurt, the pain and the fear that swept over both of them as the battle, quicker than the movement of an eyelid, had come and gone.
The counting value of a sequence is one point for each card in it. Sequences formed in the course of play must always be single, although the cards forming them need not fall in regular order. Those found in the hand or crib may be double, and those formed with the aid of the starter may be treble or quadruple. The method of computing the value of double and treble sequences should be thoroughly understood, in order that such combinations may be counted at sight. A few examples will show that each combination belongs to a certain class, to which the same counting value is always attached. These classes are distinguished by the number of duplicates of the sequence cards. [Illustration: 🂲 🃓 🂴 🂤 ] If you hold three cards which form a sequence, and have also a duplicate of any one of them, no matter which, it is evident that by substituting the card of equal value you can form another sequence. Such combinations are therefore always worth 8 points, 6 for the _=double run=_, as it is called, and 2 for the pair, no matter what the cards are that form the combination. [Illustration: 🂢 🂲 🃒 🃃 🃔 ] If the five cards in the hand and starter together contain a run of three with two duplicates, it is evident that three separate sequences can be formed by using each of the duplicates alternately. Such combinations are always worth 15 points; 9 for the triple run of three, and 6 for the pair royal.
Some of them even resented him. He was suspected of thinking ugly thoughts of the Partners on occasion, but since none of the Partners ever thought a complaint in articulate form, the other pinlighters and the Chiefs of the Instrumentality left him alone. Underhill was still full of the wonder of their job. Happily he babbled on, What does happen to us when we planoform? Do you think it s sort of like dying? Did you ever see anybody who had his soul pulled out? Pulling souls is just a way of talking about it, said Woodley. After all these years, nobody knows whether we have souls or not. But I saw one once. I saw what Dogwood looked like when he came apart. There was something funny. It looked wet and sort of sticky as if it were bleeding and it went out of him--and you know what they did to Dogwood? They took him away, up in that part of the hospital where you and I never go--way up at the top part where the others are, where the others always have to go if they are alive after the Rats of the Up-and-Out have gotten them. Woodley sat down and lit an ancient pipe.
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. The descriptions of this game in the earliest Hoyles betray its French origin; particularly in the use of the piquet pack; the French custom of cutting to the left and dealing to the right; and the use of the words “brelan,” and “tricon.” In later descriptions of the “new form” of Commerce, about 1835, we find 52 cards are used, and dealt from left to right, and the names of the combinations are changed to “pairs-royal,” “sequences,” and “flushes.” There appears to be little or nothing modern in the game of Poker but the increased number of cards dealt to each player, which makes it possible for one to hold double combinations, such as two pairs, triplets with a pair, etc. The old games were all played with three cards only, and the “brelan-carré,” or four of a kind, could be made only by combining the three cards held by the player with the card which was sometimes turned up on the talon, or remainder of the pack. The blind, the straddle, the raise, the bluff, table stakes, and freeze-out, are all to be found in Bouillotte, which flourished in the time of the French Revolution, and the “draw” from the remainder of the pack existed in the old French game of Ambigu.
E.7 or obtain permission for the use of the work and the Project Gutenberg™ trademark as set forth in paragraphs 1.E.8 or 1.E.9. 1.E.3. If an individual Project Gutenberg™ electronic work is posted with the permission of the copyright holder, your use and distribution must comply with both paragraphs 1.
| -- | -- | -- | | 41.| -- | -- | -- | | 42.| -- | -- | -- | | 43.|Naughty miss, she |Naughty old maid, she | -- | | |won t come out. |won t come out. | | | 44.|To help us with our |To help us with our | -- | | |dancing. |dancing. | | | 45.|Now we ve got our |Now we ll get our | -- | | |bonny lass.
” 7 ” 4 to 1. ” 8 ” 2 to 1. These odds may be slightly increased by taking into account the fact that players who cannot follow suit do not always discard hearts, having perhaps more dangerous cards to get rid of. The odds against a suit going round a second time may be influenced by the cards played to the first round; but it sometimes happens that you have to calculate in advance for two rounds of a suit, regardless of the cards that may be played by others. This is especially the case when you fear that the suit will be led to you, and you have such cards as must win two rounds. If you have 4 cards of the suit the odds _against_ your getting a heart in two rounds are 2 to 1. The odds _in favour_ of your getting a heart in two rounds are:-- If you have 5 cards of the suit, 4 to 3. ” 6 ” 2 to 1. ” 7 ” 6 to 1. As an example of the value of a thorough knowledge of these odds to a careful player, suppose he had to win two rounds of a plain suit, of which he held six cards; or to lead the ♡7, having three higher.