The game is scored by winning and losing hazards, carroms, and by knocking over the pins. It is usually played thirty points up. The player who knocks down a pin after striking a ball gains _two_ points, if he knocks down two pins he gains _four_ points, and so on, scoring two points for each pin knocked down. If he knock down the middle pin alone he gains _five_ points. The player who pockets the red ball gains _three_ points and two for each pin knocked down by the same stroke. The player who pockets the white ball gains two points, and two for each pin knocked over with the same stroke. Each carrom counts two. The player who knocks down a pin or pins with his own ball before striking another ball loses two for every pin so knocked down. The player who pockets his own ball without hitting another ball forfeits three points; for missing altogether he forfeits one point. The striker who forces his own ball off the table without hitting another ball forfeits _three_ points, and if he does so after making a carrom or pocket he loses as many points as he would otherwise have gained.
=_ The general rules of play are the same as in the three-handed game; players being obliged to follow suit and to win the trick if able to do so. The fourth player must win his partner’s trick if he can, and any player who cannot follow suit to a trick that is already trumped must under-trump if he is unable to over-trump. _=Scoring.=_ There are three ways to score: In the first, each player must individually win a trick in order to score his melds. In the second, when either partner wins a trick, the melds in both hands may be scored. In both these the melds are kept separate. In the third, when a player wins a trick he may combine his melds with those of his partner to form fresh combinations, and the scores are made as if the melds of the two partners were in one hand; but cards previously played to the tricks cannot be used in these fresh combinations. The cards must still be on the table, unplayed. For this reason, in this style of game the melds are not taken up until one of the partners wins a trick. AUCTION BINOCLE.
Newcomers can enter the table only after the conclusion of a round and with the consent of the other players. The new candidate for play must take his seat so that he shall have the deal. 9. If seats are drawn for, the lowest skat card shall have the first choice. The next lowest shall sit on his left, and so on. In cutting, the cards and suits rank as in play. The one drawing the lowest card shall deal the first hand, and the score shall be kept by the player on his right. 10. The game shall come to an end only at the conclusion of a round, and any player wishing to stop must give notice before the beginning of a round. CARDS.
| -- | -- | | 4.| -- |Green grover. | -- | | 5.| -- | -- | -- | | 6.|Your grass is so |Your grass is so |The grass is so green.| | |green. |green. | | | 7.|Fairest damsel ever | -- | -- | | |seen. | | | | 8.
The following table shows the exact number of times in 1,000 deals that a heart would probably be discarded on a plain suit led, according to the number of cards in the suit held by the leader, and the number of times the suit was led: Cards held by the leader. | 1,2,3,4 | 5 | 6 | 7 | 8 ----------------------------------+---------+------+------+------+----- Times hearts will be discarded:-- | | | | | On first round | 44 | 63 | 122 | 200 | 315 On second round | 358 | 430 | 659 | 857 | 1000 On third round | 842 | 1000 | 1000 | 1000 | 1000 This shows that 158 times in 1,000, when the leader has 1, 2, 3, or 4 cards of the suit, it will go round three times, because 158 is the balance necessary to bring our last figure, 842, up to 1,000. Reducing this to a small fraction, the odds are about 5⅛ to 1 that a suit will not go round three times without affording to some player the chance of discarding hearts on it. This calculation shows the hopeless nature of all hands that contain at least three cards of each suit, unless the smallest card in every suit is below a 6; for if any one of the suits is led three times, it is even betting that you will have to win the third round, and 5⅛ to 1 that you get a heart on it if you do. _=PLAIN-SUIT LEADS.=_ The favourite lead with most heart players is a singleton; or, failing that, a two-card suit. This is a mistake, unless the singleton is a high card; for if the adversaries are sharp players they will at once suspect the nature of the lead, and carefully avoid the suit. But if you wait until some other player opens the suit, it will very probably be led twice in succession. The best original plain-suit lead is one in which you are moderately long, but have small cards enough to be safe, and from which you can lead intermediate cards which probably will not win the first trick. A very little experience at Hearts will convince any one that it is best, in plain suits, to play out the high cards first.
Black). III. A dish, a dish, a green grass, A dish, a dish, a dish, Come all you pretty maidens And dance along wi us. For we are lads a roving, A roving through the land, We ll take this pretty fair maid By her lily white hand. Ye sall get a duke, my dear, An ye sall get a drake, An ye sall get a bonny prince For your ain dear sake. And if they all should die, Ye sall get anither; The bells will ring, the birds will sing, And we ll clap our hands together. --Biggar (W. Ballantyne). IV. Dissy, dissy, green grass, Dissy, dissy, duss, Come all ye pretty fair maids And dance along with us.