The four packs, which should be of the same pattern and colour, are shuffled together and used as one. The cards rank: A 10 K Q J 9 8 7, the ace being the highest, both in cutting and in play. _=MARKERS.=_ The game may be kept on a bézique marker, a pull-up cribbage board, or with counters. Markers must be made to score at least 5000 points. When a cribbage board is used, it is usual to count the outside row of pegs as 10 each, the inner row as 100 each, and the game pegs in the centre as 1000 each. If counters are used, there must be for each player; four white, to mark 10’s; one red to mark 50; nine blue to mark 100’s; and four coppers to mark 1000 each. These counters are moved from left to right of the player as the points accrue. In whatever manner the count is kept, it should be distinctly visible to both persons, as playing to the score is very important. _=STAKES.
--Jamieson. See Curcuddie, Cutch-a-cutchoo, Hirtschin Hairy. Hark the Robbers [Music] --Tong, Shropshire (Miss R. Harley). I. Hark the robbers coming through, Coming through, Hark the robbers coming through, My fair lady. What have the robbers done to you, Done to you, What have the robbers done to you, My fair lady? You have stole my watch and chain, Watch and chain, You have stole my watch and chain, My fair lady. Half-a-crown you must pay, You must pay, Half-a-crown you must pay, My fair lady. Half-a-crown we cannot pay, Cannot pay, Half-a-crown we cannot pay, My fair lady. Off to prison you must go, You must go, Off to prison you must go, My fair lady.
any any a 1 a d 2 d any any No notice is taken of the scores made by the N & S hands in the last set; as it is simply a match between the a and _d_ pairs. _=Scoring.=_ Each pair against each is considered a match, and the winner of the most matches wins, tricks deciding ties. _=Compass Whist.=_ When we come to handle large numbers, the changes of position become too complicated, and the simplest plan is to arrange them at as many tables as they will fill, and to place on each table an equal number of trays. At the Knickerbocker Whist Club, New York, which is still famous for its compass games, they play a minimum of 24 trays, or get as near that number as possible. If there are 14 tables, they play two deals at each. If there are only 10 tables, they play 30 trays. All the N & S players sit still, and at the end of each round, two or three deals as the case may be, all the E & W players move up one table, 2 going to 1, 3 to 2, etc. Each pair keeps its own score card, on which is put down the number of the tray, the number of the pair played against, which is always the number of the table at which they started; one of the pairs remaining there being No.
There are only two classes of hands recognized in Bouillotte, the brelan, and the point; but there are three kinds of brelans, which rank in the following order: _=A Brelan Carré=_ is four of a kind; three in the player’s hand, and the fourth turned up on the pack. If any player holds a brelan, [three of a kind,] of a higher denomination than the brelan carré, the player may turn up the card under the retourne, and if this makes his hand a brelan carré also, he wins the pool. In addition to winning the pool, the holder of a brelan carré receives from each player four white counters. _=A Simple Brelan=_ is three of a kind in the player’s hand, three aces being the highest, and three eights the lowest. In addition to winning the pool, the holder of a simple brelan receives one counter from each of the other players at the table. If two are shown, neither pays the other. Should the brelan be formed by uniting the retourne with two cards in the player’s hand, it is a _=brelan favori=_, and the holder of it receives an extra counter from every player at the table, whether he wins the pool or not. For instance: The retourne is an eight; a brelan of Queens is shown, and wins the pool. Another player holds a pair of eights, and claims brelan favori. He does not pay the winning brelan, but receives one counter from its holder, and also from each of the other players.
In close games many players make it a rule not to go in on less than tens, while in more liberal circles the players will draw to any pair. In determining which course to follow, the individual must be guided by his observation and judgment. Suppose five play, and A observes that B and C constantly draw to small pairs, while D and E never come in on less than tens. If A has the age, B, D, and E having anted, A may be sure that there are at least two good hands against him, and will guide himself accordingly. But if B and C are the only players in, A may safely draw to a small pair. It can be mathematically demonstrated that what is called an _=average go-in hand=_ should be at least a pair of tens; but a player who waits for tens in a liberal game, in which others are drawing to ace high, will ante himself away if there are many jack pots, and will get no calls when he gets a hand. _=BETTING.=_ Good players are guided by the general character of the game in which they take part. Some parties play a very liberal game, and the players bet high on medium hands, and give every one a good fight. It is best to have liberal or lucky players on your right; because if they sit behind you, they will continually raise you, and you will be forced either to overbid your hand on the same liberal scale that they adopt, or lose what you have already put up.
In the following paragraphs the words _=dealer=_ and _=player=_ will be used to distinguish the adversaries at Écarté. The principle underlying the jeux de règle is the probable distribution of the cards in the trump suit, and the fact that the odds are always against the dealer’s holding two or more. There are thirty-two cards in the Écarté pack, of which eight are trumps, and one of these is always turned up. The turn-up and the player’s hand give us six cards which are known, and leave twenty-six unknown. Of these unknown cards the dealer holds five, and he may get these five in 65,780 different ways. The theory of the jeux de règle is that there are only a certain number of those ways which will give him two or more trumps. If the player holds one trump, the odds against the dealer’s holding two or more are 44,574 to 21,206; or a little more than 2 to 1. If the player holds two trumps, the odds against the dealer’s holding two or more are 50,274 to 15,506; or more than 3 to 1. It is therefore evident that any hand which is certain to win three tricks if the dealer has not two trumps, has odds of two to one in its favour, and all such hands are called jeux de règle. The natural inference from this is that such hands should always be played without proposing, unless they contain the King of trumps.
If the last trick is taken by the low score, and the others are tied, the two high scores lose 20 points each. If all three are tied at 40 points each, there is no score. 5. In all games which are played “open,” the hand of the single player must be laid face up on the table before either adversary plays a card; but the adversaries shall not be allowed to consult, neither can they dictate to the player what cards he shall play. FORMATION OF TABLE. 6. Any number from three to six may form a table, but there shall be only three active players in each deal, and they shall be known respectively as Vorhand, Mittelhand, and Hinterhand. Those who hold no cards shall share the fortunes of those opposed to the single player whose score is put down. 7. There shall be as many deals in each round as there are players at the table, and no person shall be allowed to withdraw from the game during a round unless the others consent to a substitute and such substitute be found.
Compass Whist, arranging players according to the points of the compass at Duplicate Whist, and always retaining them in their original positions. Conventional Play, any method of conveying information, such as the trump signal, which is not based on the principles of the game. Coppered Bets, bets that have a copper or checker placed upon them at Faro, to show that they play the card to lose. Court Cards, the K, Q and J; the ace is not a court card. Covering, playing a higher card second hand than the one led, but not necessarily the best of the suit. Créve, F., one who is temporarily out of the game, such as one who has overdrawn his hand at Vingt-et-un; as distinguished from one who has lost all his money. The latter would be spoken of as décavé. Crossing the Suit, changing the trump from the suit turned up to one of a different colour, especially in Euchre. Cross-ruff, two partners alternately trumping a different suit.
Barney was in on it, of course. And after the joint had lost enough dough that way, Rose and Simonetti would have had to sell out. Only the buyer would have been a dummy for Rose and Smythe, using money Smythe had lifted off the tables. The whole TK business was just a smoke screen to keep matters confused, I concluded. How come they dared send for a TK like you? Why weren t they scared you d catch them, just like you did? It took a little more than TK, I reminded her. TK is just a power, one more ability in life. It doesn t make you God. Once in a while it gives you a little more vigorish than the other guy has, that s all. And sometimes it s not enough. But you had enough vigorish to catch them, she pointed out.
Tric-Trac, the European name for Backgammon. Trump-showing Leads, a system of private conventionalities in leading plain suits at Whist, to show the number of trumps held by the leader. Unblocking, getting out of your partner’s way when he has more cards of the suit than you have. Underplay, leading a card which is not the best of a suit, when the best would naturally be led; or holding up the best card to let another player win the trick. Vade, F., the pool to be played for. Vergeben, G., misdeal. Verleugnen, or Verläugnen, G., to revoke.
Now this game seems to have been often played in reality by our ancestors about their doon-hills.--Mactaggart s _Gallovidian Encyclopædia_. Down in the Valley I. Down in the valley where the green grass grows Stands E---- H----, she blows like a rose. She blows, she blows, she blows so sweet. In came F---- S---- and gave her a kiss. E---- made a pudding, she made it nice and sweet, F---- took a knife and fork and cut a little piece. Taste of it, taste of it, don t say nay, For next Sunday morning is our wedding day. First we ll buy a money box, Then we ll buy a cradle; Rock, rock the bottom out, Then we ll buy another. Bread and cheese all the week, cork on Sunday, Half a crown on Saturday night, and a jolly good dance on Monday.
The Berks version is practically the same as the Tean version. The Eckington (Derbyshire) version is played as follows:--A number of young women form a ring. A man stands within the ring, and they sing the words. He then makes choice of a girl, who takes his arm. They both walk round the circle while the others sing the same lines again. The girl who has been chosen makes choice of a young man in the ring, who in his turn chooses another girl, and so on till they have all paired off. (_c_) The first verse of the Shropshire version is also sung at Metheringham, near Lincoln (C. C. Bell), and Cowes, I. W.
The student will find the following useful:-- The Westminster Papers, Vols. IV to XI, inclusive. Bohn’s Handbook of Games; any edition. Écarté and Euchre, by Berkeley, 1890. Cavendish on Écarté, 1886. Jeux de Cartes, (Fr.), by Jean Boussac. Règles de Tous les Jeux, (Fr.), M. Dreyfous, Edit.
Down in the valley the violets grow. Dear little ----, she blows like a rose. She blows, she blows, she blows so sweet. Come along in. Buy a shawl, buy a new black shawl, A bonnet trimmed with white and a new parasol. Oh dear, oh dear, what can I do, For next Monday morning is my wedding due. --Shipley, Horsham; _Notes and Queries_, 8th series, i. 210 (Miss Busk). (_b_) The children form a ring by joining hands, one child standing in the centre. They dance round.
Emslie). See Cockly Jock, Cogs. Cat and Dog An ancient game played in Angus and Lothian. Three play, and they are provided with clubs. These clubs are called dogs. The players cut out two holes, each about a foot in diameter, and seven inches in depth. The distance between them is about twenty-six feet. One stands at each hole with a club. A piece of wood about four inches long and one inch in diameter, called a Cat, is thrown from the one hole towards the other by a third person. The object is to prevent the Cat from getting into the hole.
There are a great many chess openings, all of which have been analysed as far as the tenth move, including every possible variation on the way. The student who wishes to study them in detail should procure Freeborough’s “Chess Openings,” or Cook’s “Synopsis.” In these works, if either side has an advantage before the tenth move, it is indicated by a plus sign; if the position is equal, it is so marked. In studying openings, the student should be careful always to play with the winning side next him; that is, never study how to play a losing game. If the variation ends with a plus sign, showing a win for the white, play it over with the white men next you. In selecting openings for general use in play, if it is one for the white men, take those openings that have the greatest number of variations ending in favour of white. The Ruy Lopez is a very good opening for beginners, and the Evans’ Gambit may be studied later. The French Defence and the Petroff are good openings for Black. The theory of opening is to mobilise your forces for the attack in the fewest possible moves. Lasker thinks six moves should be enough for this purpose, and he recommends that only the King’s and Queen’s Pawns should be moved, after which each piece should be placed at once upon the square from which it can operate to the best advantage.
Byford. Liphook Miss Fowler. HAMPSHIRE-- Hartley, Winchfield, Witney Mr. H. S. May. Southampton Mrs. W. R. Carse.
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N. Patterson). (_b_) The first Dorsetshire game is played as follows:--Two girls are chosen, the one to represent a lady and the other a mother, who is supposed to be taking her children out to service. She has one or more of them in each hand, and leads them up to the lady, saying or singing the first verse. The dialogue then proceeds, and the verse is repeated until all the children are similarly disposed of. A few days are supposed to pass, after which the mother calls to see her children, when the lady tells her she cannot see them. At last she insists upon seeing them, and the children are all sat down behind the lady, and the mother asks one child what the lady has done to her; and she tells her that the lady has cut off her nose, and made a nose-pie, and never give her a bit of it. Each one says she has done something to her and made a pie, and when all have told their tale they all turn on her and put her to prison. The second Dorsetshire game somewhat differs. One child takes seven or eight others whom she pretends are her children.
[Greek: para to heni podizein], quòd uno incedat pede. Hence _empusam agere_ is used for a play, hopping on one leg; with us, Fox to his hole. Id. _Ascoliasmus._ A kind of play that children use when they hop on one leg, called Fox to thy hole. Cambridge Dict. MDCXCIII.-- _Ascol._ A kind of play wherein boys hopping on one leg beat one another with gloves or pieces of leather, and is called Fox to thy hole. Coles, 7th ed.
When only two play, the game may be scored on a pull-up cribbage board, and settled for at the end. _=PLAYERS.=_ Any number from two to six persons may play, but four is the usual number, each playing for himself against all the others. The players on the dealer’s right and left are known as the _=pone=_ and the _=eldest hand=_, respectively. _=STAKES.=_ The value of the counters must be agreed upon before play begins, and the method of settling should also be understood, Sweepstake Hearts and Howell’s Settling being entirely different games, and requiring totally different methods of play. _=CUTTING.=_ If seven players assemble, it is usual to make up a table in which the dealer takes no cards. If there are more than seven candidates for play, two tables must be formed. Players draw from an outspread pack for the choice of seats and cards, the lowest cut having the first choice, and the others following in their order.