There are five other numbers that might come up, and the fraction of their probability is ⅚ × ⅚ = 25/36, or 25 to 11 in their favour. Take the case of three dice: As three numbers out of six must come up, it might be supposed that it was an even thing that one would be an ace. But the possible throws with three dice are 6 × 6 × 6 = 216; and those that do not contain an ace are 5 × 5 × 5 = 125; so that the odds against getting an ace in one throw with three dice, or three throws with one die, are 125/216, or 125 to 91 against it. To find the probability of getting a given total on the faces of two or three dice we must find the number of ways that the desired number can come. In the 36 possible throws with two dice there are 6 which will show a total of seven pips. The probability of throwing seven is therefore 6/36, or 5 to 1 against it. A complete list of the combinations with two dice were given in connection with Craps. _=Poker.=_ In calculating the probability of certain conflicting events, both of which cannot occur, but either of which would be favourable, we must make the denominator of our fraction equal in both cases, which will, of course, necessitate a proportionate change in our numerator. Suppose a poker player has three of a kind, and intends to draw one card only, the odds against his getting a full hand are 1/16; against getting four of a kind, 1/48.
When I dead-panned him, he shrugged and lowered himself into the chair beside my desk. Thought you hated snakes, Lefty, he said. A guy could get used to almost anything, Grand Master, I said. I found a cobra under my pillow when I rolled out of the sack this morning. A coral snake fell out of the folds of my towel when I went to take a shower. Somebody stashed a bushmaster here in my locker to meet me when I dressed for surgery. I m getting almost fond of snakes. Maragon semaphored doubt by squeezing his eyebrows down in a scowl. Even _real_ snakes? he protested. It s the most artful hallucination I ve ever experienced, I granted.
298, is also used for ball divination. To cook is to toss or throw. Cook a ball, cherry tree; Good ball, tell me How many years I shall be Before my true love I do see? One and two, and that makes three; Thankee, good ball, for telling of me. See Ball, Cuckoo, Monday. Kibel and Nerspel This game was played at Stixwold seventy years ago. It resembled Trap, Bat, and Ball. _Kibel_ = bat, _ner_ = ball of maplewood, _spel_ = trap, with a limock (pliant) stick fastened to it. The score was made by hitting the _ner_ a certain distance, but not by the striker running, as in Rounders. --Miss M. Peacock.
For the Rules of Etiquette of Duplicate Whist, see page 85. SINGLE TABLE, OR MNEMONIC DUPLICATE. The laws of Duplicate Whist govern where applicable, except as follows: Each player plays each deal twice, the second time playing a hand previously played by an adversary. Instead of turning the trump, a single suit may be declared trumps for the game. On the overplay, the cards may be gathered into tricks instead of playing them as required by law (Law VIII, Sec. 1). In case of the discovery of an irregularity in the hands, there must always be a new deal. MNEMONIC DUPLICATE FOR MORE THAN ONE TABLE. Except a contest played in comparison with a progressive match, the replaying of the cards by the same players--“up and back,” as it is sometimes called--is the only possible method of approximating to Duplicate Whist for one table; but where eight or more players participate, this form of the game is extremely undesirable, from the element of memory entering into the replay and destroying the integrity of the game and its value as a test of Whist skill. It has been well described as “a mongrel game--partly Whist and partly Dummy, but lacking in the best features of each.
If this player can get into the lead, he is not only sure of preventing the caller from discarding, but of allowing the other adversaries to discard to advantage. With an honour and one small card, a player on the left should lead the small card first; if on the right, the honour should be led first. A long suit containing the deuce should be avoided as long as possible. The caller’s cards may sometimes be inferred if there has been a previous call on the hand. For instance: A misère may be a forced call; that is, the player first called a proposal, and not being accepted, was forced to amend his call, choosing misère in preference to solo. This would indicate a long weak suit of trumps. If the dealer calls misère, the turn-up trump should be carefully noted. It is useless to persevere in suits in which the caller is evidently safe. If he plays a very low card to a trick in which there is already a high card, that suit should be stopped. _=Discarding.
Only six cards are dealt to each player, three on the first round and three on the second. Then the privilege of naming the trump suit is bid for as usual. After the trump is named, superfluous cards are thrown out, and others drawn in their place, restoring the hands to six cards each. The successful bidder then calls upon the holder of any given card to be his partner. The person holding the card named cannot refuse, and says: “I play with you.” 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.
Lead the K Q suit:-- 17 [Illustration: 🃞 🃗 🂾 🂭 🂮] 48,042 to 17,738 The odds in favour of this hand are greater than in any other jeux de règle. Another which is recommended by Bohn is this, the odds in favour of which have not been calculated; the player to begin with the guarded King:-- 18 [Illustration: 🃞 🃗 🃍 🃇 🂮] Another is any four court cards, not all Jacks; unless one is the trump Jack guarded. From the example the Queen should be led:-- 19 [Illustration: 🂫 🂧 🂻 🃛 🃝] There are two hands which are usually played with only one trump, from both of which the best card of the long suit is led:-- 20 [Illustration: 🂷 🂧 🂨 🂨 🂮] 21 [Illustration: 🃗 🃇 🃈 🃍 🂮] _=THE LEADER.=_ There are a great many more opportunities to make the vole than most players are aware of; especially with jeux de règle. Where the vole is improbable or impossible, tenace is very important, and all tenace positions should be made the most of. In No. 5, for instance, if the clubs were the Queen and ace, it would be better to begin with the heart King, instead of leading away from the minor tenace in clubs. Observe the lead in No. 4. Many tenace positions cannot be taken advantage of because the player must win the trick if he can.
Take the top card from the ace pile, turn it face upward, and place it, still face upward, under the pile to which it belongs. If it is a Jack, for instance, it will go face up under the first pile in the third row. Then take the top card from the second pile, and so on, keeping the left hand as a marker on the pile last drawn from. When you come to a pile which is complete, all the cards being face up, you can skip it, and go on to the next. If at the end you find that the last card to be turned up lies on its proper pile, and needs turning over only, you win; but if you have to remove it to another pile, you lose. _=TRY AGAIN.=_ Shuffle and cut the pack, and deal the cards face upward into four heaps. You are not obliged to deal to each pile in succession, but may place the cards on any of the four piles, according to your judgment or pleasure. In dealing out in this manner it is not good policy to cover one card with a higher, unless you are compelled to do so. Every time you come to an ace, separate it from the others, placing it in a new row, as a foundation for an ascending sequence, which may be continued regardless of the suit of the cards used.
_=OBJECTS OF THE GAME.=_ The game is fifty-one points, and the side first pegging that number, or getting rid of its fifty-one counters is the winner. Fourteen points are made on every deal, as follows:-- 1 For _=High=_, the ace of trumps. 1 For _=Low=_, the deuce of trumps. 1 For the _=Jack=_ of trumps. 1 For the Ten of trumps, or _=Game=_. 5 For the Five of trumps, or _=Right Pedro=_. 5 For the Five of the same colour, or _=Left Pedro=_. -- 14 points altogether; all in the trump suit. All these points, including Low, count to the player winning them, and not to the players to whom they are dealt.
[Illustration: Fig. 2--Battle of Hook s Farm. A Near View of the Blue Army] [Illustration: Fig. 3--Battle of Hook s Farm. Position of both Armies after first move.] (3) The subsequent moves after the putting down are timed. The length of time given for each move is determined by the size of the forces engaged. About a minute should be allowed for moving 30 men and a minute for each gun. Thus for a force of 110 men and 3 guns, moved by one player, seven minutes is an ample allowance. As the battle progresses and the men are killed off, the allowance is reduced as the players may agree.
| | |20.| -- |Iron and steel will | -- | | | |bend and bow. | | |21.| -- | -- | -- | |22.| -- | -- | -- | |23.| -- |Build it up with wood | -- | | | |and clay. | | |24.| -- |Wood and clay will | -- | | | |wash away. | | |25.| -- |Build it up with stone| -- | | | |so strong.
Although the rules allow these three to be pegged at any time during the game, they should be put up immediately, in order to avoid disputes. There is no further play after a go is declared, or either player has reached 31. The score for 31 is two holes; and for the go, one hole. Great importance is attached to the score for the go at five-card Cribbage, because so little is made in play that every point counts. _=The Crib.=_ This is the most important thing in the five-card game, and it is much more important to baulk your adversary’s crib than to preserve your own hand. The best baulking cards are a King with a 10, 9, 8, 7, 6 or A. Never lay out a Jack, nor two cards which form a five, nor any pair, nor any two close cards. In laying out for your own crib, Fives, Sevens and Eights are the best. Any pair, any two cards that make five or fifteen, and any close cards are also good.
_=10th Trick.=_ If A leads the ♢2, and hearts are led again, he must take all the remaining hearts. By taking three at once he can escape the rest. B sees that if he passes this trick A will at once lead the ♢2, and he will take all the remaining hearts; so he takes these three and throws the lead to Y, who has no chance to injure him. _11th Trick._ Z keeps two clubs, hoping that if Y gets in and leads clubs, B may discard a diamond instead of a heart, in which case Z would get clear. _=No. 4.=_ A, with his dangerous suit of spades, clears up the hearts at once. _=6th Trick.
The second time she is scratched and chased. When caught she takes the Mouse s place.--Deptford, Kent (Miss Chase). This is evidently the same game as Ghost in the Garden and Ghost in the Copper, in a decaying stage. There is no _raison d etre_ for either mouse or cobbler. Probably these words are a corruption of the older Ghost in the Copper. Muffin Man [Music] --Earls Heaton (H. Hardy). [Music] --Congleton Workhouse (Miss A. E.