Evening Telegram, the N.Y. Globe, the N.Y. Evening Mail, and the Chicago Journal. A number of the weekly magazines offer similar competitions in England, but as a rule the problems in that country are of very poor quality. About 1910 it became the fashion not to play spades, it being considered a waste of time to play a hand for such a small amount as 2 points a trick, so the dealer was allowed to score 2 for the odd and 4 for honours, regardless of how the cards were distributed, the hand being abandoned. The objection to this practice was that many hands were worth much more than 2 points, and in some cases the spade make would have gone game at the score. This led to the practice of playing “royal spades,” which were played at 10 and then at 9 a trick, sometimes with a penalty of 20 if the declarer failed to make the odd. Shortly after this, later in 1910, there developed a decided rebellion against the dealer’s monopoly of the make, and in order to allow any player at the table who held good cards to get the benefit of them, whether he was the dealer or not, bidding for the privilege of making the trump came into vogue.
When Fire was called, Salamander and Ph[oe]nix were allowed to be said. The third time Fire was called, silence was observed, and every player bowed the head. We called it Earth, Air, Fire, and Water. A forfeit had to be paid for every mistake.--London (A. B. Gomme). It seems probable that a survival of fire-worship is shown by this game. Fivestones This game was played by a newspaper boy at Richmond Station for me as follows:--He had five square pieces of tile or stone about the size of dice. He took all five pieces in the palm of the hand first, then threw them up and caught them on the back of the hand, and then from the back of the hand into the palm.
_kudde_, a flock; _kudd-en_, coire, convenire, congregari, aggregari; _kudde wijs_, gregatim, catervatim, q. to curr together. The same game is called _Harry Hurcheon_ in the North of Scotland, either from the resemblance of one in this position to a _hurcheon_, or hedge-hog, squatting under a bush; or from the Belg. _hurk-en_ to squat, to _hurkle_.--Jamieson. See Cobbler s Hornpipe, Cutch-a-Cutchoo. Curly Locks [Music] I. Curly locks, curly locks, Wilt thou be mine? Thou shalt not wash dishes Nor yet feed the swine; But sit on a fine cushion And sew a fine seam, And feed upon strawberries, Sugar and cream. --Earls Heaton (Herbert Hardy). II.
If Y makes it hearts, A should lead a supporting diamond, unless he has strength in another suit. If Y has made it diamonds, A should lead a supporting heart. But in either case, if A has in his hand such cards as A K, even of a black suit, he should play the King, and wait to see the Dummy’s hand. If Y has made it black, A must be guided by his own cards, but should give a red suit the preference for his opening lead. Details as to the correct card to lead and the play after the opening lead have been fully covered in connection with auction bridge, which see. The discard is usually coupled with the system of opening against a doubled no-trumper. If your partner says he is “_=heart and strong=_” he means that if you double a no-trumper and he is eldest hand, he will lead you his best heart, and that he will discard his strong suit when playing against a no-trumper. If he says he is “_=heart and weak=_,” he will lead the top heart; but he will discard his weak suit. If he says he is “_=weak and weak=_,” he means that he will lead the shortest or weakest suit in his hand, if you double no-trumps, that being the almost universal custom in England. All the situations which have been covered in the play of the second, third and fourth hands at auction can be studied with advantage by the bridge player, as the manner of securing the best results from certain distributions of the cards is the same in both games.
_=The Revoke.=_ The individual player in error loses his entire score for “cards.” The bidder cannot be set back if either adversary revokes. He may demand that the hand be played out if he thinks he can get a good score. GAIGEL. This is sometimes called _=Short Binocle=_. It is played by two persons with the forty-eight card pack, and the melds are reduced to the following values:-- King and Queen of a plain suit 20 Double marriage in the same suit 40 King and Queen of trumps 40 Double marriage in trumps 80 Any five Nines 101 Two single marriages in the same suit cannot be melded at different times. Game is 101 points. FOUR-HANDED BINOCLE. Four persons may play, each for himself, or two against two as partners, sitting opposite each other.
Trump strength is, of course, the great factor, and the bidder should count on finding at least two trumps in one hand against him. Nap should never be bid on a hand which is not pretty sure of winning two rounds of trumps, with all other cards but one winners. One trick may always be risked in a nap hand, such as A Q of trumps, or a King, or even a Queen or Jack in a plain suit; the odds against the adversaries having a better card being slightly increased by the odds against their knowing enough to keep it for the last trick. If the bid is for three tricks only, tenaces, or guarded minor honours in plain suits should be preserved. After the first trick it will sometimes be advantageous for the player to get rid of any losing card he may have in plain suits. It is seldom right to continue the trumps if the bidder held only two originally, unless he has winning cards in two plain suits, in which case it may be better to lead even a losing trump to prevent a possibility of adverse trumps making separately. In playing against the bidder, leave no trick to your partners that you can win yourself, unless a small card is led, and you have the ace. In opening fresh suits do not lead guarded honours, but prefer aces or singletons. If the caller needs only one more trick, it is usually best to lead a trump. If you have three trumps, including the major tenace, pass the first trick if a small trump is led; or if you remain with the tenace after the first trick, be careful to avoid the lead.
|pen and ink. | |17.| -- | -- | -- | |18.|Your true love is |True love is dead. |Her sweetheart is | | |dead. | |dead. | |19.| -- | -- | -- | |20.| -- | -- | -- | |21.| -- | -- | -- | |22.
] The pins are set as shown in the diagram. Three balls (not exceeding 6 inches in size) are bowled in each inning. Should a left-handed bowler be bowling, the second quarter pin can be set up on the left quarter spot. Strikes and spares count five each. No penalties are attached. Dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 150. THE NEWPORT GAME.
Cobble. Cobbler s Hornpipe. Cob-nut. Cock. Cock-battler. Cock-fight. Cock-haw. Cock-stride. Cockertie-hooie. Cockle-bread.
So in the _Dutchesse of Suffolke_, 1631: Well done, my masters, lends your hands, _Draw Dun out of the ditch_, Draw, pull, helpe all, so, so, well done. [_They pull him out._] They had shoved Bishop Bonner into a well, and were pulling him out. We find this game noticed at least as early as Chaucer s time, in the _Manciple s Prologue_: Then gan our hoste to jape and to play, And sayd, sires, what? _Dun is in the mire._ Nares (_Glossary_) says this game was a rural pastime, in which _Dun_ meant a dun horse, supposed to be stuck in the mire, and sometimes represented by one of the persons who played. Gifford (_Ben Jonson_, vol. vii. p. 283), who remembered having played at the game (doubtless in his native county, Devonshire), thus describes it:-- A log of wood is brought into the midst of the room: this is Dun (the cart horse), and a cry is raised that he is stuck in the mire. Two of the company advance, either with or without ropes, to draw him out.
If, at the end of a rubber, admission be claimed by one or two candidates, the player or players who have played the greatest number of consecutive rubbers withdraw; when all have played the same number, they cut to decide upon the outgoers; the highest are out.[5] RIGHT OF ENTRY. 22. At the end of a rubber a candidate is not entitled to enter a table unless he declare his intention before any player cut, either for partners, for a new rubber, or for cutting out. 23. In the formation of new tables candidates who have not played at an existing table have the prior right of entry. Others decide their right to admission by cutting. 24. When one or more players belonging to an existing table aid in making up a new one, which cannot be formed without him, he or they shall be the last to cut out. 25.
| |31.| -- | -- | -- | |32.| -- | -- | -- | |33.| -- | -- | -- | |34.| -- | -- | -- | |35.| -- | -- | -- | |36.|Get a dog to watch all| -- | -- | | |night. | | | |37.|If that dog should run| -- | -- | | |away. | | | |38.
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. Sometimes it is the rule to run through the pack once only, turning up one card at a time. The object of the game is to see how many cards can be built on the ace row. A better average can usually be obtained when the pack is run off three at a time with the privilege of running through again and again as long as any card can be used.
Red s Left Wing attempting to join the Main Body.] Figure 1 shows the country of the battlefield put out; on the right is the church, on the left (near the centre of the plate) is the farm. In the hollow between the two is a small outbuilding. Directly behind the farm in the line of vision is another outbuilding. This is more distinctly seen in other photographs. Behind, the chalk back line is clear. Red has won the toss, both for the choice of a side and, after making that choice, for first move, and his force is already put out upon the back line. For the sake of picturesqueness, the men are not put exactly on the line, but each will have his next move measured from that line. Red has broken his force into two, a fatal error, as we shall see, in view of the wide space of open ground between the farm and the church. He has 1 gun, 5 cavalry, and 13 infantry on his left, who are evidently to take up a strong position by the church and enfilade Blue s position; Red s right, of 2 guns, 20 cavalry, and 37 infantry aim at the seizure of the farm.
This making of a better proposition than one already made is known as “_=Over-calling=_.” A player who has made a call of any kind, or has accepted a proposal, may amend his proposition to a better one, only in case he is over-called; or a player who can not get a partner to accept him may amend his call to solo. For instance: A player may have a hand which he feels sure is good for 8 tricks, perhaps 9. To be safe, he calls solo, and hopes to make three or four over-tricks. If he is outbid by some player over-calling him with a misère, he may be tempted to amend his call to abundance. No call is good until every player who has not already passed does so, by saying distinctly, “I pass.” _=STAKES.=_ The losses and gains of the players are in proportion to the difficulties of the tasks they set themselves. The most popular method of settling is to pay or take red counters for the various calls, and white counters for the tricks under or over the exact number proposed. If the callers succeed in their undertakings, their adversaries pay them; if they fail, they pay their adversaries.
--Sporle, Norfolk (Miss Matthews). X. Draw a bucket of water For my lady s daughter; A guinea gold ring And a silver pin, So pray, my young lady, pop under. --Haydon (Herbert Hardy). XI. Draw a bucket of water To wash my lady s garter; A guinea gold ring And a silver pin, Please, little girl, pop under. --Earls Heaton (Herbert Hardy). XII. See-saw, a bucket of water, To wash my lady s garter. One in a rush, and two in a bush, To see a fine lady pop under a bush.
Brelan Carré, F., four cards of the same denomination. Bringing in a Suit, making tricks in a plain suit after the adverse trumps are exhausted. Brûler, F., to burn a card. Bûche, F., cards that count for nothing, such as the tens and court cards in Baccara; equivalent to the G. Ladons, or Fehlkarten. Bucking the Tiger, playing against the bank at Faro. Bumblepuppy, playing Whist in ignorance or defiance of conventionality.
White to play and draw. WHITE. +---+---+---+---+---+---+---+---+ | | ⛁ | | ⛁ | | ⛀ | | | +---+---+---+---+---+---+---+---+ | ⛃ | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛃ | | ⛃ | | ⛂ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ BLACK. ] The first position is one of the most common endings on the checker board, and should be very thoroughly understood. The letters in the margin refer to the variations. There are a great many minor variations, for which the student must be referred to Janvier’s Anderson, page 265. _=First Position.=_ 27-32 8 11 32-27 11 7 27-23 7 10 22-26 A 10 6 26-31 6 9 31-26 9 6 26-22 6 10 23-18 10 6 18-14 6 1 22-18 1 6 18-15 6 1 15-10 1 5 10- 6 5 1 14-13 1 5 6- 1 5 9 1- 5 9 13 10-14 13 9 14-18 9 6 18-15 30 25 15-18 6 10 5- 1 25 21 1- 5 10 6 18-15 21 17 5- 1 6 9 15-18 17 13 18-15 9 14 1- 5 14 17 15-10 17 22 10-14 22 25 5- 1 25 22 1- 6 22 25 6-10 25 22 10-15 22 25 15-18 25 21 B wins ------ Var A. 30 25 23-18 10 6 18-14 6 1 26-30 25 21 30-25 1 5 25-22 5 1 22-18 1 5 18-15 5 1 15-10 1 5 10- 6 5 1 14-10 1 5 6- 1 5 9 10-15 B 9 5 15-18 5 9 1- 5 9 6 18-15 21 17 5- 1 6 9 15-18 9 5 18-22 17 14 1- 6 5 1 6- 2 1 5 22-17 14 9 B wins ------ Var B. 9 14 1- 5 21 17 5- 1 17 13 1- 5 14 17 15-10 B wins _=Second Position.
Mr J. K. J., his more urgent needs satisfied and the coffee imminent, drew a chair to this little table, sat down, examined the gun discreetly, loaded it warily, aimed, and hit his man. Thereupon he boasted of the deed, and issued challenges that were accepted with avidity.... He fired that day a shot that still echoes round the world. An affair--let us parallel the Cannonade of Valmy and call it the Cannonade of Sandgate--occurred, a shooting between opposed ranks of soldiers, a shooting not very different in spirit--but how different in results!--from the prehistoric warfare of catapult and garter.
=_ Penalties can be enforced only at the time an offence is committed, and before any move is made thereafter. A player touching one of his men, when it is his turn to play, must move it. If it cannot be moved he must move his King. If the King cannot move, no penalty can be enforced. For playing two moves in succession, the adversary may elect which move shall stand. For touching an adversary’s man, when it cannot be captured, the offender must move his King. If the King cannot move, no other penalty can be enforced. But if the man touched can be legally taken, it must be captured. For playing a man to a square to which it cannot be legally moved, the adversary, at his option, may require him to move the man legally, or to move the King. For illegally capturing an adversary’s man, the offender must move his King, or legally capture the man, as his opponent may elect.
No person is allowed to withdraw from the game without giving notice in advance, and he can retire only at the end of a round of deals. It is usual to give notice at the beginning of a round, by saying: “This is my last.” _=CUTTING.=_ Positions at the table are drawn for, the cards ranking as in play, Jacks being the best, and the suits outranking one another in order, so that there can be no ties in cutting. The lowest cut has the first choice of seats, and also deals the first hand. It is usual for the player sitting on the right of the first dealer to keep the score, so that one may always know when a round ends. _=STAKES.=_ Skat is played for so much a point, and the single player wins from or loses to each of the others at the table. A cent a point is considered a pretty stiff game, half a cent being more common in good clubs. Many play for a fifth, or even a tenth of a cent a point.
_=Four of a Kind=_; such as four 10’s and an odd card. _=Full Hand=_; three of a kind and a pair, such as three 8’s and a pair of Q’s, which beats a _=Flush=_; five cards of the same suit, but not in sequence. _=Straight=_; five cards in sequence, but of various suits. In straights, the Ace cannot be used to form such combinations as Q K A 2 3; but it may be used as the bottom of 5 4 3 2, or the top of 10 J Q K. Straights beat _=Three of a Kind=_; such as three K’s and two odd cards. _=Two Pairs=_; such as two 9’s and two 7’s, with an odd card. _=A Pair=_; such as two Aces and three odd cards. If no pair is shown, the _=Highest Card=_ wins. A short hand, such as four cards, cannot be claimed as either a straight or a flush. _=36.
That would help. I just wish there was some way to handle that hysterical sniffle of yours, that s all. But I guess that s the price you have to pay for that awful load of Psi power you have. Oh, that, she said. I ought to be over that by tomorrow. I hardly ever get a cold, darlin Billy, and when I do, I throw it off in a few days. Well, I guess it s a cinch I m no PC. THE END *** END OF THE PROJECT GUTENBERG EBOOK VIGORISH *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S.
Such new piles may be started from the pack, from the deadwood, or from any other pile. KLONDIKE. This game is sometimes mistakenly called “Canfield”, but that is a distinct game, described elsewhere, in which there are separate piles for stock and foundations. Shuffle the full pack of fifty-two cards, cut and turn up the top card. Lay six more cards in a row to the right of the first card, but all face down. 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.
(_b_) One boy lies down and personates Booman. Other boys form a ring round him, joining hands and alternately raising and lowering them, to imitate bell-pulling, while the girls who play sit down and weep. The boys sing the first verse. The girls seek for daisies or any wild flowers, and join in the singing of the second verse, while the boys raise the prostrate Booman and carry him about. When singing the third verse the boys act digging a grave, and the dead boy is lowered. The girls strew flowers over the body. When finished another boy becomes Booman. (_c_) This game is clearly dramatic, to imitate a funeral. Mr. Doe writes, I have seen somewhere [in Norfolk] a tomb with a crest on it--a leek--and the name Beaumont, but it does not seem necessary to thus account for the game.
] _=SCORING.=_ There should be two score-cards at each table. The various methods of putting down and comparing the scores can best be described in connection with the variety of competition to which they belong. It is a common practice to note the trump card on the score sheets. _=POSITION OF THE PLAYERS.=_ The four players at each table are distinguished by the letters N S E W; North and South being partners against East and West. West should always be the dealer in the first hand, North having the original lead. In all published illustrative hands, North is the leader, unless otherwise specified. The deal passes in rotation to the left, and the number of hands played should always be some multiple of four, so that each player may have the original lead an equal number of times. 24 hands at each table is the usual number, and is the rule at all League tournaments.
If the best sequence is a tie, no sequences can be scored by either player. The value of a sequence is ten more than the number of cards that go to form it, provided that number exceeds four. A tierce counts 3 only, and a quatrième 4 only; but a quinte is worth 15, a sixième 16, and so on. _=Fours, and Triplets.=_ Any four cards of the same denomination, higher than a Nine, is called a Quatorze; three of any kind higher than the Nine is called a Trio, or sometimes a Brelan. As a trio is seldom mentioned without naming the denomination, it is usual to say; “Three Kings,” or “Three Jacks,” as the case may be. 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.
” If you see a dealer with a shuffling board as thick as his dealing box, don’t play against that game. If you see a dealer take up the cards already taken from the box, slipping them one under the other, as if to straighten them up, the sooner you cash your chips the better, for you are up against a brace game, no matter where it is dealt. The proprietors of some fashionable “clubs,” especially at watering places, pretend to be above all such things as cheating at faro, and get indignant at the suggestion of the possibility of there being anything crooked in their establishments. The author has but one reply to all such. If it is true that there is nothing unfair in your game, let me put a type-writer girl in the dealer’s place to shuffle and pull out the cards, and let your men just see to paying and taking bets. The boast of all these fashionable gambling houses is that they never won a man’s money except in a square game. Strange to say, this is generally true, and the explanation is very simple. If you are losing there is no necessity to cheat you, so you lose your money in a square game. If you are winning, it is the bank’s money, and not yours, that they would win if they started to cheat you; and as the dealer is paid to “protect the money of the house,” as they call it, he is perfectly justified in throwing the harpoon into you for a few deals, just to get his own money back; but he is very careful not to cheat you out of any of your own money. You may lose if you like, but you cannot win; faro banks are not run that way.