No trump is turned. The deal passes to the left. There must be a new deal by the same dealer if any card is found faced in the pack; or if the pack is proved incorrect or imperfect; but any previous cutting or scores made with the imperfect pack stand good. The adversaries may demand a new deal if any card is exposed during the deal, provided they have not touched a card. If an adversary exposes a card, the dealer may elect to deal again. If a new deal is not demanded, cards exposed in dealing cannot be called. The adversaries may stop a player dealing out of turn, or with the wrong pack, provided they do so before the last three cards are dealt, alter which the deal stands good. _=Misdealing.=_ A misdeal loses the deal. It is a misdeal: If the cards have not been properly cut, if the dealer does not give the same number of cards to each player on the same round; if he gives too many or too few cards to any player; if he counts the cards on the table, or those remaining in the pack; or if he deals a card incorrectly, and fails to correct the error before dealing another.
Each time a player crosses between Tig and the player he is following he leaves the original chase and follows the player who has crossed. When he captures, or, in some places, touches one of the players he is following, this player becomes Tig, and the game begins again.--Ireland (Miss Keane). This game is known in and near London as Cross Touch. Cry Notchil This is an old game where boys push one of their number into a circle they have made, and as he tries to escape push him back, crying, No child of mine! (Leigh s _Cheshire Glossary_). He adds, This may be the origin of the husband s disclaimer of his wife when he notchils her. To cry notchil is for a man to advertise that he will not be answerable for debts incurred by his wife. Cuck-ball A game at ball. The same as Pize-ball. It is sometimes called Tut-ball.
1. Each player when it is his turn to play, must place his card face up before him and towards the center of the table and allow it to remain in this position until all have played to the trick, when he must turn it over and place its face down and nearer to himself, placing each successive card as he turns it, so that it overlaps the last card played by him and with the ends towards the winners of the trick. After he has played his card and also after he has turned it, he must quit it by removing his hand. SEC. 2. The cards must be left in the order in which they were played and quitted until the scores for the deal are recorded. SEC. 3. During the play of a deal a player must not pick up or turn another player’s card. SEC.
The dealer takes all ties. The deal then passes to the next player on the left. Sometimes only three packets are cut, one of which is pushed to the dealer. This game is a great favourite with card-sharpers, especially on ocean steamers. They use packs in which the cards are trimmed long and short, so that a confederate may cut them by the ends or by the sides for high or low cards, afterward pushing one of the high cuts toward the dealer. CHINESE FAN TAN. This is apparently the fairest of all banking games, there being absolutely no percentage in favour of the banker except that the players have to do the guessing. The one who is willing to put up the largest amount of money to be played for is usually selected as the banker. He is provided with a large bowlful of beans, counters, buttons, small coins, or some objects of which a large number of similar size and shape can be easily obtained. An oblong card is placed in the centre of the table, and the players stake their money upon its corners or upon its edges.
If a man be dropped from the board and moves made during its absence, such moves must be retraced and the man restored. If this cannot be done, to the satisfaction of the Umpire, the game must be annulled. _=Castling.=_ The King can be Castled only: When neither the King nor the Castling Rook has been moved, and When the King is not in check, and When all the squares between the King and Rook are unoccupied, and When no hostile man attacks the square on which the King is to be placed, or the square he crosses. In Castling, the King must be first moved. The penalty of moving the King prohibits Castling. _=En Passant.=_ Taking the Pawn “_en passant_,” when the only possible move, is compulsory. _=Queening the Pawn.=_ A pawn reaching the eighth square must be at once exchanged for any piece (except the King) that the player of the Pawn may elect.
| T | _=No. 4.=_ Auction Hearts. Z dealt, and A leads for | R | A, the successful first trick. | I | bidder, names Hearts. --------------------------------+ C +-------------------------------- A Y B Z | K | A Y B Z --------+-------+-------+-------+---+-------+-------+-------+-------- 10♢ | J♢ | 9♢ | _K♢_ | 1| ♡5 | ♡8 | ♡6 | _♡J_ 7♢ | 6♢ | 8♢ | _Q♢_ | 2| Q♢ | 4♢ | 8♢ | _A♢_ ♣4 | ♣9 | ♣J | _♣A_ | 3| J♢ | _K♢_ | 7♢ | 10♢ ♣2 | ♣8 | ♣5 | _♣K_ | 4| _A♠_ | 7♠ | 6♠ | 10♠ J♠ | 8♠ | K♠ | _A♠_ | 5| ♡7 | _♡A_ | ♡4 | ♡10 5♠ | 7♠ | _Q♠_ | 10♠ | 6| _K♠_ | 3♠ | 5♠ | 9♠ 4♠ | _6♠_ | 3♠ | 2♠ | 7| ♡Q | _♡K_ | ♡3 | ♣9 ♡5 | ♡3 | _♡8_ | ♡4 | 8| ♡9 | ♣J | ♣10 | _♣Q_ _♡A_ | ♡J | ♡7 | 5♢ | 9| _Q♠_ | ♣6 | 4♠ | 8♠ ♡9 | ♡2 | _♡K_ | ♣Q | 10| _J♠_ | ♣5 | ♣A | 2♠ A♢ | _♡10_ | ♡6 | 9♠ | 11| 6♢ | ♣4 | 5♢ | _9♢_ 4♢ | ♣3 | ♡Q | _♣10_ | 12| 2♢ | ♣3 | _♣K_ | ♣8 2♢ | _♣7_ | 3♢ | ♣6 | 13| ♡2 | ♣2 | _3♢_ | ♣7 --------+-------+-------+-------+---+-------+-------+-------+-------- A 3 Y 2 B 7 Z 1 A 0 Y 7 B 1 Z 5 Z wins 9; Y 5; A 1; B loses 15. A wins the pool. _=No. 3.=_ A begins with the intermediate cards of his safe suit.
If he has the trump sequence, he may lay down the marriage first, then the A 10 J. If he has double binocle, he may lay down the single first, and then the other, claiming the count for both. Four Kings and four Queens count 220. The trump sequence counts 190. No player is allowed to meld after he has played to the first trick. If he discovers he had more to meld, but has played a card, the unannounced score is lost. An interesting variation is sometimes introduced by allowing the other players to claim any score overlooked by the one who melds. The total number of points claimed by each player is simply announced, but not scored. The player must win a trick before he can score anything; but the first trick he wins entitles him to score everything he has announced, including dix. It is usual to put the melds on a slate, and to rub them out if the player does not win a trick.
2, 3, 4, &c. Walk into No. 1 with stone on foot, and out at No. 8. Kick it up and catch it. The same with stone on thumb. Toss it up and catch. Again with stone on your back. Straighten up, let it slide into your hand. In Stead s _Holderness Glossary_, this is described as a boys or girls game, in which the pavement is chalked with numbered crossed lines, and a pebble or piece of crockery is propelled onward by the foot, the performer hopping on one leg, the number reached on the chalk-line being scored to him or her.