A new King will not make another marriage with the old Queen. A binocle has been melded, and the Jack has been played; another Jack will not make a new binocle with the old Queen. _=Double Declarations.=_ When a player makes a meld containing certain cards which will form a counting combination with other cards already on the table, it is called a double declaration, that is, a meld in two different classes at the same time. For instance: A player has melded and scored four Kings, and on winning another trick he melds binocle. Two of the cards on the table form a marriage in spades, and as the marriage is in a different class from either of the other melds, he may claim it and score it; but if he does, he will lose the score for the binocle, being prevented by the rule about a fresh card from the hand for each individual meld. The only way to secure both scores would be to meld the marriage first, and afterward to lay down the Jack and meld the binocle. _=Time.=_ On account of the number of combinations possible, and the fact that there are only twelve tricks to be played before the scores for announcements are barred, it frequently happens that a player has not time to score everything he holds. He is allowed to count the cards remaining in the talon, provided he does not disturb their order, and it is often important to do so toward the end of a hand.
If they guess wrongly, the holder of the Cat puts it into the hole as soon as the batsman runs, and they then become the batsmen for the next game. If the batsmen leave their holes unguarded with the stick, the catsmen can at any time put them out, by putting the Cat in a hole. If more than two boys on a side play, the others field as in Cricket. --Barnes (A. B. Gomme). See Cat and Dog. Curcuddie I. Will ye gang to the lea, Curcuddie, And join your plack wi me, Curcuddie? I lookit about and I saw naebody, And linkit awa my lane, Curcuddie. --Chambers _Popular Rhymes_, p.
--Dorsetshire (_Folk-lore Journal_, vii. 213); Penzance (Mrs. Mabbott). II. I wrote a letter to my love, and on the way I lost it. Some one has picked it up. Not you, not you (&c.), but you! --Much Wenlock (_Shropshire Folk-lore_, p. 512). III.
The method of question and answer is adopted for all the rhyme-movements. The tune of the game, with but slight variation, in all the versions is the same as that given from Platt, near Wrotham, except the two which are printed from Northants and Belfast. Jenny Mac Jenny Mac, Jenny Mac, Jenny Macghie, Turn your back about to me; And if you find an ill baubee, Lift it up and gie t to me. Two girls cross their arms behind their backs, and thus taking hold of each other s hands, parade along together, by daylight or moonlight, occasionally turning upon their arms, as indicated in the rhyme. Another rhyme for this amusement is-- A basket, a basket, a bonny penny basket, A penny to you, and a penny to me, Turn about the basket. --Chambers s _Popular Rhymes_; p. 123. See Basket. Jib-Job-Jeremiah An undescribed Suffolk game.--Moor s _Suffolk Words_, p.
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. His consciousness absorbed the tearing wound inflicted by the alien enemy. It was like no wound on Earth--raw, crazy pain which started like a burn at his navel. He began to writhe in his chair. Actually he had not yet had time to move a muscle when the Lady May struck back at their enemy.
When the adversary who leads in any trick is not on the left of the solo player, the caller will, of course, not be the last player, as at least one adversary must play after him. In such cases it is best to lead the longest suits. _=MISÈRE.=_ The great difficulty in Misère is not in playing it; but in judging what hands justify such an undertaking. _=Calling.=_ As a general proposition it may be stated that misère should not be called with a long suit not containing the deuce. But the longer the suit the less the danger there is for a player who is determined to risk it; because the deuce is more likely to be found alone in some adversary’s hand. Short suits may be risked, even with no card smaller than a 5 or 6, and it is of course a great advantage to have a suit altogether missing. _=Leading.=_ The lead is a disadvantage to the caller, because he must begin with a small card, and the adversaries can play their highest.
This will vary according to the number of players engaged. For instance: If four are playing, and the bidder holds K Q of a plain suit, the odds against the ace of that suit being out against him are about 2 to 1. As it would be impossible for any person to remember all the jeux de règle for three tricks at Napoleon, each must learn from experience the trick-taking value of certain hands. 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.
It is necessary to distinguish between building and combining. In combining cards, those already on the table are gathered together; in building, or increasing a build, a card must be played from the hand. If one player has made a build of any description, it cannot be interfered with or increased except by other cards from a player’s hand, those from the table not being available. For instance: One player has built a 5 by combining two Aces on the table with a 3 from his hand. On the table are also a 2 and 4 and a following player holds a 9 and 7. He cannot use the deuce on the table to increase the build from 5 to 7, nor the 4 to increase it to 9; because that would not be building from his hand; but if he held the 4 and 9 in his hand, he could build on the 5. The simple rule to be remembered is that no combination of cards once announced, and left on the table, can be changed, except by the addition of a card from the hand of some player. _=Taking In.=_ Any player who has made a build is obliged either to win it, when it is next his turn to play, or to win something else, or to make another build. For instance: He has built a 5 into a 9 with a 4, and holds another 4; if another 5 appears on the table before it comes to his turn to play, he may build that into a 9 also, with his other 4, announcing, “Two Nines.
” _=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. A red counter is worth five white ones. Proposal and Acceptance wins or loses 1 red counter. Solo wins or loses 2 red counters. Misère, or Nullo, wins or loses 3 red counters. Abundance, of any kind, wins or loses 4 red counters. Open Misère, or Spread, wins or loses 6 red counters.
For each of these balls pocketed, according to rule, the striker shall score one point. The pool balls to be used are the yellow, green, brown, blue, pink, and black, which shall be spotted as follows at the commencement of the game, and have the appended values when pocketed according to rule: The Yellow ball shall be placed on the right hand spot of the baulk line and count two points; The Green ball shall be placed on the left hand spot of the baulk line and count three points; The Brown ball shall be placed on the middle spot of the baulk line and count four points; The Blue ball shall be placed on the spot between the two middle pockets and count five points; The Pink ball shall be placed at the apex of the pyramid and count six points; The Black ball shall be placed on the billiard spot and count seven points. The White ball shall be used in rotation by the various players taking part in the game solely as the striker’s ball, and shall be played from the “D” at the start of a game by the first player, and at any other period of the game, after it has been off the table from any cause whatever. 4. The ball shall be struck with the point of the cue and not “pushed.” If, after the striker’s ball has been forced against an object ball, the point of his cue remain or come in contact with his ball, the stroke is foul. There is no difference between the act of striking and the act of aiming. 5. The “baulk” is no protection. 6.
The Belfast version ends, May! May! May! and a Newbury and Marlborough fourth line is simply a repetition of the second, Nuts in May, nuts in May. In the first line of the verse the only important variant seems to be the Symondsbury Gathering nuts away and Gathering nuts to-day. Gathering nuts away also occurs in one version from Newbury (Berks), Nuts and May appearing in the larger number after the more usual Nuts in May. In only one version is a specific place mentioned for the gathering. This is in the Bocking version, where Galloway Hill is named, in reply to the unusual question, Where do you gather your nuts in May? A player is usually gathered for Nuts in May. In three or four cases only is this altered to gathering a player s nuts away, which is obviously an alteration to try and make the action coincide exactly with the words. The game is always played in lines, and the principal incidents running throughout all the versions are the same, _i.e._, one player is selected by one line of players from their opponents party. The selected one is refused by her party unless some one from the opposite side can effect her capture by a contest of strength.
|A guinea gold ring and| -- | -- | | |a silver pin. | | | |14.|Please, little girl, |To see a fine lady pop|Lady, come under the | | |pop under. |under a bush. |corner bush. | |15.| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.
Sometimes the cry is Delievo, and not Relievo. One or two variations occur in the playing of this game. Sometimes the Tenter, instead of standing with one foot in the Den, stands as far off the prisoner as the prisoner can spit. The choosing of sides is done by tossing. Two boys are selected to toss. One of them throws up his cap, crying, Pot! or Lid! which is equivalent to Heads and Tails. If, when a prisoner is caught, he cries out Kings! or Kings to rest! he is allowed to escape. The game is a very rough one.--Addy s _Sheffield Glossary_. Beds Jamieson gives this as the Scottish name for Hopscotch; also Brockett, _North Country Words_.
” Observe that while three clubs is worth no more than two royals, 18, the club bid offers to win more tricks than the royals and therefore ranks as a higher bid. A doubles three clubs. Y passes and B says, “Two no trumps.” As will be explained presently, doubling does not affect the value of the declaration in bidding, so two no trumps, worth 20, over-calls three clubs. Z, A and Y all pass, so two no trumps becomes the winning declaration and B is the declarer, A being the dummy, with Z to lead for the first trick. In this example, had the bid been left at three clubs, doubled or not, that would have been the winning declaration, and the partner who first named that suit, Y, would be the declarer, Z being the dummy, although Z actually made the highest bid. It is only when the two players that have both named the winning suit are not partners that the higher bidder becomes the declarer. _=DOUBLING.=_ No player may double his partner, but he may redouble an opponent who has doubled. All doubling must be strictly in turn, like any other bid.
Buff extends his wand, and the person to whom it happens to be pointed must step out of the circle to hold the end in his hand. Buff then interrogates the holder of the wand by grunting three times, and is answered in like manner. Buff then guesses who is the holder of the wand. If he guesses rightly, the holder of the stick becomes Buff, and he joins the ring (_Winter Evening s Amusements_, p. 6). When I played at this game the ring of children walked in silence three times only round Buff, then stopped and knelt or stooped down on the ground, strict silence being observed. Buff asked three questions (anything he chose) of the child to whom he pointed the stick, who replied by imitating cries of animals or birds (A. B. Gomme). (_c_) This is a well-known game.
Like a slightly painful flash of light against the eyes. Yet in that time, a forty-thousand-ton ship lifting free above Earth disappeared somehow or other into two dimensions and appeared half a light-year or fifty light-years off. At one moment, he would be sitting in the Fighting Room, the pin-set ready and the familiar Solar System ticking around inside his head. For a second or a year (he could never tell how long it really was, subjectively), the funny little flash went through him and then he was loose in the Up-and-Out, the terrible open spaces between the stars, where the stars themselves felt like pimples on his telepathic mind and the planets were too far away to be sensed or read. Somewhere in this outer space, a gruesome death awaited, death and horror of a kind which Man had never encountered until he reached out for inter-stellar space itself. Apparently the light of the suns kept the Dragons away. * * * * * Dragons. That was what people called them. To ordinary people, there was nothing, nothing except the shiver of planoforming and the hammer blow of sudden death or the dark spastic note of lunacy descending into their minds. But to the telepaths, they were Dragons.
Volume I. Page 51: reference to Wind Up Jack: this game is not mentioned separately, but under Wind Up the Bush Faggot. Page 120: reference to Wind up the Watch, which is not listed as a separate game, but as a local name for Wind up the Bush Faggot. Page 137: reference to Crosspurposes: according to the description and Vol. II, this could be Cross-questions. Page 300: reference to How many miles to Barley Bridge?, which is not listed as a separate game; the phrase occurs in some of the versions of How many miles to Babylon? Page 318, section (c): The author refers to the Belfast version, but describes the Isle of Man version. This has not been changed. Page 328: reference to the game Spanish Fly, which does not occur in either volume (nor does the phrase). Page 402: reference to Ghost in the Garden and Ghost in the Copper. Neither is described as a separate game; probably the reference is to Ghost at the Well.
The other players continue until only one remains, who must of course win everything on the table. This is not a popular form of Poker, because it is sometimes a long time before a player who is frozen out can get into a game again. _=SHOW-DOWN POKER.=_ This is a variety of draw poker, in which each player takes the five cards dealt to him and turns them face up so that all the other players can see them. Each player discards and draws in turn, eldest hand first. As soon as a hand is beaten it is thrown into the deadwood, all the cards drawn being dealt face up. _=FLAT POKER.=_ In this variety of the game, before the cards are dealt, the age puts up, for a blind, any amount he pleases within the limit. Those who are willing to bet a similar amount on the possibilities of their hands put up a similar amount. Those who decline are not given any cards.
A player cannot bid seven to over-call six; he must go to eight; and a player cannot _=bid=_ five tricks without a partner, although, as we have just seen, he may be forced to _=play=_ in that manner. When six, eight, or nine tricks are bid, the suits outrank one another for equal numbers of tricks; but as the suit called need not be the bidder’s true intention, nor the same as the card laid on the table, the proposer must be careful that his play will be as good as his bid. For instance: He intends nine tricks in spades, but proposes eight in diamonds. He cannot bid nine in diamonds, for that would be a better bid than he intends to play; but the ruse may succeed in inducing a player not to bid against him, hoping diamonds is the true suit. It is a common artifice to bid the true suit, because few will believe it to be such. If clubs are belle, and diamonds petite, and a player who “demands” is over-called by a demand in belle, or a call of six tricks, the first caller cannot advance his bid to six tricks except in the suit which he has already laid on the table; but he may accept the player over-calling him, instead of bidding against him. After a player has once accepted or passed, he cannot bid misère. If no one makes a proposition of any kind, the hands are thrown up; the next dealer contributes to the pool, and a fresh hand is dealt. _=METHOD OF PLAYING.=_ As in Boston, the eldest hand has the first lead, and the others must follow suit if they can, except in the misère des quatre as.
_=45. Betting the Hands.=_ The opener makes the first bet; or, if he has withdrawn, the player next on his left. Should the opener decline to bet after the draw, he must show his openers before abandoning his hand. He need not show the cards he has drawn. If no bet is made, the last player holding cards takes the pool without showing his hand. If a bet is made, the game proceeds as in the ordinary pools. Should the opener retire during the betting, he must show his openers; if he is in the final call he must show his entire hand, whether it is the best or not. If he or any other player declines to show his hand when a call is made, he must ante for all the other players for another jack. _=46.
Those losing and remaining at the booby table each receive a green star. _=Changing Partners.=_ At all but the head table the partners that progress to the next table divide, the lady who has just lost at each table retains her seat, and takes for her partner the gentleman who has just arrived from the table below. At the head table the newly arrived pair remain as partners; but at the booby table the players who have just arrived from the head table divide. All being seated, they cut for the deal, and play is resumed until the next bell tap. _=Ties.=_ In case of ties in points at any table when the bell taps, those having won the most tricks on the next hand are declared the winners. If that is also a tie, the ladies cut to decide it, the lowest cut going up. In cutting, the ace is low, and the jack ranks below the Queen. _=Prizes.
Don’t be superstitious--13 is a better start than 12. Don’t think it necessary to be a Sandow. Many lightweights bowl well. Don’t get discouraged, you can learn. Any able-bodied person, with ordinary nerve and a good eye, can become quite expert with little practice. Don’t let an alley owner use pins that are worn out. Don’t think you can sandpaper a ball without injuring it. It takes an expert mechanic to true up a lignum-vitæ ball. Don’t lay a lignum-vitæ ball away DRY, if you don’t want it to crack. GENERAL LAWS, FOR ALL CARD GAMES.
To cry notchil is for a man to advertise that he will not be answerable for debts incurred by his wife. Cuck-ball A game at ball. The same as Pize-ball. It is sometimes called Tut-ball. --Addy s _Sheffield Glossary_. See Ball. Cuckoo A child hides and cries Cuckoo. The seekers respond-- Cuckoo cherry-tree, Catch a bird and bring it me. --Burne s _Shropshire Folk-lore_, p. 222.
I matched my lifts to its ragged impulses, feeling it steady to a normal seventy-two as the antidote took effect. Her eyes opened at last, and we stopped respiration. Billy Joe! she smiled. She was back from the dead. * * * * * In an hour we had returned to the motel. She was as good as new, but badly shaken. I still don t know what happened, she said. I shrugged. Smoke screen, Pheola. Every time there s a run of luck on a crap table, somebody yells TK! And I suppose there s a number of TK s who aren t in the Lodge, and who figure to make a killing here and a killing there by tipping the dice.
In announcing the point, the suit is not mentioned, only its value. The sequences are defined by the number of cards and the highest; “sixième to the King,” for instance. The fours and trios are defined in the same way; “four Kings,” or “three Jacks.” To each of these declarations, as they are made in regular order, the dealer must reply: “_=Good=_,” “_=Equal=_,” or, “_=Not good=_.” If the point is admitted to be good, the holder scores it; not by putting it down on the score sheet, but simply by beginning his count with the number of points it is worth. If the point is equal, neither player scores it, and secondary points have no value under any circumstances. If the point declared by the elder hand is not good, it is not necessary for the dealer to say how much better his point is; that will come later. To each of the other declarations replies are made in the same manner, except that fours and trios cannot be “equal.” As each combination is admitted to be good, the elder hand adds it to his count. For instance: His point is 51, good; his sequence is five to the Ace, good; and his triplet of Aces is good.