Bag o Malt. Ball. Ball and Bonnets. Ball in the Decker. Ball of Primrose. Baloon. Bandy-ball. Bandy-cad. Bandy-hoshoe. Bandy-wicket.
|For my lady s |For a lady s daughter.| | | |daughter. | | | 5.| -- | -- | -- | | 6.| -- |Put it in a chestnut | -- | | | |tree. | | | 7.| -- |Let it stay an hour. | -- | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.
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[1] Frequently called “simple honours.” [2] Law 84 prohibits a revoking side from scoring slam, and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a slam not otherwise obtained. [3] Law 84 prohibits a revoking side from scoring little slam, and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a little slam not otherwise obtained. If a declarer bid 7 and take twelve tricks he counts 20 for little slam, although his declaration fails. [4] He may consult his partner before making his decision. [5] See Law 14 as to value of cards in cutting. [6] This error, whenever discovered, renders a new deal necessary. [7] A correct pack contains exactly fifty-two cards, one of each denomination. [8] One trick more than six. [9] A declaration becomes final when it has been passed by three players.
Camp. Canlie. Capie-Hole. Carrick. Carry my Lady to London. Carrying the Queen a Letter. Cashhornie. Castles. Cat and Dog. Cat-Beds.
There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the players. TEN PINS--HEAD PIN OUT. ALSO KNOWN AS AMERICAN NINE PINS. [Illustration: O O O O O O O O O ] The pins are set as in the diagram. Ten innings constitute a game. Three balls (not exceeding 6 inches in size) are bowled. One pin of the frame must be left standing, or the inning goes for nothing. There are no penalties.
It is unfair to revoke purposely; having made a revoke, a player is not justified in making a second in order to conceal the first. Until the players have made such bets as they wish, bets should not be made with bystanders. Bystanders should make no remark, neither should they by word or gesture give any intimation of the state of the game until concluded and scored, nor should they walk round the table to look at the different hands. No one should look over the hand of a player against whom he is betting. DUMMY. Is played by three players. One hand, called Dummy’s, lies exposed on the table. The laws are the same as those of Whist, with the following exceptions: I. Dummy deals at the commencement of each rubber. II.
Professor Child identifies it with Odin, the blind deity. Another name in Scotland is also Blind Harie, which is not the common Christian name Harry, because this was not a name familiar in Scotland. Blind Harie may therefore, Jamieson thinks, arise from the rough or hairy attire worn by the principal actor. Auld Harie is one of the names given to the devil, and also to the spirit Brownie, who is represented as a hairy being. Under Coolin, a curious Highland custom is described by Jamieson, which is singularly like the game of Belly Blind, and assists in the conclusion that the game has descended from a rite where animal gods were represented. Sporting with animals before sacrificing them was a general feature at these rites. It is known that the Church opposed the people imitating beasts, and in this connection it is curious to note that in South Germany the game is called _blind bock_, i. e., blind goat, and in German _blinde kuhe_, or blind cow. In Scotland, one of the names for the game, according to A.
_=DISCARDING.=_ The general principle of discarding is to keep trumps and Kings, and let everything else go. If you hold the trump King you may discard freely in order to strengthen your hand for a possible vole. If you have proposed once, and hold the King, and feel pretty sure of the point, you may propose again on the chance of getting strength enough to make the vole. When only two cards can be discarded, it is a safe rule to stand on the hand; either to play without proposing, or to refuse cards; unless you hold the King. There are no authoritative laws for Écarté, and the various French and English codes do not agree. The code adopted by the English clubs is not in accord with the best usage, and fails to provide for many contingencies. All that is essential in the laws will be found embodied in the foregoing description of the game. _=TEXT BOOKS.=_ The best works on the subject of Écarté are usually to be found in conjunction with other games.
=_ In both the foregoing systems, each pair should have its own score-card, and should mark the name of the team it plays against for each series of four hands. These score-cards are more for private reference than anything else in tournaments; because there is always a professional scorer, for whose use small slips are filled out and collected from the tables at the end of each round. The winner is the team that wins the most matches; not the one that gains the most tricks. In case of ties, the number of tricks won must decide. If the number of tricks taken by each side is a tie in any match, the score is marked zero, and each team counts half a match won. We give an illustration of the final score in a match between five teams. The _=c=_ and _=d=_ teams are tied for a second place in the number of matches; but the _=c=_ team takes third place, because it has lost one more trick than the _=d=_ team. The _=b=_ and _=c=_ teams score a half match; so do the _=c=_ and _=e=_ teams. [Illustration: +-----+----+----+----+----+----++-------+------+ |Teams| a | b | c | d | e ||Matches|Tricks| +-----+----+----+----+----+----++-------+------+ | a | \ | +5 | -1 | +1 | +4 || 3 | +9 | +-----+----+----+----+----|----++-------+------+ | b | -5 | \ | 0 | -1 | +2 || 1½ | -4 | +-----+----+----+----+----|----++-------+------+ | c | +1 | 0 | \ | -2 | 0 || 2 | -1 | +-----+----+----+----+----|----++-------+------+ | d | -1 | +1 | +2 | \ | -2 || 2 | 0 | +-----+----+----+----+----|----++-------+------+ | e | -4 | -2 | 0 | +2 | \ || 1½ | -4 | +-----+----+----+----+----+----++-------+------+ ] _=PAIR AGAINST PAIR.=_ This is the most interesting form of competition, especially for domestic parties, as the arrangement of the players will allow of great latitude in the number engaged, table after table being added as long as players offer to fill them.
1. If a player leads when it is the turn of an adversary to lead, and the error is discovered before all have played to such lead, a suit may be called from him or from his partner, as the case may be, the first time thereafter it is the right of either of them to lead. The penalty can be enforced only by the adversary on the right of the one from whom a lead can lawfully be called, and the right thereto is lost unless such adversary calls the suit he desires led before the first trick won by the offender or his partner subsequent to the offence is turned and quitted. SEC. 2. If a player leads when it is his partner’s turn and the error is discovered before all have played to such lead, a suit may at once be called from the proper leader by his right-hand adversary. Until the penalty has been exacted, waived or forfeited, the proper leader must not lead; should he so lead, the card led by him is liable to be called. SEC. 3. If a player when called on to lead a suit has none of it, he may lead as he pleases.
681). We know, too, the old belief that the cuckoo tells children how many years they have to live. These lines are also sometimes said, in addition to those given above-- Elder belder, limber lock, Three wives in a clock; Sit and sing, and call a spring, O-u-t spells out. The boy who bends down is supposed to be undergoing a great penalty. Strutt (_Sports_, p. 394) describes this game, and gives an illustration which is here reproduced from the original MSS. in the Bodleian. This game may have originated from a custom at funerals of practising spells for the safe and speedy passage of the departing spirit to its destination, or from divination mysteries to foretell who would be the next among the mourners to follow the dead body to the grave. The spirit of prophecy was believed to exist in a dying person. See Handy Croopen.