, until the K is reached. The player who has the King, or the highest card, if the King is in the stock, starts again with any card he pleases. Any player who cannot continue the sequence in his turn must pass that round. As soon as one player gets rid of his last card the game is at an end and every player at the table must pay him a counter for each card held. The deal then passes to the left and the layout is dressed for the next hand. RANTER GO ROUND. This is a round game for any number of players who make up a pool or stake to be played for. A full pack of fifty-two cards is used and each player has three markers. The dealer gives one card to each, face down. This card is examined and if it is not satisfactory it is passed to the player on the left, the object being to avoid holding the lowest card at the table.
At the last line they reunite, and again wheel round in a ring, singing as before-- Here we go round the mulberry bush, &c. After which, they perhaps simulate the walk of gentlemen, the chief feature of which is length of stride, concluding with the ring dance as before. Probably the next movement may be-- This is the way they wash the clothes, Wash the clothes, wash the clothes; This is the way they wash the clothes, And round the merry-ma-tanzie. After which there is, as usual, the ring dance. They then represent washing, ironing clothes, baking bread, washing the house, and a number of other familiar proceedings. Chambers quotes a fragment of this little ballet, as practised at Kilbarchan, in Renfrewshire, which contains the following lines similar to those in this game:-- She synes the dishes three times a day, Three times a day, three times a day; She synes the dishes three times a day, Come alang wi the merry-ma-tanzie. She bakes the scones three times a day, Three times a day, three times a day; She bakes the scones three times a day, Come alang wi the merry-ma-tanzie. She ranges the stules three times a day, Three times a day, three times a day; She ranges the stules three times a day, Come alang wi the merry-ma-tanzie. This game originated, no doubt, as a marriage dance round a sacred tree or bush. As it now exists it appears to have no other character than the performance of duties such as those enumerated in the description.
He bids whatever amount he is willing to pay for the privilege of changing the suit, without naming the suit he prefers. The next player then has a bid, and so on in turn, the dealer bidding last. There are no second bids. The player making the highest bid pays into the pool the amount he has bid. He then names the suit to be avoided, and leads for the first trick, regardless of his position with respect to the deal. The dealer’s position is a great advantage, on account of its having the last bid. After the hand is played, those who have taken in any cards of the suit announced to be avoided, pay one counter to the pool for each of them. If any one player gets clear, each of the others having at least one of the tabooed suit, he takes the entire pool. If two get clear, they divide the pool, leaving any odd counter to form the basis of a Jack, as at Sweepstakes. If one player takes all thirteen, it is a Jack; but instead of the next choice being sold to the highest bidder, the one who named the suit on the hand that made the pool a Jack has the choice of suits again for the next deal, and he must select some suit without paying anything further for it, until some player wins what he paid for the choice in the first place.
* * * * * _=CHINESE BÉZIQUE=_ is Rubicon Bézique with six packs of cards shuffled together and used as one. The counts run into enormous figures, and 6000 is not an uncommon score for the winner. In _=CHOUETTE BÉZIQUE=_, one of several players agrees to take all bets, and has the choice of deal and seats without cutting. His adversaries may consult together in playing against him. 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.
Whether or not this is in its favour is an open question. The amount of study and practice required to make a person proficient in chess brings a serious drain upon the time, and the fascinations of the game are such that once a person has become thoroughly interested in it, everything else is laid aside, and it is notorious that no man distinguished as a chess-player has ever been good for anything else. Mr. Blackburne, the English chess champion, regards the game as a dangerous intellectual vice which is spreading to rather an alarming extent. Discussing the matter, after his game with Mr. Bardeleben, he said: “I know a lot of people who hold the view that chess is an excellent means of training the mind in logic and shrewd calculation, provision and caution. But I don’t find these qualities reflected in the lives of chess-players. They are just as fallible and foolish as other folks who don’t know a rook from a pawn. But even if it were a form of mental discipline, which I doubt, I should still object to it on the ground of its fatal fascination. Chess is a kind of mental alcohol.
The full pack of fifty-two cards is dealt round, one card at a time as far as it will go equally, the remainder being left in the centre of the table, face down. Any one can deal. The player to the left of the dealer starts the game by taking from his hand any three cards he pleases and laying them on the table in front of him face down. He then announces, “These are three jacks,” or anything he likes to call them, there being no obligation to tell the truth about it, so the cards might actually be a six four and a deuce. Each player in turn to the left can doubt the statement that the cards are three jacks, or he can pass. If any player in his proper turn says, “I doubt it,” the three cards are at once turned face up. If the statement is not correct, the three cards are at once taken back into the player’s hand, together with all the cards lying face down in the centre of the table at the time. Should the statement turn out to be true, the player who doubted it must take the three jacks and all the cards on the table. That settled, the next player to the left lays out three cards and announces that they are three of a kind of something or other, each player to the left passing or doubting it. If no one questions the correctness of a statement, no explanation is given by the player who laid out the cards.
A little chaffing generally goes on against Foolie. 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.
Another way is for the dealer to turn up the seventh card, after dealing the first round of three to each player. Another, and the one generally adopted in America, is for the dealer to turn up the thirteenth card for the trump, after giving six cards to each player. The trump card is left face upward on the table, and is usually placed under the remainder of the pack, which is slightly spread, face down, for the players to draw from. The general rules for irregularities in the deal are the same as in Binocle. A misdeal does not lose the deal. _=Objects of the Game.=_ The object of the game, as its name implies, is to count sixty-six. If a player can get sixty-six before his adversary, he counts one point toward game. If he gets sixty-six before his opponent gets thirty-three, which is called _=schneider=_, he counts two. If he gets sixty-six before his adversary wins a trick, which is called _=schwartz=_, he counts three.
Unless Dummy plays Ace, you should put on the King, and change the suit. If you hold Ace and others in a plain suit, partner leading Jack, pass it if Dummy has no honour. Perhaps by winning the second round you can give the invited force. With any other honours than the Ace, pass a partner’s Jack led. If partner leads you a suit of which he knows, or should know, you have not the best, he must have a good finesse in the suit which he does not lead, and you should take the first opportunity to lead that suit to him. In returning partner’s suits, some modification may be suggested by the condition of Dummy’s hand. For instance: With K x x; Dummy having A Q J x; if you win, third hand, on Dummy’s finesse, you may be sure your partner’s lead was a weak suit. If Dummy is weak in the two other plain suits, your partner may have a good finesse in one or both of them. When your partner wins the first round of an adverse suit, and immediately returns it, he is inviting a force. _=Dummy on the Left.
--Halliwell s _Nursery Rhymes_, 227. (_b_) The children dance round, singing the first three lines, turning round and clapping hands for the fourth line. They curtsey while saying, This is the way the lady goes, and again turn round and clap hands for the last line. The same process is followed in every verse, only varying what they act--thus, in the third verse, they bow for the gentleman--and so the amusement is protracted _ad libitum_, with shoemaking, washing clothes, ironing, churning, milking, making up butter, &c, &c. (_c_) This game is practically the same as the Mulberry Bush. The action is carried on in the same way, except that the children clap their hands at the fourth line, instead of each turning themselves round, as in Mulberry Bush. The High, ho, ham! termination may be the same as the I, O, OM of Mr. Addy s version of Milking Pails. See Mulberry Bush, When I was a Young Girl. New Squat A ring is made by marking the ground, and a tin placed in the middle of it.
If diamonds are led, and the dealer has the Queen, he must let the lead come up to his hand so as to keep Dummy’s Ace of diamonds for a re-entry to bring the clubs into play after the Ace has been forced out and the suit established. Many of the prettiest plays in bridge are in the management of re-entry cards. _=Underplay.=_ When the dealer is afraid of a suit which is opened against him, and has only one winning card in it, such as the Ace, he should hold up that card until the third hand has no more of the suit to lead to his partner. The original leader will then have to get in himself, because his partner cannot help him; but if the dealer gave up the Ace on the first trick, it would not matter which partner got into the lead, they would return to the suit first opened. _=Ducking.=_ This is a method of play by which the dealer hopes to make his own suit even when the hand that is longer in it has no re-entry card. Suppose Dummy holds six clubs to the Ace King, and not another trick in his hand. The dealer has two small clubs only to lead. If the two winning clubs are led right out, it is impossible to catch the Q J 10, no matter how those cards lie, therefore the dealer leads a club, but makes no attempt to win the first round.
Foster’s Bridge Manual, by R.F. Foster, 1900. Foster on Bridge, by R.F. Foster, 1900. The Bridge Manual, by John Doe, 1900. Bridge Abridged, by W. Dalton, 1901. Elwell on Bridge, by J.
For instance: A player has announced and shown four Kings, one of them being the King of spades. On winning another trick he shows and scores bézique. One of the bézique cards forms a marriage with the spade King, and as the combinations belong to different classes, both may be scored, although the same card is used in each; but the player cannot score the second combination until he wins another trick. Under such circumstances it is usual to declare both combinations, scoring the more valuable, and repeating the one left over until an opportunity arises to score it. In this case the player would say: “Forty for bézique, and twenty to score.” If he lost the next trick he would continue to repeat at every trick: “Twenty to score,” until he won a trick. A player having a score in abeyance in this manner is not obliged to score it if he has anything else to announce. A player with twenty to score might pick up the sequence in trumps before he won another trick, and he would be very foolish to lose the chance to score 250 for the sake of the 20 already announced. If he had time, he would probably declare: “Royal Marriage, forty, and twenty to score.” On winning another trick he would add the A 10 J of trumps, and announce, “Two-fifty in trumps, and twenty to score,” still carrying on the small score for a future opportunity.
Should one player make a bet or raise which no other player will see, he takes the pool without showing his hand, and the cards are shuffled and cut for the next deal. _=30. Calling the Bets.=_ As long as one player raises another’s bets, he gives that player the privilege of raising him again; but if a player who has made a bet is not raised, the others simply betting an equal amount, the first bettor is called, and all betting must cease. The players must then show their hands to the table, in order to decide which wins the pool. _=31.=_ Bets must be actually made by placing the counters in the pool, and no bet is made until the player’s hand has been withdrawn from the counters. Any counters once placed in the pool, and the owner’s hand withdrawn, cannot be taken down again, except by the winner of the pool. _=32. Betting Out of Turn.
Quatorze, F., four cards of the same denomination. Quatrième, F., a sequence of four cards. Queue, F., the points added for winning the rubber. 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 Lothian the players try to knock each other over by hustling against one another.--Rev. W. Gregor. Same game as Harie Hutcheon. See Curcuddie, Cutch-a-cutchoo, Hop-frog. Hiry-hag A boys game, in which several, joining hands, endeavour to catch another, who, when caught, is beaten with caps, the captors crying out-- Hiry-hiry-hag, Put him in a bag, &c. --Ross and Stead s _Holderness Glossary_. Hiss and Clap All the boys are requested to leave the room, when the girls take their seats, leaving a vacant place on the right side of each girl for the gentleman of her choice. Each boy in turn is then summoned by another who acts as doorkeeper, and asked to guess which lady he imagines has chosen him for her partner.