O . . . ] The pins are set as shown in the diagram. Three balls (not exceeding 6 inches in size) are bowled in each inning. Should a left-handed bowler be bowling, the second quarter pin can be set up on the left quarter spot. Strikes and spares count five each. No penalties are attached. Dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the player.
_=1st Method.=_ Some table in the series, which must not be either the first or the last, deals no original hands, but overplays all the hands coming from the other tables to the East of it. The four players sit still, taking no part in the progression; thus obliging those whose turn it would be to play at their table to pass on to the next. _=2nd Method.=_ Each gentleman should carefully note the number of the hand originally dealt at the table from which he starts. He progresses until he meets this hand again. The first to observe this should give notice to the company by a bell tap, as all the gentlemen must meet their original hands at the same time. Instead of stopping at the table at which this tray is encountered, all the gentlemen move on to the next, leaving the trays as they are. This skip enables each to finish the round without playing any of the hands twice. _=Scoring.
_=CARDS.=_ The cards have the same rank as at whist; they are dealt in the same manner, and the same rules apply to all irregularities in the deal, except that a misdealer must deal again. The objects of the game are the same, and so are all the suggestions for good play. The only differences that require attention are the positions of the players, the manner of counting the tricks, and the methods of keeping and comparing the scores. _=THEORY.=_ It may briefly be stated that duplicate proceeds upon the principle that if two partners have made a certain number of tricks with certain cards, under certain conditions with respect to the lead, distribution of the other cards in the adversaries’ hands, etc., the only way to decide whether or not two other players could have done better, or cannot do so well, is to let them try it, by giving them the same cards, under exactly similar conditions. This comparison may be carried out in various ways; but in every instance it depends entirely upon the number and arrangement of the players engaged. The most common forms are: club against club; team against team; pair against pair; or man against man. The reason for the arrangement of the players will be better understood if we first describe the method.
474). III. We ve come to court Jinny jo, Jinny jo, Jinny jo, We ve come to court Jinny jo, Is she within? Jinny jo s washing clothes, Washing clothes, washing clothes, Jinny jo s washing clothes, You can t see her to-day. So fare ye well, ladies, O ladies, O ladies, So fare ye well, ladies And gentlemen too. [These verses are repeated for-- (1) drying clothes, (2) starching, (3) ironing, (4) ill, (5) dying. Then--] Jinny jo s lying dead, Lying dead, lying dead, Jinny jo s lying dead, You can t see her to-day. So turn again, ladies, Ladies, ladies, ladies, So turn again, ladies, And gentlemen too. What shall we dress her in? Dress her in, dress her in? What shall we dress her in? Shall it be red? Red s for the soldiers, The soldiers, the soldiers, Red s for the soldiers, And that will not do. [Various other colours are suggested in the same way, but are found unsuitable--black because black s for the mourners, green because green s for the croppies, and so on till at last white is named.] White s for the dead people, Dead people, the dead people, White s for the dead people, And that will just do.
E. Twemlow. CORNWALL { _Folk-lore Journal_, v., Courtney s { _Glossary_. Penzance Miss Courtney, Mrs. Mabbott. CUMBERLAND Dickinson s _Glossary_. DERBYSHIRE { _Folk-lore Journal_, vol. i., Mrs.
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NACKS. Namers and Guessers. Neighbour. Neivie-nick-nack. Nettles. New Squat. Nine Holes. Nine Men s Morris. Nip-srat-and-bite. Nitch, Notch, No-Notch.
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But I did seek another haven. If they knew me that well, I d never be safe where I had stashed my suitcase. There was a copter squatting at the Sky Hi s ramp. I jumped for it and had him drop me toward the outskirts of the town of Lake Tahoe, and then walked a few blocks, mostly in circles to see if I were being followed, before darting into a fairly seedy motel a couple blocks off the main drag. My room was on the third floor of the flea-bag. Part of the place was only two stories high. The door at the end of my corridor opened out onto the roof. When I had calmed down, I stepped through the door into the cool of the desert night. * * * * * The gravel on the built-up roof crunched in the darkness under my feet as I walked cautiously to the parapet and looked over its edge to the hunk of desert that stretched away toward Reno, out behind the motel. The third story, behind me, cut off the neon glare from the Strip and left the place in inky darkness.
The first card led or “pitched” by the eldest hand is the trump suit for that deal. _=MISDEALING.=_ If any card is found faced in the pack, or the pack is proved to be imperfect, the same dealer deals again. If he deals without having the cards cut, or gives too many or too few cards to any player, it is a misdeal, and the deal passes to the next player on the misdealer’s left. If the dealer exposes a card, the adversaries may elect to have the deal stand, or to have a new deal by the same dealer. In _=Pitch=_, a misdeal does not lose the deal, because the deal is no advantage. _=BEGGING.=_ The deal completed, and the trump turned, the eldest hand looks at his cards, the other players leaving theirs untouched. If the eldest hand is not satisfied, he says: _=I beg=_; and the dealer, after examining his own hand, has the option of giving him a point or _=running the cards=_. If he decides to give the point, he says: _=Take it=_, and the eldest hand immediately scores one for the _=gift=_.
And while we thus perfected the Country, we were also eliminating all sorts of tediums, disputable possibilities, and deadlocks from the game. We decided that every man should be as brave and skilful as every other man, and that when two men of opposite sides came into contact they would inevitably kill each other. This restored strategy to its predominance over chance. We then began to humanise that wild and fearful fowl, the gun. We decided that a gun could not be fired if there were not six--afterwards we reduced the number to four--men within six inches of it. And we ruled that a gun could not both fire and move in the same general move: it could either be fired or moved (or left alone). If there were less than six men within six inches of a gun, then we tried letting it fire as many shots as there were men, and we permitted a single man to move a gun, and move with it as far as he could go by the rules--a foot, that is, if he was an infantry-man, and two feet if he was a cavalry-man. We abolished altogether that magical freedom of an unassisted gun to move two feet. And on such rules as these we fought a number of battles. They were interesting, but not entirely satisfactory.
It is his duty to protect himself and his partner, as far as possible, in the adversaries’ strong suits. The chief point for the beginner to observe in Second Hand play, is the difference between the circumstances requiring him to play high cards, and those in which he should play low ones. _=High Cards Led.=_ When a card higher than a Ten is led on the first round of a suit, the Second Hand has usually nothing to do but to play his lowest card, and make what inference he can as to the probable distribution of the suit. But if he holds the Ace, or cards in sequence with it, such A K, he should cover any card higher than a Ten. If he holds K Q he should cover a J, 10, or 9 led; but it is useless for him to cover an honour with a single honour, unless it is the Ace. _=Low Cards Led.=_ High cards are played by the Second Hand when he has any combination from which he would have led a high one if he had opened the suit. The fact that a player on his right has already laid a small card of the suit on the table should not prevent the Second Hand from making the best use of any combinations he may hold. The only difference between leading from such combinations, and playing them Second Hand, is that in the latter case no attempt is made to indicate to the partner the exact nature of the combination held.
1 for _=Game=_, or the Ten of trumps. 5 for _=Right Pedro=_, or the Five of trumps. 5 for _=Left Pedro=_, or Five of the same colour as the trump suit. All points count to the side winning them. Any trumps found among the discards at the end of the hand count for the side that made the trump. At the end of the hand, the number of points won by each side is added up, and the lower deducted from the higher, the difference being scored by the winners of the majority. If the result is a tie, neither scores. For instance: If A-B make 11, Y-Z must make the remaining 3, which deducted from 11 leaves 8 points for A-B to score. If the side naming the trump suit fails to make as many points as they bid, they score nothing for that deal, and the number bid is scored by the adversaries, in addition to any other points that the adversaries may have made in play. The number bid and the number actually won, must be compared before deducting the points made by the adversaries.
--Deptford, Kent (Miss Chase). II. Here are the robbers coming through, Coming through, coming through, Here are the robbers coming through, My fair lady. What will the robbers do to you, Do to you, do to you, What will the robbers do to you, My fair lady? Steal your watch and break your chain, Break your chain, break your chain, Steal your watch and break your chain, My fair lady. Then they must go to jail, Go to jail, go to jail, Then they must go to jail, My fair lady. --Belfast (W. H. Patterson). III. Hark the robbers Coming through, coming through, My fair lady.
|Naughty miss, she |Naughty old maid, she | -- | | |won t come out. |won t come out. | | | 44.|To help us with our |To help us with our | -- | | |dancing. |dancing. | | | 45.|Now we ve got our |Now we ll get our | -- | | |bonny lass. |bonny lass. | | | 46.|To help us with our |To help us with our | -- | | |dancing.
The pack must neither be shuffled below the table nor so that the face of any card be seen. 27. The pack must not be shuffled during the play of the hand. 28. A pack, having been played with, must neither be shuffled by dealing it into packets, nor across the table. 29. Each player has a right to shuffle, once only, except as provided by Rule 32, prior to a deal, after a false cut [_see_ Law 34], or when a new deal [_see_ Law 37] has occurred. 30. The dealer’s partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack. 31.
He then says, How many blows? and gets the reply, As many s goes. A guess is then made. If the guess is correct the guesser gets the objects. If the guess is incorrect the guesser has to make up the difference between the number guessed and the real number. The players play alternately. This game was played for the most part at Christmas.--Keith (Rev. W. Gregor). (_b_) Hairry = rob, Bossie = a wooden bowl, commonly used for making the leaven in baking oat-cakes, and for making brose.
|Sift the lady s |Sieve my lady s | -- | | |oatmeal. |oatmeal. | | | 3.|Sift it into flour. |Grind my lady s flour.| -- | | 4.| -- | -- |For a lady s daughter.| | 5.| -- | -- | -- | | 6.|Put it in a chest of |Put it in a chestnut.
The last card is turned up to determine the trump, but it is not used in play. There is no proposal and acceptance, solo being the lowest call. If all three players pass, the trump card is turned down, and each player in turn has the option of calling a six-trick abundance, naming his own trump suit. In some places it is the custom to allow the players to over-call each other, after the trump is turned down, each increasing the number of tricks he proposes to take. A misère over-calls eight tricks. _=Kimberly Solo=_ is for four players, without any proposal and acceptance, solo being the lowest call. If all pass, a six-trick solo with a different trump is allowed. TEXT BOOKS. Solo Whist, by R.F.
The second player having played to the trick, the original leader must play to it in his turn, and then his adversary plays the fourth card, completing the trick. The winner of the trick takes it in, turns it down, and leads for the next trick, and so on until all thirteen tricks have been played. The winner of the rubber scores 100 points extra. _=MISERY BRIDGE.=_ This is a game for two players, who sit opposite each other. Four hands of thirteen cards each are dealt, the dealer beginning on his left. Before declaring, the dealer may discard any number of cards from one to four, laying them on the table at his left, but face up, where they so remain during the play of the hand. In place of this discard, the dealer takes an equal number of cards from the top of the hand on his left. These are not shown to the adversary. Having discarded and drawn, the dealer declares.
Cards may be taken away from one combination to form less valuable combinations in another class. For instance: Four Jacks have been melded; the diamond Jack may be taken away to form a binocle with the spade Queen. If spades are trumps, and the sequence has been melded, the Queen may be taken away to form a binocle, because the binocle is in a different class of melds; but the Queen cannot be used to form a marriage, because the sequence and the marriage are in the same class. As there are three classes, one card may be used three separate times. The spade Queen, for instance, may be used in a marriage, in binocle, and in four Queens, and these melds may be made in any order. Cards once used in combinations cannot again be used in melds of equal value belonging to the same class; and combinations once broken up cannot be re-formed by the addition of fresh cards. For instance: Four Kings have been melded, and one of them has been used in the course of play. The player cannot add a new King to the three remaining, and meld four Kings again. A marriage in hearts has been melded, and the King played away. A new King will not make another marriage with the old Queen.
_=Three Stake Brag.=_ In this variation each player puts up three equal amounts to form three equal pools. These amounts must be invariable, and should be agreed upon before play begins. The dealer then gives two cards to each player, one at a time, face down; and then a third card to each, face up. The highest card turned up in this manner wins one of the pools, the ace being the highest and the deuce the lowest. The diamond ace, being a bragger, outranks any other ace; the club Jack any other Jack; and the diamond nine any other nine. Ties are decided in favour of the eldest hand, or the player nearest him on the left. The players then take up the other two cards, without showing them, and proceed to brag on their hands as in single stake Brag. The winner takes the second pool; but those who pass out do not abandon their hands until the third pool is decided. If no bet is made for the second pool, it is won by the dealer.
Then the rest of the verses are sung. The action to suit the words of the verses does not seem to have been kept up. In the Hampshire version, after the line As a bird upon a tree, the two children named pair off like sweethearts while the rest of the verse is being sung. (_c_) The analysis of the game rhymes is as follows:-- +---+----------------------+----------------------+----------------------+ | | Hants. | Deptford (Kent). | Belfast. | +---+----------------------+----------------------+----------------------+ | 1.|Village life. |Village life. |Hunting life.
If no one has three of a kind, the highest pip value shown in one suit wins. Drawing is kept up until some player knocks, after which only one more draw is allowed, the knocker not being allowed to draw again. A player can knock without drawing at all if he wishes to prevent the others from beating his original hand. PROGRESSIVE POKER. There are several ways to play Progressive Poker, but the description of one will suffice. The simplest method of arranging the players is to take two packs of cards, one red and one blue, and to select two aces from each for the four positions at the head table; three deuces, treys, etc., for the six positions at each of the other tables until the last or booby table is reached, at which there must be only four players at starting. If there are not enough players to make exactly six at each of the intermediate tables, the numbers may be varied from four to seven, cards being selected to agree with the number required; but the head and booby tables must start with four only. The cards thus selected are then thoroughly shuffled, and presented face downward to the ladies to draw from. Each lady takes a red-backed card, the gentlemen drawing the blue cards only.
One very common swindle in Seven-up is known as _=the high hand=_, which consists in giving the intended victim the A K J 10 9 2 of trumps, and then inducing him to bet that he will make four points. No matter how skilful the player may be, he will find it impossible to save both Jack and Game. CALIFORNIA JACK. This is a variety of Seven-up for two players, in which the number of cards in the hand is constantly restored to six by drawing from the remainder of the pack. The trump suit is cut for before the cards are shuffled and dealt. The usual method is to cut for seats and deal, and the highest cut determines the trump suit at the same time. After each player has been given six cards, three at a time, the remainder of the pack is turned face up on the table, and the winner of each trick takes the top card, his adversary taking the next one. When the stock is exhausted, the last six cards are played as in the ordinary game of Seven-up. Seven points is game, the points being the same as in Seven-up; but everything, including Low, counts to the player winning it. _=Shasta Sam=_ is California Jack with the remainder of the pack turned face down, and is a much better game on that account.