Ball of Primrose [Music] We ll wear yellow ribbons, yellow ribbons, yellow ribbons, We ll wear yellow ribbons at the Ball of Primrose; We ll all go a-waltzing, a-waltzing, a-waltzing, We ll all go a-waltzing at the Ball of Primrose. --Epworth, Doncaster; and Lossiemouth, Yorkshire (Charles C. Bell). (_b_) The children form a ring, joining hands, and dance round singing the two first lines. Then loosing hands, they waltz in couples, singing as a refrain the last line. The game is continued, different coloured ribbons being named each time. (_c_) This game was played in 1869, so cannot have arisen from the political movement. Baloon A game played with an inflated ball of strong leather, the ball being struck by the arm, which was defended by a bracer of wood.--Brand s _Pop. Antiq.
London. London Bridge. Long-duck. Long Tag. Long Tawl. Long Terrace. Loup the Bullocks. Lubin. Lug and a Bite. Luggie.
This privilege of reneging is confined to the three highest trumps. _=OBJECTS OF THE GAME.=_ In Spoil Five there are three things to play for. If any one person can win three tricks he takes the pool. If he can win all five tricks he not only gets the pool, but receives an extra counter from each of the other players. If he has no chance to win three tricks, he must bend all his energies to scattering the tricks among the other players, so that no one of them shall be able to get the three tricks necessary to win the pool. When this is done, the game is said to be _=spoiled=_, and as that is the object of the majority in every deal it gives the game its name. In the older forms of the game the winner of three tricks counted five points, and if he could be prevented from getting three tricks his five points were spoiled. _=JINK GAME.=_ When a player has won three tricks, he should immediately abandon his hand and claim the pool, for if he continues playing he must _=jink it=_, and get all five tricks or lose what he has already won, the game being spoiled just as if no one had won three tricks.
The other players should stand on 17, but draw on 16. In practice it has been found that the odds are about 2 to 1 in favour of drawing at 16; 3 to 1 for drawing at 15. The rules for drawing, etc., are more fully described in connection with the very similar game of Baccara. MACAO. In this variety of Vingt-et-un only one card is dealt to each player; court cards and tens count nothing, and the Ace is always worth one. The number to be reached is 9, instead of 21, and if a player has a 9 natural, he receives from the banker three times his stake; if an 8 natural, he receives double, and for a 7 natural, he is paid. If the banker has an equal number of points natural, it is a tie; and if the banker has a 7, 8, or 9 natural he receives from each of the others once, twice, or three times the amount of their stakes. If none of these naturals are shown, the players draw in turn, as at Vingt-et-un, and the dealer receives from those who have less points than he, or who are créve, and pays those who have more, but have not passed 9. FARMER.
Queen. Your best girl. _=R.=_ She is jealous. Jack. A probable marriage. _=R.=_ It may have to be postponed. Ten. Success in business.
| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Belfast. | Halliwell s Version | Crockham Hill. | | | | (No. 2). | | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- |Draw a bucket of | | | | |water. | | 2.|Sift the lady s |Sieve my lady s | -- | | |oatmeal. |oatmeal.
Two are chosen, the one to be Namer, and the other Guesser or Witch. The rest of the players range themselves in a row. The Guesser retires out of sight or to a distance. The Namer then gives each player a secret name. When names have been given to all the players, the Namer calls on the Guesser to come, by saying-- Witchie, witchie, yer bannocks are burnin , An ready for turnin . Whereupon he approaches, and the Namer says-- Come, chois me out, come, chois me in, to ---- (naming one by the assumed name). The players all shout, Tack me, tack me, repeatedly. The Witch points to one. If the guess is correct the player goes to the Witch s side, but if it is incorrect he goes to the Namer s side. This goes on till all the players are ranged on the one side or the other.
The dust flattened itself, changing from the shape of a sting-ray into the shape of a spear. Not three milliseconds had elapsed. * * * * * Father Moontree was talking human words and was saying in a voice that moved like cold molasses out of a heavy jar, C-A-P-T-A-I-N. Underhill knew that the sentence was going to be Captain, move fast! The battle would be fought and finished before Father Moontree got through talking. Now, fractions of a millisecond later, the Lady May was directly in line. Here was where the skill and speed of the Partners came in. She could react faster than he. She could see the threat as an immense Rat coming direct at her. She could fire the light-bombs with a discrimination which he might miss. He was connected with her mind, but he could not follow it.
If one side goes out by cards, the other cannot score honours. The rubber is won by the side that first wins four games of ten points each. The value of the rubber is determined by adding 8 points to the winners’ score for tricks, honours, and slams, and then deducting the score of the losers. In _=Solo Whist=_, the game is complete in one deal, and the value of it is determined by the player’s success or failure in his undertaking, and must be settled for at the end of the hand, according to the table of payments. FORMING THE TABLE. 2. Those first in the room have the preference. If, by reason of two or more arriving at the same time, more than four assemble, the preference among the last comers is determined by cutting, a lower cut giving the preference over all cutting higher. A complete table consists of six; the four having the preference play. Partners are determined by cutting; the highest two play against the lowest two; the lowest deals and has the choice of seats and cards.
The 31 refait also comes oftener than any other. Although the odds against it are supposed to be 63 to 1, the bankers expect it about twice in three deals, and each deal will produce from 28 to 33 coups. ROULETTE. It is probable that more money has been lost at the wheel than at any other gambling game in the world. In conjunction with Rouge et Noir, it forms the chief attraction at Monte Carlo, and other public gambling casinos. The rage for these games was so great, and the trickery connected with them so common, that they were banished from France by the law of 18 juillet, 1836, and had to take refuge in Baden and Homburg. Before that time the public revenue from the gaming houses amounted to five or six millions a year, all of which was lost by closing them up. The evil was not exterminated, however, for there are to-day hundreds of gambling hells in Europe, which make up for the brevity of their existence by the rapidity with which they fleece their patrons. In America, the wheel has always been popular, but Rouge et Noir is practically unknown, the reason being that in the latter game there is no variety, and therefore no chance for the player to exercise any judgment, or to play any “system” in making his bets, as he can in Faro. _=The Wheel.
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A hole of some extent was made in an uneven piece of ground, and the game was to shoot the marbles at some object beyond the hole without letting them tumble into it. The game occasionally commenced by a ceremony of no very delicate description, which sufficed to render the fallen marble still more ignominious.--Halliwell s _Dictionary_. Isabella [Music] --Ogbourne, Wilts (H. S. May). [Music] --Earls Heaton (H. Hardy). [Music] --London (A. B.
E. _Error in Score._ A proved error in the trick or honour score may be corrected at any time before the final score of the contestants for the deal or deals played before changing opponents has been made up and agreed upon. F. _A New Deal._ A new deal is not allowed for any reason, except as provided in Laws of Auction 36 and 37. If there be an impossible declaration some other penalty must be selected.[24] A declaration (other than passing) out of turn must stand;[25] as a penalty, the adversaries score 50 honour points in their honour column and the partner of the offending player cannot thereafter participate in the bidding of that deal. The penalty for the offence mentioned in Law 81 is 50 points in the adverse honour score. G.
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. The combinations take precedence of one another in scoring, the first being always Carte Blanche, then the Point, then Sequence, and lastly the Quatorze or Trio. _=DECLARING.=_ Carte blanche must be announced and shown before a discard is made. Each player having discarded and drawn, the elder hand proceeds to announce any counting combinations he holds, which he must declare in regular order, beginning with the point. In announcing the point, the suit is not mentioned, only its value.
+--------------------------------+ |IT IS ABOUT AGAINST THROWING| +---------------------+----------+ | Even |32 or more| | 9 to 7 |33 ” | | 11 to 6 |34 ” | | 28 to 11 |35 ” | | 3 to 1 |36 ” | | 5 to 1 |37 ” | | 7 to 1 |38 ” | | 10 to 1 |39 ” | | 16 to 1 |40 ” | | 24 to 1 |41 ” | | 39 to 1 |42 ” | | 66 to 1 |43 ” | | 116 to 1 |44 ” | | 215 to 1 |45 ” | | 422 to 1 |46 ” | | 886 to 1 |47 ” | | 2016 to 1 |48 ” | | 5032 to 1 |49 ” | | 14093 to 1 |50 ” | | 45809 to 1 |51 ” | | 183229 to 1 |52 ” | | 1007768 to 1 |53 ” | | 10077695 to 1 |54 | +---------------------+----------+ Suppose the prize in a raffle is a horse which would be worth a hundred dollars to you. The highest throw so far is 42, and there are only twenty more chances to be thrown. It is 2 to 1 that 42 is not beaten or equalled because it is 39 to 1 that 42 is not thrown, and there are only 20 more chances to throw it. If 45 had been thrown, and there were still 21 chances to be thrown, you would be safe in paying liberally for the 45 chance. The great mistake that people make in buying or selling chances on throws already made in raffles is in thinking that because a certain number has not been thrown, that therefore it is likely to be. If there are 116 chances, they argue that 44 or better should be thrown, because that number or higher should come once in 116 times. This is quite right at the beginning of the raffle, but it is not right to assume that because 100 of the 116 chances have been thrown without reaching 44, that the odds are only 15 to 1 that 44 will not be thrown in the remaining 16 chances. The odds are still 116 to 1 against 44, just as they were before the raffle began. If you are going back to take into account the previous throws of the dice, you should know the 100 throws that were made with those dice before the raffle began. CRAP SHOOTING.
If the name given is not satisfactory the ring sing the fifth verse, and another child must be chosen. When the two again stand in the centre the boys sing the sixth verse. The girls answer with the seventh. Then all the ring sing the next verses, imitating washing clothes, wringing, ironing, baking bread, washing hands, combing hair, &c., suiting their actions to the words of the verses sung. The boy who was chosen then presents a ring, usually a blade of grass wrapped round her finger, to the girl. The ring then sing the ninth, tenth, eleventh, and twelfth verses. When all have chosen, if any lad is left without a partner, the last verse is sung. The version recorded by Chambers is similar in action, but there are some important differences in detail. The centre child acts as mistress of the ceremonies.
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The subject of discards has been very fully illustrated by examples from actual play, especially in the _Westminster Papers_, but no one has yet given us any simple rules like the jeux de règle at Écarté. PIQUET NORMAND, FOR THREE PLAYERS. In this form of the game the players cut for seats and deal. The cards are dealt by twos and threes until each has ten, two cards remaining for the talon. The dealer may lay out any two cards in exchange for these, but no other player is allowed to touch them, nor to see the discards. The elder hand makes the first declarations. He makes repic and counts 90 if he can reach 20 without playing a card; and he makes pic, 60, if he can reach 20 in hand and play, under the same conditions as in the game for two players. The majority of tricks counts 10; if it is a tie, each counts 5. Capot counts 40 if all the tricks are taken by one player; but if two take them all between them, they count 20 each. The game may be played for a pool, first man out to take all; or it may be agreed that after one has retired the others shall decide it between them by playing it out at the ordinary two-handed game.
_=14.=_ If in taking aim the player moves his ball and causes it to strike another, even without intending to make a stroke, a foul stroke may be claimed by an adversary. (See Rule Fifteenth.) _=15.=_ If a player fail to hit another ball, it counts one to his opponent; but if by the same stroke the player’s ball is forced over the table or into any pocket it counts three to his opponent. _=16.=_ Forcing any ball off the table, either before or after the score, causes the striker to gain nothing by the stroke. _=17.=_ In the event of either player using his opponent’s ball and scoring, the red must be spotted and the balls broken again by the non-striker; but if no score is made, the next player may take his choice of balls and continue to use the ball he so chooses to the end of the game. No penalty, however, attaches in either case unless the mistake be discovered before the next stroke.
A version of this game played at Eckington, Derbyshire, is played as follows:--A den is chalked out or marked out for the Fox. A larger den, opposite to this, is marked out for the Geese. A boy or a girl represents the Fox, and a number of others the Geese. Then the Fox shouts, Geese, Geese, gannio, and the Geese answer, Fox, Fox, fannio. Then the Fox says, How many Geese have you to-day? The Geese reply, More than you can catch and carry away. Then the Geese run out of the den, and the Fox tries to catch them. He puts as many as he catches into his den (S. O. Addy). (_b_) This game is a very general one at Christmas time.
Five cards are dealt to each player, one at a time, and one of these is discarded from each hand to form the crib, leaving four cards with which to play. The right-hand adversary of the dealer cuts for deal; the left-hand adversary for the starter. The eldest hand plays first, and all pairs, sequences, and fifteens are scored by the side making them. If a player says “go,” his left-hand neighbour must play, or pass the go to the next player on his left. In this way it may pass entirely round the table to the last player, who will then peg for it. At this game there is a great deal more in the play than in either hand or crib. The average hand and crib is the same as at six-card Cribbage, 7 for the hand and 5 for the crib, but the play for the partners will run to 8 or 10 holes. Either side should be at home with 48 to 50 on two deals; four individual hands of 7 each, four plays of five each, and one crib of 5. SEVEN-CARD CRIBBAGE. This form of the game for two players differs from the others only in the number of cards dealt to each player, which is seven.
There is no count for dix, as in Bézique and Binocle, and the player is not obliged to exchange unless he wishes to do so. If the Nine is the last card in the stock, it is, of course, too late to exchange it, and the player drawing it must keep it. _=Marriages.=_ If a player holds both King and Queen of any suit, he may count 20 points towards 66 for the marriage, or 40 for royal marriage, by leading either of the marriage cards. It is not necessary for the King or Queen so led to win the trick; but the player declaring a marriage must have the lead, and must have won a trick, or he cannot count it. The pone may declare a marriage on his first lead; but it will not count unless he wins some subsequent trick, and if his adversary gets to 66 before the pone gets a trick, the marriage is lost, and the pone is schwartz. If the 20 or 40 claimed for the marriage is enough to carry the player’s count to 66 or beyond, the marriage need only be shown and claimed, without leading it, and the remaining cards are then abandoned, provided the count is correct. Only one marriage can be shown but not led in this manner. In the ordinary course of play it is not necessary to show both cards of the marriage unless the adversary asks to see them. The player simply leads the King or Queen, and says: “Twenty,” or “Forty,” as the case may be.
Memory Duplicate, playing over the same hands at the same table; the players who held the N and S cards getting the E and W for the overplay. Menage, F., gathering and arranging the cards for the succeeding deal when two packs are used. Milking, taking a card from the bottom and the top of the pack at the same time with the forefinger and thumb. Mischen, G., to shuffle. Misdeal, any failure to distribute the cards properly. Mise, F., the layout, or the original pool. Misère Ouverte.