The jack of trumps has the special privilege of being allowed to renege, even when the holder of the jack can follow suit. _=MARKERS.=_ The score is usually kept on a slate. _=PLAYERS.=_ Any number from two to four can take part, but each is always for himself. The rules for two-hand differ slightly from those for three or four. (See Two-hand Jass.) _=CUTTING.=_ The first deal is cut for, high wins. The cards rank as in plain suit, and ties cut again, to decide the tie.
* * * * * _=THE AMERICAN GAME.=_ Since the revolt against the invariable opening from the longest suit, which was the style of game advocated by the old school of Pole and “Cavendish,” many systems have been tried out by the various clubs that meet at our national tournaments. E.C. Howell was the first to attempt to set the short-suit game in order, but his methods have long since been superseded by more elastic tactics. The fundamental principle of the short-suit game, as first explained to the world by the New York _Sun_, is to use the original or opening lead to indicate the general character of the hand rather than any details of the individual suit. In the long-suit game the original leader is always assuming that his partner may have something or other, and playing on that supposition. The short-suit player indicates the system of play best adapted to his own hand, without the slightest regard to the possibilities of his partner. It is the duty of the partner to indicate his hand in turn, and to shape the policy of the play on the combined indications of the two. This does not mean that the player shall always lead a short suit, but that he should combine the best features of both systems, without slavish adherence to either.
I smuggled a lift and slipped all four of her garters off the tops of her hose. A funny, stricken look replaced the erotic face she had made at me. She headed for dry dock. B-girls usually work in pairs, so I looked down toward the other end of the polished mahogany. Sure enough, there was the brunette, frowning as she tried to figure why the blond bomber had high-tailed it out of there. I shook my head at her and she let it lie. That should have cut out the last distraction. But no, I could see one more bimbo working her way through the laughing, drink-flushed crowd toward me. She had hair-colored hair, which was sort of out of character for a barroom hustler. I put plenty of TK on the heel of her right slipper, and she stepped right out of it.
This is now the practice at Monte Carlo, with the single-zero wheels. _=Systems.=_ As at Faro, gamblers at Roulette are never tired of devising systems to beat the game; but none of them are of any further use than to afford a little passing amusement to their inventors. Persons who are interested in systems will find in the New York Sun, July 5, 1896, a very interesting tabulation of every roll of the ball at Monte Carlo for seven successive days, 4,012 in all, of which 120 were zeros. If they can find a system that will beat the wheel for seven days, and have a return ticket, Monte Carlo will take care of all their spare cash. One curious fallacy about some systems is to imagine that they will win if the player will quit when he is a certain amount ahead, and not play again until next day. Until some rule can be given by which the exact hour can be fixed to begin play, all such systems must be delusions, as there is no reason why a second man should not begin where the first left off, and therefore no reason why the first should not continue playing all the time. It is in the interest of the proprietors of all gambling houses to pretend to be afraid of systems. The word is passed round, and the deluded gamesters think they have found the thread which has held the sword of Damocles above the banker’s head so long. As a matter of fact, there is no one so welcome at a gambling house as a player with a system.
In dealing the cards for the draw, the pack is not cut again, the cards being dealt from the top, beginning where the deal before the draw left off. As each player asks for his cards he must discard those he wants replaced, and he must receive the entire number he asks for before the next player is helped. In some places it is the custom for all those who have made good the ante to discard before any cards are given out. This is not good poker, as it prevents the dealer from seeing that the number discarded is equal to the number asked for. Should any card be found faced in the pack, it must be placed on the table among the discards. Should any card be exposed by the dealer in giving out the cards, or be blown over by the wind before the player has touched it, such card must not be taken by the player under any circumstances, but must be placed with the discards on the table. A player whose card is exposed in this manner does not receive a card to take its place until all the other players have been helped. [The object of this rule is to prevent a dealer from altering the run of the cards in the draw.] Should a player ask for an incorrect number of cards and they be given him, he must take them if the next player has been helped. If too many, he must discard before seeing them.
The 7 8 and 9 have no value except in point and sequence. The player holding the quatorze of the highest rank may score any inferior ones that he may hold, and also any trios. Should his adversary hold any intermediate ones, they are of no value. In the absence of any quatorze, the best trio decides which player shall count all the trios he may have in his hand, his adversary counting none. For instance: One player holds four Tens and three Jacks, his adversary holding triplets of Aces, Kings, and Queens. None of the latter would be of any value, as the lowest quatorze is better than the highest trio, and the player with the four Tens could count his three Jacks also. Pairs have no value. The value of any quatorze is 14, as its name implies. Trios are worth 3 only. In discarding, the object is to secure the best counting combinations, and also to retain cards which will win tricks in play.
Wise. { Northall s _Folk Rhymes_, _Notes and WARWICKSHIRE { Queries_, _Northants Notes and { Queries_, Mr. C. C. Bell. WILTSHIRE-- Marlborough, Manton, Ogbourne Mr. H. S. May. WORCESTERSHIRE Chamberlain s _Glossary_.
) The thick boards were piled up one upon another to form hills; holes were bored in them, into which twigs of various shrubs were stuck to represent trees; houses and sheds (solid and compact piles of from three to six or seven inches high, and broad in proportion) and walls were made with the bricks; ponds and swamps and rivers, with fords and so forth indicated, were chalked out on the floor, garden stones were brought in to represent great rocks, and the Country at least of our perfected war game was in existence. We discovered it was easy to cut out and bend and gum together paper and cardboard walls, into which our toy bricks could be packed, and on which we could paint doors and windows, creepers and rain-water pipes, and so forth, to represent houses, castles, and churches in a more realistic manner, and, growing skilful, we made various bridges and so forth of card. Every boy who has ever put together model villages knows how to do these things, and the attentive reader will find them edifyingly represented in our photographic illustrations. There has been little development since that time in the Country. Our illustrations show the methods of arrangement, and the reader will see how easily and readily the utmost variety of battlefields can be made. (It is merely to be remarked that a too crowded Country makes the guns ineffective and leads to a mere tree to tree and house to house scramble, and that large open spaces along the middle, or rivers without frequent fords and bridges, lead to ineffective cannonades, because of the danger of any advance. On the whole, too much cover is better than too little.) We decided that one player should plan and lay out the Country, and the other player choose from which side he would come. And to-day we play over such landscapes in a cork-carpeted schoolroom, from which the proper occupants are no longer evicted but remain to take an increasingly responsible and less and less audible and distressing share in the operations. [Illustration: Showing the war game in the open air] [Illustration: The war game in the open air] We found it necessary to make certain general rules.
If he is refused, he stands an excellent chance to make two points by winning the odd trick. While it is the rule for the player to stand when the odds are two to one in his favour for making the odd trick, and to ask for cards when the odds are less, there are exceptions. The chances of improving by taking in cards must not be forgotten, and it must be remembered that the player who proposes runs no risk of penalty. He has also the advantage of scoring two for the vole if he can get cards enough to win every trick, whereas the dealer gets no more for the vole than for the odd trick if the player does not propose. Some beginners have a bad habit of asking for cards if they are pretty certain of the point. Unless they hold the King this is not wise, for the player cannot discard more than one or two cards, but the dealer may take five, and then stands a fair chance of getting the King, which would not only count a point for him, but would effectually stop the vole for which the player was drawing cards. The most obvious example of a jeux de règle is one trump, a winning sequence of three cards in one suit, and a small card in another. For instance: Hearts trumps-- 1 [Illustration: 🂷 🃛 🃝 🃞 🂧] 44,724 to 21,056. If the dealer does not hold two trumps, it is impossible to prevent the player from winning the point with these cards; because he need only lead his winning sequence until it is trumped, and then trump himself in again. With this hand the player will win 44,724 times out of 65,780.
=_ There must be four winners; the ladies with the best scores for the N & E hands respectively, and the gentlemen with the best S & W scores. If a choice is necessary, the lady and the gentleman taking the greatest number of tricks above the average should be selected as the winners. _=MARRIED COUPLES.=_ Safford has an ingenious schedule for eight married couples, so arranged in two sets that no husband and wife are ever in the same set at the same time. When seven sets have been played, every lady will have overplayed four hands against every other lady and gentleman, including four held by her husband. The same will be true of every man. Indicators are placed on the tables to show players their successive positions. The numbers represent the husbands, and the letters the wives, the couples being a-1, b-2, etc. The couple a-1 always sit still; the ladies go to the next higher letter of the alphabet, and the men to the next higher number; _=h=_ going to _=b=_, as _=a=_ sits still; and 8 to 2. [Illustration: N N N N +-----+ +-----+ +-----+ +-----+ | 6 | | 3 | | f | | c | W|a 1 2|E W|d 2 8|E W|1 3 b|E W|4 4 h|E | g | | e | | 6 | | 5 | +-----+ +-----+ +-----+ +-----+ S S S S ] One hand is dealt at each table, and overplayed at each of the others.
Any number of persons can play against the bank, placing their bets on the colour they select, red or black. Six packs of fifty-two cards each are shuffled together and used as one, the dealer taking a convenient number in his hand for each deal. The players having made their bets, and cut the cards, the dealer turns one card face upward on the table in front of him, at the same time announcing the colour he deals for, which is always for _=black first=_. The dealer continues to turn up cards one by one, announcing their total pip value each time, until he reaches or passes 31. Court cards and Tens count 10 each, the ace and all others for their face value. Having reached or passed 31 for black, the _=red=_ is dealt for in the same manner, and whichever colour most closely approaches 31, wins. Suppose 35 was dealt for black, and 38 for red; black would win. The number dealt must never exceed 40. The colour of the first card dealt in each coup is noted, and if the same colour wins the coup, the banker pays all bets placed on the space marked _=Couleur=_. If the opposite colour wins, he pays all bets in the triangle marked _=Inverse=_.
Handy Dandy. Hap the Beds. Hard Buttons. Hare and Hounds. Harie Hutcheon. Hark the Robbers. Hats in Holes. Hattie. Hawkey. Headicks and Pinticks.
HTML version by Al Haines. Little Wars (A Game for Boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys games and books) With an Appendix on Kriegspiel By H. G. Wells CONTENTS I. OF THE LEGENDARY PAST II. THE BEGINNINGS OF MODERN LITTLE WARFARE III. THE RULES-- The Country The Move Mobility of the Various Arms Hand-to-Hand Fighting and Capturing Varieties of the Battle-Game Composition of Forces Size of the Soldiers IV. THE BATTLE OF HOOK S FARM V. EXTENSIONS AND AMPLIFICATIONS OF LITTLE WAR VI. ENDING WITH A SORT OF CHALLENGE APPENDIX-- LITTLE WARS AND KRIEGSPIEL I OF THE LEGENDARY PAST LITTLE WARS is the game of kings--for players in an inferior social position.
Some players invariably make it next, regardless of their hands, unless they can play alone in the cross suit. Such a habit exposes them to the common artifice of the dealer’s turning it down for a euchre. A dealer holding a bower and three cards of the next suit, will often turn it down, and trust to the eldest hand making it next, which will give the dealer four trumps instead of two. The eldest hand should be on his guard against this when the dealer’s side has 3 scored. The dealer’s partner, on the other hand, should cross the suit almost as invariably as the eldest hand should make it next; for if his partner cannot take up the trump, and the eldest hand cannot make it next, their hands must be weak, and if it is passed to the pone, he will probably turn out to have a lone hand. The best chance is to cross the suit, unless the player has three certain tricks in his own hand by making it next, such as five trumps to the ace, or four trumps and a plain-suit ace. With such cards he should play alone. The pone should never make the trump unless he has three certain tricks, and is willing to play a lone hand. If the dealer turns it down, and both the eldest hand and the dealer’s partner pass a second time, there must be a nigger in the woodpile somewhere. _=LEADING.
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Commit is played by any number of persons, with a pack of fifty-one cards, the Eight of diamonds having been deleted. The players draw for positions at the table and for the first deal, and make up a pool. The cards have no value except the order of their sequence in the various suits. The ace is not in sequence with the King, but below the 2. The dealer distributes the cards, one at a time to each player in rotation, as far as they will go, leaving any odd cards on the table face downward, to form what are known as _=stops=_. As it is desirable to have a number of these stops, it is usual to give only nine cards to each when there are five players. The eldest hand begins by leading any card he pleases which he lays face upward in the centre of the table. If he holds any other cards in sequence above it, he must play them, and when he can no longer continue the series, he says aloud: “Without the Jack,” or whatever the card may be that he fails on. The player on his left must then continue the sequence in the same suit, if he can; or he must say: “Without the Jack.” When the sequence reaches the King, it is stopped, and the player who held the King receives a counter from each player at the table.
Please may I go out to play? How long will you stay? Three hours in a day. Will you come when I call you? No. Will you come when I fetch you? Yes. Make then your curtseys and be off. The girls then scamper off as before, and as they run about the field keep calling out, I won t go home till seven o clock, I won t go home till seven o clock. After they have been running about for some five or ten minutes the Mother calls Alice (or whatever the name may be) to come home, when the one addressed will run all the faster, crying louder than before, I won t go home till seven o clock. Then the Mother commences to chase them until she catches them, and when she gets them to any particular place in the field where the others are playing, she says-- Where have you been? Up to grandmother s. What have you done that you have been away so long? I have cleaned the grate and dusted the room. What did she give you? A piece of bread and cheese so big as a house, and a piece of plum cake so big as a mouse. Where s my share? Up in higher cupboard.
Upon the second card of this row place another card face up, and then cards face down on the remaining five of the top row. On the third pile from the left, place another card face up, and then four more face down to the right. Continue this until you have seven cards face up, which will give you twenty-eight cards in your layout. Take out any aces showing, and place them in a row by themselves for “foundations.” Build up on these aces in sequence and suit to kings. On the layout, build in descending sequence, red on black, black on red, turning up the top card when any pile is left without a faced card upon it. If there is more than one card face up on any pile, they must be removed together or not at all. Spaces may be filled only with kings. The stock is run off three cards at a time, and any card showing can be used. The pack can be run through in this manner until no cards showing can be used, but there must be no shuffling or rearrangement of the cards.