The Ace is high, both in cutting and in play. A player exposing more than one card must cut again. _=Ties.=_ If the first cut does not decide, the players cutting equal cards cut again; but the new cut decides nothing but the tie. _=Cutting Out.=_ At the end of the game, the players cut to decide which shall give way to those awaiting their turn to play, the lowest cuts going out. After the second game, those who have played the greatest number of consecutive games give way, ties being decided by cutting. _=Dealing.=_ Every player has the right to shuffle the cards, the dealer last. The dealer must present the pack to the pone to be cut.
This gives us 120 points in the pack, and the object is to get 61 or more. _=Dealing.=_ Any one can deal the first hand, after which the deal passes to the left. Three cards are given to each player the first round, then three for the widow, and then two rounds of four cards each to the players, so that there are three hands of eleven cards each, and three in the widow. _=THE GAMES.=_ Each player in turn, beginning on the dealer’s left, can offer to play one of three games, and the highest offer must be accepted. A player cannot increase his own bid unless he is overbid. The highest bidder becomes the single player, opposed to the two others. _=Frog.=_ In this, hearts must be trumps.
If there is a tie between two for high score, the winner of the last trick shall be the loser. If the last trick is taken by the low score, and the others are tied, the two high scores lose 20 points each. If all three are tied at 40 points each, there is no score. 5. In all games which are played “open,” the hand of the single player must be laid face up on the table before either adversary plays a card; but the adversaries shall not be allowed to consult, neither can they dictate to the player what cards he shall play. FORMATION OF TABLE. 6. Any number from three to six may form a table, but there shall be only three active players in each deal, and they shall be known respectively as Vorhand, Mittelhand, and Hinterhand. Those who hold no cards shall share the fortunes of those opposed to the single player whose score is put down. 7.
A white ball is spotted five inches from the lower end of the table, on a line drawn down the centre; and the red ball placed upon its own spot at the foot of the table. Player No. 1 must play with the remaining white ball from any point within the string-line at the head of the table at either the red or white ball, or place his own on the string spot. Player No. 2 may play with any ball on the table--red or white. After the first stroke has been played, the players, in their order, may play with or at any ball upon the board. Unless the player has played on some ball upon the board before knocking down a pin, the stroke under all circumstances goes for nothing, and the pin or pins must be replaced and the player’s ball put upon the white-ball spot at the foot of the table or if that be occupied, on the nearest unoccupied spot thereto. But should two balls be in contact the player can play with either of them, direct at the pins, and any count so made is good. If a player, with one stroke, knocks down the four outside pins and leaves the black one standing on its spot, it is called a Natural, or _=Ranche=_, and under any and all circumstances it wins the game. When a player gets more than 31, he is _=burst=_, and he may either play again immediately with the same ball he has in the pool rack, starting at nothing of course, or he may take a new ball.
STAFFORDSHIRE-- Hanbury Miss E. Hollis. Cheadle Miss Burne. Tean, North Staffordshire { Miss Keary, Miss Burne, Mrs. T. Potteries { Lawton. Wolstanton Miss Keary. { Moor s _Suffolk Words_, Forby s SUFFOLK { _Vocabulary_, Lady C. Gurdon s { _Suffolk County Folk-lore_. SURREY-- Barnes Mrs.
, 1491, edit. 1814, p. 227: That na induellare within burgh . . . play at bar, playing at Bars. See Prisoner s Base. Barbarie, King of the I. O will you surrender, O will you surrender To the King of the Barbarie? We won t surrender, we won t surrender To the King of the Barbarie. I ll go and complaint, I ll go and complaint To the King of the Barbarie.
B. Gomme). Mr. Newell, in writing of this game, says that the lamp-lighter or spill was lighted when placed in the hair of the players who made mistakes. He does not mention forfeits being exacted.--_Games_, p. 139. Ghost at the Well One of the party is chosen for Ghost (if dressed in white so much the better); she hides in a corner; the other children are a mother and daughters. The eldest daughter says:-- Mother, mother, please give me a piece of bread and butter. M.
Hiss and Clap All the boys are requested to leave the room, when the girls take their seats, leaving a vacant place on the right side of each girl for the gentleman of her choice. Each boy in turn is then summoned by another who acts as doorkeeper, and asked to guess which lady he imagines has chosen him for her partner. Should he guess rightly he is allowed to take his seat by the lady who has chosen him, while the other girls loudly clap hands. Should he guess wrongly he is hissed, and sent out of the room by the doorkeeper.--Cork, Ireland (Miss Keane). At Long Eaton in Nottinghamshire Miss Youngman records a similar game to this, with a rhyme that is probably taken from a popular song or ballad. The successful candidate for the girl s choice claims a kiss, but if unsuccessful he is beaten out of the room with knotted handkerchiefs. Hitch Jamie; Hitch Jamie, Stride and Loup The boyish play of Hop, Step, and Jump. --Atkinson s _Cleveland Glossary_. Brockett (_North Country Words_) calls this Hitch.
Infantry, cavalry, R.A., and R.E. cannot move without supply--if supplies are not provided within six consecutive moves, they are out of action. A force surrounded must surrender four moves after eating its last horse. Now as to Destructions: To destroy a railway bridge R.E. take two moves; to repair, R.E.
More than 100, but less than 130 is schneider, and counts two. If the winners take every trick, making 130 points, they score three. Sometimes an extra point is scored for winning the Ten of trumps: but such a count is quite foreign to the game. NATIONAL GAMES. There are certain games of cards which do not seem to belong to any particular family, but stand apart from other games, and have been played since their first invention with only trifling variations, giving rise to no offshoots bearing other names. These are usually the most popular games with the middle and lower classes in the countries in which they are found, and may be considered as distinctly national in character. Games that become popular with the masses always last longer than others, and the rules governing them are much better understood, and more firmly established. In the course of a century the English aristocracy have run the gamut of Quadrille, Ombre, Whist, Écarté, Bézique, Piquet, Rubicon, and Bridge; while the middle classes have stuck steadily to Cribbage for nearly two hundred years. Six of these popular games are strikingly typical of the national character, both in their construction, and in the manner of playing them. These are: Skat in Germany; Cribbage in England; Piquet in France; Conquian in Mexico; Calabrasella in Italy; and Cassino in America.
Having once started a suit, it should not be changed, except for one of the reasons already given for the guidance of the First Hand. _=When the Adversaries Lead Trumps=_, and the Second Hand has a chance either to establish a suit against them or to force his partner, he should stop the trump lead if he can. If his partner has led trumps, the Second Hand should generally play his winning cards on his right hand opponent’s plain-suit leads, to stop them; and continue the trumps. These are about all the conventionalities necessary for the beginner. After at least a year’s practice with them, he will either discover that he has no aptitude for the game, or will be ready to go into further details. A beginner who attempts to handle the weapons of the expert simply plays with edged tools, which will probably cut no one but himself and his partner. * * * * * _=THE SIGNAL GAME.=_ Having become thoroughly familiar with the elementary conventionalities of the game, so that they can be used without the slightest hesitation at the whist table, the player may proceed to acquaint himself with the details of what is commonly known as the Signal Game, which comprises all the various methods of signalling up hands between partners, according to certain arbitrary and pre-arranged systems of play. Many players object to these methods as unfair; but they are now too deeply rooted to yield to protest; and the best thing for a player to do is to familiarise himself with his adversaries’ weapons. _=The Trump Signal.
The usual method in England and America is as follows:-- _=The Point=_ is scored by the player holding the greatest number of cards in the suit, and the pip value is resorted to only to decide ties. This is done in order to conceal, if possible, the nature of the cards held. When the numerical value is asked, only the last figure is given, “seven,” for instance, if the point is 47. If the point is good, the elder hand immediately names the suit. If it is not good, the suit is not named, and the elder hand proceeds to call his _=sequences=_. It they are good, the suits must be named; the same with quatorze and trio. _=Under-calling.=_ If a player holds an inferior sequence, quatorze or trio, which he knows is better than any his adversary can possibly hold, he may call it, and afterward score the better combination, provided he is correct in estimating the inferior one that he called as _=good against the cards=_. But if the adversary can demonstrate that the inferior announcement was not actually good against the cards, and that it was possible for him to hold a better, the score for the higher combination is lost. For instance: A player holds four Kings and three Aces, and on glancing over his hand and discards, sees that his adversary cannot hold any quatorze, so he declares the three Kings, instead of the four Aces.
DRAW CASSINO. In this variation, no more cards are dealt after the first round, but each player keeps his hand filled to four cards by drawing one from the top of the stock as soon as he plays one from his hand. The stock is left on the table, face down, slightly spread, for convenience in slipping off the top card as it is drawn. CONQUIAN. The etymology of this word is Spanish; _con quién_, “with whom,” but of the game it stands for, little or nothing is known except that it is a great favorite in Mexico, and in all the American States bordering upon it, especially Texas. It is an excellent game for two players, quite different from any other in its principles, and requiring very close attention and a good memory to play it well. In its finer points, especially in the judgment of what the adversary holds or is playing for, it ranks with our best games, and will probably grow in popularity as it becomes better known. _=Cards.=_ Conquian is played with the Spanish pack, forty cards, the 8 9 10 of each suit being deleted. In America, it is much more common to play with a pack of forty cards from which the three court cards, K Q J, have been discarded, leaving each suit an unbroken sequence from the Ace to the Ten.