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Conversation during the play should be avoided, as it may annoy players at the table or at other tables in the room. 8. The dummy should not leave his seat to watch his partner play. He should not call attention to the score nor to any card or cards that he or the other players hold. 9. If a player say, “I have the rest,” or any words indicating that the remaining tricks, or any number thereof, are his, and one or both of the other players expose his or their cards, or request him to play out the hand, he should not allow any information so obtained to influence his play. 10. If a player concede, in error, one or more tricks, the concession should stand. 11. A player having been cut out of one table should not seek admission in another unless willing to cut for the privilege of entry.
He then holds up so many fingers, and says-- Buck, buck, how many fingers do I hold up? The boy makes a guess. If the number guessed is wrong, the Rider gives the number guessed as well as the correct number, and again holds up so many, saying-- [Four] you say, but [two] it is; Buck, buck, how many fingers do I hold up? This goes on till the correct number is guessed, when the guesser becomes the Rider. The game was called Buck, Buck at Keith. Three players only took part in the game--the Post, the Buck, and the Rider. The words used by the Rider were-- Buck, buck, how many horns do I hold up? If the guess was wrong, the Rider gave the Buck as many blows or kicks with the heel as the difference between the correct number and the number guessed. This process went on till the correct number was guessed, when the Rider and the Buck changed places.--Rev. W. Gregor. (_b_) Dr.
Draw a bucket of water For my lady s daughter; One go rush, and the other go hush, Pretty young lady, bop under my bush. --Sporle, Norfolk (Miss Matthews). IX. Draw a bucket of water For the farmer s daughter; Give a gold ring and a silver watch, Pray, young lady, pop under. --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.
, U.S.A. DUPLICATE WHIST. Duplicate whist is not a distinct game, but is simply the name given to that manner of playing whist in which a number of hands are played over again with the same cards, but by different persons. _=CARDS.=_ The cards have the same rank as at whist; they are dealt in the same manner, and the same rules apply to all irregularities in the deal, except that a misdealer must deal again. The objects of the game are the same, and so are all the suggestions for good play. The only differences that require attention are the positions of the players, the manner of counting the tricks, and the methods of keeping and comparing the scores. _=THEORY.
Allingham seems to have used this rhyme as the commencement of one of his ballads, Up the airy mountain. (_d_) The game is clearly a marriage game. It introduces two important details in the betrothal ceremony, inasmuch as the huddling and cuddling is typical of the rude customs at marriage ceremonies once prevalent in Yorkshire, the northern counties, and Wales, while the making of the pudding by the bride and the subsequent eating together, are clearly analogies to the bridal-cake ceremony. In Wales, the custom known as bundling allowed the betrothing parties to go to bed in their clothes (Brand, ii. 98). In Yorkshire, the bridal cake was always made by the bride. The rudeness of the dialogue seems to be remarkably noticeable in this game. See Mary mixed a Pudding up, Oliver, Oliver, follow the King. [1] Miss Chase says, I think the order of verses is right; the children hesitated a little. [2] Mr.
I. London Bridge is broken down, Grant said the little bee,[4] London Bridge is broken down, Where I d be. Stones and lime will build it up, Grant said the little bee, Stones and lime will build it up, Where I d be. Get a man to watch all night, Grant said the little bee, Get a man to watch all night, Where I d be. Perhaps that man might fall asleep, Grant said the little bee, Perhaps that man might fall asleep, Where I d be. Get a dog to watch all night, Grant said the little bee, Get a dog to watch all night, Where I d be. If that dog should run away, Grant said the little bee, If that dog should run away, Where I d be. Give that dog a bone to pick, Grant said the little bee, Give that dog a bone to pick, Where I d be. --Belfast, Ireland (W. H.
For example: Holding A Q 3 of a suit led by the partner, to play Q is a finesse against fourth hand having the King. Each of these systems has its advantages, and almost every hand will offer opportunities for practice in all of them. The most important thing to impress on the beginner is that whist cannot be played by machinery. Some authorities would have us believe that certain theories alone are sound; that certain systems of play alone are good; and that if one will persevere in following certain precepts, in such matters as leading, management of trumps, etc., that the result will be more than average success at the whist table. Nothing can be further from the truth. As in all other matters largely controlled by chance, there is no system, as a system, which will win at whist. One cannot succeed by slavish adherence to either the long or the short-suit game; by the invariable giving of information, or the continual playing of false cards. The true elements of success in whist lie in the happy combination of all the resources of long and short suits, of finesse and tenace, of candour and deception, continually adjusted to varying circumstances, so as to result in the adversaries’ losing tricks. _=HOW TO STUDY WHIST.
This is called Misère sur table, or _=A Spread=_. 7th. To win all 13 tricks against the three other players combined; the single player to name the trump suit, and to have the original lead whether eldest hand or not. This is called Abundance Déclarée, or _=A Slam=_. While the object of the proposing player is to win or lose the declared number of tricks, that of his adversaries is to prevent him from doing so, if possible. There are no honours, and the only factor in the count is the number of tricks actually taken. The highest card played of the suit led wins the trick, and trumps, if any, win against all other suits. _=METHOD OF DECLARING.=_ The eldest hand has the first say, and after examining his cards he may make any of the several propositions just enumerated. The smallest proposal he can make is to take 8 tricks with the assistance of a partner.
A variation is sometimes made by the dealer announcing a trump suit after he has examined his hand, instead of turning up the last card. His adversary then has the right either to play his hand, or to exchange it for the one on his right; but the dealer must play the hand dealt to him. THIRTEEN AND THE ODD. This is Humbug Whist without the discard. The dealer gives thirteen cards to his adversary and to himself, one at a time, and turns up the next for the trump. The trump card belongs to neither player. The winner of the odd trick scores a point. Five points is game. MORT. WHIST À TROIS; OR FRENCH DUMMY.
I have heard it credibly reported (and that _viva voce_) by men of great grauitie and reputation, that of fortie, threescore or a hundred maides going to the wood ouer night, there haue scaresly the third part of them returned home againe undefiled. Herrick s _Hesperides_ also describes the festival, and the custom of courting and marriage at the same time. The tune sung to this game appears to be the same in every version. END OF VOL. I. BALLANTYNE PRESS PRINTED BY BALLANTYNE, HANSON AND CO. EDINBURGH AND LONDON Transcriber s notes: General: This eBook is Volume I of a two-volume work. Volume II is available as ebook number 41728 via the website of Project Gutenberg (www.gutenberg.org/ebooks/41728).
If he has a natural, he exposes it immediately, and the dealer must pay him double the amount staked. It is sometimes the rule for the holder of a natural, the dealer having none, to take the stakes of all the other players; but this variation is not in favour. _=Drawing.=_ No natural being shown, each player in turn may draw another card, or stand on the two dealt him, which are not shown under any circumstances. If he is content, he says: “I stand.” If he wants a card he says: “One,” and the dealer gives it to him, face up. If the pips on the card drawn, added to those already in his hand, make his total greater than 21, he is créve, and passes over to the dealer his stake, throwing his cards in the centre of the table, still face down. If the total is not 21, he may draw another card, and so on until he is créve or stands. The first player disposed of in this manner, the dealer goes on to the next one, and so on until he comes to himself. He turns his two cards face upward, and draws or stands to suit himself.
They march round and round, singing the verses to a sing-song tune. When singing, If the cock should meet a hen, they all unclasp hands; two hold each other s hands and form an arch. The rest run under, saying the last verse. The arch lower their hands and try to catch the last child. (_c_) The analysis of the game-rhymes is on pp. 342-45. It appears from this analysis that the London version is alone in its faithful reflection of an actual building episode. Three other versions introduce the incident of watching by a man, and failing him, a dog or cock; while five versions introduce a prisoner. This incident occurs the greatest number of times. It is not surprising that the London version seems to be the most akin to modern facts, being told so near the spot indicated by the verses, and on this account it cannot be considered as the oldest of the variants.
If a pack is found to be imperfect, the deal in which the error is discovered is void, but all previous cuts or scores made with that pack stand good. _=METHOD OF PLAYING.=_ The pone begins by leading any card he chooses, to which his adversary may play any card he pleases. A player is not obliged to follow suit, nor to trump; but may renounce or trump at pleasure until the stock is exhausted, after which the method of play undergoes a change. If a player follows suit, the higher card wins the trick, and if identical cards are played to the same trick, such as two Jacks of clubs, the leader wins. Trumps win plain suits. The winner of the trick takes in the cards, turning them face down; but before he leads for the next trick he has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand. After, or in the absence of any such announcement, and before leading for the next trick, he draws a card from the top of the stock and places it in his hand, without showing or naming it. His adversary draws the next card, so that each player restores the number of cards in his hand to eight. This method of drawing from the stock is open to many objections, and in France the pone always draws first, no matter who wins the trick.
The game is finished when all are caught.--Cork (Miss Keane). Black Thorn [Music] --Earls Heaton, Yorks. I. Blackthorn! Butter-milk and barley-corn; How many geese have you to-day? As many as you can catch and carry away. --Monton, Lancashire (Miss Dendy). II. Blackthorn! Blackthorn! Blue milk and barley-corn; How many geese have you to-day? More than you can catch and carry away. --Harland and Wilkinson s _Lancashire Folk-lore_, p. 150.
_=Perpetual Check.=_ If a piece gives check to the adverse King, and the King moves away, the check may be repeated, and the King must move again, or interpose a piece, or capture the checking piece. If the position is such that no matter how often the King moves or is covered he cannot get out of check, and no matter how much the opposing pieces move they cannot check-mate him, the game is drawn by perpetual check. Diagram No. 11 is an illustration of such a position. [Illustration: _No. 11._ BLACK. +---+---+---+---+---+---+---+---+ | ♚ | ♛ | | | | | | | +---+---+---+---+---+---+---+---+ | ♟ | | | | | | | | +---+---+---+---+---+---+---+---+ | ♜ | ♟ | ♕ | | | | | | +---+---+---+---+---+---+---+---+ | | ♔ | | | | | | | ] The only way out of the check is to interpose the Queen, whereupon the white Queen will move diagonally to the edge of the board and check again, forcing the black Queen back where she came from, and drawing the game by perpetual check. If the black Queen moves away from the King, she will be captured, and White will give check-mate at the same time.
In Northamptonshire a game called Nine Holes, or Trunks, is played with a long piece of wood or bridge with nine arches cut in it, each arch being marked with a figure over it, from one to nine, in the following rotation--VII., V., III., I., IX., II., IIII., VI., VIII. Each player has two flattened balls which he aims to bowl edgeways under the arches; he scores the number marked over the arch he bowls through, and he that attains to forty-five first wins the game (Baker s _Northamptonshire Glossary_).
XI. How many miles to Burslem? Three score and ten. Can we get there by candle-light? Yes, and back again. Open the gates so wide, so wide, And let King George aside, aside; The night is so dark we cannot see, Thread the needle and go through. --Isle of Man (A. W. Moore). XII. How many miles to Banbury Cross? Three score and ten. Shall we get there by midnight? Yes, if you run well.
If the banker has too many cards, the players may amend their bets, and the banker’s cards are then exposed, and the one taken from him which will leave him with the smallest point, the drawn card being thrown in the waste basket. If the banker gives himself two cards while either player has been given one only, the player must be given another card, and the banker must also take another. If the players have not amended their stake before the error was corrected, the first two cards dealt to the banker are thrown in the waste basket, and the third is his point for that deal. If the banker gives the second card to either player before dealing the first to himself, he must give the second to the other player also, and then take his own. This single card must then be thrown in the waste basket, but the banker may play out the hand as if he had two cards which counted 10 or 20; that is, baccara. _=Showing.=_ If any of the three persons holding cards finds he has a point of 8 or 9, it must be shown at once, and the two other hands are then exposed. If the banker has 8 or 9, and neither of the others has so many, the bank wins everything on the table. If either player has more than the banker, all the bets on that side of the table must be paid. If either player has as many as the banker, all the bets on that side of the table are a stand-off.
At last they were one again. In a tiny remote corner of his mind, as tiny as the smallest toy he had ever seen in his childhood, he was still aware of the room and the ship, and of Father Moontree picking up a telephone and speaking to a Scanner captain in charge of the ship. His telepathic mind caught the idea long before his ears could frame the words. The actual sound followed the idea the way that thunder on an ocean beach follows the lightning inward from far out over the seas. The Fighting Room is ready. Clear to planoform, sir. THE PLAY Underhill was always a little exasperated the way that Lady May experienced things before he did. He was braced for the quick vinegar thrill of planoforming, but he caught her report of it before his own nerves could register what happened. Earth had fallen so far away that he groped for several milliseconds before he found the Sun in the upper rear right-hand corner of his telepathic mind. That was a good jump, he thought.
_=CARDS PLAYED IN ERROR.=_ The single player is not liable to any penalty for cards played in error, or led out of turn, except those taken back to save a revoke; but his adversaries are liable to the usual whist penalties for all such irregularities. The single player can forbid the use of an exposed trump for ruffing, and can demand or prevent the play of an exposed card in plain suits, provided he does not ask the adversary to revoke. If a suit is led of which an adversary has an exposed card on the table, the single player may call upon him to play his highest or lowest of that suit. If a player has announced Little Misère, and one of the adversaries leads before the others have discarded, the caller may immediately claim the pool and stakes. If any adversary of a misère player leads out of turn, or exposes a card, or plays before his proper turn in any trick, the bidder may at once claim the pool and stakes. In all such cases it is usual for the individual in fault to pay a forfeit of four red counters toward the next pool. In Misère Partout, there is no penalty for cards played in error, or led out of turn. _=PAYMENTS.=_ If the caller succeeds in winning the proposed number of tricks, he is paid by each of his adversaries according to the value of his bid, and the number of over-tricks he wins, if any.
A shrewd greek can often help a silent partner who is playing under the disguise of a single caller, especially in misère. Persons who play in the many public cafés of Europe should be especially careful to avoid this style of partnership, where it is very common. _=SUGGESTIONS FOR GOOD PLAY.=_ Apart from the general principles common to all forms of Whist, such as the play of high or low cards, trumps or plain suits, etc., there are several points peculiar to Solo Whist which require attention. _=Proposing.=_ It is better to propose on two or three sure tricks, with strong probabilities of several more, than on a certainty of four only. For instance: The two highest trumps and two suits containing Aces, with no other trick probable, is not such a good hand for a proposal as one containing four average trumps, with one plain suit of K Q J x x, and another of K Q x x. It is not improbable that the latter may be good for seven or eight tricks. Nothing but experience will teach a player what combinations of cards are “probably” good for tricks; but K x x, or Q J 10 x or K Q, may be counted on.
Bonnety This is a boys game. The players place their bonnets or caps in a pile. They then join hands and stand in a circle round it. They then pull each other, and twist and wriggle round and round and over it, till one overturns it or knocks a bonnet off it. The player who does so is hoisted on the back of another, and pelted by all the others with their bonnets.--Keith, Nairn (Rev. W. Gregor). Booman [Music] --Norfolk. Dill doule for Booman, Booman is dead and gone, Left his wife all alone, and all his children.
C wins the first trick, and leads his long suit through the player. In the last three tricks A coaxes B to win the Ten of trumps; but if B does so he gives up the advantage of his tenace over the player, which is now the only chance to defeat him. B knows that if he wins the Ten of trumps, B and C can make only 59 points, because A will save his trump Ace. A, having failed to reach 61, loses a spade Solo without one; twice 11, or 22 points, which was the game he must have won to be as good as the offer of 18 which he refused. _=A GRAND.=_ B bids; both Vorhand and Hinterhand pass, and B announces a Grand, with the following cards:-- [Illustration: 🃛 🂫 🂻 🃑 🃁 🃊 🃎 🂡 🂭 🂩 ] The play is given in the margin. In a Grand the four Jacks are the only trumps. A has the first play, and as he leads through the player, he begins with his long suit, of which he knows that the Ace alone is out, and it may be in the skat. If the player has the Ace, C will probably trump it. If the player has not the Ace, it is just possible that he will not trump the Ten.
As long as the child can keep her hands clasped, so long is the swinging kept up; and as many times as they count, so many is the number of pounds she weighs. The seller sometimes said, when each one was bought-- Take her and bake her, And into pies make her, And bring her back When she is done. They were not brought back, and the owner had to catch and bring back each one. When sold, the honey pot is taken to the other side, or home of the purchaser. The game goes on till all the honey pots are sold.--London (A. B. Gomme). In Sporle, a girl clasps her hands under her legs to form a seat, and two others swing her by the arms, saying-- Honey pot, honey pot, over the river; When the old cat dies you shall have the liver. --Miss Matthews.
Emslie). (_b_) Five or six children stand in a row. Another child comes up to the first of the row, and strikes smartly on the ground with a stick. The child facing him asks the first question, and the one with the stick answers. At strokes his face he suits the action to the words, and then thumps with his stick on the ground at the beginning of the last line. The object of all the players is to make Buff smile while going through this absurdity, and if he does he must pay a forfeit. Another version is for one child to be blindfolded, and stand in the middle of a ring of children, holding a long wand in his hand. The ring dance round to a tune and sing a chorus [which is not given by the writer]. They then stop. 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.
If he passes or takes the widow, he gives his original hand to the dealer, who places it on the bottom of the pack. If he takes the widow or stands, he must win at least one trick, or he is looed, and will forfeit three red counters to the next pool. If all pass but the player who has taken the widow, he wins the pool without playing, and the next deal must be a simple. If only one player stands, and he has not taken the widow, the dealer, if he will not play for himself, must take the widow and play to defend the pool. If he fails to take a trick, he is not looed; but the payment for any tricks he wins must be left in the pool, and the red counters for them should be changed for white ones, so that the amount may be easily divided at the end of the next pool. _=Flushes.=_ If any player in a double pool holds three trumps, whether dealt him or found in the widow, he must announce it as soon as all have declared whether or not they will play. The usual custom is to wait until the dealer declares, and then to ask him: “How many play?” The dealer replies: “Two in;” “Three in;” or: “Widow and one;” as the case may be. The player with the flush then shows it, and claims the pool without playing, each of those who are “in” being looed three red counters. If two players hold a flush in trumps, the elder hand wins, whether his trumps are better or not; but the younger hand, holding another flush, is not looed.
Hunt the Staigie. Hunting. Hurling. Hurly-burly. Huss. Hustle Cap. Hynny-pynny. ISABELLA. JACK S Alive. Jack, Jack, the Bread s a-burning.