=_ Vivant is not liable to any penalty for dropping his cards face up on the table; but if he or Mort plays two cards at once to a trick, the adversaries may select which they will allow to be played. The adversaries are subject to the same penalties as in whist for all cards played in error. _=Leading Out of Turn.=_ If Vivant or Mort lead out of turn, the adversaries may let the lead stand, or demand it be taken back. If it was the turn of neither, no penalty can be enforced, and if all have played to the trick, the error cannot be corrected. _=Taking Tricks.=_ The methods of taking tricks, and placing them so that they can be easily counted, have been fully described in connection with whist. _=OBJECT OF THE GAME.=_ As in whist, the object is to take tricks; the highest card played of the suit led wins, and trumps win against all other suits. The first six tricks taken by one side, and forming a _=book=_, do not count; but all above that number count toward game.
=_ Bézique is played with two packs of thirty-two cards each, all below the Seven being deleted, and the two packs being then shuffled together and used as one. It is better to have both packs of the same colour and pattern, but it is not absolutely necessary. The cards rank, A 10 K Q J 9 8 7; the Ace being the highest, both in cutting and in play. [Illustration: PULL-UP BÉZIQUE MARKER.] _=COUNTERS.=_ Special markers are made for scoring at Bézique; but the score may easily be kept by means of counters. Each player should be provided with four white, four blue, and one red, together with some special marker, such as a copper cent or a button. The button stands for 500 points, each blue counter for 100, the red for 50, and the white ones for 10 each. At the beginning of the game the counters are placed on the left of the player, and are passed from left to right as the points accrue, exchanging smaller denominations for higher when necessary. Many persons find it more convenient to peg the game on a pull-up cribbage board, starting at 21, counting each peg as 10 points, and going twice round to the game hole.
_=Without a Widow.=_ The counters have a money value, and each player deposits one in the pool. The dealer then distributes the cards one at a time, face down, until each has three. The players then examine their cards, and each in turn, beginning with the eldest hand, may exchange one card. If he trades _=for ready money=_, he gives his card and one white counter to the dealer, and receives another card, face down, from the top of the pack. The discard is left on the table, and the counter is the dealer’s perquisite. If he trades _=for barter=_, he passes his discard to the player on his left, who must give one of his own in exchange before looking at the one he is to receive. If the player will not exchange, he must _=knock=_ on the table, to signify that he will stand by the cards he has. If he exchanges, he takes up the offered card, and then has the privilege of trading for ready money or for barter himself. The trading goes on in this way round and round, until some player knocks, when all trading is immediately stopped, and the hands are shown.
|Now we ve got our |Now we ll get our | -- | | |bonny lass. |bonny lass. | | | 46.|To help us with our |To help us with our | -- | | |dancing. |dancing. | | +----+----------------------+----------------------+----------------------+ +----+----------------------+ | No.| Sheffield. | +----+----------------------+ | 1.| -- | | 2.|Stepping up the green | | |grass.
“Project Gutenberg” is a registered trademark. It may only be used on or associated in any way with an electronic work by people who agree to be bound by the terms of this agreement. There are a few things that you can do with most Project Gutenberg™ electronic works even without complying with the full terms of this agreement. See paragraph 1.C below. There are a lot of things you can do with Project Gutenberg™ electronic works if you follow the terms of this agreement and help preserve free future access to Project Gutenberg™ electronic works. See paragraph 1.E below. 1.C.
(5.) Gifts to the well [the silver pin, gold ring, and probably the garter]. (6.) Command of silence. (7.) The presence of the devotee at the sacred bush. All these are incidents of primitive well-worship (see Gomme s _Ethnology and Folk-lore_, pp. 82-103). Garland dressing is very general; cakes were eaten at Rorrington well, Shropshire (Burne s _Shropshire Folk-lore_, p. 433); pins and portions of the dress are very general offerings; silence is strictly enforced in many instances, and a sacred tree or bush is very frequently found near the well.
=_ In order to restrict deliberate playing for safety, it shall be optional with the non-striker, if his opponent makes a miss in each one of three successive innings, to accept the third miss or to reject it and force his antagonist to hit at least one object-ball; and for this purpose that antagonist’s ball shall be replaced by the referee. Should two balls be hit by this stroke, there shall be no count. FIFTEEN-BALL POOL. The most successful pool player is not the one who can make difficult winning hazards with the greatest accuracy, but he who thoroughly understands playing for position. If he is familiar with the principles of the force, the follow, the draw, and the side stroke, he should invariably be able to leave himself in a good position for each succeeding shot; but unless he plans for position in advance, he can never hope to be more than an average player. To attain to proficiency in this there is no better training than playing so many balls or “no count.” There are some shots peculiar to winning hazards which should be understood by every pool player, and they are illustrated in the accompanying diagrams. [Illustration] _=No. 1=_ is the _=stirabout=_, and is a combination of the pinch and push shots. It is used when the cue and object balls are both very close to the pocket, but not in such a position as to allow the player to “cut” the ball in.
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 it has been agreed that the lowest score pays when the first player goes out, the game is ended as soon as one retires. If two players reach 1000 points without either having claimed the game, they must both go on to 1250; but if the third player reaches and announces 1000 before either of the others reaches 1250, he wins the game. _=The Revoke.=_ The individual player in error loses his entire score for “cards.” The bidder cannot be set back if either adversary revokes. He may demand that the hand be played out if he thinks he can get a good score. GAIGEL. This is sometimes called _=Short Binocle=_.
Foster’s Bridge Tactics, by R.F. Foster, 1903. Foster’s Self-playing Bridge Cards, 1903. The Bridge Book, by A. Dunn, Jr., 1903. Bridge Up to Date, by C.S. Street, 1903.