I don t care for that. I ve got a rice pudding for you. I shan t come for that. I ve got a dish of bones. I ll come for that. The Dog then comes. The girls have been previously told not to laugh whilst the one who stands out is talking to the Dog. Then the girl says to the Dog-- All the birds in the air, All the fishes in the sea, Come and pick me out (for example) The girl with the golden ball. If the girl who desired the golden ball laughs, the Dog picks her out. If nobody laughs, he guesses who the girl is that has wished for the golden ball.
(7) The player making the final declaration, _i.e._, a declaration that has been passed by both of the others, plays his own hand and that of the dummy against the two others, who then, and for that particular hand, assume the relationship of partners. (8) It is advisable that the game be played at a round table so that the hand of the dummy can be placed in front of the declarer without obliging any player to move; but, in the event of a square table being used, the two players who become the adversaries of the declarer should sit opposite each other, the dummy being opposite the declarer. At the end of the play the original positions should be resumed. (9) If, after the deal has been completed and before the conclusion of the declaration, any player expose a card, each of his adversaries counts 50 points in his honour score, and the declarer, if he be not the offender, may call upon the player on his left to lead or not to lead the suit of the exposed card. If a card be exposed by the declarer after the final declaration, there is no penalty, but if exposed by an adversary of the declarer, it is subject to the same penalty as in Auction. (10) If a player double out of turn, each of his adversaries counts 100 points in his respective honour score, and the player whose declaration has been doubled may elect whether the double shall stand. The bidding is then resumed, but if the double shall be disallowed, the declaration may not be doubled by the other player. (11) The rubber continues until two games have been won by the same player; it may consist of two, three, or four games.
Vint has been variously described as bridge without a Dummy and as auction whist. It resembles bridge in the making of the trump, and whist in the manner of the play. _=Cards.=_ Vint is played with the full pack of fifty-two cards, which rank from the A K Q down to the deuce. Two packs are generally used. _=Players.=_ A table is complete with four players, and if there are more than four candidates for play the selection must be made by cutting. All the rules for formation of tables, cutting, ties, etc., are the same as at bridge. The lowest cut takes the deal.
If the declaration is passed, Dummy must make it on the lines laid down for passed makes in Bridge for Three, which has already been described. There is no penalty for a revoke made by either Dummy; but otherwise the laws of bridge govern. _=DRAW BRIDGE.=_ This is double Dummy; but instead of laying Dummy’s cards face up on the table, each player is provided with a holder in which he places his partner’s cards in such a manner that his adversary cannot see them. As it comes to Dummy’s turn to play to each trick, a card is drawn from the holder. All four hands are responsible for revokes. _=KING’S BRIDGE.=_ This is sometimes called _=Four Hand Bridge=_, each player being for himself. The movements of the players are the same as those described in Pivot Bridge, one player sitting still all the time, while each of the others in turn becomes his partner for four deals. The dealer declares.
A player cannot be compelled to play a card which would oblige him to revoke. 75. The call of an exposed card may be repeated until it be played. LEADS OUT OF TURN. 76. If either adversary of the declarer’s lead out of turn, the declarer may either treat the card so led as exposed or may call a suit as soon as it is the turn of either adversary to lead. Should they lead simultaneously, the lead from the proper hand stands, and the other card is exposed. 77. If the declarer lead out of turn, either from his own hand or dummy, he incurs no penalty, but he may not rectify the error unless directed to do so by an adversary.[16] If the second hand play, the lead is accepted.
This is called a _=Solo=_. 3rd. To take no tricks, there being no trump suit, and the three other players being opposed. This is called _=Misère=_, or Nullo. 4th. To win 9 of the 13 tricks against the three other players combined; the single player to name the trump suit. This is called _=Abundance=_. 5th. To win 9 of the 13 tricks against the three other players combined, with the trump suit that is turned up. This is called _=Abundance in Trumps=_.
When you have a dangerous hand in hearts, but one absolutely safe long suit, it is often good play to begin with your safe suit, retaining any high cards you may have in other suits in order to get the lead as often as possible for the purpose of continuing your safe suit, which will usually result in one or more of the other players getting loaded. When you have at least three of each plain suit it is obvious that you cannot hope for any discards, and that you must take into account the probability of having to win the third round of one or more suits, with the accompanying possibility of getting hearts at the same time. If you have the lead, this probability must be taken into account before any of the other players show their hands, and as it may be set down as about 5⅛ to 1 that you will get a heart, any better chance that the hand affords should be taken advantage of. It will often occur that a player’s attention must be so concentrated on getting clear himself that he has no opportunity to scheme for “loading” the others. But if it unfortunately happens that he is compelled to take in one or more hearts, he should at once turn his attention to taking them all, or to loading the other players, with a view to making a Jack of the pool. Should he succeed in either object, he has another chance for his money. It is usually bad policy to return the suit opened by the original leader. He has picked that out as his safest suit, and although he may be the only one safe in it, by continuing it you are reducing your chances to two players, when you might share them with all three. _=FOLLOWING SUIT.=_ When a player is not the original leader, his policy becomes defensive; for, as the first player is plotting to give hearts to every one but himself, each of the others must be a prospective victim, and should do his best to avoid the traps prepared by the one who plans the opening of the hand.
|And dance along with |And walk along with |And dance along with | | |us. |us. |us. | | 8.|For we are going a- | -- |For we are lads a | | |roving. | |roving. | | 9.|We ll take this maid | -- |We ll take this pretty| | |by the hand. | | fair maid by the | | | | |hand. | | 10.
O. Addy). (_b_) In the Enborne, Newbury, version (Miss Kimber) a ring is formed by the children (boys and girls) joining hands. Another child stands in the centre. The ring of children walk round while singing the verses. The singing is confined to the ring. When the centre child is told to choose, she selects a boy from the ring, who goes into the centre and they stand together. At the next verse these two children walk out of the ring arm-in-arm. When the next verse is sung they return, and again stand in the centre. At the next verse the boy pretends to put a ring on the girl s finger.
The same as Drop Handkerchief, except that the penalty for not following exactly the course of the child pursued is to stand in the circle, face out, all the game afterwards; if she succeed in catching the one, the one caught must so stand, and the other take up the cap and go round as before (Mactaggart s _Gallovidian Encyclopædia_). No explanation is given of the name of this game. See Drop Handkerchief. Alligoshee I. Betsy Blue came all in black, Silver buttons down her back. Every button cost a crown, Every lady turn around. Alligoshi, alligoshee, Turn the bridle over my knee. --Middleton (Burne s _Shropshire Folk-lore_, p. 523). II.
If you have 4 cards of the suit the odds _against_ your getting a heart in two rounds are 2 to 1. The odds _in favour_ of your getting a heart in two rounds are:-- If you have 5 cards of the suit, 4 to 3. ” 6 ” 2 to 1. ” 7 ” 6 to 1. As an example of the value of a thorough knowledge of these odds to a careful player, suppose he had to win two rounds of a plain suit, of which he held six cards; or to lead the ♡7, having three higher. The suit would be the better play, because it takes in only one heart, while the lead of the heart might take in four. The following table shows the exact number of times in 1,000 deals that a heart would probably be discarded on a plain suit led, according to the number of cards in the suit held by the leader, and the number of times the suit was led: Cards held by the leader. | 1,2,3,4 | 5 | 6 | 7 | 8 ----------------------------------+---------+------+------+------+----- Times hearts will be discarded:-- | | | | | On first round | 44 | 63 | 122 | 200 | 315 On second round | 358 | 430 | 659 | 857 | 1000 On third round | 842 | 1000 | 1000 | 1000 | 1000 This shows that 158 times in 1,000, when the leader has 1, 2, 3, or 4 cards of the suit, it will go round three times, because 158 is the balance necessary to bring our last figure, 842, up to 1,000. Reducing this to a small fraction, the odds are about 5⅛ to 1 that a suit will not go round three times without affording to some player the chance of discarding hearts on it. This calculation shows the hopeless nature of all hands that contain at least three cards of each suit, unless the smallest card in every suit is below a 6; for if any one of the suits is led three times, it is even betting that you will have to win the third round, and 5⅛ to 1 that you get a heart on it if you do.
_=Gambit=_ is a term used in Italian wrestling, and means that the adversary is given an apparent advantage at the start, in order more successfully to trip him up later on. There are a great many chess openings, all of which have been analysed as far as the tenth move, including every possible variation on the way. The student who wishes to study them in detail should procure Freeborough’s “Chess Openings,” or Cook’s “Synopsis.” In these works, if either side has an advantage before the tenth move, it is indicated by a plus sign; if the position is equal, it is so marked. In studying openings, the student should be careful always to play with the winning side next him; that is, never study how to play a losing game. If the variation ends with a plus sign, showing a win for the white, play it over with the white men next you. In selecting openings for general use in play, if it is one for the white men, take those openings that have the greatest number of variations ending in favour of white. The Ruy Lopez is a very good opening for beginners, and the Evans’ Gambit may be studied later. The French Defence and the Petroff are good openings for Black. The theory of opening is to mobilise your forces for the attack in the fewest possible moves.
e._, the trump) card, face downwards, on his own, or any other pack. III. Should the trump card not come in its regular order to the dealer; but he does not lose his deal if the pack be proved imperfect. IV. Should a player have fourteen cards, and either of the other three less than thirteen. V. Should the dealer, under an impression that he has made a mistake, either count the cards on the table or the remainder of the pack. VI. Should the dealer deal two cards at once, or two cards to the same hand, and then deal a third; but if, prior to dealing that third card, the dealer can, by altering the position of one card only, rectify such error, he may do so, except as provided by the second paragraph of this Law.
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. Mr. J. P. Emslie writes, My mother learned this from her mother, who was a native of St. Laurence, in the Isle of Thanet. The game possibly belongs to Kent. Bicky In Somersetshire the game of Hide and Seek. To _bik ee_ is for the seekers to go and lean their heads against a wall, so as not to see where the others go to hide.
, by another, who recalls the child in the corner with-- Fool, fool, come to school, Pick me out a [cherry tart, as the case may be]. If he chooses the wrong one he is told-- Go back and learn your A, B, C. If rightly-- Take him and bake him, And give me a piece When he s done. The child is then led off in a squatting position. Later the one who named them pretends tasting, and says, Very nice, or You must be baked longer, when another squatting walk and wait takes place. A version sent by Mr. J. P. Emslie is similar to the other London versions-- Buy my fine honey to-day. Which shall I buy? Taste em and try.
=_ No player is allowed to see any trick that has once been turned and quitted, under penalty of having a suit called from him or his partner. _=39.=_ Any player may ask the others to indicate the cards played by them to the current trick. _=40.=_ A player calling attention in any manner to the trick or to the score, may be called upon to play his highest or lowest of the suit led; or to trump or not to trump the trick during the play of which the remark was made. ÉCARTÉ. Écarté is usually described as a very simple game, but unfortunately the rules governing it are very complicated, and as no authoritative code of law exists, disputes about trifling irregularities are very common. In the following directions the author has selected what appears to be the best French usage. The code of laws adopted by some of the English clubs is unfortunately very defective, and in many respects quite out of touch with the true spirit of the French game. The English are very fond of penalties; the French try to establish the status quo.
If the adversaries refused, they were obliged to win all five tricks or lose two points. It was compulsory to win the trick if possible, and to trump, over-trump, or under-trump if the player had none of the suit led. This peculiarity survives in the games of Rams and Loo, which also belong to the euchre family. After a time we find a variation introduced in which any number from two to six could play, each for himself, and the player first winning two tricks out of the five marked the point. Later still we find the ace ranking above the King, thus becoming the best trump. If the ace was turned up, the dealer had the privilege of robbing it, or the holder of the ace of trumps could rob the turn-up, discarding any card he pleased, just as in Spoil Five. But in Triomphe the dealer turned up another card, and if that was of the trump suit the holder of the ace could rob that also, and so on until he turned a card of a different suit. This did not alter the trump, but merely stopped the robbing process. Whether or not Triomphe borrowed this feature from Spoil Five or Maw, it is now impossible to say. Whatever its origin, Euchre has always been the most respectable member of the family, and the game of all others that has best served the card-playing interest in social life.
384) also describes the game as played in two ways--a game with bowling marbles at a wooden bridge; and another game, also with marbles, in which four, five, or six holes, and sometimes more, are made in the ground at a distance from each other, and the business of every one of the players is to bowl a marble, by a regular succession, into all the holes, and he who completes in the fewest bowls obtains the victory. In Northamptonshire a game called Nine Holes, or Trunks, is played with a long piece of wood or bridge with nine arches cut in it, each arch being marked with a figure over it, from one to nine, in the following rotation--VII., V., III., I., IX., II., IIII., VI., VIII.
The captive then becomes one of the Ins; for the honour of the game consists in the privilege of hiding oneself. Jamieson adds, Hy is still used in calling after a person, to excite attention, or when it is wished to warn him to get out of the way. Strutt describes it as Harry-Racket, or Hide and Seek (_Sports_, p. 381). At Cork two sides are chosen for Spy; one side hides while the other side hunts. When the hunters see one of the hidden players, they call out, I spy ----, and the child s name. The player called must run after the Spy and try to catch him before he reaches his Den; if he succeeds, the one caught must go to the opposite side of players, then next time the spies hide, and those who have been hiding, spy (Miss Keane). A more general form of the game is for one child to hide, and to make a noise in a disguised voice to give notice of his whereabouts, or to call out Whoop! or Coo! Until this noise or call is made, the searchers may not seek him. If when spied or discovered the hider cannot reach home before being caught, he again has to hide (A. B.
Davie-drap Children amuse themselves on the braesides i the sun, playing at Hide and Seek with this little flower, accompanying always the hiding of it with this rhyme, marking out the circle in which it is hid with the forefinger:-- Athin the bounds o this I hap, My black and bonny davie-drap; Wha is here the cunning yin My davie-drap to me will fin. --Mactaggart s _Gallovidian Encyclopædia_. The davie-drap is a little black-topped field-flower. Deadily A school game, not described.--Mactaggart s _Gallovidian Encyclopædia_. Diamond Ring My lady s lost her diamond ring; I pitch upon you to find it! Children sit in a ring or in a line, with their hands placed together palm to palm, and held straight, the little finger down-most between the knees. One of them is then chosen to represent a servant, who takes a ring, or some other small article as a substitute, between her two palms, which are pressed flat together like those of the rest, and goes round the circle or line placing her hands into the hands of every player, so that she is enabled to let the ring fall wherever she pleases without detection. After this she returns to the first child she touched, and with her hands behind her says the above words. The child who is thus addressed must guess who has the ring, and the servant performs the same ceremony with each of the party. They who guess right escape, but the rest forfeit.
When there are trumps, the unit value of the game shall be multiplied as follows: 1 for game; 2 for schneider; 3 for announcing schneider, or for making schwarz without having made any announcement; 4 for schwarz after having announced schneider; and 5 for announcing schwarz. To each of these multipliers shall be added one for each matadore, “with” or “without.” 3. In tournées, if the player says “passt-mir-nicht” to the first card and takes the second, he loses double if he loses his game. In guckis, whether grand or nullo, the player loses double if he loses his game. 4. The value of Ramsch shall be 20 points, to be charged to the player losing the game. If one player takes no trick, the loser shall be charged 30 points. If two players take no trick, the loser shall be charged 50 points. The winner of the last trick takes the skat cards.