Jack. A probable marriage. _=R.=_ It may have to be postponed. Ten. Success in business. If followed by ♢ 9, the note will not be paid when it is due; if followed by the ♠ 9 you will lose the entire account. Nine. Success in love. Eight.
Bell). XIII. How many miles to London? Three score ten. Can I get there by candle-light? Yes, and back again. Open the gate and let me through. Not unless you re black and blue. Here s my black and here s my blue, Open the gates and let me through. Dan, Dan, thread the needle; Dan, Dan, sew. --_Suffolk County Folk-lore_, p. 63.
_=Whist.=_ To calculate the probable positions of certain named cards is rather a difficult matter, but the process may be understood from a simple example. Suppose a suit so distributed that you have four to the King, and each of the other players has three cards; what are the probabilities that your partner has both Ace and Queen? The common solution is to put down all the possible positions of the two named cards, and finding only one out of nine to answer, to assume that the odds are 8 to 1 against partner having both cards. This is not correct, because the nine positions are not equally probable. We must first find the number of possible positions for the Ace and Queen separately, afterward multiplying them together, which will give us the denominator; and then the number of positions that are favourable, which will give us the numerator. As there are nine unknown cards, and the Ace may be any one of them, it is obvious that the Queen may be any one of the remaining eight, which gives us 9 × 8 = 72 different ways for the two cards to lie. To find how many of these 72 will give us both cards in partner’s hand we must begin with the ace, which may be any one of his three cards. The Queen may be either of the other two, which gives us the numerator, 3 × 2 = 6; and the fraction of probability, 6/72, = 1/12; or 11 to 1 against both Ace and Queen. If we wished to find the probability of his having the Ace, but not the Queen, our denominator would remain the same; but the numerator would be the three possible positions of the Ace, multiplied by the six possible positions of the Queen among the six other unknown cards, in the other hands, giving us the fraction 18/72. The same would be true of the Queen but not the Ace.
At the beginning of any dice game, it is quite unnecessary to examine the dice to be used, because they are always fair. Crooked dice are _=rung in=_ during the game, and the player should make it a point to examine the dice frequently if he has any suspicions. First see that each die has all six figures upon it, for some dice are _=dispatchers=_, made with double numbers, so as to secure higher throws than the natural average. Double fives are great favourites with backgammon sharps. The next thing is to place the dice together in pairs, to be sure that they are exactly the same height each way. If dice are not square they can be made to roll over and over on the same faces. The faces should then be tested to see that they are not convex, even in the slightest degree. Shaped dice are usually flat on the ace and six faces, especially in crap shooting. Each die should be held between the thumb and forefinger at its longest diameter, to see if it has any tendency to swing on a pivot, for if it does it is loaded. Even if the dice are transparent, it is no guarantee that they are not loaded in the spots.
|under. | |15.| -- |The bush is too high, | -- | | | |the bush is too low. | | |16.| -- |Please, old woman, | -- | | | |creep under the bush. | | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Norfolk (1). | Norfolk (2).
Mort is not liable to penalty under any circumstances. If any other player revokes, his opponents may take three points from the score of his side; or add three points to their score; or take three of his tricks. The penalty cannot be divided; but if two or more revokes are made by the same side, the penalty for each may be enforced in a different manner. For instance: If the score is 3 to 2 in favor of the adversaries, Vivant may take three points from their score for one revoke, and add three to his own score for the other. It is not permissible to reduce the revoking player’s _=tricks=_ to nothing. At least one must be left in order to prevent slams being made through revoke penalties. _=Cards Played in Error.=_ Vivant is not liable to any penalty for dropping his cards face up on the table; but if he or Mort plays two cards at once to a trick, the adversaries may select which they will allow to be played. The adversaries are subject to the same penalties as in whist for all cards played in error. _=Leading Out of Turn.
5th. To win 9 of the 13 tricks against the three other players combined, with the trump suit that is turned up. This is called _=Abundance in Trumps=_. 6th. To take no tricks, there being no trump suit, and the three other players being opposed; the single player’s cards being exposed face up on the table after the first trick is complete. This is called Misère sur table, or _=A Spread=_. 7th. To win all 13 tricks against the three other players combined; the single player to name the trump suit, and to have the original lead whether eldest hand or not. This is called Abundance Déclarée, or _=A Slam=_. While the object of the proposing player is to win or lose the declared number of tricks, that of his adversaries is to prevent him from doing so, if possible.
A and B pass, but hold their hands. C opens, and D throws down his hand. E sees the opener’s bet, and it then becomes the turn of A and B, who have passed once, to say whether or not they will play, now that the pot is opened. When all those who have declared to stay have deposited an equal amount in the pool, they draw cards to improve their hands, just as in the ordinary pool, the player on the dealer’s left being helped first. All those who draw cards, except the opener, throw their discards into the centre of the table as usual; but the opener is obliged always to place his discard under the chips in the pool. This is in order that he may be able to show what he held originally, in case he should conclude to _=split his openers=_ in order to try for a better hand. For instance: He has opened with a pair of Jacks, but has four of one suit in his hand. Four other players have stayed, perhaps the bet has been raised, and he knows that his Jacks will probably be worthless, even if he gets a third. So he breaks the pair, and draws for a flush. As the opener always places his discard under the chips in the pool, it is not necessary for him to betray his game by telling the whole table that he is drawing to a bobtail.
FIVE OR NINE. This game, which is sometimes called Domino Whist, is simply Pope Joan or Matrimony without the layout. Any number of persons may play, and the full pack of fifty-two cards is used, the cards being dealt in proportion to the number of players, as at Pope Joan. The eldest hand must begin by laying out the Five or Nine of some suit to start the first sequence. If he has neither of those cards he must pass, and the first player on his left who has a Five or a Nine must begin. The next player on the left must then continue the sequence in the same suit if he can, but he may play either up or down, laying the card on the right or left of the starter. If a Five is led, he may play a Four or a Six. Only one card is played at a time by each person in turn. Any person not being able to continue the sequence may start another if he has another Five, but he cannot start one with a Nine unless the first starter in the game was a Nine. He is also at liberty to start a new sequence with a Five or Nine instead of continuing the old, but he must play if he can, one or the other.
SEC. 5. If a player names a card of a trick which has been turned and quitted or turns or raises any such card so that any portion of its face can be seen by himself or his partner he is liable to the same penalty as if he had led out of turn. LAW VII.--CARDS LIABLE TO BE CALLED. SEC. 1. The following cards are liable to be called: (a) Every card so placed upon the table as to expose any of the printing on its face, except such cards as these laws specifically provide, shall not be so liable. (b) Every card so held by a player as to expose any of the printing on its face to his partner or to both of his adversaries at the same time. (c) Every card, except the trump card, named by the player holding it.
You cannot save yourself; but you may make the 9 good in partner’s hand. If you have three or more small cards, do not play the King, for either partner or the declarer must be short in the suit. So if Dummy leads Jack from J 10 and others, play the King with a short suit. If partner has Queen you establish it; if not, you cannot make a trick in the suit. With short suits it is usually best to cover an honour with an honour; but with several small cards, such as K x x x, Dummy leading a singleton Queen, you should pass. With K 10 x, Dummy having J and others, play honour on honour; small card on small card, whichever Dummy leads. It is often important for the second hand to cover with what is called an _=imperfect fourchette=_. A true fourchette is the card immediately above and below the one led; such as K J over the Q, or Q 10 over the J. An imperfect fourchette is the card above the one led, and another next but one below it; such as K 10 over a Q led, or Q 9 over a J led. Covering forces the opponents to play two honours to win one trick, and will often make an intermediate card good in your partner’s hand.
The stakes were pins. One player laid in the hollow of the hand, or on one of the forefingers, a pin, and then placed the other forefinger over it so as to conceal it. He then held up his hand to his opponent and said, Headicks or pinticks? His opponent made a guess by pointing with his finger and saying Headicks, or Pinticks. If the guess was correct he gained the pin, but if it was incorrect he forfeited one. The players played alternately.--Keith (Rev. W. Gregor). Another version seems to be Headim and Corsim. Pins are hid with fingers in the palms of the hands; the same number is laid alongside them, and either Headim or Corsim called out by those who do so.
E.9. If you wish to charge a fee or distribute a Project Gutenberg™ electronic work or group of works on different terms than are set forth in this agreement, you must obtain permission in writing from the Project Gutenberg Literary Archive Foundation, the manager of the Project Gutenberg™ trademark. Contact the Foundation as set forth in Section 3 below. 1.F. 1.F.1. Project Gutenberg volunteers and employees expend considerable effort to identify, do copyright research on, transcribe and proofread works not protected by U.
It is always the top of the suit, and the suit is usually short. The object of making such an opening is to avoid leading suits headed by two honours which are not in sequence. These are good Jack leads: [Illustration: 🂻 🂺 🂹 🂴 🂫 🂧 ] The _=Ten=_ is led from one combination only:-- [Illustration: 🃎 🃋 🃊 🃆 ] The _=Ace=_ should not be led if it can be avoided; but it is better to lead it from suits of more than four cards, so as to make it at once. If the Ace is accompanied by the King, the King is the card to lead, not the Ace. If the Ace is accompanied by other honours, such as the Queen or Jack, it is better to avoid opening the suit, unless you have five or more cards of it. But if you do lead a suit headed by the Ace, _=without the King=_, be sure that you lead the Ace, when playing against a trump declaration, or you may never make it. All such combinations as the following should be avoided, if possible, as more can be made out of them by letting them alone:-- [Illustration: 🃑 🃝 🃚 🃔 | 🃞 🃛 🃘 🃔 🂱 🂻 🂺 🂴 | 🂽 🂻 🂶 🂴 🂮 🂨 🂧 🂤 | 🂫 🂪 🂩 🂤 🃍 🃆 🃅 🃄 | 🃊 🃉 🃈 🃄 ] But with three honours, A Q J, the Ace should be led. _=Rules for Leading Short Suits.=_ It will sometimes happen that the only four-card suit in the leader’s hand will be trumps or a suit headed by honours not in sequence, which it is not desirable to lead. In such cases, if there is no high-card combination in any of the short suits, it is usual to lead the highest card, unless it is an Ace or King.
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. If he wishes to call, but has not money enough, he must borrow it. He cannot demand a show of hands for what counters he has, except in table stakes.
) There can be little question of the entire unsoundness of all these movements. Red was at a disadvantage, he had failed to capture the farm, and his business now was manifestly to save his men as much as possible, make a defensive fight of it, inflict as much damage as possible with his leftmost gun on Blue s advance, get the remnants of his right across to the church--the cottage in the centre and their own gun would have given them a certain amount of cover--and build up a new position about that building as a pivot. With two guns right and left of the church he might conceivably have saved the rest of the fight. That, however, is theory; let us return to fact. Figure 8 gives the disastrous consequences of Red s last move. Blue has moved, his guns have slaughtered ten of Red s wretched foot, and a rush of nine Blue cavalry and infantry mingles with Red s six surviving infantry about the disputed gun. These infantry by the definition are isolated; there are not three other Reds within a move of them. The view in this photograph also is an extensive one, and the reader will note, as a painful accessory, the sad spectacle of three Red prisoners receding to the right. The melee about Red s lost gun works out, of course, at three dead on each side, and three more Red prisoners. Henceforth the battle moves swiftly to complete the disaster of Red.
The first packet is for the Person, the second for the House, the third for the Future, and the fourth for the Surprise. Each packet is successively turned up, and its contents interpreted in connection with the part of the questioner’s life which it represents. In case there should be nothing very surprising in the last pack, it is well to have a few generalities on hand, which will be true of a person’s future six times out of ten. The expert at fortune telling has a stock of vague suggestions, supposed to be given by the cards, which are so framed as to draw from the client the drift of her hopes and fears. The scent once found, most of the fortune telling is in the nature of confirming the client’s own views of the situation. Nevertheless, when well done, by a good talker, fortune telling is very amusing, especially in a small company. BANKING GAMES. There are two distinct classes of banking games; those that can be played without any apparatus but a pack of cards and some counters; and those which require a permanent establishment and expensive paraphernalia. Among the first, probably the best known banking games are: Vingt-et-un, Baccara, Blind Hookey, and Fan Tan, the latter requiring only one card, the face of which is never seen. In the second class, which are often called table games, probably the best known are: Faro, Keno, Roulette, Rouge et Noir, and Chuck Luck.
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 Duplicate, a trick is not quitted until all four players have removed their fingers from it. A score is quitted when the fingers are removed from the counters, the peg, or the pencil. Raffles, the same number appearing on all the dice thrown. Ranche, leaving the black pin standing alone at Pin Pool. Re-entry Cards, cards in other suits which bring in long suits at Whist. Reizen, G.
If any succeed, they have the privilege of riding in on their captives backs.--Ogbourne, Wilts (H. S. May). Birds, Beasts, and Fishes B × × × × × × × h = Bullfinch E × × × × × × t = Elephant S × × × × × × × h = Swordfish This is a slate game, and two or more children play. One writes the initial and final letters of a bird s, beast s, or fish s name, making crosses (×) instead of the intermediate letters of the word, stating whether the name is that of bird, beast, or fish. The other players must guess in turn what the name is. The first one who succeeds takes for himself the same number of marks as there are crosses in the word, and then writes the name of anything he chooses in the same manner. If the players are unsuccessful in guessing the name, the writer takes the number to his own score and writes another. The game is won when one player gains a certain number of marks previously decided upon as game.
No question is asked by the lady, she simply takes one child. The old woman shakes hands with this child, and says good-bye to her. When all the children have been taken in by the one who personates the lady, the old woman says the other three lines, and so one by one gets all the children back again. The Berkshire version (Miss Thoyts) is said, not sung, and is played with two leaders, old woman and lover. As the lover chooses a child, that one is sent behind him, holding round his waist. Each child as she goes says, Good-bye, mother, good-bye, and pretends to cry. Finally they all cry, and the game ends in a tug of war. This tug is clearly out of place unless only half the children are selected by one side. Miss Thoyts does not say how this is done. (_c_) This game is called School-teacher in Belfast.
BROWN ” GREEN. BLUE ” BROWN. PINK ” BLUE. SPOT-WHITE ” PINK. SPOT-RED ” SPOT-WHITE. SPOT-YELLOW ” SPOT-RED. SPOT-GREEN ” SPOT-YELLOW. SPOT-BROWN ” SPOT-GREEN. SPOT-BLUE ” SPOT-BROWN, and WHITE ” SPOT-BLUE. _=1.
The principles that should guide in the making of the trump have been given in connection with the more important game of Bridge; and the suggestions for playing nullo will be fully discussed in the games in which it is a prominent characteristic: Solo Whist, and Boston. Grand is practically Whist after the trumps are exhausted. For the Laws of Cayenne see Whist Family Laws. SOLO WHIST, OR WHIST DE GAND. _=CARDS.=_ Solo Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. Two packs are generally used, the one being shuffled while the other is dealt. _=MARKERS=_ are not used in Solo Whist, every hand being a complete game in itself, which is immediately settled for in counters representing money. At the beginning of the game each player should be provided with an equal number of these counters. They are usually white and red, the red being worth five times as much as the white.
If he has none of the suit led, he may trump or discard as he pleases. The highest card played of the suit led wins the trick, and trumps win all other suits. _=Scoring.=_ At the end of the hand the various players claim the points made, and score them by placing white counters in the pool. If the bidder makes any points in excess of the number bid, he scores them. The first player to get rid of his seven white counters wins the pool, and takes down all the red counters it contains. The white counters are then redistributed, and the players cut for the first deal of the new game. If two players can count out on the same deal, and one of them is the bidder, he wins the pool if he has made good his bid. If neither of the ties is the bidder, the points count out in their regular order, High first, then Low, then Jack, and finally Game. For instance: Seven are playing.
_=Drawing the Losing Trump.=_ It is usually best to draw losing trumps from the adversaries, unless a player can foresee that he may want the best to stop a strong adverse suit. _=A Thirteenth Card=_, played by the partner, is usually considered an invitation to put on the best trump. The Second Hand should not trump a thirteenth card unless he is weak in trumps. _=AMERICAN LEADS.=_ Advanced players, who have had so much practice that they can infer the probable position of the cards without devoting their entire attention to it, have adopted a new system of leading from the four combinations following, in order to show the number of small cards in the suit:-- [Illustration: 🃑 🃞 🃝 🃛 🃖 | 🂱 🂾 🂶 🂴 🂲 🃁 🃎 🃍 🃆 🃅 | 🂮 🂭 🂧 🂤 🂢 ] From these the King is never led if there are more than four cards in the suit. Having more than four, the lowest of the sequence of high cards is led. From the first this would be the Jack; from the second the Queen; from the third the Ace, (because the King is barred;) and from the fourth the Queen. The Ten is not ranked among the high cards in American Leads. On the second round, with the first two combinations, the difference between a suit of five or one of six cards may be indicated by following with the Ace if five were held originally; the King, if more than five.