|If this young man | -- |Suppose this young man| | |should chance to die. | |was to die. | | 31.| -- |If this young man | -- | | | |should wealthy grow. | | | 32.| -- | -- | -- | | 33.|And leave the girl a | -- |And leave the girl a | | |widow. | |widow. | | 34.| -- |And give his wife a | -- | | | |feather.
It might be that B would now discover that he had _=laid down=_ the best hand, having held three sixes. This discovery would be of no benefit to him, for he abandoned his hand when he declined to meet the raises of A and D. If the hands are exactly a tie, the pool must be divided among those who are in at the call. For instance: Two players show aces up, and each finds his opponent’s second pair to be eights. The odd card must decide the pool; and if that card is also a tie the pool must be divided. If no bet is made after the draw, each player in turn throwing down his cards, the antes are won by the last player who holds his hand. This is usually the age, because he has the last say. If the age has not made good his ante, it will be the dealer, and so on to the right. There is no necessity for the fortunate player to show his hand; the mere fact that he is the only one holding any cards is prima facie evidence that his hand is the best. On the same principle, the player who has made a bet or raise which no other player will see, wins the pool without showing his hand, as he must be the only one with cards in his hand; for when a player refuses to see a bet he must abandon his hand, and with it all pretensions to the pool.
=_ Before playing, the throw must be announced by the caster, and if the throw is played as called it stands good, unless an error in the call is discovered before the dice have been touched for the purpose of putting them in the box again. _=9.=_ If a player moves a man a wrong number of points, the throw being correctly called, the adversary must demand that the error be rectified before he throws himself, or the erroneous move stands good. _=10.=_ If a man wrongly moved can be moved correctly, the player in error is obliged to move that man. If he cannot be moved correctly, the other man that was moved correctly on the same throw must be moved on the number of points on the second die, if possible. If the second man cannot be so moved onward, the player is at liberty to move any man he pleases. _=11.=_ Any man touched, except for the purpose of adjusting it, must be moved if the piece is playable. A player about to adjust a man must give due notice by saying, “J’adoube.
11. Whenever, except on the final stroke, the cue ball is pocketed or forced off the table, the hand is out, the points scored on that run are lost, and the cue ball is in hand for the following player, who must play on a ball outside the string line, or else on some point of the cushion outside the line. 12. Should the spot on which any pocketed ball belongs be occupied, said ball shall be left off the table until the spot is free and the balls are at rest, with this exception--that should the 1 ball be pocketed, and its spot occupied, any player who is exactly 100, and whose turn it is to play, may demand that all the object balls be spotted and he shall play with ball in hand. 13. It is a foul if the player touch any ball with his person or clothing. It is a foul if he strike the cue ball twice or with anything but the point of the cue. It is a miss if he shoot without causing the cue ball to strike any object ball. It is a scratch if he cause the cue ball to enter a pocket except on the 101st point, or leave the table. 14.
Hoges. Ho-go. Hoilakes. Holy Bang. Honey Pots. Hood. Hoodle-cum-blind. Hoodman Blind. Hooper s Hide. Hop-crease.
If an adversary of the single player turns over the stock before the player has discarded, there is no penalty, and the player may discard as he pleases. If an adversary of the single player leads or plays out of turn, the player may abandon the hand at that point, and claim the stock and last trick, the adversaries being entitled to count only the points they have won up to the time the error occurred. _=Suggestions for Good Play.=_ The general tactics of the game are extremely like those employed in Whist and Skat. The player establishes his long suit as rapidly as possible, and preserves his tenaces and cards of re-entry. The adversaries of the player should lead short suits up to him, and long suits through him, and every opportunity should be taken advantage of to discard counting cards on partner’s tricks, Aces especially, which are not the best of the suit, but count the most. Both sides scheme to get their hands in shape for winning the last trick, which usually makes a difference of ten or twelve points in the score, owing to the high cards held back, and those found in the stock. Each side should keep mental count of its score, so as to know whether or not it must win the last trick to get to 18. The exposure of the stock, the number of cards discarded by the player, the suits which are led and avoided, will all prove useful guides in determining where the strength or weakness in each suit lies, and proper advantage should be taken of all such inferences. Some judgment is required in selecting the suit in which the 3 is to be asked for, and the single player must plan in advance for all his discards, one for the exchange, and those for the stock.
=_ If a player corrects his mistake in time to save a revoke, the card played in error is exposed; but any cards subsequently played by others may be taken back without penalty. _=33.=_ _=PLAYING ALONE.=_ No one but the individual maker of the trump can play alone. _=34.=_ The dealer must announce his intention to play alone by passing his discard over to his partner. Any other player intending to play alone must use the expression “alone” in connection with his ordering up or making the trump; as, “I order it, alone;” or “I make it hearts, alone.” _=35.=_ The partner of a player who has announced to play alone must lay his cards on the table, face down. Should he expose any of his cards, the adversaries may prevent the lone hand, and compel him to play with his partner, the exposed card being left on the table and liable to be called.
British Chess Magazine. Chess Player’s Chronicle. Chess Monthly. _Westminster Papers_, 1868 to 1879. Of these works, “Minor Tactics” will be found most useful to the beginner, as it simplifies the openings by grouping them, and concentrates the attention on the essential points of chess strategy. CODE OF CHESS LAWS. ADOPTED BY THE FIFTH AMERICAN CHESS CONGRESS. _=Definitions of Terms Used.=_ Whenever the word “_Umpire_” is used herein, it stands for any Committee having charge of Matches or Tournaments, with power to determine questions of chess-law and rules; or for any duly appointed Referee, or Umpire; for the bystanders, when properly appealed to; or for any person, present or absent, to whom may be referred any disputed questions; or for any other authority whomsoever having power to determine such questions. When the word “_move_” is used it is understood to mean a legal move or a move to be legally made according to these laws.
If identical cards are played to the same trick, such as two club aces, the leader wins. The tricks are left face upward on the table until an ace or Ten is played, for tricks not containing either of these cards are of no value. When an ace or Ten is played, the winner of the trick gathers in all the cards that have accumulated, and turns them face down in front of him. These counting cards are called _=brisques=_, and if a player neglects to gather the brisques he wins, his adversary may do so when next he wins a trick, whether the trick he wins contains a brisque or not; the fact that there is a brisque on the table is sufficient. _=Declaring.=_ The winner of any trick, before leading for the next trick, has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand. After, or in the absence of any such announcement, and before leading for the next trick, he draws one card from the top of the stock, and places it in his hand, without showing or naming it. His adversary then draws the next card, so that each restores the number of cards in his hand to nine. This method of playing, announcing, and drawing is continued until the stock is exhausted. If a player who has already announced carte blanche finds that the first card he draws from the stock is not a King, Queen or Jack, he shows it to his adversary, and scores another fifty points for another carte blanche.
=_ Those who have come into the pot after the false opening are allowed to stay in, and play for it, no matter what their hands are. _=Third.=_ On discovery of the false opening, each player is allowed to take down whatever amount he may have paid into the pool, including his original ante and all fatteners, and the false opener must then make the entire amount good. The cards are then dealt afresh. This is a very harsh punishment for a very trifling and common error. The second method is the most popular, and probably the fairest, and is now the universal rule. If the false opener does not discover his mistake until he has drawn cards, his action is at least suspicious, and he should be compelled to put up the total amount in the pool, as in case three. In some localities such a player is barred from playing the next two jacks, but compelled to ante his share in each. _=Betting Jacks.=_ When a jack pot has been properly opened, and all have declared whether or not they will stay, and have drawn cards, the players proceed to bet on their hands.
An 8 and Ace, or 6 and 3 might be gathered in the same way; or two such combinations might be gathered at the same time, 3, 2, 6, 7, for instance, which would make two nines; all of which might be gathered by a player holding a 9 his hand. Pairs and combinations may be taken in together. For instance: Among the cards on the table are a 4, 6, and 10, and the player holds a 10. He can gather in not only the pair of Tens, but the combinations which equal a 10. _=Building.=_ A player may have in his hand two cards, the lower of which, if added to a card on the table, would build up its value to that of the higher card still in the player’s hand. For instance: A player holds a 9 and 2, and there is a 7 on the table. He may place the 2 on the 7, announcing the total value; “Nine,” which will notify other players that those two cards cannot be separated; but he cannot take them in until it again comes round to his turn to play, because he is allowed to play only one card at a time, and he has played his card in making the build. Should any other player following him hold a 9, he would be entitled to take in this build, but he could not separate the two cards forming it. A player holding either a 7 or a 2 could not touch either of the cards in the build, because they are no longer a 7 and 2, but a 9, for all practical purposes.
Backgammon has always been highly respectable, and seems likely to retain its position as the fashionable game. Draughts is peculiarly the game of the middle classes, popular at the workman’s dinner hour, in the sitting-rooms of cheap hotels, in country clubs, and in fire engine stations; the latter being a favourite training ground for our checker champions. Chess is probably the most universal game of all, and its general character is understood by almost every educated person in the world. CHESS. Chess is played upon a square board, divided into sixty-four smaller squares of equal size. These small squares are usually of different colours, alternately light and dark, and the board must be so placed that each player shall have a light square at his right, on the side nearer him. Each player is provided with sixteen men, eight of which are called _=pieces=_, and eight _=pawns=_. The men on one side are red or black, and those on the other side are white or yellow, and they are usually of a standard pattern, which is known as the Staunton model. The eight pieces are: The King, ♚ The Queen, ♛ Two Rooks or Castles, ♜ Two Bishops, ♝ and two Knights, ♞ These eight pieces are arranged on the side of the board nearer the player, and immediately in front of them stand the eight Pawns, ♟. Diagram No.
Douce in the _Illustrations of Shakespeare and of Ancient Manners_, 1807, i. 184:-- This game was sometimes called the _nine mens merrils_ from _merelles_, or _mereaux_, an ancient French word for the jettons, or counters, with which it was played. The other term, _morris_, is probably a corruption suggested by the sort of dance which, in the progress of the game, the counters performed. In the French _merelles_ each party had three counters only, which were to be placed in a line in order to win the game. It appears to have been the _tremerel_ mentioned in an old fabliau. See _Le Grand_, _Fabliaux et Contes_, ii. 208. Dr. Hyde thinks the morris, or merrils, was known during the time that the Normans continued in possession of England, and that the name was afterwards corrupted into _three men s morals_, or _nine men s morals_. If this be true, the conversion of _morrals_ into _morris_, a term so very familiar to the country people, was extremely natural.
This music is exactly as it is printed in the book referred to. (_b_) The following is an account of the dance as it was known in Derbyshire amongst the farmers sons and daughters and the domestics, all of whom were on a pretty fair equality, very different from what prevails in farm-houses of to-day. The Cushion Dance was a famous old North-country amusement, and among the people of Northumberland it is still commonly observed. The dance was performed with boisterous fun, quite unlike the game as played in higher circles, where the conditions and rules of procedure were of a more refined order. The company were seated round the room, a fiddler occupying a raised seat in a corner. When all were ready, two of the young men left the room, returning presently, one carrying a large square cushion, the other an ordinary drinking-horn, china bowl, or silver tankard, according to the possessions of the family. The one carrying the cushion locked the door, putting the key in his pocket. Both gentlemen then went to the fiddler s corner, and after the cushion-bearer had put a coin in the vessel carried by the other, the fiddler struck up a lively tune, to which the young men began to dance round the room, singing or reciting to the music:-- Frinkum, frankum is a fine song, An we will dance it all along; All along and round about, Till we find the pretty maid out. After making the circuit of the room, they halted on reaching the fiddler s corner, and the cushion-bearer, still to the music of the fiddle, sang or recited:-- Our song it will no further go! The Fiddler: Pray, kind sir, why say you so? The Cushion-bearer: Because Jane Sandars won t come to. The Fiddler: She must come to, she shall come to, An I ll make her whether she will or no.
O. Addy). XVI. Round the green gravel the grass is so green, And all the fine ladies that ever were seen; Washed in milk and dressed in silk, The last that stoops down shall be married. [Johnnie Smith] is a nice young man, And so is [Bessie Jones] as nice as he; He came to the door with his hat in his hand, Inquiring for [Miss Jones]. She is neither within, she is neither without, She is up in the garret a-walking about. Down she came, as white as milk, With a rose in her bosom as soft as silk. Silks and satins be ever so dear, You shall have a kiss [gown?], my dear, So off with the glove and on with the ring-- To-morrow, to-morrow, the wedding begins. --Forest of Dean, Gloucestershire (Miss Matthews). XVII.
_=Stakes.=_ Each player purchases an equal number of counters from the banker, usually 100. This original _=cave=_ cannot be added to or deducted from. As long as a single counter of it remains the player must call for a sight, just as in freeze-out or table stakes; and not until he is _=decavé=_, [has lost everything,] can he purchase another stake, the amount of which is usually at his own option. _=Blind and Straddle.=_ Before the distribution of the cards, the dealer puts up a blind, usually five counters, which the player on his right has the privilege of straddling. If he straddles, he may be straddled again, and so on. In Bouillotte the straddle practically buys from the dealer the privileges of the age. If it goes round until the dealer buys it back himself, the straddling must then be stopped. _=Dealing.
The chief value of this signal is that the return of the lowest of a suit shows absolutely no more, instead of leaving the original leader in doubt as to whether it is the only one, or the lowest of three remaining. It is also a great exposer of false cards. _=Discard Signalling=_ is another method of indicating plain suits. When a player is known to have no trumps, and therefore cannot be calling for them, he may use the trump signal in any plain suit which he wishes led to him. As a general rule, a player should not use this signal unless he has a certain trick in the suit in which he signals. Some players use what is called the reverse discard; a signal in one suit meaning weakness in it, and an invitation to lead another. This avoids the necessity for using the good suit for signalling purposes. _=Unblocking.=_ When the original leader shows a suit of five cards, and the Third Hand has four exactly, the latter should keep his lowest card, not for the purpose of echoing, but in order to retain a small card which will not block the holder of the longer suit. If the Third Hand has three cards of the suit led, and among them a card which may block his partner, he should give it up on the second round.
=_ If any player is shy in a jack pot, whether from failure to put up his ante, to fatten, or to substantiate his mouth bets with counters, nothing can be collected from him after a call has been made, or the pot has been won. STRAIGHT POKER. Straight Poker or _=Bluff=_ is played with a full pack of fifty-two cards, and any number of players from one to eight. The arrangements for counters, seats, and deal are exactly the same as in Draw Poker, but the method of anteing and betting up the hands is slightly different. There is no draw to improve the hand, and no such combination as a straight flush is recognized, four of a kind being the highest hand possible. The ante and betting limit must be decided before play begins. The first dealer is provided with a _=buck=_, which should be a penknife, or some similar article. Before dealing, he puts up the amount of the ante for all the players, and then _=passes the buck=_ to the player on his left, who must ante for all the players in the next pool. There is no variation of the amount of the ante under any circumstances, and the buck is passed round the table in this manner irrespective of the deal, which is taken by the player winning the pool. The laws for the deal and its irregularities are the same as in Draw Poker, except that it does not pass to the left.
S. federal laws and your state’s laws. The Foundation’s business office is located at 809 North 1500 West, Salt Lake City, UT 84116, (801) 596-1887. Email contact links and up to date contact information can be found at the Foundation’s website and official page at www.gutenberg.org/contact Section 4. Information about Donations to the Project Gutenberg Literary Archive Foundation Project Gutenberg™ depends upon and cannot survive without widespread public support and donations to carry out its mission of increasing the number of public domain and licensed works that can be freely distributed in machine-readable form accessible by the widest array of equipment including outdated equipment. Many small donations ($1 to $5,000) are particularly important to maintaining tax exempt status with the IRS. The Foundation is committed to complying with the laws regulating charities and charitable donations in all 50 states of the United States. Compliance requirements are not uniform and it takes a considerable effort, much paperwork and many fees to meet and keep up with these requirements.
Course o Park The game of Course of the Park has not been described, but is referred to in the following verse:-- Buff s a fine sport, And so s Course o Park. --_The Slighted Maid_, 1663, p. 50. Crab-sowl, Crab-sow A game played with a bung or ball struck with sticks (Brogden s _Provincial Words, Lincolnshire_). This is played on Barnes Common, and is apparently a form of Hockey (A. B. Gomme). Crates The game of Nine Holes. This is the game described by John Jones, M.D.
[Illustration: 🃙 🃆 🂶 🃖 🂦 🂹 🂩 🃉 🃖 🂦 ] The same is true of any combinations of two-card fifteens in which all five cards are of value; they are both of the same pegging value, 20 points. If there are three duplicates of one card in the original fifteen, the four separate fifteens will be worth 8, and the double pair royal 12. If there are two duplicates of one card, and one of the other, six separate fifteens can be formed by combining each Nine with each Six, pegging 12; and the pair royal of one card with the single pair of the other will add 8 more. _=Three-card Fifteens=_ may be formed in fifteen different ways, ranging from 10 4 A, to 5 5 5. If you hold any of these combinations, and have a fourth card which is a duplicate of any of the three forming the fifteen, the value of the combination will depend on how many cards you can replace with the duplicate card. [Illustration: 🂾 🃞 🃔 🂡 ] If you have an extra tenth card, you can replace the other tenth card once only, and the total value of the combination is therefore 6 points, which is expressed by the formula; “Fifteen-two, fifteen-four, and a pair.” [Illustration: 🃙 🂳 🃓 🂣 ] If your combination was 9 3 3, and you had another 9, the same thing would be true; but if your duplicate is a Three, there are two cards which can be replaced, and the combination is therefore worth 12; 6 for the three fifteens, and 6 more for the pair royal. [Illustration: 🂵 🃕 🃅 🂥 ] If your combination is one in which all three cards can be replaced with the duplicate, making three extra fifteens, it must be worth 20 altogether; 8 for the four fifteens, and 12 for the double pair royal. [Illustration: 🂢 🃖 🂷 🂧 🃇 ] If you have two duplicates of any one card in the original combination, there are only two extra fifteens, and the combination will be worth 12; 6 for the three fifteens, and 6 more for the pair royal. [Illustration: 🃒 🂦 🃖 🂷 🃗 ] If you have duplicates of two different cards you can form four fifteens; because you can replace the Seven first, and then the Six, and then put the first Seven back again with the new Six.
5th. To prevent a cross ruff, by leading trumps. _=Simple Inferences=_ from the fall of the cards usually supply the best guide in the matter of changing suits. If the Jack is led from K Q J x x, and wins the trick, partner may be credited with the Ace; and if the original leader has four trumps, and a card of re-entry, he should quit his established suit, and lead trumps to defend it. If the King and Ace have been led from A K x x, partner dropping the Queen on the second round, the suit should be changed, unless the original leader is strong enough to risk weakening his partner by forcing him to trump the third round. Four trumps are generally considered to be sufficiently strong to justify a force in this position. Some players will force, even with a weak hand, if the two cards played by the partner are small, and he has not availed himself of an artifice known as _=calling for trumps=_, which we shall consider presently. If the King and Ten have been led from K Q J 10, and on the second round one adversary has dropped the Eight, the other the Nine; the suit should be changed, as partner must have the Ace, and neither of the adversaries have any more. To lead such a suit again is called _=forcing both adversaries=_; as it allows one to make a small trump and the other to get rid of a losing card. If the Four has been led from J 8 6 4, and the adversaries have won the first trick with the Nine or Ten, A K Q must be against the leader and his partner, and the suit should be abandoned as hopeless, unless it is feasible to force the partner.
The youngest member of the family, Cinch, seems to have a bright future before it, and bids fair to become one of our most popular games. The chief defect in Cinch has been the method of scoring, which left too much to luck. In the following pages the author has attempted to remedy this. The name, “All Fours,” seems to have been varied at times to “All Four,” and was derived from four of the five points which counted towards game; the fifth point, for “gift” having been apparently quite overlooked. The game was originally ten points up, and the cards were dealt one at a time. According to the descriptions in some of the older Hoyles, the honours and Tens of the plain suits did not count towards game; but this is evidently an error, for we find in the same editions the advice to trump or win the adversary’s best cards in plain suits. This would obviously be a mere waste of trumps if these plain-suit cards did not count for anything. All Fours seems to have been popular with all classes of society at one time or another. Cotton’s “Compleat Gamester” gives it among the principal games in his day, 1674. Daines Barrington, writing a hundred years later, speaks of All Fours in connection with Whist.
| 3rd. | 4th. | 5th. | 6th. | | | | | | | Y | W | X | W | W | X | C D | C D | B D | B D | B C | B C | Z | X | Z | Y | Z | Y | If more than four players are engaged on each side, this arrangement must be repeated with every additional four; the tables being always in sets of two each, but in such cases, and in fact in anything but League matches, it is usual to play only the 1st, 3rd and 5th sets. _=CLUB AGAINST CLUB.=_ The smaller club should put into the field as many multiples of four as it can; the larger club presenting an equal number to play against them. The opposing sides are then so arranged that half the members of each club sit North and South, the other half East and West. If we distinguish the clubs by the marks O and X, and suppose 16 to be engaged on each side, they would be arranged at 8 tables, thus:-- O | O | O | O X 1 X | X 3 X | X 5 X | X 7 X O | O | O | O | | | 1st set | 2nd set | 3rd set | 4th set | | | X | X | X | X O 2 O | O 4 O | O 6 O | O 8 O X | X | X | X If apparatus is used, the players may sit still for four hands, putting the trays aside, and then exchanging them for the four trays played at the other table in their set. If not, the cards are left on the table, as already described, and the fours change places; those at table No.
=_ 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 bad policy to trump in to make minor declarations, unless your time is short. It is seldom right to lead the trump Ace, except at the end of the hand, or when you have duplicates, but leading high trumps to prevent an adversary from declaring further is a common stratagem, if you know from the cards in your hand, and those played, that your adversary may get the cards to meld something of importance. _=The Last Tricks.=_ Before you play to the last trick, give yourself time to note the cards your adversary has on the table, and compare them with your own, so that you may play the last tricks to advantage. If you wait until after playing to the last trick, he may gather up his cards so quickly that you will be unable to remember them. At Rubicon it is not always advisable to win the last trick. If your adversary is rubiconed in any case, you may add 100 points to your own score by giving him the 50 for the last trick, which may put him across the line into another hundred. TEXT BOOKS. Foster’s Complete Pinocle.