This will either weaken his trumps, or, if he is between you, will give your partner discards. If the player leads a Wenzel, it is usually best to cover it if you can; but do not play the club Jack on the diamond Jack unless you want the lead very badly. When the single player does not lead trumps, but plays his Aces and Tens, the Germans call it “auf die Dörfer gehen;” that is, getting to the villages, or getting home; equivalent to our expression, “getting out of the woods,” or “getting in out of the rain.” When the single player runs for home in this way, it is usually best to lead trumps through him at the first opportunity. In playing against a Nullo, the great point is to give your partner discards. If you find that the player’s long suit is yours also, continue it until your partner has discarded an entire suit if possible. If you then have the small card of the discarded suit, you may defeat the Nullo at once. _=Fattening.=_ The Germans call this Wimmeln, or “swarming” the points together in one trick. It is always advisable to get rid of Tens in this way, or Aces of suits in which you hold both Ace and Ten; but it is bad play to fatten with the Ace of a suit of which you have not the Ten, unless the trick wins the game from the player, or saves a very probable schneider.
See All the Boys, Oliver, Oliver, follow the King. Drab and Norr A game similar to Trippit and Coit. --Halliwell s _Dict._ Draw a Pail of Water [Music] --Sporle, Norfolk (Miss Matthews). I. Draw a pail of water For my lady s daughter; My father s a king and my mother s a queen, My two little sisters are dressed in green, Stamping grass and parsley, Marigold leaves and daisies. One rush, two rush, Pray thee, fine lady, come under my bush. --Halliwell s _Nursery Rhymes_, Games, cclxxxvii. II. Draw a pail of water, Send a lady a daughter; One o my rush, two o my rush, Please, young lady, creep under the briar bush.
If they win the next coup, their stake is free; if not, they lose it all. Should a second refait of 31 occur, they would have to lose a fourth of this imprisoned stake, and the remainder would be moved into a second prison, to await the result of the next coup, which would either free it or lose it all. _=Probabilities.=_ It has been found that of the ten numbers that can be dealt, 31 to 40, the number 31 will come oftener than any other. The proportions are as follow:-- 31--13 times, 32--12 times, 33--11 times, 34--10 times, 35--9 times, 36--8 times, 37--7 times, 38--6 times, 39--5 times, 40--4 times. The 31 refait also comes oftener than any other. Although the odds against it are supposed to be 63 to 1, the bankers expect it about twice in three deals, and each deal will produce from 28 to 33 coups. ROULETTE. It is probable that more money has been lost at the wheel than at any other gambling game in the world. In conjunction with Rouge et Noir, it forms the chief attraction at Monte Carlo, and other public gambling casinos.
_=5.=_ Should the player pocket, by the same stroke, more balls than he calls, he is entitled to the balls he pockets, provided he pockets the called ball. _=6.=_ A forfeiture of three points is deducted from the player’s score for making a miss; pocketing his own ball; forcing his own ball off the table; failing to make the opening stroke, as provided in Rule 2; failing either to make an object-ball strike a cushion or go into a pocket, as provided in Rule 4; striking his own ball twice; playing out of his turn, if detected doing so before he has made more than one counting stroke. _=7.=_ A ball whose centre is on the string line must be regarded as within the line. _=8.=_ If the player pocket one or more of the object-balls, and his own ball goes into a pocket, or off the table from the stroke, he cannot score for the numbered balls, which must be placed on the spot known as the deep-red spot, or if it be occupied as nearly below it as possible on a line with that spot. AMERICAN PYRAMID POOL. The fifteen balls are numbered from one to fifteen respectively, and are usually colored red, but the numbers on the balls are used simply for convenience in calling the number of each ball which the player intends to pocket and do not in any way affect the score of the player, which is determined by the number of balls pocketed.
He went back to his desk and slumped against it, scowling at the points of his handtooled boots. * * * * * Rose looked over at me. Let s make sense, he said quietly. We watched you on the TV monitor from the time you came in. Sure, I said. What about it? he demanded. I shrugged. I had my way with the dice, Peno. I dropped nine yards as fast as I could, then won it back. The spots came up for me every single roll but two, when I had my eye on something else.
If the eldest hand leads without asking his partner’s permission to play, the pone cannot double without the consent of the maker of the trump. Should the pone ask the eldest hand, “Shall I play?” that does not deprive the eldest hand of the right to double. _=METHOD OF PLAYING.=_ The trump suit and the value of the tricks settled, the player on the dealer’s left begins by leading any card he pleases. After he has played, the second player, Y, lays his hand face up on the table, and takes no further part in the play beyond availing himself of the privilege of asking his partner if he has none of a suit to which he renounces. From the moment that Y’s cards are exposed the game becomes Dummy, the dealer, Z, playing Y’s cards for him. The dealer gathers the tricks for his side; either adversary may gather for the other. The first six tricks taken by one side make a “book” and all over six count toward game. The tricks should be so laid that they can be readily counted by any player at the table. _=The Revoke.
On the contrary, it is usual to keep it as long as possible when the partner leads trumps. _=Changing Suits.=_ If the Second or Fourth Hand wins the first or second round of the adversaries’ suit, it is seldom right to return it, as that would probably be playing their game. The player should open his own suit, as if he were the original leader. If he is strong enough to lead trumps under ordinary circumstances, he may be deterred from so doing if the adversaries have declared a strong suit against him. The same consideration may prevent his leading trumps in the hope of making a suit of his own, as the adversaries might reap the benefit by bringing in their suit instead. On the contrary, when the Second or Fourth Hand holds command of the adverse suit, they may often risk a trump lead which would otherwise be injudicious. 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.
12, for instance, both the Pawns that have been moved would be spoken of as on K 4. The Knight that has been moved is on K B 3, because it is a white Knight. If it was a black Knight it would be on K B 6, reckoning from the black side of the board for the black pieces. In order to test your understanding of this system of notation, which is very important in following published games or problems, take the board and men, white side next you, and set up the following position, remembering that when no number is given, the piece stands upon the square originally occupied by the piece which gives its name to the file:-- Black men;--King on Q R’s; Queen on Q Kt’s; Pawns on Q R 2, and Q Kt, 3; Rook on Q R 3. White men;--King on Q Kt 5; Queen on Q B 6. Now look at Diagram No 11, and see if you have it right. In addition to the notation of position, there is that of action. If a dash is placed between the initials of the piece and the definition of the square, it shows first the piece moved, and then the square to which it is moved. In Diagram No 11, for instance, Black’s only move to cover the check would be given: Q-Q Kt 2; and White’s continuation would be given; Q-K 8. The first of these might be abbreviated by saying, Q-Kt 2, because there is only one Kt 2 to which the Queen could be moved.
_=THE SHOW-DOWN.=_ As soon as any player can show down his hand, the game is at an end. He lays out his combinations and pushes them aside. Then he announces the pip value of his deadwood, after discarding a card in place of the one drawn. Suppose he draws the seven of hearts, and lays down the 6 7 8 9 of that suit; J Q K of clubs; discards the king of spades and leaves two deuces and a five for his deadwood. That is nine points. Each of the other players in turn to the left then lays down his hand and pushes aside all combinations held. If the pip value of his deadwood is more than that of the player calling for the show-down, he pays the difference. If any player has less than the caller, then he is the winner, and each one at the table pays him, the caller paying him double as a penalty. In case of ties for low, they divide the losses of the others.
Another and not such a rough way of playing this game is for the guesser to stand with his face towards a wall, keeping his eyes shut.--Cornwall (_Folk-lore Journal_, v. 59). In Nairn, Scotland, the game is called Post and Rider. One boy, the Post, takes his stand beside a wall. Another boy stoops down with his head touching the Post s breast. Several other boys stoop down in the same way behind the first boy, all in line. The Rider then leaps on the back of the boy at the end of the row of stooping boys, and from his back to that of the one in front, and so on from back to back till he reaches the boy next the Post. He then holds up so many fingers, and says-- Buck, buck, how many fingers do I hold up? The boy makes a guess. If the number guessed is wrong, the Rider gives the number guessed as well as the correct number, and again holds up so many, saying-- [Four] you say, but [two] it is; Buck, buck, how many fingers do I hold up? This goes on till the correct number is guessed, when the guesser becomes the Rider.
In the fraction of a second between the telepaths awareness of a hostile something out in the black, hollow nothingness of space and the impact of a ferocious, ruinous psychic blow against all living things within the ship, the telepaths had sensed entities something like the Dragons of ancient human lore, beasts more clever than beasts, demons more tangible than demons, hungry vortices of aliveness and hate compounded by unknown means out of the thin tenuous matter between the stars. It took a surviving ship to bring back the news--a ship in which, by sheer chance, a telepath had a light beam ready, turning it out at the innocent dust so that, within the panorama of his mind, the Dragon dissolved into nothing at all and the other passengers, themselves non-telepathic, went about their way not realizing that their own immediate deaths had been averted. From then on, it was easy--almost. * * * * * Planoforming ships always carried telepaths. Telepaths had their sensitiveness enlarged to an immense range by the pin-sets, which were telepathic amplifiers adapted to the mammal mind. The pin-sets in turn were electronically geared into small dirigible light bombs. Light did it. Light broke up the Dragons, allowed the ships to reform three-dimensionally, skip, skip, skip, as they moved from star to star. The odds suddenly moved down from a hundred to one against mankind to sixty to forty in mankind s favor. This was not enough.
88. A revoke cannot be claimed after the cards have been cut for the following deal. 89. Should both sides revoke, the only score permitted is for honours. In such case, if one side revoke more than once, the penalty of 100 points for each extra revoke is scored by the other side. GENERAL RULES. 90. A trick turned and quitted may not be looked at (except under Law 82) until the end of the play. The penalty for the violation of this law is 25 points in the adverse honour score. 91.
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In the ordinary game, the higher combination is lost if it is not called. In play, every card led, whatever its value, counts one, and winning the trick counts one also. The last trick counts two, and the capot forty. Pic and repic are reckoned as in the ordinary game. _=Scoring.=_ Instead of playing 100 points up, six deals is a game, each player dealing three times. The lower score is then deducted from the higher, and 100 points added to the difference to determine the value of the game, which is usually played for so much a point. If the result of the six deals is a tie, two more deals must be played. If they also result in a tie, the game is void. _=Rubicons.
|green. | | | 7.|Fairest damsel ever | -- | -- | | |seen. | | | | 8.| -- |Prettiest young lady | -- | | | |ever seen. | | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- |All pretty maidens are| | | | |_not_ to be seen. | |12.
These are divided between the Second and the Fourth Hand, the former being the more important. Generally speaking, they are the tactics of defence. _=SECOND HAND PLAY.=_ The player who is second to play on any trick is called the Second Hand. 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.