It is a misdeal if the pack has not been cut, or if the cards are shuffled after the pack has been properly cut; or if the dealer deals a card incorrectly, and fails to remedy it before dealing to the next player; or if he deals too many or too few cards to any player or to the table. If a card is exposed during the deal, an adversary may claim a fresh deal. If, after the cards on the table have been faced, a card is exposed by the dealer, or is found faced in the pack, the player to whom it would be dealt may reject it, and it must then be placed in the middle of the stock, and he must be given the top card. If a card is exposed in the last round, the dealer must take it, and must allow the player to whom it would have been dealt to draw a card from the dealer’s hand, face downward. If he draws the exposed card, he must keep it. If the dealer gives any player an incorrect number of cards in any round after the first, and does not detect and correct the error before he deals to the next player, the dealer cannot count anything that hand. The number of cards in each hand must be restored to four, either by drawing from them, face down, or adding from the stock. If any player lifts his cards before the dealer has helped all the players, including himself, a misdeal cannot be claimed. _=Objects of the Game.=_ The object in Cassino is to secure certain cards and combinations of cards which count toward game.
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Gomme). VII. Isabella, Isabella, Isabella, Farewell! Last night when we parted I believed you broken-hearted, As on the green mountain You stands [_qy._ sang] like a lark. Go to church, love, go to church, love, Go to church, love, Farewell! In the ring, love, in the ring, love, In the ring, love, Farewell! Give a kiss, love, give a kiss, love, Give a kiss, love, Farewell! Isabella, Isabella, Isabella, Farewell! --Fernham and Longcot (Miss I. Barclay). VIII. Isabella, Isabella, Isabella, Farewell! Last night when I departed I left her broken-hearted; On the hill yonder there stands your young man. Fetch him here, love, fetch him here, love, Fetch him here, love, Farewell! Shut the gates, love, shut the gates, love, Shut the gates, love, Farewell! Open the gates, love, open the gates, love, Open the gates, love, Farewell! Go to church, love, go to church, love, Go to church, love, Farewell! Show your ring, love, show your ring, love, Show your ring, love, Farewell! --Hanbury, Staffs. (Miss E.
Quinte, F., a sequence of five cards. Quitted. A trick is quitted when the fingers are removed from it after it is turned down. In Duplicate, a trick is not quitted until all four players have removed their fingers from it. A score is quitted when the fingers are removed from the counters, the peg, or the pencil. Raffles, the same number appearing on all the dice thrown. Ranche, leaving the black pin standing alone at Pin Pool. Re-entry Cards, cards in other suits which bring in long suits at Whist. Reizen, G.
LAW IV.--THE TRUMP CARD. SEC. 1. The trump card and the number of the deal must be recorded, before the play begins, on a slip provided for that purpose, and must not be elsewhere recorded. Such slip must be shown to an adversary, then turned face down and placed in the tray, if one is used. SEC. 2. The dealer must leave the trump card face up until it is his turn to play to the first trick; he must take the trump card into his hand and turn down the trump slip before the second trick is turned and quitted. SEC.
| -- | -- | -- | | 12.| -- | -- |You shall have a duck.| | 13.|We will give you pots | -- | -- | | |and pans. | | | | 14.|.....
At the end of the hand, each player that has not taken a trick receives a counter from each of the others, whether they have taken tricks or not. Then all those that have won tricks put back into the pool a counter for each trick they have taken. The first player to get rid of his twelve counters wins the game. AUCTION EUCHRE. This form of the game is sometimes erroneously called _=French Euchre=_. The French know nothing about Euchre in any form. Auction Euchre is exactly the same as the ordinary four or six-handed game, except that the trump is not turned up, the players bidding in turn for the privilege of naming the trump suit. The bidder names the number of tricks he proposes to take. There is no second bid, and the player who has made the highest bid names the trump suit. No matter who is the successful bidder, the eldest hand leads for the first trick.
Barker); and there are other versions from Hersham, Surrey (_Folk-lore Record_, v. 86); Cornwall (_Folk-lore Journal_, v. 57); Derbyshire (_Folk-lore Journal_, i. 385); Oswestry, Ellesmere (_Shropshire Folk-lore_, p. 512). Miss Peacock sends a version which obtains at Lincoln, Horncastle, Winterton, and Anderby, Lincolnshire, and in Nottinghamshire; it is identical with the Liphook version. Two versions from Sporle, Norfolk, which vary slightly from the Leicester, have been sent by Miss Matthews. The versions given from Lancashire, Yorks., Nottingham, and North Staffs. have been selected to show the process of decadence in the game.
Cots and Twisses A flat stone is obtained called a Hob, upon which those who are playing place equal shares of Cots and Twisses. Cots are brass buttons, and Twisses bits of brass--a Twiss of solid brass being worth many Cots. Each player provides himself with a nice flat [key] stone, and from an agreed pitch tosses it at the Hob. If he knocks off any of the Cots and Twisses nearer to the players than the Hob is, he claims them. The other players try to knock the Hob away with their key-stones from any Cots and Twisses that may not have been claimed; and if any key-stone touches Hob after all have thrown, the owner cannot claim any Cots and Twisses.--Earls Heaton (Herbert Hardy). Each player selects a Cast or stone to pitch with; on another stone, called the Hob, the Cots and Twys are placed; at some distance Scops are set in the ground. First the players pitch from the Hob to the Scop, and the one who gets nearest goes first. He then pitches at the Hob, and if he knocks off the stakes he has them, provided his Cast is nearer to them than the Hob is; in failure of this, the other player tries. In pitching up, one Cast may rest on another, and if the boy whose stone is underneath can lift it up to knock the other Cast away, it has to remain at the place to which it has been struck; if he does not succeed in doing this, the second player may lift off his Cast and place it by the first.
Here we dance lubin, lubin, lubin, Here we dance lubin light, Here we dance lubin, lubin, lubin, On a Saturday night. Put all yourselves in, Take all yourselves out, Shake all yourselves together, And turn yourselves about. --Oxford and Wakefield (Miss Fowler). II. Now we dance looby, looby, looby, Now we dance looby, looby, light; Shake your right hand a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, Shake your left foot a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, Shake your left foot a little, Shake your head a little, And turn you round about. --Halliwell (_Popular Rhymes_, p.
After the table has been formed, the players cut to decide upon partners, the two lower play against the two higher. The lowest is the dealer, who has choice of cards and seats, and, having made his selection, must abide by it.[4] 20. The right to succeed players as they retire is acquired by announcing the desire to do so, and such announcements, in the order made, entitle candidates to fill vacancies as they occur. CUTTING OUT. 21. If, at the end of a rubber, admission be claimed by one or two candidates, the player or players who have played the greatest number of consecutive rubbers withdraw; when all have played the same number, they cut to decide upon the outgoers; the highest are out.[5] RIGHT OF ENTRY. 22. At the end of a rubber a candidate is not entitled to enter a table unless he declare his intention before any player cut, either for partners, for a new rubber, or for cutting out.
The others sit as they please. _=DEALING.=_ 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 the chouette player wins, one of his opponents takes the loser’s place; but if he loses, the same player opposes him for the next game. The adversaries usually cut to decide which of them shall play the first game against the chouette player, the highest card having the privilege. 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.
I have shown by arrows on the sketch the course I proposed for my guns. The gun E was to go straight for its assigned position, and get into action at once. C was not to risk capture or being put out of action; its exact position was to be determined by Red s rapidity in getting up to the farm, and it was to halt and get to work directly it saw any chance of effective fire. Red had now sighted us. Throughout the affair he showed a remarkably poor stomach for gun-fire, and this was his undoing. Moreover, he was tempted by the poorness of our cover on our right to attempt to outflank and enfilade us there. Accordingly, partly to get cover from our two central guns and partly to outflank us, he sent the whole of his left wing to the left of Firely Church, where, except for the gun, it became almost a negligible quantity. The gun came out between the church and the wood into a position from which it did a considerable amount of mischief to the infantry on our right, and nearly drove our rightmost gun in upon its supports. Meanwhile, Red s two guns on his right came forward to Hook s Farm, rather badly supported by his infantry. Once they got into position there I perceived that we should be done for, and accordingly I rushed every available man forward in a vigorous counter attack, and my own two guns came lumbering up to the farmhouse corners, and got into the wedge of shelter close behind the house before his could open fire.
Printed versions not given above are Hersham, Surrey (_Folk-lore Record_, v. 85); Burne s _Shropshire Folk-lore_, p. 516; Sulhampstead, Berks (_Antiquary_, vol. xxvii., Miss E. E. Thoyts); and Dorsetshire, Gathering nuts away (_Folk-lore Journal_, vii. 225). From Longcot, Berks, a version sent me by Miss I. Barclay has no fourth line to the verses.
These calculations are taken, by permission of Mr. Charles Mossop, from the eighth volume of the “_Westminster Papers_,” in which all the variations and their results are given in full. PLAYER WINS. DEALER WINS. 2 [Illustration: 🃗 🃘 🂷 🂸 🂹] 47,768 18,012 3 [Illustration: 🂷 🂸 🂮 🂧 🃇] 46,039 19,741 4 [Illustration: 🂧 🂨 🃇 🃗 🃞] 43,764 22,016 5 [Illustration: 🃇 🃈 🃘 🃗 🂾] 45,374 20,406 6 [Illustration: 🃗 🃘 🃈 🃉 🂭] 44,169 21,611 7 [Illustration: 🂷 🂸 🃙 🃚 🃋] 43,478 22,302 8 [Illustration: 🂧 🂨 🂺 🂱 🃑] 44,243 21,537 9 [Illustration: 🃇 🃈 🂡 🂫 🂸] 44,766 21,014 10 [Illustration: 🃗 🃘 🂾 🂫 🃇] 44,459 21,321 11 [Illustration: 🂷 🂸 🂮 🃁 🃙] 44,034 21,746 12 [Illustration: 🂧 🂨 🃎 🃚 🂺] 43,434 22,346 13 [Illustration: 🃇 🃈 🂨 🂽 🃞] 44,766 21,014 14 [Illustration: 🃗 🃘 🃁 🂭 🂻] 46,779 19,001 15 [Illustration: 🂷 🂸 🃛 🃋 🂫] 45,929 19,851 The player should always stand on a hand containing three trumps, not including the King, and should lead the trump:-- 16 [Illustration: 🂷 🂸 🂹 🂧 🃇] 42,014 to 23,766 An example of a hand containing only one trump has already been given, and some hands are jeux de règle which contain no trumps. The strongest of these is the King of each plain suit, and any queen. Lead the K Q suit:-- 17 [Illustration: 🃞 🃗 🂾 🂭 🂮] 48,042 to 17,738 The odds in favour of this hand are greater than in any other jeux de règle. Another which is recommended by Bohn is this, the odds in favour of which have not been calculated; the player to begin with the guarded King:-- 18 [Illustration: 🃞 🃗 🃍 🃇 🂮] Another is any four court cards, not all Jacks; unless one is the trump Jack guarded. From the example the Queen should be led:-- 19 [Illustration: 🂫 🂧 🂻 🃛 🃝] There are two hands which are usually played with only one trump, from both of which the best card of the long suit is led:-- 20 [Illustration: 🂷 🂧 🂨 🂨 🂮] 21 [Illustration: 🃗 🃇 🃈 🃍 🂮] _=THE LEADER.=_ There are a great many more opportunities to make the vole than most players are aware of; especially with jeux de règle.
Potteries (Miss A. A. Keary). (_b_) This game requires an uneven number of players. All the children except one stand in couples arm in arm, each couple closely following the other. This forms a double ring or wheel (fig. 1). The odd child stands in the centre. The children forming the wheel walk round in a circle and sing the verse. When they come to the word grab, those children standing on the _inside_ of the wheel leave hold of their partners arms, and try to catch hold of the one standing immediately in front of their previous partners.
| | . | | . | | +-.-+---+-.-+---+-.-+---+-.-+---+ | . | | . | | . | | .
=_ The melds are all taken in hand again before play begins. The eldest hand leads for the first trick any card he pleases, and the others must follow suit if able, and must win the trick if they can, either with a higher card or with a trump. If the third hand cannot win the trick, he is still obliged to follow suit if he can; but if he has none of the suit led, and the second hand has already put on a better trump than any held by third hand, the latter must under-trump if he can. The winner of one trick leads for the next, as in the ordinary game. The winner of the sixteenth or last trick counts ten points for it at once. _=Scoring.=_ The points for dix, melds, and the last trick are all scored with the counters in the ordinary way, but the score for cards must be kept mentally. The moment any player correctly announces that he has reached 1000 points, he wins the game, no matter what the others may have scored. If his claim is not correct, he retires, and the two remaining players finish alone. If neither wins the game that deal, they play the next deal as in ordinary two-handed Binocle, with a stock, the ultimate winner taking the stakes.
If the acceptor sits on the right of the proposing eldest hand, trumps should be led immediately, and the highest of them first, no matter what they are. The Q or J at the head of five trumps may be of great use to a partner with an honour. When the eldest hand has proposed, and his partner sits opposite him, trumps should be led at once, and all combinations played as at Whist. The foregoing principles equally apply when the eldest hand has accepted a proposal, if the player can be depended on to have proposed on general strength. When partners sit opposite each other, the general principles of leading, establishing, defending, and bringing in suits, are the same as at Whist, and the usual trump signals and echoes are made use of. The game is practically Whist, with the additional knowledge that both proposer and acceptor have strong hands. When partners sit next each other, there are many opportunities for leading strengthening cards through the adversaries, especially in the partner’s known or inferred strong suit. _=Finesse.=_ If neither proposer nor acceptor is the eldest hand, they should make no finesses; but get into the lead as soon as possible, and exhaust the trumps. The greatest danger of defeat for a proposal and acceptance is that the adversaries, with the original lead, may establish a cross-ruff, or get six tricks with their winning cards before the calling players get a lead.
Many varieties of this finesse occur. _=Placing the Lead.=_ This is usually a feature of the end-game A player may have an established suit, his adversary being the only person with any small cards of it. If the lead can be placed in the hand of this adversary, he must eventually lead the losing cards. A player begins with a weak suit of four cards, on the first round of which it is evident that his partner has no more, the adversaries having all the high cards. The suit is not played again, and for the last six tricks the original leader finds himself with three cards of it, and the Q x x of another suit. If the adversaries play King and Ace of the latter suit, the Queen should be given up, trusting partner for the Jack, for the Queen will force the holder of the three losing cards into the lead. It is sometimes necessary to throw away an Ace in order to avoid the lead at critical stages of the end-game. _=False Cards.=_ It requires more than ordinary skill to judge when a false card will do less harm to the partner than to the adversaries.
4 and 5), and to introduce pen and black ink (No. 17). The addition of the incongruous elements from other games (Nos. 27-31) is a frequent occurrence in modern games, and is the natural result of decadence in the original form of the game. Altogether this game-rhyme affords a very good example of the condition of traditional games among the present generation of children. +---+----------------------+----------------------+----------------------+ |No.| Belfast. | Shropshire. | Derbyshire. | +---+----------------------+----------------------+----------------------+ | 1.
In other cases the rhymes are used for a purely kissing game, for which see Kiss in the Ring. Dropping the Letter An undescribed Suffolk boys game.--Moor s _Suffolk Words_, p. 238. Duck under the Water Each child chooses a partner, and form in couples standing one before the other, till a long line is formed. Each couple holds a handkerchief as high as they can to form an arch. The couple standing at the end of the line run through the arch just beyond the last couple standing at the top, when they stand still and hold their handkerchief as high as possible, which is the beginning of the second arch; this is repeated by every last couple in succession, so that as many arches as are wanted can be formed.--East Kirkby, Lincolnshire (Miss K. Maughan). Miss Baker (_Northamptonshire Glossary_) says the game is played in that county.
The _=Laws=_ vary so little from those used in the regular game of Boston that it is not necessary to give an additional code, either for Fontainbleau or for French Boston, which follows. FRENCH BOSTON. _=CARDS.=_ French Boston is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing; except that the diamond Jack is always the best trump unless diamonds are turned up, in which case the heart Jack becomes the best trump, and the diamond Jack ranks next below the diamond Queen. _=COUNTERS=_ are used as in Boston, their value being a matter of agreement before play begins. _=THE POOL=_ is made up by the dealer’s contributing ten counters for the first eight rounds, and twenty for the last two. It is increased from time to time by penalties, and is won or lost by the players, just as in Boston. There is no limit to the pool. If any player objects to dividing it at the end of the game, it must be played for until some player wins it. _=PLAYERS.
A violation of this law subjects the offender’s side to the same penalty as in case of a lead out of turn. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, it is still the custom to permit looking at the last trick, except in Misères. The penalty in a misère game is the same as for a lead out of turn. 38. If a player is lawfully called upon to play the highest or lowest of a suit, or to trump or not to trump a trick, or to lead a suit, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked. 39. In all cases where a penalty has been incurred, the offender must await the decision of the adversaries. If either of them, with or without his partner’s consent, demands a penalty to which they are entitled, such decision is final. If the wrong adversary demands a penalty, or a wrong penalty is demanded, none can be enforced. * * * * * The following rules belong to the established code of Whist Etiquette.
The Namer says, Come chise me oot, come chise me in, tae so and so, naming one by the assumed fancy name. Foolie makes choice of one. If the choice falls right, the one so chosen steps from the line and stands beside Foolie. If the choice falls wrong, the one named remains in the line. All the players names are called out in this way. If any stand unchosen by Foolie, the Namer then goes up to each and asks if he wants, _e.g._, an aipple, an orange, a kirk, a cottage, &c. Each one whispers what he wants. The same question is put to Foolie.
If only one point is scored for each five, 20 or 21 may be game. Each player draws seven bones, and the highest double sets, each person afterward playing in turn. If double five is the first set it counts 10. The 5-0 played to this would count 10 for the second player, because one end of the line being 10 and the other 0, the total value of the two ends is still 10. Double blank played to this would count 10 more. If 5-6 is now played on one end, and 0-4 on the other, the count will be 10 again, as shown on the diagram. The figures show the order in which the dominoes were played. [Illustration] The highest possible score is 20 points, made with the 4-4 and 6-6, at different ends. If either player makes a multiple of five without noticing or claiming it, his adversary says, “_=muggins=_,” and scores it himself. If a player makes an erroneous score, it must be taken down, and his adversary marks it as penalty.
At first, this bid was largely used simply as an additional game-going declaration, and was strongly objected to by many leading players. But as its true place as a defensive bid became better understood it soon came into favour. In the nullo there are no honours, and the declarer scores the tricks over the book made by his opponents, which he forces them to take. Many interesting card problems have been built upon the nullo. Toward the end of 1913 still another change seems to have suggested itself to some of the English players who were familiar with the Russian game of vint, and that is to play auction just as it is played up to the point of the lead to the first trick, but that no dummy is exposed, the four players holding up their cards and following suit just as they would at whist. Whether or not this game will ever become as popular as the combination of dealer and dummy, it is difficult to say, but appearances are against it. There seems to be a growing tendency in America to adopt the English rule of cutting out the spade suit at 2 a trick, and making it always a royal spade, worth 9. The dealer is allowed to pass without making a bid, the lowest call being one club. If all pass, the deal goes to the left. BRIDGE.
Right hands in and left hands out, Hinkumbooby round about; Fal de ral la, fal de ral la, Hinkumbooby round about. Left hands in and right hands out, Hinkumbooby round about; Fal de ral la, fal de ral la, Hinkumbooby round about. Right foot in and left foot out, Hinkumbooby round about; Fal de ral la, fal de ral la, Hinkumbooby round about. Left foot in and right foot out, Hinkumbooby round about; Fal de ral la, &c. Heads in and backs out, Hinkumbooby round about; Fal de ral la, &c. Backs in and heads out, Hinkumbooby round about; Fal de ral la, &c. A feet in and nae feet out, Hinkumbooby round about; Fal de ral la, &c. Shake hands a , shake hands a , Hinkumbooby round about; Fal de ral la, &c. Good night a , good night a , Hinkumbooby round about; Fal de ral la, &c. --Chambers (_Popular Rhymes_, pp.