Every winning hazard off the red counts 3; hazards off the white count 2, and all carroms count 2. If a player makes a carrom and a losing hazard on the same stroke, it counts 5 if the red was the object ball; 4 if the white was the object ball. A player may make 10 on one stroke by playing on the red, making a carrom, and pocketing all three balls. A miss counts one for the adversary; but if the player who makes a miss runs into a pocket or jumps off the table, his adversary counts 3. The secret of success in the English game is not in gathering shots or rail nursing, but in repeated position; that is, playing shots so that the object ball returns to its position, the cue ball falling into a pocket and being played again from an advantageous position in the D. If the red ball is left in a good position for a losing hazard in either of the side pockets, the player should place his own ball in such a position in the D that he can drive the red to the bottom cushion and back again, leaving himself another easy hazard in the side pockets. If the red is near a bottom pocket, and the player’s ball is in hands, the beginner will invariably leave the red ball in baulk, even if he makes the hazard. The reason is that he strikes with just force enough to reach the red and go into the pocket, and this force is just enough to drive the red about the same distance in the opposite direction, leaving it where the cue ball came from--in baulk. The English do not understand gathering shots, nursing, and cushion carroms so well as the Americans, and play chiefly for the winning and losing hazards. The objective point of the expert is the _=spot stroke=_, which consists in getting exactly behind the red ball when it is on its spot, and then driving it into the corner pocket, returning the cue ball to its position with a light draw shot.
, one game of the rubber. Manque, the numbers from 1 to 18 at Roulette. See Passe. Marque, F., a score which is kept upon the table by means of counters. Martingale, any system which controls the amounts wagered on a series of events. (See chapter on Chance and Probability.) Massé, a shot made with the cue held nearly perpendicular. Master Card, the best card remaining of a suit which has been played. Matsch, G.
Munshets. Musical Chairs. NACKS. Namers and Guessers. Neighbour. Neivie-nick-nack. Nettles. New Squat. Nine Holes. Nine Men s Morris.
Under such circumstances the game became Old Bachelor, of course. For those who believe in the verdict of the cards, there are other sources of information. Fortune telling, whether for the purpose of amusement or self-deception, has undoubtedly interested many persons in all stations of life ever since Eittella first explained the art, away back in the sixteenth century. The meanings attached to the cards individually, and the manner of their arrangement, is all that can be given in a work of this kind. The qualifications for success in foretelling the future do not depend so much on the cards as on good judgment of human nature, unlimited assurance, a glib tongue, and a certain amount of ingenuity in making a connected story out of the disjointed sentences formed by the chance arrangement of certain cards, to which an arbitrary or fanciful meaning is attached. Speculation is considered by some persons an excellent training school for the commercial instincts of the younger members of a family, teaching them to form correct estimates as to the value of certain articles offered for sale in a fluctuating market. Authors is a very good game for the family circle, and does not require special cards, the ordinary pack being easily adapted to the distinctions of the game. Patience, or Solitaire, has probably claimed the attention of every card-player at some time or other, and one cannot fail to be impressed by the number and ingenuity of the patience games which have been invented. One of the most expensive works on cards ever published is devoted exclusively to Solitaire. Among all these odd games one should be able to find something to amuse all sorts and conditions of card-players.
Singing a chorus would soon follow. See Buff, Muffin Man. Dip o the Kit A rustic game, undescribed and marked as obsolescent.--Peacock s _Manley and Corringham Glossary_. Dish-a-loof A singular rustic amusement. One lays his hand down on a table, another clashes his upon it, a third his on that, and so on (fig. 1). When all the players have done this, the one who has his hand on the board pulls it out and lays it on the one uppermost (fig. 2): they all follow in rotation, and so a continual clashing and dashing is kept up; hence the name Dish. Those who win the game are those who stand out longest--viz.
Dummy cannot revoke under any circumstances; but the penalty for any other player is the loss of three tricks for each revoke made, which are taken from the side in error at the end of the hand. In England, the penalty may be exacted in any of three ways; three tricks, or the value of three tricks in points, or the addition of a like amount to opponent’s score. A slam cannot be scored if the tricks necessary to make it were taken for the revoke penalty. The side making a revoke cannot win the game that hand, no matter what they score; but they may play the hand out, and count all they make to within two points of game, or 28. Players cannot score a slam in a hand in which they have revoked. _=Exposed Cards.=_ If the dealer or his partner exposes a card before the declaration has been made, either adversary may claim a new deal. If any player exposes a card before the first card is led, his partner forfeits the right to double or redouble. If the pone exposes a card in this manner, the dealer may call it an exposed card, or he may require the eldest hand not to lead that suit. If, during the play of the hand, either adversary of the dealer exposes a card, by playing two cards at once, dropping one face up on the table, or holding it so that his partner can see any portion of its face, the card so exposed must be left face upward on the table, and is liable to be called.
) Liées, F., to play rubbers. Limit, the amount by which one player may increase his bet over that of another. Long Cards, the dregs of a suit which has been led several times, and exhausted in the hands of the other players. Long Suits, those containing four or more cards, at Whist. Lose Out, a card that loses four times in one deal, at Faro. Losing Cards, those that would lose tricks if they were led. Losing _Hazard_, pocketing the cue ball. Losing Trump, one which is not the best, when only one or two remain. Love-all, nothing scored on either side.
It will thus be evident that two considerations influence the player whose privilege it is to make the trump: First, to win as much as possible, if he has the cards to do it. Second, to save himself, if he is weak; or the game, if it is in danger. As a general proposition, it may be said that his decision will be indicated by the colour of the trump he names. If it is red, he is strong, and plays to win; if it is black, he is taking to the woods. A further element may enter into his calculations, the state of the score. If he feels sure of the few points necessary to win the game or the rubber with a black trump, there is no necessity to risk making it red. This is a part of the subject which we shall go into further when we come to the suggestions for good play. The dealer has the first say in making the trump. If he does not feel himself strong enough to make it no trump, or red, although his hand may be black enough to promise a good score in clubs or spades, he should transfer to his partner the privilege of making the trump by saying: “I leave it to you, partner.” Guided by this indication, his partner must fix on some suit for the trump or go no-trumps, and must announce it.
In this variation of auction pitch, any player who is not in the hole wins the game at once if he can bid four and make it. PEDRO. Pedro, Pedro Sancho, Dom Pedro, and Snoozer, are all varieties of Auction Pitch, in which certain counting cards are added, and secondary bids are allowed. Everything counts to the player winning it, instead of to the one to whom it is dealt. The game point is scored by the player who wins the trick containing the Ten of trumps. If that card is not in play there is no Game. In _=Pedro Sancho=_, the Five and Nine of trumps count their pip value in scoring, so that 18 points can be bid and made on one deal; one each for High, Low, Jack, and Game, and fourteen more for the Nine and Five of trumps. These two trumps have no special rank. The Ten will win the Nine, and the Six will take the Five. In some places all the cards in the pack are dealt out, which makes a much better game in any form of Pedro.
Holding a strong hand, a player may often coax another to raise him, by offering to divide the pool. The successful bluffer should never show his hand. Even if he starts the game by bluffing for advertising purposes, hoping to get called on good hands later, he should not show anything or tell anything that the others do not pay to see or know. Bluffing is usually more successful when a player is in a lucky vein than when he has been unfortunate. POKER LAWS. _=1. Formation of Table.=_ A poker table is complete with seven players. If eight play the dealer must take no cards, or a sixty-card pack must be used. If there are more than seven candidates for play, two tables must be formed unless the majority decide against it.
He may now lay his taw about the hole or fire at the other, on hitting which he counts another 10. He now goes for the hole again, and failing, lies where he happens to stop. If he misses, B. from his present position tries to get into the hole, and failing, lies still; but if he reaches the hole, he counts 10, and proceeds as A. had done. The one who first gets the 100 (or other number) now goes in for his pizings, which performance takes place thus:--The loser, so far, is lying about, and the winner goes back to drakes, and again tries to lodge in the hole; and if he succeeds, the game is up. If not, he lies still, and the loser tries for the hole; if he gets in he counts another 10, or if he should succeed in hitting the winner he scores his adversary s 100 to his own number, and then goes on for his pizings as the other had done. In failure of either securing the game thus, the process is repeated at drakes. When, however, the one who is on for his pizings manages to taw into the hole, the game is concluded.--Easther s _Almondbury and Huddersfield Glossary_.
For instance: A, B, C, and D play. D blinds five counters, and deals. A passes, and B opens for five reds. C passes out, while D and A both meet the bet of five reds, but neither will raise it. This does not call B, who has the privilege of raising the bet if he pleases. Suppose he raises, and D and A both meet it. On this second round, C having passed out, it is D’s turn to say whether or not he will raise. On the next round it will be A’s turn, and after that it will be B’s second turn, and so on. Should any player meet the bet but refuse to raise, although it is his turn, he still cannot call. If he does not avail himself of his privilege of raising, he must _=pass the word=_ to the player on his right; that is, transfer the privilege to him.
Others, holding four, lead the lowest after trumping with the third-best. _=The Echo in Trumps.=_ When the partner leads high trumps, the Third Hand should echo with four or more, by signalling in the trump suit. The universal form of the echo is to play first the third-best, then the fourth-best. When a player has called, and his partner leads, it is unnecessary for the caller to echo. Players seldom echo on adverse trump leads, even with five trumps. _=The Four-Signal.=_ There are several ways of showing four or more trumps without asking partner to lead them. Among some players the original lead of a strengthening card is an evidence of four trumps, and is called an _=Albany Lead=_. A player holding three cards of any plain suit, such as the 3, 4, 5, may show the number of his trumps by playing these small cards as follows:-- No of trumps.
As long as three men are not out, the side continues to send its men to the bat in regular order. GOING TO BOSTON. This game is known in the colonies as Yankee Grab, or Newmarket. Each player has three throws with three dice, and the highest die in each throw is laid aside. If two are equally high, only one is retained. The others are returned to the box and thrown again. The higher of these two is retained, and the third die is thrown again. The final total of the three dice is the player’s score, and the highest wins. In the colonies the ace counts as seven. The game is usually played for a pool.