=_ The board shall be so placed that the bottom corner square, on the left hand, shall be black. _=3.=_ The Standard men, technically described as White and Black, must be light and dark (say white and red, or yellow and black), turned, and round, not less than one inch, nor more than 1⅛ inches in diameter. _=4.=_ The men shall be placed on the black squares. _=5.=_ The black men shall invariably be placed upon the real or supposed first twelve squares of the board; the white upon the last twelve squares. _=6.=_ Each player shall play alternately with the white and black men, and lots shall be cast for the colour only once, viz., at the beginning of the play--the winner to have his choice of taking black or white.
A revoke cannot be claimed after the cards have been cut for the following deal. 79. The revoking player and his partner may, under all circumstances, require the hand in which the revoke has been detected to be played out. 80. If a revoke occur, be claimed and proved, bets on the odd trick or on amount of score, must be decided by the actual state of the latter, after the penalty is paid. 81. Should the players on both sides subject themselves to the penalty of one or more revokes, neither can win the game; each is punished at the discretion of his adversary. 82. In whatever way the penalty be enforced, under no circumstances can a player win the game by the result of the hand during which he has revoked; he cannot score more than four. (_See_ Law 61.
--Deptford, Kent (Miss Chase). The game as given above is obviously incomplete, and no description as to how the game was played was sent me. Newell (_Games_, p. 145), describes a game, The Cardinal s Hat, which is probably a variant of the original game, of which the above is only a fragment. I remember once witnessing a game in which a ball was passed from player to player, and in which the dialogue was similar. When one player was told that the ball was in his possession, the answer was, What, me, sir? Yes, you, sir. Not I, sir. Who then, sir? White Cap, sir; the questions and answers were again repeated for Red Cap, and Blue Cap. When it was Black Cap s turn, I think the ball was thrown by this player to some one else; whoever was hit by the ball had to chase and capture one, who became questioner; but my recollection of the game is too slight for me to be certain either of the dialogue or the way the game terminated (A. B.
You know what happened. The feedback of the power-steering wrenched the wheel from the driver s hand--it was ten times as strong as he was, dragging its power as it did from a four-hundred horsepower shaft turning 30,000 rpm. The car careened and skidded across the curb. It took out a small marble rail around the fountain pool and dived in, still screaming rubber. The fountain went over with a crash and then the racket dwindled off in the shriek of twisted buckets. The turbine had gotten what for in the collision. I didn t hang around to see what had happened to the driver. He was just some heavy who had the job of rubbing me out. But I did seek another haven. If they knew me that well, I d never be safe where I had stashed my suitcase.
_=High Cards Third Hand.=_ When the third hand tries to win his partner’s lead, he does so as cheaply as possible. That is, holding both King and Queen, he plays the Queen, not the King. If his cards are not in sequence, he should always play the best he has. With Ace and Queen, for instance, he must play the Ace if the King is not in the Dummy. To play the Queen would be to throw it away if the declarer has the King. If the leader has the King, third hand gets out of his way by giving up the Ace. _=FOSTER’S ELEVEN RULE.=_ In trying to win tricks as cheaply as possible, third hand may often be guided by the Eleven Rule, which can be applied to any lead of a small card. By deducting from eleven the number of pips on any low card led by his partner, the pone may ascertain to a certainty how many cards there are _=higher than the one led=_, which are not in the leader’s hand.
The verses are repeated until all are taken.--Halliwell s _Nursery Rhymes_, cclxxxvii. [Illustration: Fig. 1.] [Illustration: Fig. 2.] [Illustration: Fig. 3.] [Illustration: Fig. 4.
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2, under the name of _level-sice_:-- By tragick death s device Ambitious hearts do play at _level-sice_. In the margin we have this explanation: A kinde of Christmas play, wherein each hunteth the other from his seat. The name seems derived from the French _levez sus_, in English, arise up. Halliwell s _Dictionary_ says that Skelton, ii. 31, spells it _levell suse_. Libbety, Libbety, Libbety-lat A child stands before a hassock, and as if he were going up stairs, he puts on it first his right and then his left foot, gradually quickening his steps, keeping time to the words-- Libbety, libbety, libbety-lat, Who can do this? and who can do that? And who can do anything better than that? --Cornwall (_Folk-lore Journal_, v. 59). Limpy Coley A boy s game undescribed.--Patterson s _Antrim and Down Glossary_. Little Dog I call you A number of girls stand in a line with their backs to a wall.
_=The Trump Signal.=_ A player anxious to have trumps led, but who has no immediate prospect of the lead, may call on his partner to lead trumps at the first opportunity, by playing any two cards of a suit led, the higher before the lower. Let us suppose him to hold five good trumps, with the Six and Two of a suit of which his partner leads King, then Jack. By playing first the Six, and then the Two, he calls upon his partner to quit the suit, and lead a trump. Among some players, the lead of a strengthening card when an honour is turned, is a call for trumps to be led through that honour at the first opportunity, but it is not good play. Passing a certain winning card is regarded by most players as an imperative call for trumps. The discard of any card higher than a Seven is known as a single-card-call. Even if it was not so intended, it is assumed that a trump lead cannot injure a player with nothing smaller than a Nine in his hand. _=Answering Trump Signals.=_ In response to partner’s call, a player should lead the best trump if he holds it; one of the second and third best if he holds them; the highest of three or less; the lowest of four; and the fourth-best of more than four.
When a player puts Ace on his partner’s Jack led, and does not lead trumps, the adversaries may count on him for only one small card of the suit led. When an adversary finesses freely, he may be credited with some strength in trumps. When a player changes his suit, the adversaries should note carefully the fall of the cards in the new suit. As already observed, the leader almost invariably opens the new suit with the best he has. Suppose a player to lead two winning cards in one suit, and then the Eight of another, which the Second Hand wins with the Ten; The four honours in the second suit must be between the Second and Fourth Hands. Having won the first or second round of the adverse suit, and having no good suit of his own, the Second or Fourth Hand may be able to infer a good suit with his partner, by the play. For instance: A player opens Clubs, showing five, his partner wins second round, and opens the Diamond suit with the Jack, on which Second Hand plays Ace, his partner dropping the 9. Having now the lead, and no good suit, it is evident that the play should be continued on the assumption that partner is all Spades and trumps. * * * * * _=THE AMERICAN GAME.=_ Since the revolt against the invariable opening from the longest suit, which was the style of game advocated by the old school of Pole and “Cavendish,” many systems have been tried out by the various clubs that meet at our national tournaments.
If he claims to be single, the ♡ J. If your client is a woman, the ♡ Q will do for blondes, the ♣ Q for brunettes. Do not ask if she is married, and take no notice of rings. Having obtained the necessary twelve cards, the more you know about the consultant’s history, hopes, and prospects, and the better you can judge her character, the less attention you need pay to the cards, and the more satisfactory the result of the consultation will be. It is not necessary to stick too closely to the meanings of the cards, nor to their combinations; the great thing is to tell your client what she wants to hear. In order to confirm the truth of the pleasing story you have built upon the twelve cards, they must be gathered together, shuffled, presented to be cut with the left hand, and then divided into four packets of three cards each. The first packet is for the Person, the second for the House, the third for the Future, and the fourth for the Surprise. Each packet is successively turned up, and its contents interpreted in connection with the part of the questioner’s life which it represents. In case there should be nothing very surprising in the last pack, it is well to have a few generalities on hand, which will be true of a person’s future six times out of ten. The expert at fortune telling has a stock of vague suggestions, supposed to be given by the cards, which are so framed as to draw from the client the drift of her hopes and fears.
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.
Foster. * Foster’s Whist at a Glance, by R.F. Foster. * Gist of Whist, by C.E. Coffin. x Howell’s Whist Openings, by E.C. Howell.
Then he walks round the lady and sings the last verse, Rise up, and lifts up the lady. In the Derbyshire game only three children play, the lover, lady, and fairy. The girl stands a little distance off. The lover says the first four lines, then approaches the lady, falls on one knee, and says the next line. The lady replies, and retires further away. The lover then falls on the ground and says the next line. As this is said the good fairy appears, touches the fallen lover with her hand, and he is immediately well again. (_c_) This is a curious game, and is perhaps derived from a ballad which had been popular from some more or less local circumstance, or more probably it may be a portion of an old play acted in booths at fair times by strolling players. It is not, as far as I can find out, played in any other counties. The lines-- Over the water at the hour of ten, I ll meet you with five thousand men; Over the water at the hour of five, I ll meet you there if I m alive, are portions of a dialogue familiar to Mr.
Who will you send to fetch her away? We ll send ---- to fetch her away. --Bocking, Essex (_Folk-lore Record_, iii. 169). V. Here we go gathering nuts away, Nuts away, nuts away, Here we go gathering nuts away, On a cold and frosty morning. [Then follow verses beginning--] Whose nuts shall we gather away? We ll gather [Minnie Brown s] nuts away. Whom shall we send to fetch them away? [And the final verse is--] We ll send [Johnny Cope] to fetch them away, Fetch them away, fetch them away, We ll send [Johnny Cope] to fetch them away, On a cold and frosty morning. --Newbury, Berks (Mrs. S. Batson).
” In the opinion of the author, in all hands that do not contain a pair, “seven high” should be the best instead of the lowest, and ace high should be the lowest. In hands containing two pairs, “threes up” should be the highest, and “aces up” the lowest. _=ECCENTRIC HANDS.=_ In addition to the regular poker hands, which are those already given, there are a few combinations which are played in some parts of the country, especially in the South, either as matter of local custom or by agreement. When any of these are played, it would be well for the person who is not accustomed to them to have a distinct understanding in advance, just what combinations shall be allowed and what hands they will beat. There are four of these eccentric hands, and the figures on the right are the odds against their being dealt to any individual player: _=Blaze.=_ Five picture cards. Beat two pairs; but lose to three of a kind. [Illustration: 🂻 🃝 🃍 🃎 🂮] 3008 to 1 _=Tiger.=_ Must be seven high and deuce low; without a pair, sequence or flush.
If the dealer’s partner has bid, and the dealer bids without waiting for the pone, the dealer loses his right to bid for that deal. If a player whose partner has not yet bid names the trump suit, his partner loses the right to bid. If no bid is made, the dealer may name any suit he pleases, without bidding. If any player exposes a card before the trump suit is named, the adversaries may elect to have a new deal by the same dealer. _=DISCARDING AND DRAWING.=_ The trump suit named, each player discards and leaves _=face upward=_ on the table as many cards as he pleases. He must discard three, to reduce his hand to six cards. If he discards more than three he must draw from the remainder of the pack to restore the number of his cards to six; so that after the discard and draw each player at the table will have exactly six cards, although nine were originally dealt him. The dealer, beginning on his left, gives to each player in turn as many cards from the top of the pack as may be necessary to restore the number in his hand to six. When it comes to the dealer’s turn, instead of taking cards from the top of the pack, he may search the remainder of the pack, and take from it any cards that he pleases.