_=Melds.=_ All the combinations have the same value as in the ordinary game, but all melds are laid upon the table before a card is played. When he lays down his cards, a player may make as many combinations with them as he can, just as he would in the ordinary game if he had plenty of time. If he has the trump sequence, he may lay down the marriage first, then the A 10 J. If he has double binocle, he may lay down the single first, and then the other, claiming the count for both. Four Kings and four Queens count 220. The trump sequence counts 190. No player is allowed to meld after he has played to the first trick. If he discovers he had more to meld, but has played a card, the unannounced score is lost. An interesting variation is sometimes introduced by allowing the other players to claim any score overlooked by the one who melds.
Partners sit opposite each other. _=Dealing.=_ The dealer presents the pack to be cut, and then gives thirteen cards to each player, one at a time. No trump is turned. The deal passes to the left. All irregularities are governed by the same laws as bridge. _=Making the trump.=_ Each player in turn, beginning with the dealer, bids to make a certain number of tricks, from seven to thirteen, with a suit of his own choosing, which he names when he makes his bid. The suits outrank one another in the order of hearts, diamonds, clubs, and spades, hearts being the best. No-trumps are higher than hearts.
A player in this position should never straddle. Many players endeavour to force their luck in this way, but it is a losing game, and the best players seldom or never straddle. Having to make the first bet after the draw, it is usual for the player in this position, if he has an average hand, to _=chip along=_, by simply betting a single counter, and waiting for developments. With a strong hand, it is best to bet its full value at once, on the chance that the bet may be taken for a bluff, and called. _=Other Positions.=_ As the positions go round the table from the first bettor to the age, they become more desirable, and little need be said of them beyond the consideration of the average strength necessary for a player to _=go in=_ on. _=GOING IN.=_ There is a great difference of opinion as to the minimum value of a hand which should justify a player in drawing cards if he can do so for the usual ante. In close games many players make it a rule not to go in on less than tens, while in more liberal circles the players will draw to any pair. In determining which course to follow, the individual must be guided by his observation and judgment.
The following was the value of the buttons:-- (1.) The plain metal 3 or 4-holed flat button, called a Sinkie, say, value 1 point. (2.) The same kind of button, with letters or inscription on the rim, valued at 2 points. (3.) The small metal shank button, called a Shankie, without any inscription, valued at 3 points; if with inscription, at 4 points; the large sizes and corresponding description were valued relatively 4 and 5 points. (4.) The small Shankies, with a crest (livery waistcoat buttons), 6 points, and the large corresponding, 7 points. (5.) The small Shankies, with coat of arms, value 8 points, and the large corresponding, 9 points.
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Carrying the Queen a Letter The King and Queen have a throne formed by placing two chairs a little apart, with a shawl spread from chair to chair. A messenger is sent into the room with a letter to the Queen, who reads it, and joins the King in a courteous entreaty that the bearer of the missive will place himself between them. When he has seated himself on the shawl, up jumps the King and Queen, and down goes the messenger on the floor.--Bottesford and Anderly (Lincolnshire), and Nottinghamshire (Miss M. Peacock). (_b_) This is virtually the same game as Ambassador, described by Grose as played by sailors on some inexperienced fellow or landsman. Between the two chairs is placed a pail of water, into which the victim falls. Cashhornie A game played with clubs by two opposite parties of boys, the aim of each party being to drive a ball into a hole belonging to their antagonists, while the latter strain every nerve to prevent this.--Jamieson. Castles A game at marbles.
Fowler Smythe grinned at him from where he was sitting in one of the leather divans. Sit down and shut up, Sime, he suggested coolly. Simonetti sagged with defeat. Look, Rose, he gasped. I want out. Bad enough that our losses can t be stopped by this creep Smythe. Now you drag in another TK. 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.
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. Secondly, that it has degenerated in Southern Britain to the ordinary Drop Handkerchief games of kiss in the ring. The preservation of this Bab at the Bowster example gives the clue both to the origin of the present game in an obsolete marriage custom, and to the descent of the game to its latest form. See Cushion Dance. Bad A rude kind of Cricket, played with a bat and a ball, usually with wall toppings for wickets. Bad seems to be the pronunciation or variation of Bat. Halliwell says it was a rude game, formerly common in Yorkshire, and probably resembling the game of Cat. There is such a game played now, but it is called Pig. --Easther s _Almondbury Glossary_. Baddin The game of Hockey in Cheshire.
4th. To return his partner’s suit even with a losing card, in preference to changing. When the original lead is a trump, it should be returned in every case, either immediately, or as soon as the player can obtain the lead. The same reasons for changing suits as those given for the original leader will apply to the Third Hand. _=RULES FOR RETURNING PARTNER’S SUITS.=_ When the original leader’s suit is returned by his partner, either immediately or upon his regaining the lead, it is usual to show, if possible, how many cards remain in the Third Hand, so that by adding them to his own, the leader may estimate the number held by his adversaries. This consideration is secondary to the return of the best, or one of the second and third best; but in the absence of such cards, the Third Hand should always return the higher of only two remaining, and the lowest of three or more, regardless of their value. In addition to the foregoing conventionalities, which are proper to the leader of a suit and his partner, there are two usages which apply equally to any player at the table. These are discarding and forcing. _=Discarding.