My best sustained lift, I suppose is about two hundred times the weight of a silver dollar. But with the lift split by the need to keep the stack together, about twenty gees was all the shove I gave the cartwheels. Still, you might figure out how fast those cartwheels were traveling after moving twenty feet across the bar at an acceleration of twenty gees. Smythe gasped. I doubted he had ever seen better, even in the controlled conditions of Lodge Meeting. A little something to remember me by, I said, as I opened the silver-studded door. Now let s see the boss. You re a TK bruiser, he said, impressed. If you hit Barney s eyes like that, he s a Blind Tom for fair. Hardly, I sniffed.
Whether old or young, handsome or ugly, good or bad, she was his wife till the next anniversary of this custom (Guthrie s _Scottish Customs_, p. 168). Another old wedding superstition is alluded to by Longfellow:-- While the bride with roguish eyes, Sporting with them, now escapes and cries, Those who catch me, married verily this year will be. See Joggle Along. Jolly Rover [Music] --Derbyshire (Mrs. Harley). Here comes one jolly rover, jolly rover, jolly rover, Here comes one jolly rover, jolly rover, jolly rover, A roving all day. And what do you rove for, rove for, rove for? And what do you rove for? Lily white and shining. I rove for my pleasure, my pleasure, my pleasure, I rove for my pleasure, my pleasure, my pleasure, Lily white and shining. And what is your pleasure, your pleasure, your pleasure? What is your pleasure? Lily white and shining.
The point is equal. The quatrième to the Jack is not good and the four Tens are not good; so elder hand leads a card, and counts, “One.” The dealer then claims repic, 95 points, which is good, although the elder hand had an equal point. _=PIC.=_ If either player can reach 30 in hand and play combined, before his adversary scores anything, 30 are added for the pic. Pic can never be made by the dealer unless the elder hand leads a card smaller than a Nine; he must make repic if anything. To make pic the elder hand must reach 30 in the regular order of scoring. Suppose holds these cards:-- ♡ A 9; ♣ A K Q J; ♢ K Q J 10 9; ♠ K. If the dealer acknowledges the point to be good, everything else in the hand must be good also. This will give the elder hand 27 before playing a card; 5 for the point, 15 and 4 for the sequences, and 3 for the Kings.
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If a player throws four-deuce, for instance, he may either move one man four points and another two; or he may move a single man four points and two points, or two points and four points. He cannot lump the throw and call it six points, because if the fourth point from where the man stood was covered by two or more of the enemy, the four could not be played with that man. If the second point from where the man stood was also covered, he could not be moved at all, although the sixth point from where he stood might be unoccupied. If Black’s first throw is five-deuce, for instance, he cannot move one of the two men on his adversary’s ace point for the five, because the fifth point thence is covered. Neither could he move one of them two and then five, because the seventh point is covered also. If a player throws _=doublets=_, that is, the same number on each die, he plays the throw twice over. If a player throws double fours, for instance, he can either move one man four points four times; or one man four points once, and another man four points three times; or two men four points twice; or two men four points each, and then two other men four points, always provided that the points moved to at the end of each four are not covered by the enemy. If there is only one of the adversary’s men on any point which can be reached by a throw of the dice, the blot may be hit, a man being moved to that point, and the adverse man taken from the board and placed upon the bar. In the diagram in the margin, for instance, it is White’s play, and he has thrown six-four. Black has left a blot on White’s four-point, and the single white man in the outer table can reach this with the six throw, taking up the black man, and placing it upon the bar.
TEXT BOOKS. Solo Whist, by R.F. Green. How to Play Solo Whist, by Wilks & Pardon. For the Laws of Solo Whist, see Whist Family Laws. ILLUSTRATIVE SOLO WHIST HANDS. The dealer, Z, turns up the heart 3 in both hands, and A leads. The underlined card wins the trick, and the card under it is the next one led. | T| _=A Solo.
The bidder gathers all tricks he wins, stacking them so that they may be readily counted by any player at the table. One of the other side should gather all tricks won by the adversaries of the bidder. A trick once turned and quitted cannot again be seen. In some places they have a very bad habit of gathering tricks with the cards face up, turning down one card only. This always results in numerous misdeals, on account of cards being continually found faced in the pack. The hands are usually abandoned when the bidder succeeds in his undertaking, or shows cards which are good for his bid against any play. If it is impossible for him to succeed, as when he bids four and the adversaries have won two tricks, the hands are thrown up, because nothing is paid for under or over-tricks. Players should show the remainder of their hands to the board, as evidence that no revoke has been made. _=IRREGULARITIES IN HANDS.=_ If a player, before he makes a bid or passes, discovers that he holds too many or too few cards, he must immediately claim a misdeal.
The first part is a kiss-in-the-ring game, a version of Here stands a Young Man, Silly Old Man, and Sally Water. Hewley Puley Take this, What s this? Hewley Puley. Where s my share? About the kite s neck. Where s the kite? Flown to the wood. Where s the wood? The fire has burned it. Where s the fire? The water s quenched it. Where s the water? The ox has drunk it. Where s the ox? The butcher has killed it. Where s the butcher? The rope has hanged him. Where s the rope? The rat has gnawed it.
Many interesting card problems have been built upon the nullo. Toward the end of 1913 still another change seems to have suggested itself to some of the English players who were familiar with the Russian game of vint, and that is to play auction just as it is played up to the point of the lead to the first trick, but that no dummy is exposed, the four players holding up their cards and following suit just as they would at whist. Whether or not this game will ever become as popular as the combination of dealer and dummy, it is difficult to say, but appearances are against it. There seems to be a growing tendency in America to adopt the English rule of cutting out the spade suit at 2 a trick, and making it always a royal spade, worth 9. The dealer is allowed to pass without making a bid, the lowest call being one club. If all pass, the deal goes to the left. BRIDGE. There are two principal varieties of this game; straight bridge, in which the dealer or his partner must make the trump, their opponents having nothing to say about it except to double the value of the tricks. The dealer’s partner is always the dummy, and either side may score toward game by making the odd trick or more. Auction bridge, in which the privilege of making the trump is bid for, the highest bidder playing the hand with his partner as dummy, regardless of the position of the deal, and his side being the only one that can score toward game, the adversaries scoring nothing but penalties in the honour column if they defeat the contract.
The cards rank: A K Q J 10 9 8 7, the Ace being the highest both in cutting and in play. There is no trump in Piquet, and all suits are equal in value. Two packs are sometimes used, one by each player in his proper turn to deal. The cards have a certain pip-counting value, the Ace being reckoned for 11, other court cards for 10 each, and the 7 8 9 10 for their face value. _=MARKERS.=_ As the scores are not put down until the end of the hand or play the game is usually kept on a sheet of paper, or it may be marked on a cribbage board. _=PLAYERS.=_ Piquet is played by two persons, who sit opposite each other. They are known as the dealer, and the elder hand or pone. _=CUTTING.
The player on the left leads; Second Hand trumps; Third Hand follows suit. If the Fourth Hand keeps his three trumps, he must win the next trick, and lose the advantage of his tenace. A player will sometimes have the best card in two suits, and a small trump, and will know that the two best trumps and an unknown card are on his right. If the missing suit is led, and the player on the right trumps, his unknown card must be one of the two other suits, and the player with the command of them should keep both, and throw away his small trump. The discards on the next trick may enable him to determine the suit of the losing card on his right. _=The Last Trump.=_ If two players have an equal number of trumps, each of them having an established suit, it will be the object of both to remain with the last trump, which must bring in the suit. The tactics of each will be to win the third round of trumps; and then, if the best trump is against him, to force it out with the established suit, coming into the lead again with the last trump. So often is it important to win the third round of trumps that few good players will win the second round, unless they can win the third also. With an established suit, a card of re-entry, and four trumps King high, a player should lead trumps; but if his partner wins the first round and returns a small trump, the King should not be put on, no matter what Second Hand plays, unless the card next below the King is fourchette.
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. It is also called Buffy Gruffy, or Indian Buff.
(7) The player making the final declaration, _i.e._, a declaration that has been passed by both of the others, plays his own hand and that of the dummy against the two others, who then, and for that particular hand, assume the relationship of partners. (8) It is advisable that the game be played at a round table so that the hand of the dummy can be placed in front of the declarer without obliging any player to move; but, in the event of a square table being used, the two players who become the adversaries of the declarer should sit opposite each other, the dummy being opposite the declarer. At the end of the play the original positions should be resumed. (9) If, after the deal has been completed and before the conclusion of the declaration, any player expose a card, each of his adversaries counts 50 points in his honour score, and the declarer, if he be not the offender, may call upon the player on his left to lead or not to lead the suit of the exposed card. If a card be exposed by the declarer after the final declaration, there is no penalty, but if exposed by an adversary of the declarer, it is subject to the same penalty as in Auction. (10) If a player double out of turn, each of his adversaries counts 100 points in his respective honour score, and the player whose declaration has been doubled may elect whether the double shall stand. The bidding is then resumed, but if the double shall be disallowed, the declaration may not be doubled by the other player. (11) The rubber continues until two games have been won by the same player; it may consist of two, three, or four games.
Whoever catches him is then Bull.--Liphook, Hants (Miss Fowler). The Bull in the Barn is apparently the same game. The players form a ring; one player in the middle called the Bull, one outside called the King. Bull: Where is the key of the barn-door? Chorus: Go to the next-door neighbour. King: She left the key in the church-door. Bull: Steel or iron? He then forces his way out of the ring, and whoever catches him becomes Bull.--Berrington (Burne s _Shropshire Folk-lore_, pp. 519, 520). Another version is that the child in the centre, whilst the others danced around him in a circle, saying, Pig in the middle and can t get out, replies, I ve lost my key but I will get out, and throws the whole weight of his body suddenly on the clasped hands of a couple, to try and unlock them.
Marmion in his _Antiquary_, 1641, says: I have heard of a nobleman that has been drunk with a tinker, and of a magnifico that has played at blow-point. In the _Comedy of Lingua_, 1607, act iii., sc. 2, Anamnestes introduces Memory as telling how he played at blowe-point with Jupiter when he was in his side-coats. References to this game are also made in _Apollo Shroving_, 1627, p. 49; and see Hawkins _English Drama_, iii. 243. See Dust-Point. Bob Cherry A children s game, consisting in jumping at cherries above their heads and trying to catch them with their mouths (Halliwell s _Dictionary_). It is alluded to in Herrick s _Hesperides_ as Chop Cherry.
No, we ll not surrend you, no, we ll not surrend you To the Queen of Barbaloo. We ll complain, we ll complain, &c. [To the Queen of Barbaloo.] You can complain, you can complain, &c. [To the Queen of Barbaloo.] --Penzance (Mrs. Mabbott). (_b_) Two children stand together joining hands tightly, to personate a fortress; one child stands at a distance from these to personate the King of Barbarie, with other children standing behind to personate the soldiers (fig. 1). Some of the soldiers go to the fortress and surround it, singing the first verse (fig.
The player may turn up either of the skat cards; but should he expose both he must play the suit of higher value. 30. Should he turn a jack, he may either play in suit or announce a turned Grand. 31. A player turning up a seven cannot announce a Nullo unless it has been previously agreed to play turned Nullos, which are worth 10 points. 32. The player who takes the skat cards must lay out two cards in their place before a card is led. Should he neglect to lay out for the skat before he plays to the first trick; or should he lay out more or less than two cards, and not discover the error until the first trick has been turned and quitted, he shall lose his game. BIDDING. 33.
228. III. Here comes an old woman from Baby-land, With all her children in her hand. Pray take one of my children in. [Spoken] What can your children do? [Sung] One can bake, one can brew, And one can bake a lily-white cake. One can sit in the parlour and sing, And this one can do everything. --Tong, Shropshire (Miss R. Harley). IV. Here comes a poor woman from Baby-land With three small children in her hand.
They walk round singing the first four lines. They then dance round quickly and sit down suddenly, or touch the ground with their clothes. A version of this game from Liphook, Hants, almost identical in words, has been sent by Miss Fowler, and another from Crockham Hill, Kent, by Miss Chase. Here s a Soldier Here s a soldier left his lone [_qy._ alone], Wants a wife and can t get none. Merrily go round and choose your own, Choose a good one or else choose none; Choose the worst or choose the best, Or choose the very one you like best. What s your will, my dilcy dulcy officer? What s your will, my dilcy dulcy dee? My will is to marry, my dilcy dulcy officer; My will is to marry, my dilcy dulcy dee. Come marry one of us, my dilcy dulcy officer; Come marry one of us, my dilcy dulcy dee. You re all too old and ugly, my dilcy dulcy officer; You re all too old and ugly, my dilcy dulcy dee. Thrice too good for you, sir, my dilcy dulcy officer; Thrice too good for you, sir, my dilcy dulcy dee.
When that is accomplished the King is said to be _=mated=_, and the player who first succeeds in giving mate to the adversary’s King wins the game, regardless of the number or value of the pieces either side may have on the board at the time the mate is accomplished. When an adverse piece is moved so that it could capture the King on the next move, due notice must be given to the threatened King by announcing “_=Check=_,” and the player must immediately move his King out of check, interpose a piece or a Pawn, or capture the piece that gives the check. If he cannot do one of these three things he is mated, and loses the game. A very simple example of a mate is given in Diagram No. 8. [Illustration: _No. 8._ +---+---+---+---+---+---+---+---+ | | | ♖ | | | | ♚ | | +---+---+---+---+---+---+---+---+ | ♝ | | | | | ♟ | ♟ | ♟ | +---+---+---+---+---+---+---+---+ | ♞ | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ♔ | | | | | ] The white Rook has just been moved down to the edge of the board, giving “check.” As the black King can move only one square at a time, he cannot get out of check by moving, because the only squares to which he could go would still leave him in check from the Rook. Neither the Knight nor the Bishop can interpose to shut out the Rook’s attack; neither of those pieces can capture the Rook; and the Pawns cannot move backward; so the black King is mated, and White wins the game.
Red has now to move. The nature of his position is becoming apparent to him. His right gun is ineffective, his left and his centre guns cannot kill more than seven or eight men between them; and at the next move, unless he can silence them, Blue s guns will be mowing his exposed cavalry down from the security of the farm. He is in a fix. How is he to get out of it? His cavalry are slightly outnumbered, but he decides to do as much execution as he can with his own guns, charge the Blue guns before him, and then bring up his infantry to save the situation. Figure 5a shows the result of Red s move. His two effective guns have between them bowled over two cavalry and six infantry in the gap between the farm and Blue s right gun; and then, following up the effect of his gunfire, his cavalry charges home over the Blue guns. One oversight he makes, to which Blue at once calls his attention at the end of his move. Red has reckoned on twenty cavalry for his charge, forgetting that by the rules he must put two men at the tail of his middle gun. His infantry are just not able to come up for this duty, and consequently two cavalry-men have to be set there.
If the striker miss the object ball, or run a coup, or pocket the white ball, he shall be penalized in the value of the ball aimed at; but, if he strike another ball or balls, he shall be penalized in the value of the first ball so struck, unless the ball so struck is of lower value than the ball aimed at and missed, in which case the penalty is governed by the value of the ball aimed at. Should the striker in pocketing any ball hole the white, he cannot score, and is penalized in the value of the ball pocketed. Should the striker (excepting as provided in _Rule_ 9) pocket a ball other than the one aimed at, he cannot score, and is penalized in the value of such ball unless the ball pocketed is of lower value than the ball aimed at, in which case the penalty is governed by the value of the ball aimed at. 25. If the striker play at or pocket a ball except in the proper rotation, he shall be penalized in the value of the ball so played at or pocketed unless the ball so played at be of lower value than the ball which should have been selected, in which case the penalty is governed by the latter ball. 26. If the striker strike simultaneously a pool ball and a red ball, or two pool balls, he shall be penalized in the value of the higher ball. 27. If the striker pocket the white ball after contact with another, he shall be penalized in the value of the ball struck, unless the object ball so struck be out of order, in which case the penalty shall be governed by the ball of the higher value. 28.
The pendulum swings as far one way as the other, but no method of catching it on the turn has ever yet been discovered. _=Compound Events.=_ In order to ascertain the probability of compound or concurrent events, we must find the product of their separate probability. For instance: The odds against your cutting an ace from a pack of 52 cards are 48 to 4, or 12 to 1; because there are 52 cards and only 4 of them are aces. The probability fraction is therefore 1/13. But the probabilities of drawing an ace from two separate packs are 1/13 × 1/13 = 1/169, or 168 to 1 against it. Suppose a person bets that you will not cut a court card, K Q or J, from a pack of 52 cards, what are the odds against you? In this case there are three favourable events, but only one can happen, and as any of them will preclude the others, they are called _=conflicting events=_, and the probability of one of them is the sum of the probability of all of them. In this case the probability of any one event separately is 1/13, and the sum of the three is therefore 1/13 + 1/13 + 1/13 = 3/13; or ten to 3 against it. In order to prove any calculation of this kind all that is necessary is to ascertain the number of remaining events, and if their sum, added to that already found, equals unity, the calculation must be correct. For instance: The probability of turning a black trump at whist is 13/52 + 13/52 = 26/52; because there are two black suits of 13 cards each.
_=CARDS.=_ Binocle is played with two packs of twenty-four cards each, all below the Nine being deleted, and the two packs being then shuffled together, and used as one. The cards rank A 10 K Q J 9, the Ace being the highest, both in cutting and in play. _=COUNTERS.=_ The game is 1000 points, and is usually scored with counters, each player being provided with four white, worth 10 each; four blue, worth 100 each; one red, worth 50, and a copper cent or a button, which represents 500. These counters are placed on the left of the player at the beginning of the game, and are moved over to his right as the points accrue. The game is sometimes kept on a cribbage board, each player starting at 21, and going twice round to the game-hole, reckoning each peg as 10 points. _=STAKES.=_ Binocle is played for so much a game of 1000 points, and the moment either player either actually reaches or claims to have reached that number, the game is at an end. If his claim is correct, he wins; if it is not, his adversary takes the stakes, no matter what the score may be.
from his present position tries to get into the hole, and failing, lies still; but if he reaches the hole, he counts 10, and proceeds as A. had done. The one who first gets the 100 (or other number) now goes in for his pizings, which performance takes place thus:--The loser, so far, is lying about, and the winner goes back to drakes, and again tries to lodge in the hole; and if he succeeds, the game is up. If not, he lies still, and the loser tries for the hole; if he gets in he counts another 10, or if he should succeed in hitting the winner he scores his adversary s 100 to his own number, and then goes on for his pizings as the other had done. In failure of either securing the game thus, the process is repeated at drakes. When, however, the one who is on for his pizings manages to taw into the hole, the game is concluded.--Easther s _Almondbury and Huddersfield Glossary_. Hunt the Hare A game among children, played on the ice as well as in the fields (Brockett s _North Country Words_). Strutt (_Sports_, p. 381) says Hunt the Hare is the same game as Hunt the Fox.
Three or four Aces in one hand is also a coronet. When there is a trump suit, three Aces, or three of a plain suit in sequence, are worth 500 in the honour column. Each additional card is worth 500 points more. A sequence of K Q J 10 9 would be worth 1,500. In the trump suit, and in all the suits when there are no trumps, these coronets are worth double, and each additional card is therefore worth 1,000 more. _=Rubbers.=_ As soon as one side wins two games, that ends the first rubber. The partners then change, without cutting, in such a manner that at the end of three rubbers each player shall have had each of the others for a partner. At the end of the third rubber, the losses and gains are ascertained for each individual, and settled for. _=Laws.
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DERBYSHIRE { _Folk-lore Journal_, vol. i., Mrs. { Harley, Mr. S. O. Addy. Dronfield, Eckington, Egan Mr. S. O.
There is some finesse in determining whether or not to change the suit often in the leads. If you have a better memory than your adversary, it may be well to change often; but if not, it may assist you to keep at one suit until afraid to lead it again. In Two-Handed Hearts, keeping count of the cards is the most important matter, because the real play comes after the stock is exhausted, and the moment that occurs you should know every card in your adversary’s hand. The exact number of each suit should be a certainty, if not the exact rank of the cards. Until you can depend on yourself for this, you are not a good player. The last thirteen tricks are usually a problem in double-dummy; but the advantage will always be found to be with the player who has carefully prepared himself for the final struggle by preserving certain safe suits, and getting rid of those in which it became evident that his adversary had the small and safe cards. Some very pretty positions arise in the end game, it being often possible to foresee that four or five tricks must be played in a certain manner in order to ensure the lead being properly placed at the end, so that the odd hearts may be avoided. _=AUCTION HEARTS.=_ The cards having been cut and dealt, the player to the left of the dealer, whom we shall call A, examines his hand, and determines which suit he would prefer to play to get clear of. Let us suppose his hand to consist of the ♡ A K 8; ♣ J 6 5 4 3 2; ♢ K 4; and the ♠ 7 3.
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. 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.