This fixes the ante at two white counters, or ten cents, in the absence of straddles, and limits the straddling to the fourth player from the age, or sixteen white counters. This proportion makes a very fair game, and gives a player some opportunity to vary his betting according to his estimate of the value of his hand. Where the blind is five cents, the ante ten, and the limit twenty-five, the game ceases to be Poker, and becomes a species of _=show-down=_. It is universally admitted by good judges that a player can lose more money at twenty-five cent show-down than he will at two-and-a-half Poker. There are several other variations in the manner of arranging the stakes and the betting limits, but they will be better understood after the game itself has been described. _=DEALING.=_ The age having put up the amount of the blind, and the cards having been shuffled by any player who chooses to avail himself of the privilege, the dealer last, they are presented to the pone to be cut. The pone may either cut them, or signify that he does not wish to do so by tapping the pack with his knuckles. Should the pone decline to cut, no other player can insist on his so doing, nor do it for him. Beginning on his left, the dealer distributes the cards face down one at a time in rotation until each player has received five cards.
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_=TRY AGAIN.=_ Shuffle and cut the pack, and deal the cards face upward into four heaps. You are not obliged to deal to each pile in succession, but may place the cards on any of the four piles, according to your judgment or pleasure. In dealing out in this manner it is not good policy to cover one card with a higher, unless you are compelled to do so. Every time you come to an ace, separate it from the others, placing it in a new row, as a foundation for an ascending sequence, which may be continued regardless of the suit of the cards used. The top cards of the four piles are used to build up the sequence. After an ace has appeared, the player may examine the cards in any or all of the piles, but their order must not be disturbed. The object in looking at the cards is to select the pile which is least likely to stop you, or the one having the fewest cards in it. _=TAKE FOURTEEN.=_ Shuffle and cut the pack, and deal the cards one at a time, face upward, into twelve piles, and continue dealing on the top of these twelve until the pack is exhausted.
Those who have less than the dealer lose their stake; those that have more than the dealer, but still not more than 21, he must pay. When the result is a tie, it is called _=paying in cards=_. _=The Banker.=_ The banker for the next deal may be decided upon in various ways. The old rule was for one player to continue to act as banker and to deal the cards until one of his adversaries held a natural, the dealer having none to offset it. When this occurred, the player who held the natural took the bank and the deal until some one else held a natural. Another way was to agree upon a certain number of rounds for a banker, after which the privilege was drawn for again. Another was for one player to remain the banker until he had lost or won a certain amount, when the privilege was drawn for again. The modern practice is for each player to be the banker in turn, the deal passing in regular rotation to the left. When this is done there must be a penalty for dealing twice in succession, and it is usually fixed at having to pay ties, if the error is not discovered until one player has drawn cards.
--London (A. 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.
[Then follow verses in the same style and with the same refrain, beginning with--] Bring some water, we ll wash it away. Build it up with silver and gold. Silver and gold will be stolen away. We ll set a man to watch at night. Suppose the man should fall asleep? Give him a pipe of tobacco to smoke. Suppose the pipe should fall and break? We ll give him a bag of nuts to crack. Suppose the nuts were rotten and bad? We ll give him a horse to gallop around, &c. --Enborne School, Berks (M. Kimber). VIII.
The word is used in this sense to describe one of the principal tactics of the card game, which is to “cinch” certain tricks, so that the adversary cannot possibly get either of the Pedroes free. _=CARDS.=_ Cinch is played with a full pack of fifty-two cards which rank A K Q J 10 9 8 7 6 5 4 3 2. When the suit is trumps the 5 retains its natural position, and is known as the _=Right Pedro=_; but the 5 of the same colour as the trump suit, which is known as the _=Left Pedro=_, ranks between the 5 and 4 of the trump suit. The ace is highest in cutting and in play. Whist-players, who have taken up Cinch as a side issue, are in the habit of making the ace lowest in cutting; but such a practice is out of harmony with all other members of the Seven-up family of games. _=COUNTERS.=_ The score is usually kept on a sheet of paper; but it is more convenient to provide each side with 8 red and 11 white counters, representing 51 points; the whites being worth 1, and the reds 5 each. A good pull-up cribbage board is still better. [Illustration: PULL-UP GAME COUNTER.
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_=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. If a player calls his partner’s attention to the fact that they are at the bridge, both lose their right to order up the trump. _=16.=_ The dealer may leave the trump card on the pack until it is got rid of in the course of play. If the trump card has been taken up or played, any player may ask, and must be informed by the dealer, what the trump suit is; but any player naming the trump card may be called upon by an adversary to play his highest or lowest trump. _=17.=_ If the dealer takes up, or is ordered up, he must _=discard=_ a card from his own hand, placing it under the remainder of the pack.
=_ The table being complete with two, at the end of a rubber a new table must be formed. _=SUGGESTIONS FOR GOOD PLAY.=_ The player should first carefully examine the exposed hands, and by comparing them with his own, suit by suit, should fix in his mind the cards held by his living adversary. This takes time, and in many places it is the custom to expose the four hands upon the table. Players who have better memories than their opponents object to this, for the same reason that they prefer sitting on the right of the living player. It is not at all uncommon for a player to forget that certain cards have been played, to his very serious loss. The hands once fixed in the mind, some time should be given to a careful consideration of the best course to pursue; after which the play should proceed pretty rapidly until the last few tricks, when another problem may present itself. There is nothing in the game beyond the skilful use of the tenace position, discarding, and establishing cross-ruffs. Analysis is the mental power chiefly engaged. There are no such things as inferences, false cards, finesse, underplay, speculative trump leads, or judgment of human nature.
Short-stop Billiards. Short-stop players are those who are good enough to play in halls hired for the purpose, but who stop short of the championship class. Shuffling, any method of disarranging the cards so that no trace remains of their order during the previous deal or play. Sights, the diamonds on the rail of an American billiard table. Signalling for Trumps, playing a higher card before a lower in a plain suit, when no attempt is made to win the trick. Singleton, one card only of any suit. Skin Games, those in which a player cannot possibly win. Skunked, whitewashed, schwartz, beaten without having been able to score a single point. Slam, winning all the tricks. Little Slam, winning 12 out of 13 possible.
But if the exposed card will go to the pone, he has the option of taking it, or claiming a fresh deal by the same dealer. During all the discards the trump card remains the same. _=MARKING THE KING.=_ The discards settled, the first and most important thing before play begins is to mark the King. If the King is turned up, the dealer marks one point for it immediately. If the pone holds it, he must _=announce=_ and mark it before he plays a card. If he leads the King for the first trick, he must still announce it by saying distinctly: “I mark the King;” and unless this announcement is made before the King touches the table, it cannot be marked. So important is this rule that in some European Casinos it is found printed on the card tables. Having properly announced the King, it may be actually marked with the counters at any time before the trump is turned for the following game. If the dealer holds the King he must announce it before his adversary leads for the first trick.
IV. Handy pandy, Jack a dandy, Which hand will you have? --Burne s _Shropshire Folk-lore_, p. 530. (_b_) The hands are closed, some small article is put in one of them behind the back of the player. The closed fists are then turned rapidly round one another while the rhyme is being said, and they are then placed one on top of the other. A guess is then made by any one of the players as to which hand the object is in. If correct, the guesser obtains the object; if incorrect, the player who performs Handy dandy keeps it. (_c_) This game is mentioned in _Piers Plowman_, p. 69 of Wright s edition. Douce quotes an ancient MS.
Can t find it. Look on the shelf. Can t reach it. Take the stool. The leg s broke. Take the chair. Chair s gone to be mended. I suppose I must come myself? The Mother here wrings her hands out of the water in the washing-tub and comes in. She looks about and misses Monday. Where s Monday? Oh, please, Mother, please, I couldn t help it; but some one came to beg a light for her pipe, and when I went for it she took Monday off.
Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the player. The maximum is 10. FIVE BACK. [Illustration: O O O O . . O . . . ] The pins are set as shown in the diagram. Three balls (not exceeding 6 inches in size) are bowled in each inning.
Suppose A bids three royals and Y says four clubs, B and Z passing. A can repeat his bid of three royals if he likes, as that is enough to over-call four clubs. If a player makes an impossible declaration, such as calling six diamonds over five no trumps, when it is clearly impossible to make any diamond declaration worth 50, either adversary may demand a new deal, or may insist that the last bid made by his own side, five no trumps, shall be the winning declaration, or he may force the player in error to declare a grand slam in diamonds and play it, his partner being forbidden to take him out. _=METHOD OF PLAYING.=_ The winning declaration settled, whether doubled or not, the player on the left of the declarer leads for the first trick, and dummy’s cards go down, the declarer playing the combined hands. The declarer gathers the tricks for his side, but either adversary may gather for the other. The first six tricks taken by the declarer make a book, and all over the book count toward his contract. The adversaries have a book as soon as they reach the limit of the tricks they may win without “setting” the contract. If the contract is four hearts, the declarer must win ten tricks, so that his opponents have a book when they get home three tricks. All tricks should be laid so that they may be readily counted by any player at the table.