| -- | -- |If this young man | | | | |should happen to die. | | 31.| -- | -- | -- | | 32.| -- | -- | -- | | 33.| -- | -- |And leave the poor | | | | |woman a widow. | | 34.| -- | -- | -- | | 35.| -- | -- |Bells shall ring, | | | | |birds shall sing. | | 36.| -- | -- | -- | | 37.
His adversary pegs two points, and the short hand must be played and shown for what it is worth. _=Irregular Cribs.=_ If the superfluous card is found in the crib, and the non-dealer had the short hand, the dealer may reckon all the combinations he can make in the six-card crib; but if it was the dealer who had the short hand, the superfluous crib is void. If the crib contains a superfluous card, both the players having their right number, the non-dealer pegs two holes for the evident misdeal, and the crib is void. If both players have their right number, and the crib is short, it must be shown for what it is worth; but the non-dealer pegs two holes for the evident misdeal. _=Irregular Announcements.=_ There is no penalty if a player announces a wrong number as the total of the cards played, provided he does not peg an erroneous fifteen or thirty-one. If the following player does not correct the announcement, but plays and adds to it, the error cannot be rectified. If any holes are pegged for an erroneous announcement, the adversary may demand that they be taken down again, and may add the number to his own score. _=Miscounting.
+-----+ +-----+ +-----+ | | | | | | +------+ Dealer’s:-- | 2 | | 4 | | 6 | |Trump.| | | | | | | +------+ +-----+ +-----+ +-----+ ] The players first take up hands Nos. 1 and 2; a card is led from No. 1, the dealer follows suit from No. 2, or trumps, or discards, and the play continues until these two hands are exhausted. The second set are then taken up and played in the same manner; the player who won the last trick in one set having the first lead in the next. Finally, the third set are played in the same manner; all the cards taken by each side being gathered into one pile by the player who has won them. The trump card must remain on the table until the dealer takes up the last hand. When three play, the set of hands first dealt must be first played, and then the second set taken up. The rules for cards played in error, leading out of turn, etc.
Each player has a mark, and after the dialogue the players run over to each other s marks, and if any can be caught before getting home to the opposite mark, he has to carry his captor to the mark, when he takes his place as an additional catcher. (_c_) Miss Burne s version (_Shropshire Folk-lore_, p. 521) is practically the same as the Earls Heaton game, and Easther in his _Almondbury Glossary_ gives a version practically like the Sheffield. Mr. Hardy says it is sometimes called Black-butt, when the opposite side cry Away we cut. Miss Dendy quotes an old Lancashire rhyme, which curiously refers to the different subjects in the Lancashire game rhyme. It is as follows:-- Little boy, little boy, where were you born? Way up in Lancashire, under a thorn, Where they sup butter-milk in a ram s horn. Another version is given in _Notes and Queries_, 3rd Series, vii. 285. (_d_) This is a dramatic game, in which the children seem to personate animals, and to depict events belonging to the history of the flock.
She goes to one and says-- This tastes like my Monday. The Witch tells her it s a barrel of pork. No, no, this is my Monday; run away home. Upon this Monday jumps up from her crouching or kneeling posture [the children were generally put by the Witch behind some chairs all close together in one corner of the room], and runs off, followed by all the others and their Mother. The Witch tries to catch one, and if successful that child becomes Witch next time.--A. B. Gomme. A probable explanation of this game is that it illustrates some of the practices and customs connected with fire-worship and the worship of the hearth, and that the pot is a magical one, and would only boil over when something wrong had occurred and the Mother s presence was necessary. The pot boils over directly a child is taken away, and appears to cease doing this when the Mother comes in.
_=THE LEADER’S PARTNER=_, or the Third Hand, has several conventional plays to remember; the most important of which are the following: _=When Partner Leads High Cards=_, the Third Hand has usually little to do but to play his lowest of the suit. The exceptions are: If he holds A J alone, on a King led, the Ace should be played. If he holds A Q alone on a Ten led, the Ace should be played. With A Q x, the Ten should be passed. With Ace and small cards, the Ace should be played on the Ten. With Queen and small cards the Ten should be passed. When Third Hand plays Queen on a Ten led, it should be a certainty that he has no more of the suit. If he holds A K and only one small card, the King should be played on a Queen led. If he holds Ace and only one small card, the Ace should be played on the Jack led. If Third Hand has four trumps and a card of re-entry, the Ace should be played on Jack led, regardless of number, in older to lead trumps at once, to defend the suit.
Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case in Euchre. A person playing a lone hand is not liable to any penalty for exposing his cards, nor for leading out of turn, for he has no partner to derive any benefit from the information conveyed. _=Leading Out of Turn.=_ Should any person, not playing alone, lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead. The demand must be made by the person who will be the last player on the trick in which the suit is called. If all have played to the lead before discovering the error, it cannot be rectified; but if all have not played, those who have followed the false lead must take back their cards, which are not liable to be called. Any player may ask the others to _=draw cards=_ in any trick, provided he does so before the cards are touched for the purpose of gathering them. In answer to this demand, each player should indicate which card of those on the table he played. No one is allowed to see any trick that has been turned and quitted. _=Taking Tricks.
517, 518). This description is almost the same as a seventeenth century version. The dance is begun by a single person (either man or woman), who, taking a cushion in his hand, dances about the room, and at the end of the tune he stops and sings:-- This dance it will no further go. The Musician answers: I pray you, good sir, why say you so? Man: Because Joan Sanderson will not come to. Musician: She must come to, and she shall come to, And she must come whether she will or no. Then he lays down the cushion before a woman, on which she kneels, and he kisses her, singing-- Welcom, Joan Sanderson, welcom, welcom. Then he rises, takes up the cushion, and both dance, singing-- Prinkum-prankum is a fine dance, And shall we go dance it once again, Once again, and once again, And shall we go dance it once again. Then, making a stop, the wo(man) sings as before-- This dance, &c. Musician: I pray you, madam, &c. Woman: Because John Sanderson, &c.
=_ In the simple proposal and acceptance, the rules with regard to cards played in error, or led out of turn, are the same as at Whist. In the case of a single player against three adversaries, the caller is not liable to any penalty for cards played in error, or led out of turn; but his adversaries are subject to the usual whist penalties for all such irregularities, such as having the cards laid on the table as exposed, or a suit called, or the highest or lowest of a suit led demanded from an adversary who has followed suit out of turn. For the better protection of the single player, who is much more liable to be injured by irregularities than partners would be, he is allowed to prevent the use of an exposed trump for ruffing, and to demand or _=to prevent=_ the play of any exposed card in plain suits. 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 any adversary of a misère player leads out of turn, or exposes a card, or plays before his proper turn in any trick, the caller may immediately claim the stakes, and the individual player in fault must pay for himself, and for his partners. _=METHODS OF CHEATING.=_ While the practice of dealing three cards at a time gives a little more opportunity to the greek than would occur if they were dealt as at Whist, there is little to be feared if two packs are used, unless two greeks are in partnership. When such partners sit next each other, there is more or less danger, if only one pack is used, that one may shuffle so that the other may cut understandingly; or that a good shuffler may run up six cards for a dealer that is not embarrassed by the cards being cut. 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.
Whether he proceeds or not his game is won, and he may either let the false lead stand, or insist on a lead from the proper hand. 49. If, during the progress of the hand, the player lays his cards on the table, face up, and announces that he has won his game by reaching 61 or 91, whichever may be necessary to make good his bid, and it is proved that he is mistaken, he loses his game, even if he could have taken up his cards again and won it. 50. If an adversary lays his cards on the table, face up, and claims to have already defeated the player’s game, all that adversary’s cards shall be taken by the player and counted with the tricks already taken in by the player. If the adversary be found to be in error, the player shall score his game as won, even if he would have lost it had it been continued. 51. If the single player gives up his game as lost, and lays his cards on the table, the adversaries shall take all such cards and add them to their own, and count their cards to see if they have also made the player schneider. THE REVOKE. 52.
[Illustration: Visiting-Card Marker.] Whatever the apparatus employed, it should be such that every player at the table can distinctly see the state of the score without drawing attention to it. _=METHODS OF CHEATING.=_ Whist offers very few opportunities to the card-sharper. When honours are counted, he may be able to keep one on the bottom of the pack until the completion of the deal by _=making the pass=_ after the cards have been cut. A _=greek=_ who possessed sufficient skill to do this without detection would be very foolish to waste his talents at the whist table; for, however large the stakes, the percentage in his favour would be very small. When whist is played with only one pack, a very skillful shuffler may gather the cards without disturbing the tricks, and, by giving them a single _=intricate=_ shuffle, then drawing the middle of the pack from between the ends and giving another single intricate shuffle, he may occasionally succeed in dealing himself and his partner a very strong hand in trumps, no matter how the cards are cut, so that they are not shuffled again. A hand dealt in this manner is framed on the walls of the Columbus, Ohio, Whist Club; eleven trumps having been dealt to the partner, and the twelfth turned up. In this case the shuffling dexterity was the result of fifteen years’ practice, and was employed simply for amusement, the dealer never betting on any game, and making no concealment of his methods. _=SUGGESTIONS FOR GOOD PLAY.
=_ This might be called a variety of table stakes. At the start, each player is supplied with an equal number of counters; but no one is allowed to replenish his stock, or to withdraw or loan any part of it. As soon as any player has lost his capital he is decavé, or _=frozen out=_, and must permanently retire from the game. 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.
Diamonds, or cat s eyes. 7. Fish in dish. 8. Cradle as at first. The different orders or arrangements must be taken from the hands of one player by another without disturbing the arrangement.--A. B. Gomme. (_b_) Nares suggests that the proper name is Cratch Cradle, and is derived from the archaic word _cratch_, meaning a manger.
_=Showing.=_ After the last card has been played, each player counts his cards face downward, and announces the number. The player having the majority scores the three points for cards. If it is a tie, neither scores. The cards are then turned face up, and the spades counted and claimed; and then all the points for Cassinos and Aces. It should be remembered that the total number of points to be made in each hand, exclusive of sweeps, is eleven, and the total of the claims made must agree with that number. _=Scoring.=_ There are several methods of scoring. The old way was to play 11 points up, deducting the lower score from the higher at the end of each deal. If one side reached 11 before the adversary reached 6, it was a lurch, and counted as a double game.
The analogy which this game has to some savage dances is curious; a correspondent in _Notes and Queries_, ix. 304, draws attention to the illustration, in Richardson s _Expedition to Arctic Shores_ (vol. i. p. 397), of a dance by the Kutchin-Kutcha Indians, a parallel to the name as well as the dance which needs some research in America. See Curcuddie, Hop-frog. Cutters and Trucklers A remembrance of the old smuggling days. The boys divide into two parties; the Trucklers try to reach some given point before the Cutter catches them.--Cornwall (_Folk-lore Journal_, v. 60).
The dealer is also the banker. Each player is provided with a certain number of _=counters=_, usually 25 or 50, and a betting limit is agreed on before play begins. The players on the dealer’s right and left are known as the pone and the eldest hand respectively. The _=object=_ of the game is to get as near 21 as possible in the total pip value of the cards held. _=Stakes.=_ Before the cards are dealt, each player except the dealer places before him the amount he bets upon his chances for that deal. This amount may be either at the option of the player, within the betting limit, or it may be a fixed sum, such as one counter. In one variation each player is allowed to look at the first card dealt him before making his bet, and before receiving a second card. When it comes to the dealer’s turn, he does not stake anything upon his card, but he has the privilege of calling upon all the others to _=double=_ the amount they have placed on theirs. Any player refusing to double must pass over to the dealer the stake already put up, and stand out of the game for that hand.
_=Playing.=_ The discards settled, the eldest hand leads any card he pleases, and the others must follow suit if they can, but no one is obliged to win a trick if he has a smaller card of the suit led, and does not want the lead. The two adversaries of the single player do their best to get him between them, and combine their forces to prevent him from winning tricks that contain counting cards, especially Aces. Whatever tricks they win are placed together, and the counting cards contained in them reckon for their joint account. The tricks have no value as such, except the last. _=Showing.=_ The winner of the last trick takes the stock, and each side then turns over its cards and counts the total value of the points won. The lower score is deducted from the higher, and the difference is the value of the game. If all 35 points are won by either side, they count double, 70. _=Scoring.
|creep under the bush. |under. | |15.| -- |The bush is too high, | -- | | | |the bush is too low. | | |16.| -- |Please, old woman, | -- | | | |creep under the bush. | | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Norfolk (1).
One of the most common errors is to cover a Jack led with a Queen, when holding A Q and others. The Ace should be put on invariably. To play the Queen in such a position is called _=finessing against yourself=_. _=Singly Guarded Honours.=_ Many players put on the King Second Hand, if they hold only one small card with it, and a small card is led. This will win the trick as often as it will lose it; but it betrays the hand to the adversary, and enables him to finesse deeply if the suit is returned. It may be done in order to get the lead, and in trumps the practice is very common, and generally right. With Queen and only one small card, it can be demonstrated that it is useless to play the Queen Second Hand, except as an experiment, or to get the lead in desperate cases. With any combination weaker than J 10 x, it is useless to attempt to win the trick Second Hand, and only makes it difficult for the partner to place the cards correctly. _=The Fourchette.
Peno Rose, who had used his political leverage to get me on the job, I had known since he d been a policy number runner on the lower East Side. His partner, Simonetti, was something else, but somehow I wasn t looking forward to meeting him any more than I was to seeing Rose again. I guess it s the filth within these croupier types that makes them surround themselves with the aseptic immaculacy of iridium and glass. Their office was in a penthouse perched on the slanting roof shakes of the casino. It was big as a squash court, and as high and as square. Every wall was glass. It couldn t have been in greater contrast to the contrived hominess of the casino if they d thought about it for a year. Then, for the last twist, the furnishings were straight out of the old Southwest--Navajo rugs, heavy, Spanish oak desks, and a pair of matching couches or divans of whole steer leather stretched over oak frames. * * * * * Peno Rose came quickly toward me the moment Fowler Smythe showed me into the office, spurs jingling. Hey! There he is! The boy they had to rule off the track! How s a boy, Lefty? Long time no see.
For instance: The pone discards five cards, but draws four only, without saying anything. The dealer proceeds to discard and draw. He has of course taken one of the pone’s cards, but it is too late to remedy the error or claim a penalty, and the pone must play with eleven cards. It is evident that the dealer will have too many cards, but as he has been led into the error by his adversary, he must be allowed to discard to reduce his hand to twelve. If a player takes a card too many from the stock, he may replace it if he has not put it with the other cards in his hand. If he has seen it, he must show it to his adversary. If the superfluous card has been taken into the hand, the player must have too many cards, and can score nothing that deal. This does not prevent the adversary from scoring anything he may have in hand or play, even if it is inferior. If a player is found to have too few cards after the draw, he may still play and count all he can make, but he cannot win a capot, because he has no card for the last trick, which must be won by his adversary. _=The Stock.
A player who avoids playing cards that might lead up to a run is said to play off. If he invites the run, hoping to make it longer himself, he is said to play on. When a player is behind, it is better for him to play on, and to seize every chance to score, especially with sequences. As it is considered an advantage to be ahead on the first deal, most players prefer a forward game on the opening hand. _=Playing Off.=_ In this it is best to play cards on which it is unlikely that your adversary can score. Lead Aces, Twos and Threes, which cannot be made into fifteens. Do not pair his cards unless you have a card which will make you a double pair royal, (without passing 31,) if he should make a pair royal on you. Do not play close cards which he may turn into sequences. Never play a card which will allow the adversary to make a double score, such as a pair and a fifteen, or a sequence and a fifteen at the same time.
You ve got all that money. It s thousand dollar bills! And you re writing on them. She frowned at me, sniffling again. Do I _really_ see it? she asked. Is that right? I ll make it right, I said. Come on, I told her. If we re going to stay up all night, we need fuel. How long since you ve tackled a twenty-ounce sirloin? * * * * * The Lodge has unmentioned influence. No, Psi powers aren t a secret government. But what high official can afford to be at odds with us? They know where the Lodge stands.
Some players extend this principle to the Second Hand, and play Ace on a small card led, when holding A x x x x with weak trumps. This is open to the objection that it gives up command of the adverse suit too early in the hand; but it saves many a trick. _=The Plain-suit Echo.=_ This is another device for giving information as to number. When the original leader begins with a high card, the Third Hand should play his third-best if he holds four or more; and on the second round his second best, always retaining his fourth-best and any below it. The value of this echo is much disputed, and the adversaries can usually render it ineffective by holding up small cards; a practice very much in vogue with advanced players. _=Low’s Signal.=_ This is the latest system of indicating to the leader the number of cards in his suit held by the Third Hand. With four or more of the suit, the third-best is played to the lead of a high card, or when no attempt is made to win the trick. In retaining the suit, the second-best is led if three or more remain, and on the third round, or in a discard, the highest is played, always retaining the fourth-best and those below it.
With a long suit, headed by a single honour, weak trumps, and no cards of re-entry, they prefer selecting a strengthening card for the original lead, hoping it may be of some assistance to partner by affording a successful finesse. It is claimed that it is better for a person, especially with a strong hand, to play with the knowledge that his partner is weak, than under the impression that he may be strong. Such an opening lead should warn the Third Hand to finesse deeply, to hold any tenaces he may have, and to let nothing pass him which might be too much for his weak partner to attend to. This is a very difficult game to play well, and is seldom resorted to except by the most expert. _=Deschapelles Coups.=_ It often happens that after the adverse trumps are exhausted, a player will find himself with the lead, but unable to give his partner a card of his established suit. In such cases the best course is to sacrifice the King or Queen of any suit of which he has not the Ace, in the hope that it may force the best of the suit, and leave partner with a card of re-entry. For instance: The leader has established the Club suit; his partner has exhausted the trumps, Hearts; and having no Clubs, leads the King of Spades from K x x x. If the holder of the Club suit has Spade Queen, and the King forces the Ace, the Club suit will be brought in. If he has not the Queen, the Clubs are probably hopeless.
The top line of figures gives the number of the frame. The second shows the number of pins knocked down by each ball rolled, and the third line shows how the scores would be actually put down on the blackboard, the strike, spare, and break marks being placed above the figures. With the exception of the second line of figures, which is put in for purposes of illustration only, this might be a copy of an actual score. Frames | 1 | 2 | 3| 4 | 5 | 6 | 7 | 8 | 9 | 10 --------+---+---+--+---+---+---+---+---+---+----- Pins |8-2|5-5|10|9-0|7-2|8-2|10 |8-2|8-1|7-3-9 --------+---+---+--+---+---+---+---+---+---+----- | \ | \ | X| - | - | \ | X | \ | - | \ Score |15 |35 |54|63 |72 |92 |112|140|149|168 As the player made a spare on the last frame, he had another ball to roll, on what was practically a new frame, with which he made 9 pins. _=Averages.=_ If a team is playing a match, and one of the players is unavoidably absent, it is the custom to give him credit for his average, according to the records of his previous games during the tournament or the season. This is considered better than appointing a substitute to play for him. There are a great many varieties of Ten Pins, the most interesting of which will be found described in the following Laws of the game, which are reprinted here by the kind permission of the Brunswick-Balke-Collender Co., from their 1908 edition of the “Bowler’s Guide.” BOWLING ALLEY LAWS.
A waste basket is placed in the centre of the table for the reception of cards that have been used in play. If no one bids for the bank, it must be offered to the first on the list of players; if he declines, the next, and so on. The amount bid for the bank is placed on the table, and none of it can be withdrawn, all winnings being added to it. If no bid is made, the banker may place on the table any amount he thinks proper, and that amount, or what remains of it after each coup, is the betting limit. When the banker loses all he has, the bank is sold to the next highest bidder, or offered to the next player on the list. If the banker wishes at any time to retire, the person taking his place should begin with an amount equal to that then in the bank. _=Counters.=_ Each of the players should be provided with a certain number of counters, all of which must be sold and redeemed by the banker or his assistant. _=Cards.=_ Three packs of fifty-two cards each are shuffled together and used as one.
London A diagram (similar to Fig. 9 in Hopscotch ) is drawn on a slate, and two children play. A piece of paper or small piece of glass or china, called a chipper, is used to play with. This is placed at the bottom of the plan, and if of _paper_, is _blown_ gently towards the top; if of glass or china, it is _nicked_ with the _fingers_. The first player blows the paper, and in whichever space the paper stops makes a small round [o] with a slate pencil, to represent a man s head. The paper or chipper is then put into the starting-place again, and the same player blows, and makes another man s head in the space where the paper stops. This is continued until all the spaces are occupied. If the paper goes a second time into a space already occupied by a head, the player adds a larger round to the head, to represent a body; if a third time, a stroke is drawn for a leg, and if a fourth time, another is added for the second leg; this completes a man. If three complete men in one space can be gained, the player makes arms; that is, two lines are drawn from the figures across the space to the opposite side of the plan. This occupies that space, and prevents the other player from putting any men in it, or adding to any already there.
Barker writes that Huckle-bones is played in Hexham; and Professor Attwell (Barnes) played the game as a boy, and is still a proficient in it; he played it recently for my benefit with his set of real huckle-bones (A. B. Gomme); and see _Notes and Queries_, 9th ser., iv. 378, 379. The figures or sets are practically the same as those described under Fivestones. The game is very ancient. In the _Sanctuarie of Salvation_, &c., translated from the Latin of Levinus Lemnius by Henry Kinder (8vo, London, printed by H. Singleton), p.