I d have lost my shirt if I hadn t let you show me how. I wanted to slip you a cut, but you bugged out of there. I figured you should handle our money, Billy Joe, she said. Anyway, can t take money for my gift. She had me shaking with excitement. You have a gift? I said, trying to keep my voice calm. Just some nights. Since I broke my vow, I ve lost most of my prophecy. My real gift is healing. Lost _all_ of that, she concluded, not bitterly.
Advanced Bridge, by J.B. Elwell, 1904. Auction Bridge, by John Doe, 1904. Bridge that Wins, by A. Metcalfe, 1905. Foster’s Complete Bridge, by R.F. Foster, 1905. Foster’s Bridge Maxims, by R.
In such a case he would score the sixty points first, and declare the two or three marriages remaining. In the same manner he may have announced four Kings, and after playing away two of them, leaving two Kings of spades, he may declare double bézique, and claim the two marriages “to score.” In all such cases it must be remembered that the cards declared must still be on the table when the time comes to score them. If, in the case just given, one of the cards forming either of the marriages was got rid of in the course of play, that marriage could not afterward be scored, although it had been properly announced. If the stock is exhausted before the player with a score in abeyance can win another trick, the score is lost. It is often very important for a player to know how much time he has to score. When the talon is spread it is comparatively easy to judge how many more tricks remain to be played. The English laws allow a player to count the stock, the French do not. A trick once turned and quitted cannot again be seen, and the players are not allowed to count the number of tricks they have won. The last card of the stock is taken by the player winning the trick, and the turn-up trump goes to his adversary.
| +---------+ +---------+ +---------+ 2 3 4 ] It will be seen that each player, immediately after being Vivant, sits out, or takes Mort’s place, for the next game. _=DEALING.=_ It is usual for Vivant to deal the first hand for himself, as the disadvantage of exposing fourteen cards is more than compensated for in compelling the adversary to open the game by leading up to an unknown hand. If Vivant deals the first hand for Mort, he must present the pack to the player on dummy’s right to be cut, and deal the cards from right to left, turning up the trump at Mort’s place. If he deals for himself, he presents the pack to the pone to be cut, and proceeds as in whist. When two packs are used, the French laws require that if the deal is for Mort, the Right shall gather and shuffle the still pack; and that if Vivant deals for himself, the pone shall gather and shuffle. I have found this to be awkward, because the player who is gathering and shuffling the cards of one pack is called upon to cut the other. For this reason I recommend that whichever adversary is the pone for the deal in hands should allow his partner to gather and shuffle the still pack. When either adversary deals, his partner will, of course, gather and shuffle the still pack. The general rules with regard to irregularities in the deal are the same as at whist, with the following exceptions:-- A misdeal does not lose the deal unless the opponents so elect; they may prefer a new deal by the same dealer.
=_ This is sometimes called _=Black Jack=_, or _=Black Lady=_. If it is the Jack, it is worth ten hearts; if it is the Queen, it is worth thirteen hearts. After the cards are dealt, each player in turn lays out three cards which he does not want, and the player on his left is obliged to take them, after having discarded himself. No player may look at what he is going to get until he has discarded himself. The Black Jack or Lady holds its rank as a spade when spades are led; but the moment any other suit is led, of which the player is void, he can discard the Black Jack or Lady, just as he would get rid of a heart. If hearts are led and the player has no hearts, he can play the Black Jack or Lady to the trick, as it ranks below the deuce of hearts. _=PROGRESSIVE HEARTS.=_ The general arrangements for the players and their positions are exactly the same as those already described in connection with Progressive Euchre. The players at each table cut for the deal, and play begins with the tap of the bell at the head table. Only one deal is played at each table.
|DREW.| | PLAYER. | PLAYED. ---------------------+----+-----+-----+--------+---------+--------- Ruy Lopez |145 |103 | 58 | 306 | 57 | 20 Queen’s Pawn(a) | 97 | 63 | 39 | 199 | 48 | 13 French Defence | 84 | 48 | 39 | 171 | 60 | 11 Vienna | 47 | 34 | 15 | 96 | 57 | 6 Sicilian Defence | 40 | 29 | 10 | 79 | 57 | 5 King’s Gambit | 36 | 32 | 11 | 79 | 52 | 5 Giuoco Piano | 36 | 32 | 10 | 78 | 52 | 5 Evans | 34 | 20 | 12 | 66 | 61 | 4 Irregular | 29 | 31 | 14 | 74 | 49 | 5 Scotch | 22 | 26 | 9 | 57 | 47 | 4 Zukertort | 23 | 17 | 11 | 51 | 56 | 3 Two Knights Defence | 16 | 20 | 10 | 46 | 46 | 3 Staunton’s | 19 | 15 | 5 | 39 | 55 | 3 Fianchetto | 13 | 14 | 2 | 29 | 48 | 2 Petroff Defence | 15 | 9 | 3 | 27 | 61 | 2 Centre Gambit(b) | 11 | 11 | 4 | 26 | 50 | 2 Philidor Defence | 8 | 9 | 3 | 20 | 47 | 1 Miscellaneous | 22 | 29 | 6 | 57 | 44 | 4 +----+-----+-----+--------+---------+--------- Total |697 |542 | 261 | 1500 | | ---------------------+----+-----+-----+--------+---------+--------- The first player won 55.2 per cent. of games played, counting drawn games as one-half. (a). Includes Queen’s Gambits and Queen’s Gambits declined. (b). Includes Centre and Counter Centre Gambits.
At first it was played either by two persons, or by two pairs of partners. If one side had bad cards, they could offer to abandon the hand, and allow the adversaries to count a point without playing. If the adversaries refused, they were obliged to win all five tricks or lose two points. It was compulsory to win the trick if possible, and to trump, over-trump, or under-trump if the player had none of the suit led. This peculiarity survives in the games of Rams and Loo, which also belong to the euchre family. After a time we find a variation introduced in which any number from two to six could play, each for himself, and the player first winning two tricks out of the five marked the point. Later still we find the ace ranking above the King, thus becoming the best trump. If the ace was turned up, the dealer had the privilege of robbing it, or the holder of the ace of trumps could rob the turn-up, discarding any card he pleased, just as in Spoil Five. But in Triomphe the dealer turned up another card, and if that was of the trump suit the holder of the ace could rob that also, and so on until he turned a card of a different suit. This did not alter the trump, but merely stopped the robbing process.
After the second rubber, those who have played the greatest number of consecutive games give way; ties being decided by cutting. _=7.=_ _=Cutting.=_ In cutting, the ace is low, the other cards ranking, K Q J 10 9 8 7, the King being the highest. A player exposing more than one card, or cutting the Joker, must cut again. _=8.=_ _=SHUFFLING.=_ Every player has a right to shuffle the cards, the dealer last. _=9.=_ _=DEALING.
The declarer scores his dummy’s honours. At the end of the rubber, each wins from or loses to each of the others. The score is usually made up in this way, the final amounts to the credit of each being shown in the top line: A, 240 B, 980 C, 456 ---------------------------- -740 +740 +215 -215 +524 -524 ---- ---- ---- -955 +1264 -309 _=DUPLICATE AUCTION.=_ This game may be played in any of the ways described for the movement of trays and players under the head of duplicate whist. Tricks and honours are scored as usual, but there are no games or rubbers. Should the declarer make 30 or more points on a single hand he gets 125 points bonus in the honour column. This game is now covered by the official laws for auction, which see. _=BRIDGE FOR THREE.=_ Sometimes called _=Dummy Bridge=_, or _=Cut-Throat=_. The lowest cut deals the first hand and plays the Dummy.
_=Playing.=_ The discards settled, the eldest hand leads any card he pleases, and the others must follow suit if they can, but no one is obliged to win a trick if he has a smaller card of the suit led, and does not want the lead. The two adversaries of the single player do their best to get him between them, and combine their forces to prevent him from winning tricks that contain counting cards, especially Aces. Whatever tricks they win are placed together, and the counting cards contained in them reckon for their joint account. The tricks have no value as such, except the last. _=Showing.=_ The winner of the last trick takes the stock, and each side then turns over its cards and counts the total value of the points won. The lower score is deducted from the higher, and the difference is the value of the game. If all 35 points are won by either side, they count double, 70. _=Scoring.
pearl. | | 17.|..... anything. | | 18.| -- | | 19.
Knor and Spell See Nur and Spell. Lab A game of marbles (undescribed).--Patterson s _Antrim and Down Glossary_. See Lag. Lady of the Land [Music] --Tong, Shropshire (Miss R. Harley). I. Here comes the lady of the land, With sons and daughters in her hand; Pray, do you want a servant to-day? What can she do? She can brew, she can bake, She can make a wedding cake Fit for you or any lady in the land. Pray leave her. I leave my daughter safe and sound, And in her pocket a thousand pound, And on her finger a gay ring, And I hope to find her so again.
_=EXPOSED CARDS.=_ The laws governing these are almost identical with those in Boston, with the additional rule that a player allowing a card to fall upon the table face up before play begins, can be forced to play independence in that suit. _=REVOKES.=_ The individual player who is detected in a revoke must double the pool, and pay both adversaries. _=PAYMENTS.=_ Payments are made according to the table. The player holding diamond Jack receives two counters from each of the other players in a simple; four in a double; except in misères, in which the card has no value. Misères are paid for according to the trump turned in the deal in which they are played. If a heart is turned, and little misère is played, the payment is 64 counters to or from each player. If a spade was turned, the payment would be 16 only.
If the eldest hand accepts, he pushes into the pool as many counters as he is bid, and the successful bidder pitches the trump. If no bid is made, the eldest hand must pitch the trump himself. A bidder is not allowed to give the seller enough points to put him out, and should he do so by mistake, he forfeits his right to bid at all for that deal. If the seller has only two to go, and a player is able to bid three or four, he loses nothing by bidding one only, for no one can overbid him, and he is entitled to count all he makes. The only risk he runs is that the seller can afford to refuse one, and will go out on his own pitch. To remedy this it is the custom in some clubs to allow a player to bid the full value of his hand. If the seller accepts, he scores to within one of game; but if he refuses, he must make as many as bid, even if he does not actually want them. It is one of the fine points of the game for the seller to refuse when the number of points offered would put the bidder out if he was successful. There is no penalty for bidding out of turn. If a player chooses to expose to a preceding player what he is prepared to bid, that is usually to his own disadvantage.
These numbers may be chalked on the cloth in front of each particular pin. Neither carroms nor hazards count; for pocketing a ball (when playing on a pocket table), or causing it to jump off the table or lodge on the cushion, or for missing altogether, nothing is forfeited other than the stroke. The only penalty is that the ball so offending shall be spotted upon the white-ball spot at the foot of the table, or if that be occupied then on the nearest spot thereto unoccupied. When the pins are arranged, the rotation of the players is determined in like manner as in Fifteen-Ball Pool, after which each player receives from the marker a little numbered ball which is placed in the player’s cup on the pool board, and the number of which is not known to any of his opponents. The object of the player is to knock down as many pins as will count exactly thirty-one when the number on the small ball held by him is added to their aggregate; thus, if the small ball is No. 9, the player will have to gain twenty-two points on the pins before calling game, and whoever first gets exactly thirty-one points in this manner wins the pool. A white ball is spotted five inches from the lower end of the table, on a line drawn down the centre; and the red ball placed upon its own spot at the foot of the table. Player No. 1 must play with the remaining white ball from any point within the string-line at the head of the table at either the red or white ball, or place his own on the string spot. Player No.
, to be compelled to play a trump which will not win the trick. Ask for Trumps, playing an unnecessarily high card, when no attempt is made to win the trick. Auf die Dörfer gehen, to run for home; to make all your aces and kings, instead of leading trumps. A. Y. B. Z., the letters used to distinguish the positions of the four players at Whist; A-B being partners against Y-Z., and Z. having the deal.
Lincoln). (_b_) In _Notes and Queries_, x. 17, E. D. says this amusement was fashionable sixty years ago, and from the low dresses worn then by ladies he mentions its indecency. He gives extracts from a satire called _Cutchacutchoo, or the Jostling of the Innocents_, 2nd ed., Dublin, in which the game and position are mentioned-- Now she with tone tremendous cries Cutchacutchoo. Let each squat down upon her ham, Jump like a goat, puck like a ram. Uneda, at same reference (x. 17), speaks of it as a known game in Philadelphia.