| Pair. | Best. | +------------+-----------+--------------+-------+-------+ Any King and Queen is _=Matrimony=_; any Queen and Jack is _=Intrigue=_; any King and Jack is _=Confederacy=_; any two cards of the same denomination form a _=Pair=_, and the diamond ace is always _=Best=_. The players draw, and the lowest card deals: ace is low. The dealer then takes any number of counters he chooses, and distributes them as he pleases on the various divisions of the layout. Each player then takes a number of counters one less than the dealer’s, and distributes them according to his fancy. The cards are then cut, and the dealer gives one to each player, face down; and then another, face up. If any of the latter should be the diamond ace, the player to whom it is dealt takes everything on the layout, and the cards are gathered and shuffled again, the deal passing to the left, the new dealer beginning a fresh pool. If the diamond ace is not turned up, each player in turn, beginning with the eldest hand, exposes his down card. The first player to discover Matrimony in his two cards, takes all that has been staked on that division of the layout.
If the declarer leads out of turn, from his own hand or dummy’s, there is no penalty, but he may not correct the error unless directed to do so by an adversary. If the second hand plays to the false lead, it must stand. If the declarer plays from his own hand or from dummy to a false lead, the trick stands. In case the dealer calls a suit and the player has none, the penalty is paid. _=Cards Played in Error.=_ If any player but dummy omits to play to a trick, and does not correct the error until he has played to the next trick, the other side may claim a new deal. If the deal stands, the surplus card at the end is supposed to belong to the short trick, but is not a revoke. _=OBJECT OF THE GAME.=_ The object in auction is for the declarer to fulfil his contract, and for the adversaries to defeat it. The highest card played to the trick, if of the suit led, wins the trick, and trumps win all other suits.
VII. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, On a cold and frosty morning. Who will you have for your nuts in May, Nuts in May, nuts in May? Who will you have for your nuts in May, On a cold and frosty morning? We will have a girl for nuts in May, Nuts in May, nuts in May, We will have a girl for nuts in May, On a cold and frosty morning. --Earls Heaton, Yorks. (Herbert Hardy). VIII. Here we come gathering nuts in May, Nuts in May, nuts in May, Here we come gathering nuts in May, This cold frosty morning. Who will you have for your nuts in May, Nuts in May, nuts in May? Who will you have for your nuts in May, This cold frosty morning? We will have ---- for our nuts in May, Nuts in May, nuts in May, We will have ---- for our nuts in May, This cold frosty morning. Who will you have to pull her away, Pull her away, pull her away? Who will you have to pull her away, This cold frosty morning? We will have ---- to pull her away, Pull her away, pull her away, We will have ---- to pull her away, This cold frosty morning. --Settle, Yorks.
Minor variations are sometimes introduced; such as robbing with the King, if the ace is not in play; counting five for the dealer’s side if the ace or King is turned up, etc. There are no _=Text Books=_ on Spoil Five; but descriptions and laws of the game are to be found in the “Westminster Papers,” Vol II., and in “Round Games,” by Berkeley. RAMS, OR RAMMES This game seems to be the connecting link between the more strongly marked members of the Euchre family and Division Loo. _=CARDS.=_ Rams is played with the euchre pack, thirty-two cards, which rank as at Écarté, K Q J A 10 9 8 7. It has lately become the fashion, however, to adopt the rank of the cards in the piquet pack, A K Q J 10 9 8 7. _=PLAYERS.=_ Any number from three to six may play; but when six play the dealer takes no cards. The general arrangements for the players, first deal, counters, etc.
=_ Ace. A letter, or a written notice. King. A person to beware of. _=R.=_ Will annoy you in any case. Queen. A shrew or gossip. _=R.=_ She will make you tired.
In Pegge s _Alphabet of Kenticisms_ the game is given as Hide and Fox. _Cf._ Hide Fox, and all after, _i.e._, let the fox hide and the others go to seek him; Hamlet, iv. 2, 32. In Stead s _Holderness Glossary_, Hed-o. In the North Riding it is Lam-pie-sote-it, also called Felto in Robinson s _Whitby Glossary_. He also mentions that the hidden child cries How-ly to the finder. Apparently the same as the south country Whoop, a signal to the finder to begin the search.
The hindmost supports himself against the one in front of him, and the front one supports himself against a wall (fig.). They thus make an even and solid row of their backs. The other side, the Bungs, leap on to the backs of the Buckets, the first one going as far up the row as possible, the second placing himself close behind the first, and so on. If they all succeed in getting a secure place, they cry out twice the two first lines-- Bung the Bucket, One, two, three. Off, off, off! If no breakdown occurs, the Buckets count one in their favour, and the Bungs repeat the process. When a breakdown occurs the Bungs take the place of the Buckets.--Barnes, Surrey (A. B. Gomme).
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In order to determine which player this is, they may all bid for the privilege by naming a certain number of points, usually well within the actual value of the game they intend to play. If a bidder meets with opposition, he gradually approaches the true value of his game, and the player whose game is worth the most will of course be able to bid the greatest number of points, and must be selected as the player, the two others being his adversaries. _=Games.=_ These games are divided into two principal classes, those in which the player undertakes to win, and those in which he tries to lose. When he plays to lose, it is to lose every trick, there being no trump suit, and the cards in each suit ranking A K Q J 10 9 8 7. These games are called _=Null=_, or Nullo, and _=Null Ouvert=_, the latter being played with the successful bidder’s cards exposed face upward on the table, but not liable to be called. The moment he wins a trick in a Nullo, he loses his game. Nullos are quite foreign to Skat, and appear to have been introduced as a consolation for players who always hold bad cards. When _=Ramsch=_ is played, the object is to take less than either of the other players; but the cards rank as in the ordinary game, except that the four Jacks are the only trumps. In all other games the successful bidder undertakes to win; but his success does not depend on the number of tricks he takes in, but on the total value of the counting cards contained in those tricks.
_The Laws of Duplicate Whist as Amended and Adopted at the Whist Congress, Niagara Falls, New York, July, 1900; as amended at the Twelfth Congress, June, 1902; as amended at the Thirteenth Congress, July, 1903; Fourteenth A.W.L. Congress, July, 1904; Fifteenth Congress, July, 1905; Sixteenth Congress, July, 1906; Twentieth Congress, July 1910._ DEFINITIONS. The words and phrases used in these laws shall be construed in accordance with the following definitions unless such construction is inconsistent with the context: (a) The thirteen cards received by any one player are termed a “hand.” (b) The four hands into which a pack is distributed for play are termed a “deal;” the same term is also used to designate the act of distributing the cards to the players. (c) A “tray” is a device for retaining the hands of a deal and indicating the order of playing them. (d) The player who is entitled to the trump card is termed the “dealer,” whether the cards have or have not been dealt by him. (e) The first play of a deal is termed “the original play;” the second or any subsequent play of such deal, the “overplay.
Kiss her once, kiss her twice, kiss her three times over. --From a London nursemaid, 1878 (A. B. 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.
Pinto went to sleep one night, And Pinto was his name oh! P-i-n-t-o, P-i-n-t-o, And Pinto was his name oh. --Enbourne, Berks (Miss Kimber). (_b_) In the Lancashire version, one child represents the Miller. The rest of the children stand round in a circle, with the Miller in the centre. All dance round and sing the verses. When it comes to the spelling part of the rhyme, the Miller points at one child, who must call out the right letter. If the child fails to do this she becomes Miller. In the Shropshire version, a ring is formed with one player in the middle. They dance round and sing the verses. When it comes to the spelling part, the girl in the middle cries B, and signals to another, who says I, the next to her N, the third G, the fourth O! his name was Bobby Bingo! Whoever makes a mistake takes the place of the girl in the middle.
The following are examples of hands from which trumps should not be led:-- ♡ A K Q; ♣ J 8 7 5 3; ♢ Q 4; ♠ K 4 2. ♡ Q J 10 2; ♣ 5 2; ♢ A K Q 2; ♠ 6 4 3. ♡ A Q 5 4; ♣ K Q J 6 3; ♢ A 9 2; ♠ K. If at any later stage of the hand, a player finds himself with an established suit and a card of re-entry, he should lead trumps if he has four. For instance: The player with the last example should lead trumps if the first round of Clubs either forced the Ace out of his way, or found it with his partner. _=Rules for Leading Plain Suits.=_ It is safest for the beginner to select his longest suit for the original lead; unless he has a four-card suit which is much stronger. Length and high cards, the two elements of strength, are often very nearly balanced. In the following examples the player should begin with the longest suit:-- ♡ A 4 3; ♣ J 10 9 8 3; ♢ A K Q; ♠ K 2. ♡ K 10 8 3; ♣ 4 2; ♢ K Q 10 8 2; ♠ A Q.
_=Sixty-three.=_ In this variation, nine cards are dealt to each player, three at a time. After the bidding, the players discard and fill up again to six cards. Players are allowed several bids, each raising in turn if he is raised. The highest bid possible is sixty-three, and these may be made as follows: High, low, Jack, and ten of trumps count 1 each; pedros, 5 each; King of trumps, 25; trey of trumps, 15; nine of trumps, 9. Game is 150 points. _=Widow Cinch.=_ Six players cut for partners, two on a side. Each player has two adversaries between himself and his partner. The dealer gives each player eight cards, four at a time, and four are dealt to the table after the first round to the players.
=_ If the pone proposes, and the dealer asks: “How many?” the elder hand discards any number of cards from one to five, placing them on his right. These discards, once quitted, must not again be looked at. A player looking at his own or his adversary’s discards can be called upon to play with his cards exposed face upward on the table, but not liable to be called. The number of cards discarded must be distinctly announced, and the trump is then laid aside, and the cards given from the top of the pack, without further shuffling. It is considered imperative that the player who has proposed should take at least one card, even if he proposed with five trumps in his hand. The pone helped, the dealer then announces how many cards he takes, placing his discards on his left. The dealer, if asked, must inform his adversary how many cards he took, provided the question is put before he plays a card. After receiving his cards, the pone may either stand or propose again, and the dealer may either give or refuse; but such subsequent stands or refusals do not carry with them any penalty for failure to make three tricks. Should these repeated discards exhaust the pack, so that there are not enough cards left to supply the number asked for, the players must take back a sufficient number from their discards. If the dealer has accepted a proposal, and finds there are no cards left for himself, that is his own fault; he should have counted the pack before accepting.
Where s the rope? The rat has gnawed it. Where s the rat? The cat has killed it. Where s the cat? Behind the door, cracking pebble-stones and marrow-bones for yours and my supper, and the one who speaks first shall have a box on the ear. --Halliwell s _Nursery Rhymes_, p. 222. The children are seated, and the questions are put by one of the party who holds a twisted handkerchief or something of the sort in the hand. The handkerchief was called hewley puley, and the questions are asked by the child who holds it. If one answers wrongly, a box on the ear with the handkerchief was the consequence; but if they all replied correctly, the one who broke silence first had that punishment. For similar rhymes see Dump, Mother, may I go out? Hey Wullie Wine I. Hey Wully wine, and How Wully wine, I hope for hame ye ll no incline; Ye ll better light, and stay a night, And I ll gie thee a lady fine.
In Rubicon many players will give up the trump marriage if they have the sequence, especially with a good chance of re-forming it several times with duplicate cards. The number of cards in hand will often be the best guide. In Rubicon, if you held trump sequence and double bézique, it would be better to declare the sequence first, and to lead the card you drew. One of the trump sequence on the table would then be free to regain the lead and declare the double bézique; but if the bézique was declared first, the sequence might have to be broken into to regain the lead. With a plain-suit sequence and four Aces, declare the Aces first. They will then be free to win tricks for the purpose of making other declarations. It is seldom right to show the bézique cards in other combinations, and four Jacks is a very bad meld, because it shows your adversary that he cannot hope for double bézique. By holding up bézique cards, even if you know they are of no use to you, you may lead your adversary to break up his hand, hoping to draw the card or cards you hold. _=Trumps.=_ Small trumps may be used to advantage in winning brisques, but you should keep at least one small trump to get the lead at critical periods of the hand, or to make an important declaration.
It is sometimes better not to exchange when the game is closed, as it may give the adversary a good counting card if he can catch all your trumps. There is no score for the last trick when the game is closed, because the number of tricks played will then be less than twelve. As closing gives peculiar advantages to the closer, there are certain forfeits if a person closes and fails to reach 66. There are three varieties of closing, which are as follows:-- If, during the play of the hand, either player thinks he has reached 66, he closes, and turns over the tricks he has already won. If he is correct, he scores one, two, or three points, according to the condition of his adversary’s count. But if he is not correct, and has not quite reached 66, his adversary scores two points in any case, and if the non-closer had not won a trick up to the time the stock was closed, he scores three; because that is the number the closer would have won if he had been correct in his count. If a player thinks he would have a better chance to reach 66 first if his adversary was compelled to follow suit, he may close the stock. For instance: A’s mental count is 35, and he holds in his hand a marriage, and the Ace of another plain suit; but no trumps. If he closes at once, and leads the Ace, his adversary will have to follow suit, and the 11 points will put the closing player to 46. He can then show his marriage, without leading it, and claim 66.
=_ This is bridge without any doubling or rubbers, and is played for so much a game instead of for so much a point, the winners being the side that has the higher score for tricks and honours combined when either side reaches thirty points below the line. It is a good game for occasions upon which the players may be interrupted at any time, or have not time to finish a full rubber. THE AMERICAN LAWS OF BRIDGE. REVISED TO NOVEMBER, 1913. _Reprinted and Copyrighted, 1913, by permission of The Whist Club of New York._ THE RUBBER. 1. The partners first winning two games win the rubber. When the first two games decide the rubber, a third is not played. SCORING.
He knew that she was not thinking words, that his mind took the clear amiable babble of her cat intellect and translated it into images which his own thinking could record and understand. Neither one of them was absorbed in the game of mutual greetings. He reached out far beyond her range of perception to see if there was anything near the ship. It was funny how it was possible to do two things at once. He could scan space with his pin-set mind and yet at the same time catch a vagrant thought of hers, a lovely, affectionate thought about a son who had had a golden face and a chest covered with soft, incredibly downy white fur. While he was still searching, he caught the warning from her. _We jump again!_ And so they had. The ship had moved to a second planoform. The stars were different. The Sun was immeasurably far behind.