5. Some states do not allow disclaimers of certain implied warranties or the exclusion or limitation of certain types of damages. If any disclaimer or limitation set forth in this agreement violates the law of the state applicable to this agreement, the agreement shall be interpreted to make the maximum disclaimer or limitation permitted by the applicable state law. The invalidity or unenforceability of any provision of this agreement shall not void the remaining provisions. 1.F.6. INDEMNITY - You agree to indemnify and hold the Foundation, the trademark owner, any agent or employee of the Foundation, anyone providing copies of Project Gutenberg™ electronic works in accordance with this agreement, and any volunteers associated with the production, promotion and distribution of Project Gutenberg™ electronic works, harmless from all liability, costs and expenses, including legal fees, that arise directly or indirectly from any of the following which you do or cause to occur: (a) distribution of this or any Project Gutenberg™ work, (b) alteration, modification, or additions or deletions to any Project Gutenberg™ work, and (c) any Defect you cause. Section 2. Information about the Mission of Project Gutenberg™ Project Gutenberg™ is synonymous with the free distribution of electronic works in formats readable by the widest variety of computers including obsolete, old, middle-aged and new computers.
N always leads, unless otherwise specified. Nursing, keeping the balls together at Billiards, as distinguished from gathering, which brings them together. Odd Trick, the seventh won by the same partners at Whist. Open Bets, bets at Faro which play cards to win. Openers, cards which entitle a player to open a jack-pot. Original Lead, the opening lead of a hand at Whist. Pair, F., the even numbers at Roulette. See Impair. Pairs, in Duplicate Whist, the partners sitting N and S, or E and W.
It would require seven sets to exhaust the combinations; and at each table two hands should be dealt, played, and exchanged with the other table in the set, before the players change positions. This would require 28 hands to complete the match. _=Safford’s System=_ for arranging the players is to have indicator cards on the tables:-- [Illustration: N N +---------+ +---------+ | 4 | | 3 | W|8 7|E W|1 5|E | 6 | | 2 | +---------+ +---------+ S S ] The players take their seats in any order for the first set; after which they go to the next higher number; 8 keeping his seat, and 7 going to 1. _=Scoring.=_ Each individual must keep his own score, adding up the total tricks taken in each set of four hands. These totals must then be compared with those of the player occupying the same position, N, S, E, or W, at the other table in the set; and it will save time in the end if these are tabulated at once, on a sheet prepared for the purpose. For instance: Let this be the arrangement of eight players in the first set:-- b f a 1 c Hands 1 to 4. e 2 g d h If _=a=_ and _=c=_ take 34 tricks E & W; _=e=_ and _=g=_ taking only 30 with the same cards, either _=a=_ and _=c=_ must have gained them, or _=e=_ and _=g=_ must have lost them. It is a waste of time to put down both losses and gains, and all that is necessary is to call the top score zero, and charge all players with the loss of as many tricks as their total is short of the top score. In this case we charge _=e=_ and _=g=_ with a loss of 4 each.
In leading trumps from combinations containing a winning sequence, such as the following:-- [Illustration: 🂱 🂾 🂽 🂻 🂷 | 🃁 🃎 🃍 🃄 🃃 ] many players begin with the lowest of the winning cards, continuing with the next above it. _=Speculative Trump Leads.=_ The whist player will often find himself with a single good suit, a card of re-entry, and few trumps. Certain conditions of the score may prompt him to make a speculative trump lead from such a hand. If his trumps are high, such as A K x, he may safely begin by leading them; but if they are weak, and he is depending largely on his partner’s possible strength, he should show his suit first by leading it once. _=Over-trumping=_ is generally regarded as bad policy when a player has a good suit, and sufficient trump strength to justify him in hoping to do something with it. The refusal to over-trump, unless the trump played is a high one, should be regarded by the partner as a call. It is sometimes necessary to over-trump partner in order to get the lead. For instance: A player holds the two best trumps, and all winning cards of a plain suit, while the player on his right has a losing trump. In such a position the player with the two best trumps should trump any winning card his partner leads, or over trump him if he trumps, so as to prevent the adversary from making that losing trump.
In Diagram No. 12, for instance, the black King could capture all six of the white men by going over the first one only, and then turning to the left, and continuing to turn to the left after every capture, as shown by the squares with the numbers on them, which indicate his five successive turning-points. [Illustration: No. 12. +---+---+---+---+---+---+---+---+ | | | | 5 | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | 1 | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | ⛀ | | 4 | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | 2 | | | | ⛀ | | | | +---+---+---+---+---+---+---+---+ | | ⛀ | | | | | | ⛃ | +---+---+---+---+---+---+---+---+ | | | 3 | | | | | | +---+---+---+---+---+---+---+---+ ] _=DEVIL AMONG THE TAILORS.=_ This is hardly a variation of the game of Draughts, although it is played on a checker board. Four white men, the tailors, are placed upon 29 30 31 and 32; and one black man, the devil, on 1. The men can move only one square at a time, diagonally; the white men forward only, the black man forward or backward. There is no jumping or capturing, and the object of the tailors is to pin the devil in, so that he cannot move. If the black man can reach the free country behind the white men, he wins the game.
Here is the premeditation, the thrill, the strain of accumulating victory or disaster--and no smashed nor sanguinary bodies, no shattered fine buildings nor devastated country sides, no petty cruelties, none of that awful universal boredom and embitterment, that tiresome delay or stoppage or embarrassment of every gracious, bold, sweet, and charming thing, that we who are old enough to remember a real modern war know to be the reality of belligerence. This world is for ample living; we want security and freedom; all of us in every country, except a few dull-witted, energetic bores, want to see the manhood of the world at something better than apeing the little lead toys our children buy in boxes. We want fine things made for mankind--splendid cities, open ways, more knowledge and power, and more and more and more--and so I offer my game, for a particular as well as a general end; and let us put this prancing monarch and that silly scare-monger, and these excitable patriots, and those adventurers, and all the practitioners of Welt Politik, into one vast Temple of War, with cork carpets everywhere, and plenty of little trees and little houses to knock down, and cities and fortresses, and unlimited soldiers--tons, cellars-full--and let them lead their own lives there away from us. My game is just as good as their game, and saner by reason of its size. Here is War, done down to rational proportions, and yet out of the way of mankind, even as our fathers turned human sacrifices into the eating of little images and symbolic mouthfuls. For my own part, I am _prepared_. I have nearly five hundred men, more than a score of guns, and I twirl my moustache and hurl defiance eastward from my home in Essex across the narrow seas. Not only eastward. I would conclude this little discourse with one other disconcerting and exasperating sentence for the admirers and practitioners of Big War. I have never yet met in little battle any military gentleman, any captain, major, colonel, general, or eminent commander, who did not presently get into difficulties and confusions among even the elementary rules of the Battle.
| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|One of my rush, two of|One may rush, two may |One in a bush, two in | | |my rush. |rush. |a bush, three in a | | | | |bush, four in a bush. | |13.| -- | -- | -- | |14.|Please, young lady, |Come, my girls, walk | -- | | |come under my bush. |under the bush.
The word is sometimes applied to the person who keeps cases. Cat-hop, two cards of the same denomination left in for the last turn at Faro. Cave, F., the amount a player places in front of him at the beginning of play; table stakes. Checks, the counters at Poker are checks; at Faro they are chips. Chelem, F., a slam. Chip Along, to bet a single counter and wait for developments. Chouette, à la, taking all the bets. Close Cards, those which are not likely to form sequences with others, especially at Cribbage.
28. Should the successful bidder take both the skat cards into his hand together, or pick them up together, he shall be obliged to play a Gucki Grand, unless he has announced to play Nullo. Should he put the first card into his hand without showing it, he shall be obliged to turn up the second card and play Passt-mir-nicht. 29. 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.
Emslie says he knows it under the name of Baste the Bear in London, and Patterson (_Antrim and Down Glossary_) mentions a game similarly named. It is played at Marlborough under the name of Tom Tuff. --H. S. May. See Doncaster Cherries. Bag o Malt A bag o malt, a bag o salt, Ten tens a hundred. --Northall s _English Folk Rhymes_, p. 394. Two children stand back to back, linked near the armpits, and weigh each other as they repeat these lines.
Three cards of one suit are a better point than two cards, even if there are more pips on the two cards. If no higher combination than a point is shown, the player with the winning point receives _=one counter=_ from each of the other players at the table, besides winning the pool, and everything in it. In case of ties, the player having two cards in sequence wins. For instance: an 8 and a 7 will beat a 10 and a 5. If this does not decide it, the elder hand wins. _=The Prime.=_ Four cards of different suits, sometimes called a Dutch flush, is a better hand than the point. If a prime is the best combination shown, the holder wins the pool, and receives _=two counters=_ from each of the other players. If the pips in the prime aggregate more than thirty, it is called _=Grand Prime=_, and the holder receives _=three counters=_ from each of the other players, instead of two. If two or more primes are shown, the one with the highest number of pips wins.
When you have at least three of each plain suit it is obvious that you cannot hope for any discards, and that you must take into account the probability of having to win the third round of one or more suits, with the accompanying possibility of getting hearts at the same time. If you have the lead, this probability must be taken into account before any of the other players show their hands, and as it may be set down as about 5⅛ to 1 that you will get a heart, any better chance that the hand affords should be taken advantage of. It will often occur that a player’s attention must be so concentrated on getting clear himself that he has no opportunity to scheme for “loading” the others. But if it unfortunately happens that he is compelled to take in one or more hearts, he should at once turn his attention to taking them all, or to loading the other players, with a view to making a Jack of the pool. Should he succeed in either object, he has another chance for his money. It is usually bad policy to return the suit opened by the original leader. He has picked that out as his safest suit, and although he may be the only one safe in it, by continuing it you are reducing your chances to two players, when you might share them with all three. _=FOLLOWING SUIT.=_ When a player is not the original leader, his policy becomes defensive; for, as the first player is plotting to give hearts to every one but himself, each of the others must be a prospective victim, and should do his best to avoid the traps prepared by the one who plans the opening of the hand. When you are second or third player, the first time a suit is led, it is usually best to play your highest card, unless you are safe in the suit, or have so many that there is danger of getting a heart, even on the first round.
Addy). XVI. Round the green gravel the grass is so green, And all the fine ladies that ever were seen; Washed in milk and dressed in silk, The last that stoops down shall be married. [Johnnie Smith] is a nice young man, And so is [Bessie Jones] as nice as he; He came to the door with his hat in his hand, Inquiring for [Miss Jones]. She is neither within, she is neither without, She is up in the garret a-walking about. Down she came, as white as milk, With a rose in her bosom as soft as silk. Silks and satins be ever so dear, You shall have a kiss [gown?], my dear, So off with the glove and on with the ring-- To-morrow, to-morrow, the wedding begins. --Forest of Dean, Gloucestershire (Miss Matthews). XVII. Around a green gravill The grass is so green, And all the fine ladies Ashamed to be seen.
The dealer makes the first bid and then each bids in turn until two pass. The penalty for bidding out of turn is 50 points added to the score of each opponent, for doubling out of turn it is 100. If both pass the irregularity there is no penalty, but if only one passes, the third may call attention to it. The highest bidder takes up the dummy hand, sorts it and lays it on the table opposite him, face up, as soon as the eldest hand leads a card. If there is a player sitting opposite the highest bidder, he moves to the vacant seat. The game is 30 points, and the winner of a game adds 125 points to his score at once. The first player to win two games not only adds the 125 for the second game, but 250 more for winning the rubber. Honours are scored by each player separately, every honour being worth as much as a trick in that suit. Four or five in one hand count double. At no trump, the aces count for 10 each to the holders, four in one hand 100.
Bets on the numbers from 18 to 3 are upon the total count of the pips on the upper faces of the three dice. The small figures under these numbers show the odds paid; 14, for instance, pays twelve for one. All raffles pay 180 for one; the same as 18 or 3. Bets on High and Low, Odd or Even, pay even money. High throws are all above 10, and low throws are all below 11. This would be perfectly even betting if the house did not take raffles. Some houses allow a player to bet on raffles generally; that is, to bet that a raffle of some kind will come. Such bets are paid 30 for 1. The percentage of the house, even in a square game, may be seen from the following table, which gives the odds against the event, and the odds which the house pays:-- The odds against 3 or 18 are 215 to 1; the house pays 180 ” 4 ” 17 ” 71 ” 1 ” 60 ” 5 ” 16 ” 35 ” 1 ” 29 ” 6 ” 15 ” 20½ ” 1 ” 18 ” 7 ” 14 ” 13¼ ” 1 ” 12 ” 8 ” 13 ” 9¼ ” 1 ” 8 ” 9 ” 12 ” 7¼ ” 1 ” 6 ” 10 ” 11 ” 7 ” 1 ” 6 _=Cheating.=_ There are endless ways of swindling at Chuck-luck, the most modern being to turn the dice over after they have reached the table through the funnel.
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. This couple got married, we wish them good joy, Every year a girl and a boy, And if that does not do, a hundred and two, We hope the couple will kiss together. --Annaverna, co. Louth (Miss R. Stephen). (_b_) One child stands in the middle, the others dance round singing.
* * * * * Underhill tried to smile at her. There seemed to be something wrong with the girl. He wished she would go away. First she had started to be friendly and now she was distant again. It s a nuisance being telepathic, he thought. You keep trying to reach even when you are not making contact. Suddenly she swung around on him. You pinlighters! You and your damn cats! Just as she stamped out, he burst into her mind. He saw himself a radiant hero, clad in his smooth suede uniform, the pin-set crown shining like ancient royal jewels around his head. He saw his own face, handsome and masculine, shining out of her mind.
_=THE CRIB.=_ The cards dealt, each player takes up his six cards and examines them with a view to laying out two cards, face downward, for the crib; leaving himself four cards with which to play. The four cards which form the crib, two from each hand, always belong to the dealer, and it is usual for each player, in discarding for the crib, to slip his two cards under the end of the cribbage board opposite to that occupied by the remainder of the pack. Cards once laid out for the crib, and the hand removed from them, cannot be taken up again. A penalty of two points may be scored by the adversary for each card so taken up again, whether it is returned to the player’s hand or not. If either player confuses his cards in any manner with those of the crib, his adversary scores two points, and may also claim a fresh deal. If it is not discovered until he comes to lay out for the crib, that a player has too many cards, the same rules apply that are given for misdealing; but if he has too few cards there is no remedy, as he has lifted his hand. He must lay out two cards for the crib and play with what remain, his adversary scoring two points penalty at the same time. _=THE STARTER.=_ Both players having discarded for the crib, the non-dealer cuts the remainder of the pack, and the dealer lifts the top card from the portion left on the table, turning it face up.
If all pass except the pone, he must play against the dealer, either with the cards dealt him, or with the widow. If he declines to play, he must pay the dealer five counters, and the pool remains. The dealer must play if he is opposed by only one player; but if two others have announced to play, the dealer may play or pass as he pleases. If he plays, he may discard and take up the trump card. No other player may rob the trump. _=METHOD OF PLAYING.=_ The eldest hand of those who have declared to play begins by leading any card he pleases. Each player in turn must head the trick; that is, play a higher card if he can. If he has two higher, he may play either. If he has none of the suit led, he must trump if he can, even if the trick is already trumped by another player.