If no one will open, the deal is void, and each player puts five counters in the pool for the next deal. If a player opens, and no one will equal or raise him, he wins the antes and straddles, if any. If any player makes a raise which no one will meet, he takes whatever is in the pool, unless a player has called for a sight for a small part of it. _=Calling and Showing.=_ If only two players bet against each other, either may call the other, and demand a show of hands at any time; but if three or four are betting, the privilege of calling falls upon each in turn from right to left. For instance: A, B, C, and D play. D blinds five counters, and deals. A passes, and B opens for five reds. C passes out, while D and A both meet the bet of five reds, but neither will raise it. This does not call B, who has the privilege of raising the bet if he pleases.
The eldest hand begins by leading any card he pleases which he lays face upward in the centre of the table. If he holds any other cards in sequence above it, he must play them, and when he can no longer continue the series, he says aloud: “Without the Jack,” or whatever the card may be that he fails on. The player on his left must then continue the sequence in the same suit, if he can; or he must say: “Without the Jack.” When the sequence reaches the King, it is stopped, and the player who held the King receives a counter from each player at the table. The same player then begins another sequence with any card he pleases. If a sequence is opened with an ace, a counter may be demanded from each player at the table. If a sequence is stopped, which it will be if the card necessary to continue it is in the stock, or if the diamonds are run up to the Seven, the person who plays the last card before the stop is entitled to begin another sequence. Should any player who is unable to continue a sequence in his proper turn, hold the Nine of diamonds, he may play that card, and the player following him is then at liberty to continue the original sequence or to play the Ten of diamonds, following up that sequence. When the Nine of diamonds is played, the holder receives two counters from each player at the table; but if it is not got rid of in play, the holder of it must pay two counters to each of the other players. The first player to get rid of all his cards wins the pool, and the cards remaining in the other hands are then exposed.
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. _=SLAMS.=_ The two great differences between French and English Dummy are that honours are not counted in Mort, and that a special value is attached to slams. A slam is made when one side takes the thirteen tricks. These must be actually won, and cannot be partly made up of tricks taken in penalty for revokes. Players cannot score a slam in a hand in which they have revoked. A slam counts 20 points to the side making it; but these 20 points have nothing to do with the game score.
176. See Halliwell s _Dictionary_. Professor Mayor communicated to the _Gentleman s Magazine_ of 1848 (ii.), p. 147, the following early allusions to the game from old dictionaries:-- Gouldman, London, MDCLXIV.-- _Ascoliasmus_, Empusæ ludus: a kind of play wherein boys lift up one leg and hop with the other, where they beat one another with bladders tied to the end of strings. Fox to thy hole. Holyoke, MDCLXXVII.-- _Empusa_. [Greek: para to heni podizein], quòd uno incedat pede.
A Nullo should never be bid unless the player has the Seven of his long suit. A certain amount of risk must be taken in all bids, and a player who never offers a game that is not perfectly safe is called a _=Maurer=_; one who builds on a solid foundation. The player who offers the most games will usually win the most unless he is a very poor player. _=Leading.=_ The single player should almost always begin with the trumps, in order to get them out of his way. With a sequence of Wenzels, it is a common artifice to begin with the lowest, hoping the second player may fatten the trick by discarding a Ten or Ace, under the impression that the Hinterhand can win it. This style of underplay is called _=Wimmelfinte=_, and the Mittelhand should beware of it. With only one Wenzel and the Ace and Ten, it is better to begin with a small trump. If you find all the trumps in one hand against you, or tenace over you, stop leading trumps, and play forcing cards. If you have no Wenzels it is usually best to lead your smallest trumps.
Sun, May 22, 1904. It would seem that poker came from Persia to this country by way of New Orleans. The French settlers in Louisiana, recognizing the similarity between the combinations held in the newcomer from the East, _as nas_, and those with which they were already familiar in their own game of poque, called the Persian game poque, instead of _as nas_, and our present word, “poker,” seems to be nothing but a mispronunciation of the French term, dividing it into two syllables, as if it were “po-que.” There is no authoritative code of laws for the game of Poker, simply because the best clubs do not admit the game to their card rooms, and consequently decry the necessity for adopting any laws for its government. In the absence of any official code, the daily press is called upon for hundreds of decisions every week. The author has gathered and compared a great number of these newspaper rulings, and has drawn from them and other sources to form a brief code of poker laws, which will be found amply sufficient to cover all irregularities for which any penalty can be enforced, or which interfere with the rights of any individual player. DRAW POKER. _=CARDS.=_ Poker is played with a full pack of fifty-two cards, ranking: A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest or lowest in play, according to the wish of the holder, but ranking below the deuce in cutting. In some localities a special pack of sixty cards is used, the eight extra cards being elevens and twelves in each suit, which rank above the ten, and below the Jack.
=_ Boston is played with two packs of fifty-two cards each, which rank as at Whist, both for cutting and playing. _=MARKERS=_ are not used in Boston, every hand being immediately settled for in counters. These are usually of three colours; white, red, and blue; representing cents, dimes, and dollars respectively. At the beginning of the game each player should be provided with an equal number, the general proportion being 20 white, 18 red, and 8 blue for each. Some one player should be selected to act as the banker, selling and redeeming all counters. _=STAKES.=_ The stakes in Boston depend upon the value of the counters. One cent for a white counter is considered a pretty stiff game; because it is quite possible for a single player to win or lose a thousand white counters on one hand, and the payments very seldom fall short of fifty. _=THE POOL.=_ In addition to the counters won and lost on each hand, it is usual for the players to make up a pool at the beginning of the game by each of them depositing one red counter in a small tray provided for the purpose.
LANARKSHIRE-- Biggar Mr. Wm. Ballantyne. Lanark Mr. W. G. Black. NAIRN-- Nairn Rev. W. Gregor.
It will be observed that with the exception of sequences of five cards, fours, and penchants, the count is ten points for each card in the combination. Only one declaration can be made at a time. Any card laid upon the table for one declaration can be used again in future declarations, provided the player making the new announcement adds at least one fresh card from his hand. A player having a marriage and a penchant on the table cannot afterward score for the pair of Queens; but if he adds a Queen from his hand he can score the triplet. Pairs, triplets and fours are divided into two classes, the major being formed of court cards; the minor of cards below the Jack. Minor combinations cannot be scored if the adversary has upon the table cards which form a major combination of the same or greater value in the same class; that is, in class A. For instance: If your adversary has two Queens on the table, you cannot announce any pair below Jacks. His Queens need not have been announced as a pair; they may be parts of a marriage and a penchant. But if you have on the table a pair as good as his, you can score minor pairs. For instance: He has two Kings on the table, and you have two Aces.
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Diagram No. 4 will show that when the Knight is away from the side of the board, he may go to any one of eight different squares; but when he is in a corner he can go to two only. For that reason Knights are much more powerful when placed near the centre of the board. [Illustration: _No. 4._ +---+---+---+---+---+---+---+---+ | | | | | 8 | | 1 | | +---+---+---+---+---+---+---+---+ | | | | 7 | | | | 2 | +---+---+---+---+---+---+---+---+ | | | | | | ♞ | | | +---+---+---+---+---+---+---+---+ | | | | 6 | | | | 3 | +---+---+---+---+---+---+---+---+ | | | | | 5 | | 4 | | +---+---+---+---+---+---+---+---+ | | 1 | | | | | | | +---+---+---+---+---+---+---+---+ | | | 2 | | | | | | +---+---+---+---+---+---+---+---+ | ♞ | | | | | | | | +---+---+---+---+---+---+---+---+ ] The peculiarity of the Knight’s move is that it is not retarded by other pieces, because the Knight can jump over them, a privilege which is not given to any other piece on the board. In Diagram No. 5, for instance, the Knights have been legitimately moved, but no other piece could be moved until the Pawns had made way for it. [Illustration: _No. 5.
| | |25.| -- |Build it up with stone| -- | | | |so strong. | | |26.|Get a man to watch all| -- | -- | | |night. | | | |27.|Perhaps that man might| -- | -- | | |fall asleep. | | | |28.| -- | -- | -- | |29.| -- | -- |What has this poor | | | | |prisoner done? | |30.| -- | -- |Stole my watch and | | | | |lost my key.
Once in the smaller room I began artificial respiration with my mouth. The sawbones was there in three minutes. I guided the tip of his hypodermic into a vein in her right arm, the one that still had blood coursing through it. He depressed the piston, pumping the antidote into her bloodstream. Little by little I let up on the clamp on her wounded left arm, dribbling the poisoned blood into her system, so that the antidote could react with it gradually. She stayed unconscious. Then I felt it. Her heart muscle tugged back at my lift. It was struggling to beat on its own. I matched my lifts to its ragged impulses, feeling it steady to a normal seventy-two as the antidote took effect.
If it remains stationary and mounted and the enemy charges, one charging sabre will kill five stationary sabres and put fifteen others three feet to the rear. Dismounted cavalry charged is equivalent to infantry in extended order. If cavalry charges cavalry and the numbers are equal and the ground level, the result must be decided by the toss of a coin; the loser losing three-quarters of his men and obliged to retire, the winner losing one-quarter of his men. If the numbers are unequal, the melee rules for Little Wars obtain if the ground is level. If the ground slopes, the cavalry charging downhill will be multiplied according to the number of contours crossed. If it is one contour, it must be multiplied by two; two contours, multiplied by three; three contours, multiplied by four. If cavalry retires before cavalry instead of accepting a charge, it must continue to retire so long as it is pursued--the pursuers can only be arrested by fresh cavalry or by infantry or artillery fire. If driven off the field or into an unfordable river, the retreating body is destroyed. If infantry find hostile cavalry within charging distance at the end of the enemy s move, and this infantry retires and yet is still within charging distance, it will receive double losses if in extended order if charged; and if in two ranks or in fours, will lose at three feet two men for each charging sabre; at two feet, three men for each charging sabre. The cavalry in these circumstances will lose nothing.
Hurling. Hurly-burly. Huss. Hustle Cap. Hynny-pynny. ISABELLA. JACK S Alive. Jack, Jack, the Bread s a-burning. Jack upon the Mopstick. Jackysteauns.
In a _=Grand=_ there is no trump suit, the four Jacks being the only trumps in play. These four cards preserve their relative suit value, the club Jack being the best, and they are still Matadores. There are four varieties of Grand: A tourné player may make it a Grand if he turns up a Jack. This is called a _=Grand Tourné=_. A player may make it a grand without seeing either of the skat cards. This is called a _=Grand Solo=_. A player may announce a Grand and lay his cards face up on the table; exposed, but not liable to be called. This is called a _=Grand Ouvert=_. A Frage cannot be played as a Grand under any circumstances. A player may announce _=Gucki Grand=_, which means that he will take both the skat cards into his hand at once, in order to get the privilege of laying out any two cards he pleases, but that Jacks will be the only trumps.
Missing the 2, he knows some one is signalling for trumps, and as it is very unlikely that the adversaries would signal while he was in the lead, he assumes it is his partner, and leads his best trump. His partner does not return the trump, because he holds major tenace over the king, which must be in Y’s hand. At trick 5 B still holds major tenace in trumps, and leads a small card of his long suit to try to get A into the lead again. If A leads trumps again, his only possible card of re-entry for his club suit is gone. At trick 7, if B draws Y’s king, he kills A’s card of re-entry at the same time. _=No. 2.=_ This is an excellent example of the _=American Game=_. A has a three-trump hand, but his long suit is not headed by two honors in sequence, and the Queen of clubs cannot be considered as a re-entry, so A makes the gambit opening of the singleton diamond. His partner, having nothing in plain suits, immediately returns the diamond.
Then they must go to jail, Go to jail, go to jail, Then they must go to jail, My fair lady. --Belfast (W. H. Patterson). III. Hark the robbers Coming through, coming through, My fair lady. They have stolen my watch and chain, Watch and chain, watch and chain. Off to prison they shall go, They shall go, they shall go, My fair lady. --Wolstanton, Stoke-on-Trent (Miss A. A.
=_ The object of all whist play is to take tricks, of which there are thirteen in each hand or deal. The first six tricks taken by one side are called a _=book=_, and do not count; but each trick above that number counts one point towards game. The seventh trick is called the _=odd=_; and two or more over the book are called _=two=_, _=three=_, etc., _=by cards=_. At the conclusion of each hand, the side that has won any tricks in excess of the book, scores them; the opponents counting nothing. As soon as either side has scored the number of points previously agreed upon as a game, which must be 5, 7, or 10, the cards are again shuffled and spread for the choice of partners, etc., unless it has been agreed to play a rubber. _=SCORING.=_ There are several methods of scoring at whist. The English game is 5 points, rubbers being always played.
There is no obligation to head the trick, nor to trump or under-trump; but the winner of the first trick must lead a trump if he has one. BIERSPIEL. This is a popular form of Rams among German students. Three crosses are chalked on the table in front of each player, representing five points each. When a trick is won, a beer-soaked finger wipes out the centre of a cross, and reduces its value to four. Successive cancellings of the remaining arms of the cross as tricks are taken gradually reduce it to nothing, and the player who is last to wipe out his third cross pays for the beer. No player is allowed to look at his cards until the trump is turned, and the dealer gives the word of command: “Auf.” The seven of diamonds is always the second-best card of the trump suit, ranking next below the ace. If it is turned up, the dealer turns up the next card for a trump, and when it comes to his turn, he can take both cards into his hand, discarding others in their place. If the dealer passes, the eldest hand may take up the trump.
--Halliwell s _Dictionary_. Black Man s Tig A long rope is tied to a gate or pole, and one of the players holds the end of the rope, and tries to catch another player. When he succeeds in doing so the one captured joins him (by holding hands) and helps to catch the other players. The game is finished when all are caught.--Cork (Miss Keane). Black Thorn [Music] --Earls Heaton, Yorks. I. Blackthorn! Butter-milk and barley-corn; How many geese have you to-day? As many as you can catch and carry away. --Monton, Lancashire (Miss Dendy). II.
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Doubling or redoubling reopens the bidding. When a declaration has been doubled or redoubled, any one of the three succeeding players, including the player whose declaration has been doubled, may, in his proper turn, make a further declaration of higher value. 56. When a player whose declaration has been doubled wins the declared number of tricks, he scores a bonus of 50 points in his honour score, and a further 50 points for each additional trick. When he or his partner has redoubled, he scores 100 points for making the contract and an additional 100 for each extra trick. 57. A double or redouble is a declaration, and a player who doubles or redoubles out of turn is subject to the penalty provided by Law 49. 58. After the final declaration has been accepted, the play begins; the player on the left of the declarer leads. DUMMY.
| -- | | 17.| -- |..... anything. | -- | | 18.| -- | -- | -- | | 19.| -- |For a pretty lass.
| -- | -- | -- | | 46.| -- | -- | -- | +----+----------------------+----------------------+----------------------+ +----+----------------------+----------------------+----------------------+ | No.| London. | Hants, Liphook. | Halliwell. | +----+----------------------+----------------------+----------------------+ | 1.| -- | -- | -- | | 2.|Here we come up the |Here we go up the |Trip, trap, over the | | |green grass. |green grass. |grass.
One correspondent of _N. and Q._, ii. 518, says it is now (1850) danced with a handkerchief instead of a cushion as formerly, and no words are used, but later correspondents contradict this. See also _N. and Q._, iii. 282. (_d_) Two important suggestions occur as to this game. First, that the dance was originally the indication at a marriage ceremony for the bride and bridegroom to retire with the bowster to the nuptial couch.