Buy me out! What s a business worth that s losing its shirt? Rose sneered. We were in clover, you fool, till this cross-roader got to us. This is our only chance to get even. That finished Simonetti. 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.
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I gave her a last shake for the lie. Let s have it, I went after her. How much of what you ve been feeding me is just window dressing? She shrugged, but stayed silent. _Have_ you been married? I insisted. Yes, Billy Joe. _And_ divorced? Oh, darlin Billy, she sighed. I jest shouldn t never a _done_ that. But I did, she added. Talk English, I snapped. This chitterlin s and corn pone are just more window dressing, right? Her face was solemn behind the glasses.
There seemed to be something wrong with the girl. He wished she would go away. First she had started to be friendly and now she was distant again. It s a nuisance being telepathic, he thought. You keep trying to reach even when you are not making contact. Suddenly she swung around on him. You pinlighters! You and your damn cats! Just as she stamped out, he burst into her mind. He saw himself a radiant hero, clad in his smooth suede uniform, the pin-set crown shining like ancient royal jewels around his head. He saw his own face, handsome and masculine, shining out of her mind. He saw himself very far away and he saw himself as she hated him.
Elworthy (_West Somerset Words_) says a piece of tile is kicked over lines and into squares marked on the ground. It is called Hickety-Hackety, also Huckety. Cope (_Hampshire Glossary_) says it is played in Hants. Moor (_Suffolk Words and Phrases_) describes this game under the name of Scotch-hob, by hopping and kicking a bit of tile from bed to bed of a diagram which he gives (fig. 5, here printed). Brockett (_North Country Words_) calls it Beds. Barnes (_Dorset Glossary_) only says hopping over a parallelogram of scotches or chalk-lines on the ground. F. H. Low, in _Strand Magazine_, ii.
| | | | | 31 27 | | | | | | | | 3- 8 | | | | | | | | 30 25 | | | | | | | |W wins.| +-------+-------+-------+-------+-------+-------+-------+ _=LOSING GAME.=_ In this variety of Draughts, the object is to give away all your men before your adversary can give away his, or to block yourself so that you cannot move. The secret of success in Losing Game is to get your men on such squares that they cannot be made to jump to the king row. These squares will be the row next you on your own side of the board, and every second row from that, horizontally. Get your men on those squares as soon as possible, and do not be in too great a hurry to capture your adversary’s men. _=POLISH DRAUGHTS.=_ Although intended for a special board of 100 squares this game can be played on a common checker board. It differs from ordinary draughts in two particulars: Although the men can move only forward, they can take backward, and Kings can go any distance at one move. If in taking a piece, a man arrives at the king row, that does not end the move if he can capture another piece by jumping backward out of the king row again.
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For instance: If the leads have been Ace, then Jack, Third Hand holding only one of the suit; he should pass if the Second Hand does not play King. _=Third Hand on Strengthening Cards.=_ Unless Third Hand has both Ace and King of the suit, he should pass any forced or strengthening lead which is not covered by the Second Hand. This obliges the Fourth Hand to open another suit, or to continue at a disadvantage. Third Hand winning first round has the choice of four lines of play: 1st. To lead trumps, if he is strong enough. 2nd. To return the best card of his partner’s suit if he has it. This is imperative before opening any other suit but trumps. 3rd.
The tray lurched in the waiter s hand, throwing glasses to the floor. Most of them shattered when they struck the real wood planks, splashing whisky and mix on our legs. I looked across the table and grinned at Fowler Smythe. His scowl had an awful lot of forehead to work on. What the devil! I could read his lips say over the racket. But Barney, the stick-man who d felt my Blackout, caught on a lot quicker. I was about to freeze him with a clamp on his thyroid. It s just as effective as wrapping your fingers around the throat. But Pheola upset the apple cart. She grabbed my right arm, so newly powerful.
| -- | -- | -- | |21.|Mend it up with pins | -- |Mend it up with pins | | |and needles. | |and needles. | |22.|Pins and needles they | -- |Pins and needles rust | | |will break. | |and bend. | |23.| -- | -- | -- | |24.| -- | -- | -- | |25.| -- | -- | -- | |26.
B. is broken down. |L. B. is broken down. | | 6.| -- | -- | -- | | 7.| -- | -- | -- | | 8.| -- | -- | -- | | 9.|My fair lady.
The Mistress says softly-- She shall ramble, she shall trot, She shall carry the mustard pot. --_Dorset County Chronicle_, April 1889; _Folk-lore Journal_, vii. 228. III. Here comes an old woman from Baby-land, With all her children in her hand. Pray take one of my children in. [Spoken] What can your children do? [Sung] One can bake, one can brew, And one can bake a lily-white cake. One can sit in the parlour and sing, And this one can do everything. --Tong, Shropshire (Miss R. Harley).
King o the Castle One boy is chosen as King. He mounts on any convenient height, a knoll, or dyke, or big stone, and shouts-- A m King o the Castle, An fah (who) ll ding (knock) me doon? The players make a rush at the King, and try to pull him down. A tussle goes on for a longer or a shorter time, according to the strength of the King and his skill in driving off his assailants. The boy that displaces the King becomes King, and is in his turn assaulted in the same way. The game may go on for any length of time. Another form of words is-- I m the King o the Castle, An nane can ding me doon. --Keith (Rev. W. Gregor). Other words sung by the Scotch children are-- I, Willy Wastle, Stand on my castle, And a the dogs o your toon Will no drive Willie Wastle doon.
_=OBJECT OF THE GAME.=_ As in whist, the object is to take tricks; the highest card played of the suit led wins, and trumps win against all other suits. The first six tricks taken by one side, and forming a _=book=_, do not count; but all above that number count toward game. At the end of each hand, the side that has taken any tricks in excess of the book scores them, their opponents counting nothing. As soon as either side reaches five points, they win the game, but the concluding hand must be played out, and the winners are entitled to score all the points over five that they can make on that hand. For instance: The score is 4 to 3 in favor of Vivant and Mort. They win the first seven tricks, which makes them game; but they do not cease playing. If they succeed in gaining eleven tricks out of the thirteen, they win a game of 9 points, instead of 5. As already observed, Vivant loses or gains double the value of the points in each hand. In the three-handed game this must be so; but in my opinion it would be a great improvement in the four-handed game to allow the player sitting out to share the fortunes of the Vivant, as in Bridge, and in many German games of cards, notably Skat.
After having entered two men on the first throw, the player is at liberty either to continue entering his men with any subsequent throws, or to play the men already entered. In moving or in entering a player may capture any blots left by his adversary; but he cannot enter upon a point covered by two or more of the adversary’s men. If a player cannot enter a fresh man with the throw made, he must play a man if he can. When a man is captured, he must be re-entered before any other man can be moved. Except on the first throw of the game, doublets give the player a great advantage. He can not only play the upper faces of the dice twice over, as in the ordinary game, but the faces opposite them also, and can then throw again before his adversary. Should he again throw doublets, he would play both faces of the dice, and throw again, and so on. As the opposite face is always the complement of seven, it is not necessary to turn the dice over to see what it is. A player throwing double four knows that he has four fours and four threes to play and will then get another throw. The upper faces of the dice must be played first, and if all four cannot be played the opposites and the second throw are lost.
(_d_) The transition from a dance to a pure game is well illustrated by the different versions, and the connection of the dance with the ceremony of marriage is obvious. A curious account of the merry-makings at marriages is given in Coverdale s _Christen State of Matrimony_, 1543: After the banket and feast there beginneth a mad and unmannerly fashion; for the bride must be brought into an open dauncing-place. Then is there such a running, leaping, and flinging among them that a man might think all these dauncers had cast all shame behinde them, and were become starke mad, and out of their wits, and that they were sworne to the devil s daunce. Then must the bride keep foote with all dauncers, and refuse none, how scabbed, foule, drunken, rude, and shameless soever he be. . . . After supper must they begin to pipe and daunce again of anew. And though the young persons come once towards their rest, yet can they have no quietness. --1575 edit.
It is useless to discard a suit of which the caller is void; and it is best to keep discarding from one suit until it is exhausted, or only the deuce remains. The trump signal is frequently used in discarding to indicate that the signaller wishes to get into the lead. _=Returning Suits.=_ Whether or not to return a partner’s lead may often be decided by inferences from the fall of the cards. It is frequently an easy matter to locate the cards in the various suits, if it is borne in mind that adversaries who play after the caller get rid of their highest cards. For instance: Right leads the 9; caller plays the 5; left the 10; and the last player finds he holds K Q J 6 of the suit. He should know that the caller has nothing between the 5 and the 9, and must have the Ace; so his cards were probably A 5 4 3 2. While it is manifestly impossible to catch him on that suit, it may still be led three times, in order to give the partners discards, as both of them must be short. If this estimate of the caller’s cards is wrong in anything, it is not with regard to the Ace, so there is not the slightest danger in continuing the suit. As a general rule, the suit first led by an adversary should be returned, unless the player winning the trick has a singleton in another suit, when he should lead that.
If the scores are very nearly equal, being within one or two hundred points of each other, the tricks taken in by each player are turned over, and the brisques are counted, each player adding to his score ten points for every brisque he has won. Suppose that after the last trick had been played and scored, A’s total was 1260, and B’s 1140. This is close enough to justify B in demanding a count of the brisques. It is found that A has seven only, while B has twenty-five. This shows B to be the winner of the game, with a total score of 1390 to A’s 1330. If the difference between the final scores is less than 100 points, after adding the brisques and throwing off the fractions, the player with the higher score adds 100 points for bonus. In the case just given, B’s final score is equal to A’s, after dropping the fractions from both; so he would add 100 for bonus to the 500 for game, and win 600 points altogether. _=Rubicons.=_ If the lower score is less than 1000, no matter what the higher score may be, the loser is rubiconed, and all the points he has scored are _added_ to the score of the winner, instead of being deducted. In addition to this, the winner adds a double game, or 1000 points, for the rubicon, and 300 points for all the brisques, no matter who actually won them.
When a boy is caught he is taken to the Den, where he is obliged to remain, unless the Tenter puts both his feet into the Den, or takes out the one foot which he ought always to keep in the Den. If the Tenter is thus caught tripping, the prisoner can escape from the Den. If during the progress of the game one of the boys out at field runs through the Den shouting Relievo without being caught by the Tenter, the prisoner is allowed to escape, and join his comrades at field. If one of the boys out at field is tired, and comes to stand by the side of the Den, he is not allowed to put his foot into the Den. If he does so the prisoner calls out, There are two Tenters, and escapes if he can (fig. 3). When all the boys out at field have been caught and put into the Den, the process is reversed--the boys who have been, as it were, hunted, taking the place of the hunters. Sometimes the cry is Delievo, and not Relievo. One or two variations occur in the playing of this game. Sometimes the Tenter, instead of standing with one foot in the Den, stands as far off the prisoner as the prisoner can spit.
Two more are then given to the stock, one to the pone, two to the stock again, and one to the dealer. This is continued, giving two cards to the stock between the ones given to each player, until the last round, when only one card is dealt to the stock. This will result in each player receiving six cards, and twenty being left in the centre of the table for the talon. No trump is turned. Very few players trouble themselves with this method of dealing, preferring to deal three cards to each player alternately, leaving the remaining twenty for the stock. _=Playing.=_ All the regulations for leading, following suit, drawing from the talon, etc., are the same as in Bézique, but the declarations and their values are quite different. _=Brisques.=_ There are twelve brisque cards, the Seven of each suit being added to the usual Aces and Tens.
--Hunter s MSS.; Addy s _Sheffield Glossary_. (_b_) The _Times_ of 1847 contains a curious notice of this game. A witness, whose conduct was impugned as light and unbecoming, is desired to inform the court, in which an action for breach of promise was tried, the meaning of mounting cockeldy-bread; and she explains it as a play among children, in which one lies down on the floor on her back, rolling backwards and forwards, and repeating the following lines:-- Cockeldy bread, mistley cake, When you do that for our sake. While one of the party so laid down, the rest sat around; and they laid down and rolled in this manner by turns. These lines are still retained in the modern nursery-rhyme books, but their connection with the game of Cockeldy-bread is by no means generally understood. There was formerly some kind of bread called cockle-bread, and _cocille-mele_ is mentioned in a very early MS. quoted in Halliwell s _Dictionary_. In Peele s play of the _Old Wives Tale_, a voice thus speaks from the bottom of a well:-- Gently dip, but not too deep, For fear you make the golden beard to weep. Fair maiden, white and red, Stroke me smooth and comb my head, And thou shalt have some _cockell-bread_.