The player in error is not allowed to build or combine it, nor to win anything with it. If a player gathers in a card which does not belong to the combination or build, he must not only return the card improperly taken up, but all others taken in with it, together with his own card, the latter, however, being laid out separately from the others. If the combination was his own build, it must be broken up; if an adversary’s, it must be restored, and left as it was. If a player takes in a build with a wrong card, or takes in a wrong combination, or gathers cards to which he is not entitled, the error must be challenged and proved before the next trick is taken in by another player, because only the last trick gathered can be seen. If a player makes a build without the proper card in his hand to win it, on discovery of the error, the combination must be broken up, and the adversaries may take back the cards they have played in following the erroneous build, and may amend their play. If, however, another player has won the erroneous build, there is no penalty, nor any remedy. _=Showing.=_ After the last card has been played, each player counts his cards face downward, and announces the number. The player having the majority scores the three points for cards. If it is a tie, neither scores.
The suitor chooses a girl and says the next verse, and then all the children sing the last verse. This is the same action as in Halliwell s version. (_d_) The analysis of the game-rhymes is on pp. 164-67. This analysis presents us with a very good example of the changes caused by the game-rhymes being handed down by tradition among people who have forgotten the original meaning of the game. The first line in the Scotch version contains the word dis, which is not known to the ordinary vocabulary. Another word, of similar import, is dik-ma-day in the Lanarkshire version. Two other words occur, namely, thegan in the Lanarkshire, and maycanameecan in the Sussex versions, which are also not to be found in ordinary vocabularies. The two last words appear only once, and cannot, therefore, be used for the purpose of tracing out an original form of the game-rhyme, because on the system of analysis adopted they may be arbitrary introductions and totally unconnected with the original rhymes. This, however, is not the case with the two first-mentioned words, and I am inclined to consider them as forming part of the earliest version.
” The partnership thus formed plays against the combined forces of the other players, but without changing seats. The maker of the trump leads first, any card he pleases. For instance: A B C D E are playing. C bids 8 and names clubs. After the draw he finds he holds A J 10 5 2 of trumps. He calls for the club King as his partner, and leads his Pedro at once for the King to take it in. He is then certain to catch the other Pedro, or to save three of the four points for High, Low, Jack, and the Game. Those who have played Seven-handed Euchre will at once recognize the similarity of the two games. Both are excellent round games for the family circle. _=Progressive Cinch=_ is played by dealing one round at each table; that is, four deals, each player having the deal once only.
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.
(_d_) The transition from a dance to a pure game is well illustrated by the different versions, and the connection of the dance with the ceremony of marriage is obvious. A curious account of the merry-makings at marriages is given in Coverdale s _Christen State of Matrimony_, 1543: After the banket and feast there beginneth a mad and unmannerly fashion; for the bride must be brought into an open dauncing-place. Then is there such a running, leaping, and flinging among them that a man might think all these dauncers had cast all shame behinde them, and were become starke mad, and out of their wits, and that they were sworne to the devil s daunce. Then must the bride keep foote with all dauncers, and refuse none, how scabbed, foule, drunken, rude, and shameless soever he be. . . . After supper must they begin to pipe and daunce again of anew. And though the young persons come once towards their rest, yet can they have no quietness. --1575 edit.
In the first place, by simply doubling up you are giving the bank the best of it, because you are not getting the proper odds. If you double up five times you are betting 16 to 1; but the odds against five successive events are 31 to 1, as we have already seen, and the bank should pay you 31 instead of 16. You should not only double, but add the original amount of the stake each time, betting 1, 3, 7, 15, 31, 63, and so on. If you do this, you will win the amount of your original stake for every bet you make, instead of only for every time you win. This looks well, but as a matter of fact doubling up is only another way of borrowing small sums which will have to be paid back in one large sum when you can probably least afford it. Suppose the game is Faro, the chips five dollars a stack, and the limit on cases twenty-five dollars. The limit on cases will then be 400 chips. If eight successive events go against your “system,” which they will do about once in 255 times, your next bet will be beyond the limit, and the banker will not accept it. At Monte Carlo the smallest bet is a dollar, and the limit is $2,400. They roll about 4,000 coups a week, and if you were to bet on every one of them, doubling up, you would win about $1,865, one dollar at a time, and would lose $4,092 simply through being unable to follow your system beyond the limit of the game during the two or three occasions, in the 4,000 coups, that your system would go against you for eleven or more coups in succession.
A third mounts on the crossed arms, and clasps the carriers round their necks, while they move on saying-- King, King Cairy (carry) London lairy, Milk an bread, In the King s chairie. This game is played at Keith, without the words. The words are used at Fochabers.--Rev. W. Gregor. Jamieson says, Lothian children, while carrying one of their number in this manner, repeat the following rhyme-- Lend me a pin to stick i my thumb, To carry the lady to London town. He says this method of carrying is often used as a substitute for a chair in conveying adult persons from one place to another, especially when infirm. In other counties it is called Queen s Cushion and Queen s Chair, also Cat s Carriage. Brockett (_North Country Words_) says, King s Cushion, a sort of seat made by two persons crossing their hands, in which to place a third.
What s in my way? A bottle of hay. Am I over it? --Shrewsbury (Burne s _Shropshire Folk-lore_, p. 525). II. How many fingers do I hold up? Four, three, &c. [at random in reply]. How many horses has your father? Three [fixed reply]. What colour? White, red, and grey. Turn you about three times; Catch whom you may! --Deptford (Miss Chase). III.