As no person has as yet come forward with any figures to show which combination is easier to get in patience poker, nor the proportion of one hand to the other, these figures are all guess work; and players may adopt any values they please. As soon as the tableau is complete, with five rows of five cards each, the value of each of the ten hands the tableau contains is found and the total put down. The object of the solitaire player usually is to see how many tableaus he needs to reach a grand total of 500 points. _=SUGGESTIONS FOR GOOD PLAY.=_ Experience has shown that it pays to keep certain classes of hand in one section, either left to right or up and down. Many players put all the flushes in the vertical columns, and build the pairs, triplets and fours from right to left. Straights are uncertain quantities unless they are flush also and are seldom played for. Each card has a double value, and it may help to make up two hands of high scoring power, if well placed. The highest possible point value for a tableau would probably be five hands of four of a kind and five straight flushes, four of which would be royal, like this: [Illustration: 🂱 🃑 🃁 🂡 🃉 🂾 🃞 🃎 🂮 🃈 🂽 🃝 🃍 🂭 🃇 🂻 🃛 🃋 🂫 🃆 🂺 🃚 🃊 🂪 🃅 ] The odds against the cards coming from the stock in such order as to make a tableau like this possible would be enormous, but there are many sets of twenty-five cards that can be rearranged so as to make a much higher count than that actually arrived at in the solitaire. The player’s skill consists in anticipating the possibilities that certain cards will be drawn and in so arranging his table that if the hoped for card comes out, the most advantageous place will be found open for it.
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In either case the partnerships are decided by cutting, and the lowest cut of the eight has the deal, with choice of seats and cards. _=TIES=_ are decided in the manner already described in connection with Whist. _=POSITION OF THE PLAYERS.=_ Two players sit opposite each other. Three, five or seven sit according to their choice. Four sit as at Whist, the partners facing each other. Six, playing in two partnerships, sit alternately, so that no two partners shall be next each other. Six, playing in three partnerships of two each, sit so that two adversaries shall be between each pair of partners. Eight, playing in two sets of four each, or as four pairs of partners, arrange themselves alternately. If we distinguish the partners by the letters A, B, C, D, the diagram will show the arrangement of the tables.
In the Queens, the mark of the suit is always above the figure, which has a single head; in the Jacks the suit mark is always under the figure. This distinction is necessary, because in the German cards the Queen is a male figure. The King has two suit marks, one on each side of the head. When the French or American double-head cards are used, with suit-marks in both corners, the words “ober” and “unter” have no meaning; Dame and Bube being used instead. _=Rank of the Suits.=_ In addition to the rank of the cards themselves, the suits outrank one another, except in Nullo, clubs being always the best, then spades, hearts and diamonds. The Germans have various names for the suits, that first given in each instance being in common use among modern Germans. _=Clubs=_: Kreuz, Trefle, Eicheln, Eckern, or Braün. _=Spades=_: Pique, Schüppen, Laub, or Grün. _=Hearts=_: Hertzen, Cœur, or Roth.
I had with me a compact little force of 3 guns, 48 infantry, and 25 horse. My instructions were to clear up the country to the east of Firely Church. We came very speedily into touch. I discovered the enemy advancing upon Hook s Farm and Firely Church, evidently with the intention of holding those two positions and giving me a warm welcome. I have by me a photograph or so of the battlefield and also a little sketch I used upon the field. They will give the intelligent reader a far better idea of the encounter than any so-called fine writing can do. The original advance of the enemy was through the open country behind Firely Church and Hook s Farm; I sighted him between the points marked A A and B B, and his force was divided into two columns, with very little cover or possibility of communication between them if once the intervening ground was under fire. I reckoned about 22 to his left and 50 or 60 to his right. [Footnote: Here again the gallant gentleman errs; this time he magnifies.] Evidently he meant to seize both Firely Church and Hook s Farm, get his guns into action, and pound my little force to pieces while it was still practically in the open.
What do you want your pins and needles for? To mend my poke. What do you want your poke for? To put some sand in. What do you want your sand for? To sharpen knives with. What do you want your knives for? To cut all the little chickens heads off with. Here the Outsider tries to dodge past the Leader to catch one of the children at the further end of the row, the Leader meanwhile attempting to bar her progress. When at last she succeeds, the child caught takes her place, and the game is recommenced.--Winterton (Miss M. Peacock). See Fox and Goose, Gled-wylie. Here comes a Lusty Wooer [Music] --Rimbault s _Nursery Rhymes_.
_=COUNTERS.=_ The game is 1000 points, and is usually scored with counters, each player being provided with four white, worth 10 each; four blue, worth 100 each; one red, worth 50, and a copper cent or a button, which represents 500. These counters are placed on the left of the player at the beginning of the game, and are moved over to his right as the points accrue. The game is sometimes kept on a cribbage board, each player starting at 21, and going twice round to the game-hole, reckoning each peg as 10 points. _=STAKES.=_ Binocle is played for so much a game of 1000 points, and the moment either player either actually reaches or claims to have reached that number, the game is at an end. If his claim is correct, he wins; if it is not, his adversary takes the stakes, no matter what the score may be. _=PLAYERS.=_ Binocle is played by two persons, one of whom is known as the _=dealer=_, and the other as the _=pone=_. They cut for the choice of seats and deal, and the player cutting the higher card may deal or not, as he pleases.
P. Emslie). [Illustration] A number of boys divide themselves into two sides. One side, the Buckets, stoop down, as for Leap-frog, arranging themselves one in front of the other. The hindmost supports himself against the one in front of him, and the front one supports himself against a wall (fig.). They thus make an even and solid row of their backs. The other side, the Bungs, leap on to the backs of the Buckets, the first one going as far up the row as possible, the second placing himself close behind the first, and so on. If they all succeed in getting a secure place, they cry out twice the two first lines-- Bung the Bucket, One, two, three. Off, off, off! If no breakdown occurs, the Buckets count one in their favour, and the Bungs repeat the process.
_=The Board.=_ Checkers is played upon a board which is not more than sixteen, nor less than fourteen inches square, and is divided into sixty-four smaller squares of equal size. These squares are of different colours, alternately light and dark, and the board must be so placed that each player shall have a light square at his right on the side nearer him. _=The Men.=_ Each player is provided with twelve men, which are circular in form, one inch in diameter, and three eighths thick. The men on one side are red or black; those on the other white or yellow. The men must be placed on the _=black=_ squares. _=Diagrams.=_ For convenience in illustrating games and problems the men are always shown as placed on the white squares, type made in that manner being more easily read. The following diagram will show the proper arrangement of the men at the beginning of the game, if the white squares are supposed to be black ones:-- [Illustration: +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ ] _=Two Move Restriction.
There is no doubling. The score of each player is kept in a separate column, and the trick and honour score is put down in one lump, plus or minus, the new score being added to or deduced from the previous one. It is simpler, however, to put down nothing but the plus scores, so that when the declaration is defeated, the points are credited to each of the three other players. Suppose the dealer wins 16 and 16. He is put down as 32 plus. If he should lose 12 and 30, his score would not be touched, but each of the others would be put down 42 plus. There are no games or rubbers. At the end of four deals the players change partners by the pivot system. At the end of twelve deals, each has played four deals with each of the others. The scores are then added up and balanced by the method described in connection with the game of Skat.
It is very annoying to have a player succeed in making a slam just because two of his adversaries keep the same suit. SOLO WHIST FOR THREE PLAYERS. The best arrangement is to play with a pack of forty cards, deleting the 2, 3, and 4 of each suit. 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.
_=Averages.=_ If a team is playing a match, and one of the players is unavoidably absent, it is the custom to give him credit for his average, according to the records of his previous games during the tournament or the season. This is considered better than appointing a substitute to play for him. There are a great many varieties of Ten Pins, the most interesting of which will be found described in the following Laws of the game, which are reprinted here by the kind permission of the Brunswick-Balke-Collender Co., from their 1908 edition of the “Bowler’s Guide.” BOWLING ALLEY LAWS. RULES AND REGULATIONS GOVERNING THE GAME OF AMERICAN TEN PINS. _Revised at Louisville, Ky., March 19-21, 1906. In effect Sept.
Any one quitting a table prior to the conclusion of a rubber may, with consent of the other three players, appoint a substitute in his absence during that rubber. 24. A player cutting into one table, whilst belonging to another, loses his right of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate. 25. If any one break up a table, the remaining players have the prior right to him of entry into any other, and should there not be sufficient vacancies at such other table to admit all those candidates, they settle their precedence by cutting. SHUFFLING 26. 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.
223. (_b_) This game was a general favourite at juvenile parties years ago. The hands were held in the posture described by Halliwell, but any child was pitched upon for the first finder, and afterwards the child in whose hands the ring was found had to be finder. There was no guessing; the closed hands were looked into (A. B. Gomme). Mr. Addy has collected a similar game called My lady s lost a gold ring, and Mr. Newell (_Games and Songs of American Children_, p. 150) has another, Hold fast my gold ring.
We ve come to see Georgina. Then follows--] She was coming downstairs with a basin of water, and she fell down and broke her toe, and she s dead. And what shall we dress her in, dress her in, dress her in? And what shall we dress her in? Dress her in red. Red for the soldiers, soldiers, soldiers, Red for the soldiers, and that shan t do. [Then follow blue for the sailors, black for the mourners, and finally--] What shall we dress her in, dress her in, dress her in? What shall we dress her in? Dress her in white. White for the dead people, dead people, dead people, White for the dead people, and that will do. --Auchencairn, Kirkcudbright (A. C. Haddon). XVII.
Follow my Leader This is a boys game. Any number can take part in it. It requires a good extent of country to play it well. The boy who is the swiftest runner and the best jumper is chosen as Leader. He sets out at a good speed over the fields, tries to jump as many ditches or burns, jumping such from one side to the other again and again, to scramble over dykes, through hedges, over palings, and run up braes. The others have to follow him as they can. This steeplechase continues till the followers are all tired out.--Keith (Rev. W. Gregor).
--It is a foul, and no count can be made: _=1.=_ If a stroke is made except with the point of the cue. _=2.=_ If the cue is not withdrawn from the cue-ball before the latter comes in contact with an object-ball. _=3.=_ If the striker, when in hand, plays from any position not within the six-inch radius. _=4.=_ If, in the act of striking, he has not at least one foot _touching_ the floor. _=5.=_ If he strikes while a ball is in motion, unless it has come to a rest, as provided in Sec.
Doubtful Card, a card led by the player on your right, which your partner may be able to win. Draw Shot, any shot which makes the ball return toward the cue; in English, a “screw-back.” Duffer, one who is not well up in the principles of the game he is playing. Dummy, the exposed hand in Dummy Whist, Bridge, or Mort. Duplicate Whist, a form of Whist in which the same hands are played by both sides, and as nearly as possible under the same conditions. Dutch It, to cross the suit at Euchre. Ecarter, F., to discard. Echoing, showing the number of trumps held when partner leads or calls; in plain suits, showing the number held when a high card is led. Edge, a corruption of the word “age,” the eldest hand.
_) suggests that the proper name for the bat was cricket-staff, A.-S. _criec_, a staff. See Bittle-battle, Stool-ball. Crooky An old game called Crooky was formerly played at Portarlington, Queen s co., and Kilkee, co. Clare. Fifty years ago it was played with wooden crooks and balls, but about twenty-five years ago, or a little more, mallets were introduced at Kilkee; while subsequently the name was changed to Croquet. I have heard it stated that this game was introduced by the French refugees that settled at Portarlington.--G.
Penzance Miss Courtney, Mrs. Mabbott. CUMBERLAND Dickinson s _Glossary_. DERBYSHIRE { _Folk-lore Journal_, vol. i., Mrs. { Harley, Mr. S. O. Addy.
Gomme. { Miss Chase, Miss F. D. Richardson, { Mr. G. L. Gomme, Mrs. G. L. Gomme, { Mr.
=_ If any adversary of the bidder leads or plays out of turn, he forfeits three counters to the bidder, independently of the result of the hand, and receives nothing if the bid is defeated. If the bidder leads out of turn, the card must be taken back, unless all have followed the erroneous lead, in which case the trick is good. There is no penalty if he plays out of turn. _=REVOKES.=_ When a revoke is detected and claimed, the hands are immediately abandoned, and the individual player in fault must pay all the counters depending on the result. If he is the bidder, he pays each adversary; if he is opposed to the bidder, he pays for himself and for each of his partners. In England it is the rule to take back the cards and play the hand over again, as at Écarté, the revoking player paying all the stakes according to the result. This is often very unfair to the bidder, and leads to endless disputes as to who held certain cards which have been gathered into tricks. Sometimes the difference between a seven and an eight in a certain player’s hand will change the entire result. _=PAYMENTS.
Big gambling layouts know within minutes if a table is not making its vigorish. A Nevada crap layout, with moderately heavy play, should make six per cent of the amount gambled on every roll. That s its vigorish--its percentage. If the take falls below that, the suspicion is that the table is being taken to the cleaners by a crooked gambler, or cross-roader. The table I had picked was the only one in the Sky Hi Club s casino with more than one stick-man working it. The girl sniffled, and her long skinny arm reached around behind me to snag a couple sandwiches the size of postage stamps from a waiter s tray. She wolfed them down, wiping at the end of her long nose with a wadded-up hunk of cambric. She d done it before, and plenty, for her nose was red and sore. She made cow-eyes at me. Don t say it, I told her.