If the player who makes the trump has them, he is said to play _=with=_ so many; if his adversaries hold them, he is said to play _=without=_ just as many as they hold. The difficult thing for the beginner at Skat to understand is that whether a player holds the Matadores or not, the number of them has exactly the same influence on the value of his game. If one player held these cards [Illustration: 🃛 🂫 🂱 🂺 🂷 ] and wished to make hearts trumps, he would be playing “with two.” If another player wished to make the same suit trumps with these cards:-- [Illustration: 🂻 🃋 🂾 🂽 🂹 🂸 ] he would be playing “without two,” and the value of each game would be exactly the same, no matter which player actually made the trump. Matadores must be held; they do not count if won from the adversaries in the course of play. _=MARKERS.=_ Counters of any kind are not used in Skat, as the score is kept on a writing pad, which should be ruled into vertical columns for the number of players engaged. _=PLAYERS.=_ Skat is played by three persons. If there are four at the table the dealer takes no cards, but shares the fortunes of those who are opposed to the single player, winning and losing on each hand whatever they win and lose.
Hunt the Staigie A boys game. One is chosen to be the Staigie (little stallion). The other players scatter themselves over the playground. The Staigie locks his fingers into each other. He then repeats the words-- Hunt the Staigie, Huntie, untie, staige, Ailleman, ailleman, aigie, and rushes off with his hands locked, and tries to touch one of the players. He must not unlock his hands till he has caught one. When he has captured one, the two join hands and hunt for another. When another is caught, he joins the two. This goes on till all are hunted down.--Keith (Rev.
=_ Should the player strike the wrong ball, he pays the same forfeit to the person whose ball he should have played at as he would have done if he had pocketed it himself. _=9.=_ If the striker miss the ball he ought to play at, and by the same stroke pocket another ball, _he_ loses a life, and not the person whose ball he pocketed; in which case the striker’s ball must be taken up, and both balls remain in hand until it be their several turns to play. _=10.=_ If the player inquire as to which is his ball, or if it be his turn to play, the marker or the players must give him the information sought. _=11.=_ If the striker, while taking aim, inquire which is the ball he ought to play at, and should be misinformed by the marker or by any of the company, he does not lose a life. His ball must in this case be replaced and the stroke played again. _=12.=_ When a ball or balls touch the striker’s ball, or are in line between it and the ball he has to play at, so that it will prevent him hitting _any part of the object-ball_, such ball or balls must be taken up until the stroke be played, and, after the balls have ceased running, they must be replaced.
| -- | | 9.| -- | | 10.| -- | | 11.| -- | | 12.| -- | | 13.|We will give you pots | | |and pans. | | 14.|...
| -- | -- | -- | | 41.| -- | -- | -- | | 42.| -- | -- | -- | | 43.|Naughty miss, she |Naughty old maid, she | -- | | |won t come out. |won t come out. | | | 44.|To help us with our |To help us with our | -- | | |dancing. |dancing. | | | 45.|Now we ve got our |Now we ll get our | -- | | |bonny lass.
To offend against etiquette is far more serious than to offend against a law; for in the latter case the offender is subject to the prescribed penalties; in the former his adversaries are without redress. 1. Declarations should be made in a simple manner, thus: “one heart,” “one no trump,” “pass,” “double”; they should be made orally and not by gesture. 2. Aside from his legitimate declaration, a player should not show by word or gesture the nature of his hand, or his pleasure or displeasure at a play, bid, or double. 3. If a player demand that the cards be placed, he should do so for his own information and not to call his partner’s attention to any card or play. 4. An opponent of the declarer should not lead until the preceding trick has been turned and quitted; nor, after having led a winning card, should he draw another from his hand before his partner has played to the current trick. 5.
E. take five moves. To destroy a river road bridge R.E. take one move; to repair, R.E. take five moves. A supply depot can be destroyed by one man in two moves, no matter how large (by fire). Four men can destroy the contents of six waggons in one move. A contact mine can be placed on a road or in any place by two men in six moves; it will be exploded by the first pieces passing over it, and will destroy everything within six inches radius.
An 8 and Ace, or 6 and 3 might be gathered in the same way; or two such combinations might be gathered at the same time, 3, 2, 6, 7, for instance, which would make two nines; all of which might be gathered by a player holding a 9 his hand. Pairs and combinations may be taken in together. For instance: Among the cards on the table are a 4, 6, and 10, and the player holds a 10. He can gather in not only the pair of Tens, but the combinations which equal a 10. _=Building.=_ A player may have in his hand two cards, the lower of which, if added to a card on the table, would build up its value to that of the higher card still in the player’s hand. For instance: A player holds a 9 and 2, and there is a 7 on the table. He may place the 2 on the 7, announcing the total value; “Nine,” which will notify other players that those two cards cannot be separated; but he cannot take them in until it again comes round to his turn to play, because he is allowed to play only one card at a time, and he has played his card in making the build. Should any other player following him hold a 9, he would be entitled to take in this build, but he could not separate the two cards forming it. A player holding either a 7 or a 2 could not touch either of the cards in the build, because they are no longer a 7 and 2, but a 9, for all practical purposes.
As he waited for the pin-set to warm up, he remembered the girl in the outer corridor. She had looked at it, then looked at him scornfully. Meow. That was all she had said. Yet it had cut him like a knife. What did she think he was--a fool, a loafer, a uniformed nonentity? Didn t she know that for every half hour of pinlighting, he got a minimum of two months recuperation in the hospital? By now the set was warm. He felt the squares of space around him, sensed himself at the middle of an immense grid, a cubic grid, full of nothing. Out in that nothingness, he could sense the hollow aching horror of space itself and could feel the terrible anxiety which his mind encountered whenever it met the faintest trace of inert dust. As he relaxed, the comforting solidity of the Sun, the clock-work of the familiar planets and the Moon rang in on him. Our own solar system was as charming and as simple as an ancient cuckoo clock filled with familiar ticking and with reassuring noises.
Before leading for the next trick all cards which have been uncovered are turned face up. If any person has played his down card he will have no card to turn up, none having been uncovered. The cards cannot under any circumstances be shifted from their original positions. If a player has five cards face up, covering five cards face down, he cannot shift one of the exposed cards to the empty sixth place, and uncover another card. All covering cards must be got rid of in the course of play. _=PENALTIES=_ for revokes, cards led out of turn, etc., are the same as at Whist. _=OBJECTS OF THE GAME.=_ As in Whist, the object is to win tricks, all above six counting one point toward game. Five, seven, or ten points may be made the game, at the option of the players, but ten is the usual number.
When one sequence _is_ stopped in this manner, the last player has the right to begin another with any card he pleases. The object of the game is twofold; to get rid of all the cards before any other player does so, and to get rid of the cards which appear on the layout. If the duplicate of any of those cards can be played, the holder of the card at once takes all the money staked upon it; but if he fails to get rid of it before some player wins the game by getting rid of all his cards, the player who is found with one of the layout cards in his hand at the end must double the amount staked on that card, to which the next dealer will add the usual contribution. The player who first gets rid of all his cards collects from the other players a counter for every card they hold. These cards must be exposed face up on the table, so that all may see who has to double the various pools. If any of the layout cards are in the stock, the pool simply remains, without doubling. There are a great many variations of Pope Joan. Sometimes a layout very similar to that in Matrimony is used, Pope taking the place of Pair, and Game that of Best. A trump is turned by the dealer, and Matrimony is King and Queen of trumps, Intrigue Queen and Jack of trumps, Confederacy, King and Jack of trumps. The player holding these cards will of course be able to play both of them if he can play one in a sequence, and will take the pool for the combination.
It is obvious that if the dealer or his partner plays alone, he will win the game; but if the trump is ordered up the most he can score is 2 points for a euchre, and the player who orders up will then have a chance to go out on his own deal. For this reason it has come to be regarded as imperative for the eldest hand to order up at the bridge, unless he holds the right bower, or the left bower guarded, or the ace twice guarded, any one of which combinations is certain to win a trick against a lone hand if the eldest hand does not lead trumps himself. Another case is when the score is 4 to 4, and the eldest hand has average trump strength, good side cards, but nothing in the next suit. It is better to order it up, and risk the game on such a hand than to take the chance of the dealer’s turning it down. _=The Pone=_, who is the partner of the eldest hand, orders up at the bridge on exactly opposite principles. The fact that the eldest hand did not order up shows that the dealer cannot make a lone hand. This should indicate to the pone that his partner has a certain trick in trumps, and if the pone holds any good trumps himself, he can often guess what his partner’s trumps are. For instance: The ace is turned, and the pone holds the left bower guarded. The eldest hand must have the right bower, or four trumps to the King. If the eldest hand has passed at the bridge, and the pone has strong trumps himself, especially the ace or left bower and two small trumps, he should order up the trump; not to save the game, but to be sure of winning it by preventing the dealer from turning it down.
Each selects as many cards as he wishes, or thinks he can watch, and places upon them their price, usually twenty-five cents each. An assistant comes round and calls out the numbers of all the cards to be played, and they are “pegged” on a large board provided for the purpose. Ninety small ivory balls, with flattened surfaces to carry the numbers, are placed in a keno goose, which looks like a coffee urn with the spout at the bottom. This spout can be screwed out to put in the balls, and is controlled with a spring cut-off like a powder horn, which lets out only one ball at a time. When all the cards have been pegged, the goose is rapidly revolved several times back and forth, and then a number is taken out, and placed in a little tray with ninety depressions in it, numbered in regular order, which hold the balls as they come from the goose. The keno roller calls each number distinctly, and the players who find it on their cards cover it with a button. The first player to get a horizontal row of five numbers covered in this manner, calls out “Keno!” or bangs the table with a card, and that stops the game. An assistant comes round to the table and calls out the number of the card; if it has been paid for and pegged, he proceeds to call the numbers forming the keno, and these are checked by the roller from the balls on the tray. If everything is correct, the player is given all the money paid by the other players for their cards, less the ten per cent which goes to the house. If two kenos are made on the same number, they divide the pool equally.
=_ Two persons play. They cut for the first deal, and the choice of seats. _=DEALING.=_ The dealer presents the pack to his adversary to be cut, and then gives thirteen cards to each player, one at a time, turning up the twenty-seventh card for the trump, and laying it on the talon, or remainder of the pack. _=PLAYING.=_ The non-dealer begins by leading any card he pleases, and his adversary must follow suit if he can. The winner of the first trick takes the trump card into his hand, and his adversary takes the card immediately under it, but without showing or naming it. Each player thus restores the number of cards in his hand to thirteen. The card which is now on the top of the talon is turned up, and the winner of the next trick must take it, his adversary taking the one under it, as before, and turning up the next. In this manner it will be seen that the winner of each trick must always get a card which is known to his adversary, while the loser of the trick gets one which remains unknown.
The Morris was usually marked on a board or stone with chalk, and consists of twenty-four points. The pegs are put down one at a time alternately upon any point upon the Morris, and the first person who makes a consecutive row of three impounds one of his opponent s pegs. The pegs must only be moved on the lines. The game is continued until one or other of the players has only two pegs left, when the game is won (1st ser., i. 20). Another correspondent in the same journal (ii. 2) says, The game was very generally played in the midland counties under the name of Merrilpeg or Merelles. The twelve pieces I have never seen used, though I have often played with nine. We generally used marbles or draught pieces, and not pegs.
W. D. Sweeting). IV. Here comes four jolly sailor boys, Just lately come ashore; They spend their days in many merry ways, As they have done before. Round, round the ring we go, Round, round the ring, And he that choose his bonny, bonny lass Must kiss her on the floor. --Raunds (_Northants Notes and Queries_, i. 232). V. Here come three jolly, jolly, jolly boys As lately come from shore; We will spend our time on a moonlight night As we have done before.
_=The Pone=_, who is the partner of the eldest hand, orders up at the bridge on exactly opposite principles. The fact that the eldest hand did not order up shows that the dealer cannot make a lone hand. This should indicate to the pone that his partner has a certain trick in trumps, and if the pone holds any good trumps himself, he can often guess what his partner’s trumps are. For instance: The ace is turned, and the pone holds the left bower guarded. The eldest hand must have the right bower, or four trumps to the King. If the eldest hand has passed at the bridge, and the pone has strong trumps himself, especially the ace or left bower and two small trumps, he should order up the trump; not to save the game, but to be sure of winning it by preventing the dealer from turning it down. If the pone does not order up at the bridge, the eldest hand may infer that he is weak in trumps. When it is not a bridge, the pone should be guided by the same principles as those given for the eldest hand, because he may be sure that his partner will make it next if it is turned down, unless he has a certainty of three tricks by crossing. If a player calls his partner’s attention to the fact that they are at the bridge, both lose their right to order up. _=ASSISTING.
Each of these has a secret name. The other players form themselves into a line by clasping each other round the waist from behind. They go up to the two that form the gate, and the leader asks the first question, as in version No. 2. The dialogue then proceeds to the end. The two then lift their arms as high as they can, still joined, and the line of players passes through. All at once the two bring their arms down on one and make him (or her) prisoner. The prisoner is asked in a whisper, so as not to disclose the secret name, which of the two is to be chosen. The one so captured takes his (or her) stand behind the one chosen. The same process is gone through till all the players are taken captive, and have stationed themselves behind the one or the other of the two forming the gate.
There is no such thing as being créve, as at Vingt-et-un. _=Irregularities.=_ If the banker gives two cards, face up, to the player on his right, the player may retain which he pleases, throwing the other into the waste basket. If two cards are given to the player on the left, he may select which he pleases, and the banker must take the other. _=Order of Playing.=_ The coup finished, and all bets paid, the cards which have been used are all thrown into the waste basket, and the stakes are placed for the next coup. The banker deals again, from the top of the stock, without any further shuffling or cutting of the cards. If the player on the right won the first coup, the banker deals to him again; but if he lost, the banker deals to the next player beyond him; that is, the second from the banker, on his right. The same with the player on the left. If the player on the right or left wins the second coup, the cards are dealt to him again for the third coup; if he loses they are dealt to the next player beyond him, and so on, until all five players have held cards and have lost a coup, after which the banker deals to the one nearest him again.
Suppose holds these cards:-- ♡ A 9; ♣ A K Q J; ♢ K Q J 10 9; ♠ K. If the dealer acknowledges the point to be good, everything else in the hand must be good also. This will give the elder hand 27 before playing a card; 5 for the point, 15 and 4 for the sequences, and 3 for the Kings. By leading out the A K and Q, 3 more points are secured, the dealer having nothing to score, and so the elder hand reaches 30 and makes the pic, counting 60, and still having the lead. Equalities do not save pic. According to the strict rules of the game, a player who is playing for pic is not allowed to count 30 at all, but must jump from his last count, 29, to 60, or he loses the pic; but this is seldom or never insisted on. _=SCORING.=_ The last card played, the total number of points made by each player are put down on the score sheet, or marked on a cribbage board, and if neither player has reached 100 points, the deal passes to the one who was elder hand on the last deal. The order of scoring should be carefully observed, in order to determine which goes out first, and whether or not a player is lurched. Carte blanche, The Point, Sequence, Quatorze or Trio, Repic, Points for Leading or Winning, Pic, the Odd Trick, Capot.
Whilst the boys are sliding they say Bend-leather, bend-leather, puff, puff, puff. --Addy s _Sheffield Glossary_. Betsy Bungay [Music] Hi, Betsy Bungay, all day on Sunday; You re the lock and I m the key, All day on Monday. --Kent (J. P. Emslie). Two children cross their hands in the fashion known as a sedan chair. A third child sits on their hands. The two sing the first line. One of them sings, You re the lock, the other sings, and I m the key, and as they sang the words they unclasped their hands and dropped their companion on the ground.
{ Barley Bridge? XV. How many miles to { Banbury? { London? Four score and ten [_or_, Fifty miles and more]. Shall we be there by candle-light? Oh, yes, and back again. [_Or, at Market Drayton._ Shift your feet with nimble light, And you ll be there by candle-light.] Open the gates as wide as the sky, And let King George and his lady go by. --Market Drayton, Ellesmere, Whitchurch, (Burne s _Shropshire Folk-lore_, p. 522). XVI. How many miles to Bethlehem? Three score and ten.
The pack must be presented to the pone to be cut, and he must leave at least four cards in each packet. Beginning on his left, the dealer distributes the cards either two at a time and then three, or three and then two to each player in rotation, until all have five cards. Whichever number, two or three, the dealer begins with, he must continue giving the same number to every player, including himself, for the first round. After the cards are dealt, the next card is turned face up on the remainder of the pack, except in five and seven-handed Euchre, in which no trump is turned. Each player deals in turn to the left, until the conclusion of the game or rubber. _=Irregularities in the Deal.=_ If any card is found faced in the pack, the dealer must deal again. Should the dealer expose any card but the trump while dealing, the adversaries may demand a new deal by the same dealer. Should any adversary of the dealer expose a card, the dealer may elect to deal again. A player dealing out of turn may be stopped before the trump card is turned; but after that the deal must stand, afterward passing to the left in regular order.
That is to say, whatever happens the same dealer deals again. Minor irregularities will be found provided for in the laws. The cards being dealt, each player sorts his hand to see that he has the correct number, thirteen; and the player or players keeping the score should announce it at the beginning of each hand. _=STAKES.=_ In auction, the stake is a unit, so much a point. The number of points won or lost on the rubber may be only two or three, or they may run into the hundreds. The average value of a rubber at auction is about 400 points. Any much larger figure shows bad bidding. In straight bridge the average is about 180. In settling at the end of the rubber, it is usual for each losing player to pay his right-hand adversary.
=_ When there is only _=one way=_ of taking _=one or more=_ pieces, time shall be called at the end of one minute, and if the play is not completed in another minute, the game shall be adjudged lost through improper delay. _=10.=_ Either player is entitled, on giving intimation, to arrange his own or his opponent’s pieces properly on the squares. After the first move has been made, however, if either player touch or arrange any piece without giving intimation to his opponent, he shall be cautioned for the first offence, and shall forfeit the game for any subsequent act of the kind. _=11.=_ After the pieces have been arranged, if the person whose turn it is to play _=touch=_ one, he must either play it or forfeit the game. When the piece is not playable, he forfeits according to the preceding law. _=12.=_ If _=any part=_ of a playable piece is moved over an angle of the square on which it is stationed, the move must be completed in _=that=_ direction. _=13.