Whichever number, two or three, the dealer begins with, he must continue giving the same number to every player, including himself, for the first round. After the cards are dealt, the next card is turned face up on the remainder of the pack, except in five and seven-handed Euchre, in which no trump is turned. Each player deals in turn to the left, until the conclusion of the game or rubber. _=Irregularities in the Deal.=_ If any card is found faced in the pack, the dealer must deal again. Should the dealer expose any card but the trump while dealing, the adversaries may demand a new deal by the same dealer. Should any adversary of the dealer expose a card, the dealer may elect to deal again. A player dealing out of turn may be stopped before the trump card is turned; but after that the deal must stand, afterward passing to the left in regular order. On the completion of the deal, if any player has more or less than five cards, it is a misdeal, and the deal passes to the player on the misdealer’s left. The dealer loses his deal if he neglects to have the pack cut; if he deals a card incorrectly, and fails to remedy the error before dealing another; if he counts the cards on the table, or those remaining in the pack; or if he deals two cards to one player and three to another in the same round.
Y keeps two clubs in dummy, so that if club is led, he will have one to return after he has made his diamonds. In the second example, they are playing nullos, Y declaring. The points in the play are holding the spade queen, so as to lead a diamond or a spade at trick 6. This B prevents, hoping to force two clubs on Y and Z and set the contract. At trick 7, if the hearts are split, the queen must win the ten. If not, Z must win one heart trick. Y makes his contract, losing four odd. BRIDGE. The difference between straight bridge, as it is sometimes called, and auction is in the method of selecting the trump, which must be declared by the dealer or his partner, the opponents having nothing to say except to double the declaration if they think it will not win the odd trick. Another point is that either side can score toward game by getting the odd trick or more, there being no penalties for failure to make the odd except losing the value of the tricks because the dealer never declares to make any given number of tricks on the hand.
Don’t step on or over the foul line. Don’t think you can change the course of the ball after it has left your hand. Don’t expect a “strike” every time you hit the head pin. Don’t blame the pin boys if you get a split. They will spot any pin you call their attention to. Don’t throw away a “spare” because you think you were entitled to a “strike.” Don’t use any unnecessary motions. Don’t exert yourself. Take it easy. A slow accurate ball is better than a swift wild one.
W. Allen, 1895. Science of Draw Poker, by David A. Curtis, 1901. Poker, Brentano’s Pocket Library Series, by R.F. Foster, 1897. Practical Poker, with complete laws, by R.F. Foster, 1905.
After the first few tricks, everything must be arranged with a view to securing that last trick, but the importance of getting home with Aces must never be overlooked. These count 12 points in every hand, and the side that can get in three out of the four has 6 points the best of it. The only _=Text Book=_ on this game is the Pocket Guide, by “Cavendish”; there are some good articles in Vol. III. of the “_Westminster Papers_.” VINT. While this game is by some persons thought to be the forerunner of bridge, and might be classed as one of the whist family, it is at present so little known outside of Russia, where it is the national game, that the author has thought it best to group it with other games which are distinctly national in character. Vint has been variously described as bridge without a Dummy and as auction whist. It resembles bridge in the making of the trump, and whist in the manner of the play. _=Cards.
_, gobs in a row. This was described by the player as while the tally is up to sweep the whole row or line off the ground into the arch of the finger and thumb before catching the tally. (_b_) These games are variants of one common original. It is the same game as that described by F. H. Low in the _Strand Magazine_, ii. 514, as played in the London streets. The marble there is called a buck. Pegsy was the name of the No. 5 stage of the Wakefield version, and this varies too, inasmuch as it was the same gob which is picked up and then laid down before catching the buck.
| | | 9.| -- | -- |My fair lady. | |10.| -- |With a gay lady. | -- | |11.|Where I d be. | -- | -- | |12.| -- |How shall we build it | -- | | | |up again? | | |13.|Stones and lime will | -- |Build it up with | | |build it up. | |bricks and mortar.
Meanwhile, old man, you take it easy. There s nothing but rest that can help you. Can you make yourself sleep, or would you like us to give you some kind of sedative? I can sleep, said Underhill. I just want to know about the Lady May. The nurse joined in. She was a little antagonistic. Don t you want to know about the other people? They re okay, said Underhill. I knew that before I came in here. He stretched his arms and sighed and grinned at them. He could see they were relaxing and were beginning to treat him as a person instead of a patient.
RULES AND REGULATIONS GOVERNING THE GAME OF AMERICAN TEN PINS. _Revised at Louisville, Ky., March 19-21, 1906. In effect Sept. 1, 1906._ The alleys upon which the game shall be played shall not be less than 41 nor more than 42 inches in width. The length from the centre of No. 1 pin spot to the foul line shall be 60 feet. Back of the foul line there shall be a clear run of not less than 15 feet. The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed 12 inches apart from centre to centre.
] 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.=_ 1- 5 8 11 5- 9 11 15 9-14 15 11 14-18 11 16 18-15 16 20 15-11 20 24 3- 7 24 19 7-10 19 23 10-15 23 27 15-19 27 32 19-24 32 28 24-27 28 32 27-31 32 28 31-27 28 32 27-23 32 28 23-18 28 24 18-14 24 19 6-10 19 23 10-15 23 27 15-19 27 32 19-24 32 28 24-27 28 24 27-32 24 28 32-27 28 32 27-24 32 28 24-19 28 32 19-15 32 28 15-10 28 24 10- 6 24 19 14-10 19 24 10-15 24 28 15-19 28 32 19-24 32 28 11-16 28 19 16-23 12 8 23-18 8 4 18-14 4 8 6- 1 8 11 14- 9 13 6 1-10 11 16 10-15 16 20 15-19 B wins _=Third Position.=_ White to move 18 15 A 6- 1 14 9 24-28 23 19 1- 5 9 6 B 28-32 19 24 5- 1 24 19 W wins ----- Var A. 24-28 23 27 6- 1 14 10 28-32 27 24 1- 5 10 6 W wins ------ Var B.
He then holds up (say) three fingers, and says-- Buck, buck, how many horns do I hold up? The stooping boy guesses, and if he says a wrong number the other says-- [Two] you say and three there be; Buck, buck, how many horns do I hold up? When the stooping boy guesses rightly the other says-- [Four] you say and [four] there be; Buck, buck, rise up. The boy then gets off and stoops for the other one to mount, and the game is played again.--London (J. P. Emslie). Similar action accompanies the following rhyme:-- Inkum, jinkum, Jeremy buck, Yamdy horns do au cock up? Two thà sès, and three there is, Au ll lea n thee to la ke at Inkum. --Almondbury (Easther s _Glossary_). A different action occurs in other places. It is played by three boys in the following way:--One stands with his back to a wall; the second stoops down with his head against the stomach of the first boy, forming a back; the third jumps on it, and holds up his hand with the fingers distended, saying-- Buck shee, buck shee buck, How many fingers do I hold up? Should the stooper guess correctly, they all change places, and the jumper forms the back. Another and not such a rough way of playing this game is for the guesser to stand with his face towards a wall, keeping his eyes shut.
Not without a back, not without a bow, Not without a curtsey, and then I ll let you through. --South Shields (Miss Blair). V. How many miles to Babylon? Three score and ten. Can I get there o candle-light? There and back again. Here s my black [raising one foot], And here s my blue [raising the other], Open the gates and let me through. --Annaverna, Ravendale, co. Louth, Ireland (Miss R. Stephen). VI.
If a player is led into error through a previous error on the part of an adversary, he should not suffer any penalty for it, but may take back his card. This is particularly true of following suit to erroneous leads, or playing after a revoke which is afterward amended. _=Irregularities in the Hands.=_ In all games in which the player need not follow suit unless he chooses, such as Seven-up, there should be no penalty if the player has not his full complement of cards, because he cannot possibly gain anything by playing with a short hand. But in all such games as Whist, where the absence of a card in plain suits might enable a player to trump, a penalty must be enforced for playing with less than the proper number of cards. In all such games as Poker, it is only to the player’s own disadvantage to play with too few cards, provided he is not allowed to call four cards a flush or a straight, and there should be no objection to his playing with a short hand. Many good players “squeeze” their cards, and if they find a good pair in the first two, they put up the ante without looking further. It is manifestly unfair to bar them out of the pool because the dealer has given them only four cards, which gives them no possible advantage, but rather the reverse. This is in accordance with common sense, and is the law in Cribbage and Piquet. _=Discrimination.
4th. To win 9 of the 13 tricks against the three other players combined; the single player to name the trump suit. This is called _=Abundance=_. 5th. To win 9 of the 13 tricks against the three other players combined, with the trump suit that is turned up. This is called _=Abundance in Trumps=_. 6th. To take no tricks, there being no trump suit, and the three other players being opposed; the single player’s cards being exposed face up on the table after the first trick is complete. This is called Misère sur table, or _=A Spread=_. 7th.
| +---+-.-+---+-.-+---+-.-+---+-.-+ | | . | | . | | . | | . | +---+-.-+---+-.
The lines, with an additional four from _Shropshire Folk-lore_, are given by Miss Burne among nursery rhymes and riddles. See Buff with a Stick, Dinah. Mulberry Bush [Music] --Miss Harrison. Here we go round the mulberry bush, The mulberry bush, the mulberry bush, Here we go round the mulberry bush, On a cold and frosty morning. This is the way we wash our hands, Wash our hands, wash our hands, This is the way we wash our hands, On a cold and frosty morning. Here we go round the mulberry bush, The mulberry bush, the mulberry bush, Here we go round the mulberry bush, On a cold and frosty morning. This is the way we wash our clothes, Wash our clothes, wash our clothes, This is the way we wash our clothes, On a cold and frosty morning. Here we go round the mulberry bush, The mulberry bush, the mulberry bush, Here we go round the mulberry bush, On a cold and frosty morning. This is the way we go to school, We go to school, we go to school, This is the way we go to school, On a cold and frosty morning. Here we go round the mulberry bush, The mulberry bush, the mulberry bush, Here we go round the mulberry bush, On a cold and frosty morning.
If Dummy has only two cards of the suit, neither of them the Ace, always play your King. When the declarer leads a suit it is often important to count how many he and your partner can possibly hold. For instance: You have four, K x x x; Dummy has four, A J 10 x, and declarer leads the Queen. It is useless to play your King; for either the Queen is a singleton, and the declarer cannot continue the suit, which will compel Dummy to lead it to you eventually; or, the third round will be trumped, perhaps by your partner. If you have only two small cards with the King, put it on the Queen. You cannot save it, but you may establish your partner’s 9. In the last three tricks, if you find yourself with a doubtful card, and the best and a small card of a suit which the declarer leads through you, win the trick and lead the doubtful card, for if the declarer held the best of that suit he would have led it first, to be sure of a trick. _=Dummy on the Right.=_ When Dummy leads through you, your skill in avoiding any traps the declarer may be setting for you will depend on your knowledge of how he manages his hand, and your ability to infer what he holds. As a general principle, it may be assumed that any high card led by Dummy forms part of a combination, the unseen part of which is in the declarer’s hand.
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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. Keep pairs royal and runs in your hand, and do not forget that a flush of three counts in the hand; but the starter must agree to make a flush in the crib. _=Playing Off and On.=_ The pegging in play is usually small; 2 for the dealer, and an average of 1½ for the non-dealer, hence the importance of the go. The average hand is a little less than 5, and the crib about 5. The player is at home if he has pegged 17 in two deals, his own and his adversary’s. He is safe at home if he is 7 ahead, or his adversary is 7 behind.
=_ The cards having been properly shuffled, are presented to the pone to be cut. Beginning on his left, the dealer distributes the cards three at a time, until only four remain. These he deals one at a time, turning up the last for the trump. When two packs are used, the player sitting opposite the dealer shuffles the still pack while the other is dealt. The deal passes in regular rotation to the left. When three play with a pack of forty cards, the last card is turned up for trumps, but it does not belong to the dealer, and is not used in play. The general rules with regard to irregularities in the deal are the same as at Whist; except that a misdeal does not pass the deal. The misdealer must deal again, and with the same pack. The cards dealt, each player sorts and counts his hand to see that he has the correct number of cards, thirteen. If not, he should immediately claim a misdeal; for a player having more or less than his right proportion of cards cannot win anything on that hand, but will have to stand his proportion of all losses incurred by him or his side.
Minshew gives it thus: To play at _levell coil_, G. jouer à cul levé: _i.e._, to play and lift up your taile when you have lost the game, and let another sit down in your place. Coles, in his _English Dictionary_, seems to derive it from the Italian _leva il culo_, and calls it also Pitch-buttock. In his _Latin Dictionary_ he has _level-coil_, alternation, cession; and to play at _level coil_, vices ludendi præbere. Skinner is a little more particular and says, Vox tesseris globulosis ludentium propria: an expression belonging to a game played with little round tesseræ. He also derives it from French and Italian. It is mentioned by Jonson, _Tale of a Tub_, iii. 2:-- Young Justice Bramble has kept _level-coyl_ Here in our quarters, stole away our daughter.
When Enflé is played by four persons, the Piquet pack of thirty-two cards is used. If there are more than four players, sufficient cards are added to give eight to each person. The rank of the cards and all other preliminaries are the same as at Hearts. There is no trump suit. The cards are dealt 3-2-3 at a time. The eldest hand leads any card he pleases, and the others must follow suit if they can. If all follow suit, the highest card played wins the trick, which is turned face down, and the cards in it are dead. The winner leads for the next trick, and so on. But if any player is unable to follow suit, he is not allowed to discard, but must immediately gather up the cards already played, and take them into his own hand with the cards originally dealt to him. The players following the one who renounces to the suit led do not play to the trick at all; but wait for him to lead for the next trick.