He must not unlock his hands till he has caught one. When he has captured one, the two join hands and hunt for another. When another is caught, he joins the two. This goes on till all are hunted down.--Keith (Rev. W. Gregor). [Illustration] See Chickidy Hand, Whiddy. Hunting [Music] --Earls Heaton (Herbert Hardy). [Music] --Epworth (C.
Four honours are paid for as four over-tricks; three honours as two over-tricks. Piccolissimo is played, and comes between the bids of seven and eight tricks. GERMAN WHIST. _=CARDS.=_ German Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. _=PLAYERS.=_ Two persons play. They cut for the first deal, and the choice of seats. _=DEALING.=_ The dealer presents the pack to his adversary to be cut, and then gives thirteen cards to each player, one at a time, turning up the twenty-seventh card for the trump, and laying it on the talon, or remainder of the pack.
| 5th. | 6th. | | | | | | | Y | W | X | W | W | X | C D | C D | B D | B D | B C | B C | Z | X | Z | Y | Z | Y | If more than four players are engaged on each side, this arrangement must be repeated with every additional four; the tables being always in sets of two each, but in such cases, and in fact in anything but League matches, it is usual to play only the 1st, 3rd and 5th sets. _=CLUB AGAINST CLUB.=_ The smaller club should put into the field as many multiples of four as it can; the larger club presenting an equal number to play against them. The opposing sides are then so arranged that half the members of each club sit North and South, the other half East and West. If we distinguish the clubs by the marks O and X, and suppose 16 to be engaged on each side, they would be arranged at 8 tables, thus:-- O | O | O | O X 1 X | X 3 X | X 5 X | X 7 X O | O | O | O | | | 1st set | 2nd set | 3rd set | 4th set | | | X | X | X | X O 2 O | O 4 O | O 6 O | O 8 O X | X | X | X If apparatus is used, the players may sit still for four hands, putting the trays aside, and then exchanging them for the four trays played at the other table in their set. If not, the cards are left on the table, as already described, and the fours change places; those at table No. 1 going to table No. 2, while those at No.
[Illustration: ๐ซ ๐ ๐ฃ ๐ ๐น*] 20 to 1 _=Threes.=_ Three of one kind, and two useless cards. [Illustration: ๐ ๐น ๐ ๐ญ* ๐ข*] 46 to 1 _=Straight.=_ All five cards in sequence, but of various suits. [Illustration: ๐ ๐ธ ๐ ๐ ๐ฅ] 254 to 1 _=Flush.=_ All five cards of one suit, but not in sequence. [Illustration: ๐ก ๐ฎ ๐จ ๐ฅ ๐ฃ] 508 to 1 _=Full Hand.=_ Three of one kind, and two of another kind; no useless cards. [Illustration: ๐ ๐ฅ ๐ ๐ฝ ๐ญ] 693 to 1 _=Fours.=_ Four cards of one kind, and one useless card.
Big holes make a ball lop-sided. Donโt roll a ball down the alley when there is a ball in the pit. Donโt use a wide grip if you have a small hand, or two narrow for a big hand. Donโt use chalk on your shoes. It not only cracks the leather, but leaves the runway in bad condition for whoever follows you. Donโt think your wrist is gone if it hurts after bowling a few games. Change your grip and throw the strain somewhere else. Donโt bend your back when delivering the ball. With your feet far apart and knees bent you can start the ball with little or no sound. Donโt be superstitious--13 is a better start than 12.
V EXTENSIONS AND AMPLIFICATIONS OF LITTLE WAR Now that battle of Hook s Farm is, as I have explained, a simplification of the game, set out entirely to illustrate the method of playing; there is scarcely a battle that will not prove more elaborate (and eventful) than this little encounter. If a number of players and a sufficiently large room can be got, there is no reason why armies of many hundreds of soldiers should not fight over many square yards of model country. So long as each player has about a hundred men and three guns there is no need to lengthen the duration of a game on that account. But it is too laborious and confusing for a single player to handle more than that number of men. Moreover, on a big floor with an extensive country it is possible to begin moving with moves double or treble the length here specified, and to come down to moves of the ordinary lengths when the troops are within fifteen or twelve or ten feet of each other. To players with the time and space available I would suggest using a quite large country, beginning with treble moves, and, with the exception of a select number of cavalry scouts, keeping the soldiers in their boxes with the lids on, and moving the boxes as units. (This boxing idea is a new one, and affords a very good substitute for the curtain; I have tried it twice for games in the open air where the curtain was not available.) Neither side would, of course, know what the other had in its boxes; they might be packed regiments or a mere skeleton force. Each side would advance on the other by double or treble moves behind a screen of cavalry scouts, until a scout was within ten feet of a box on the opposite side. Then the contents of that particular box would have to be disclosed and the men stood out.
Four cards remain in each hand. 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.
_, iii. 282. (_d_) Two important suggestions occur as to this game. First, that the dance was originally the indication at a marriage ceremony for the bride and bridegroom to retire with the bowster to the nuptial couch. Secondly, that it has degenerated in Southern Britain to the ordinary Drop Handkerchief games of kiss in the ring. The preservation of this Bab at the Bowster example gives the clue both to the origin of the present game in an obsolete marriage custom, and to the descent of the game to its latest form. See Cushion Dance. Bad A rude kind of Cricket, played with a bat and a ball, usually with wall toppings for wickets. Bad seems to be the pronunciation or variation of Bat. Halliwell says it was a rude game, formerly common in Yorkshire, and probably resembling the game of Cat.
=_ The adversaries may stop a player dealing out of turn, or with the wrong pack, provided they do so before the trump card is turned, after which the deal stands good. _=14.=_ _=MISDEALING.=_ A misdeal loses the deal. It is a misdeal: If the cards have not been properly cut; if the dealer gives two cards to one player and three to another in the same round; if he gives too many or too few cards to any player; if he counts the cards on the table, or those remaining in the pack; or if he deals a card incorrectly, and fails to correct the error before dealing another. If the dealer is interrupted in any manner by an adversary, he does not lose his deal. _=15.=_ _=THE TRUMP CARD.=_ After the trump card is turned, each player in turn, beginning with the eldest hand, has the privilege of passing, assisting, or ordering up the trump. Should a player pass, and afterward correct himself by ordering up or assisting, both he and his partner may be prevented by the adversaries from exercising their privilege.
An extra hand, called _=the widow=_, is dealt face down at Whiskey Poker. The dealer gives each player and the widow five cards, one at a time, beginning on his left, and dealing to the widow just before he deals to himself. Each player in turn, beginning with the age, then examines his hand, and has the option of exchanging it for the widow; keeping it for the purpose of drawing to it; or risking his chances of winning the pool with it as it is. If he wishes to exchange, he must place his five cards face upward on the table, and take up the widow, but without showing it to any other player. The hand he abandons then becomes the widow. If he prefers to draw to his hand, he says: โ_=I pass=_,โ which transfers to the next player the option of taking the widow. If he wishes to stand on the merits of the hand dealt to him, without drawing to it, he _=knocks=_ on the table, which also passes the option of taking the widow to the next player on his left. If any player takes the widow, the next player on his left can do any one of three things: He may discard from his own hand any card he pleases, taking one from the widow in its stead; the card which he discards being placed on the table face upward, and becoming part of the widow; or he may exchange his entire hand for the widow; or he may stand on the hand dealt him, and knock. Whether he draws one card, exchanges his entire hand, or knocks, the next player on his left has the option of drawing, exchanging, or knocking; and so on, until some player does knock. Should no player take the widow until it comes to the dealerโs turn, he must either take it, or turn it face upward on the table.
Vole, F., winning all the tricks, a slam. Vorhand, G., the eldest hand, at Skat. Vorwerfen, G., to play out of turn. Weak Trumps, not enough to justify a player in passing a doubtful trick. Wedges, cards trimmed to taper toward one end, so that if certain ones are reversed they can be easily pulled out. Welcher, one who makes mouth bets, and afterward fails to pay. Whipsawed, losing two different bets on the same turn.
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 Dรฉclarรฉe, 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. To do this he should have four reasonably sure tricks in his own hand. Some players say he should be strong in trumps; while others claim that the eldest hand should propose only on general strength.