In each of the hands shown this would be the four, and this card would be led, even if there were five or six cards in the suit. From this hand, for instance, the five is the proper lead:-- [Illustration: 🃎 🃈 🃆 🃅 🃄 🃃 🃂 ] _=Rules for Leading Second Round.=_ If the leader wins the first trick, having the best of the suit in his hand, he should follow with the winning card; but if he has several cards which are equally winning cards, he should lead the lowest of them. This is an indication to the partner that the card led is as good as the best; therefore the leader must hold the intermediate cards. When a King wins, your partner knows you have the Ace, if he does not hold it. Then tell him what he does not know, that you have the Queen also. Suppose you have led the King from these combinations:-- [Illustration: 🂱 🂾 🂽 🂻 | 🂡 🂮 🂭 🂢 ] Your partner knows you have the Ace, because your King wins. From the first, go on with the Jack, which is just as good as the Ace, but tells your partner you have not only the Ace but the Queen, still in your hand. From the second, go on with the Queen, the card your partner does not know, which tells him you still have the Ace, _=but not the Jack=_. If you have not the Queen, you will have to go on with the Ace, and your leading the Ace _=will deny the Queen=_.
Each player has a right to shuffle, once only, except as provided by Rule 32, prior to a deal, after a false cut [_see_ Law 34], or when a new deal [_see_ Law 37] has occurred. 30. The dealer’s partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack. 31. Each player after shuffling must place the cards properly collected, and face downwards, to the left of the player about to deal. 32. The dealer has always the right to shuffle last; but should a card or cards be seen during his shuffling, or whilst giving the pack to be cut, he may be compelled to reshuffle. THE DEAL. 33. Each player deals in his turn; the right of dealing goes to the left.
SEC. 3. During the play of a deal a player must not pick up or turn another player’s card. SEC. 4. Before a trick is turned and quitted any player may require any of the other players to show the face of the card played to that trick. SEC. 5. If a player names a card of a trick which has been turned and quitted or turns or raises any such card so that any portion of its face can be seen by himself or his partner he is liable to the same penalty as if he had led out of turn. LAW VII.
The ante and betting limit must be decided before play begins. The first dealer is provided with a _=buck=_, which should be a penknife, or some similar article. Before dealing, he puts up the amount of the ante for all the players, and then _=passes the buck=_ to the player on his left, who must ante for all the players in the next pool. There is no variation of the amount of the ante under any circumstances, and the buck is passed round the table in this manner irrespective of the deal, which is taken by the player winning the pool. The laws for the deal and its irregularities are the same as in Draw Poker, except that it does not pass to the left. The cards dealt, each in turn, beginning with the player to the left of the dealer, may either bet or pass. Should all pass, the holder of the buck antes, making a double pool, and passes the buck. The deal then passes to the left. Should any player make a bet, each in turn, beginning with the one on his left, must call it, raise it, or abandon his hand. Players who have passed the first time, must now decide.
Cuddy and the Powks. Cudgel. Curcuddie. Curly Locks. Currants and Raisins. Cushion Dance. Cutch a Cutchoo. Cutters and Trucklers. DAB. Dab-an-thricker.
_=CARDS.=_ 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.
Conventional Play, any method of conveying information, such as the trump signal, which is not based on the principles of the game. Coppered Bets, bets that have a copper or checker placed upon them at Faro, to show that they play the card to lose. Court Cards, the K, Q and J; the ace is not a court card. Covering, playing a higher card second hand than the one led, but not necessarily the best of the suit. Créve, F., one who is temporarily out of the game, such as one who has overdrawn his hand at Vingt-et-un; as distinguished from one who has lost all his money. The latter would be spoken of as décavé. Crossing the Suit, changing the trump from the suit turned up to one of a different colour, especially in Euchre. Cross-ruff, two partners alternately trumping a different suit. Cul levé, (jouer à) playing one after another, by taking the place of the loser.
First of all, nine cards are dealt to each player, three at a time. Then four cards are dealt in front of each player, but not to be touched until the bidding is finished. The highest bidder takes up his four extra cards and then names the trump, after which he discards down to six cards for play. The others then take up their four cards and discard down to six, and the game proceeds like regular cinch. _=Sixty-three.=_ In this variation, nine cards are dealt to each player, three at a time. After the bidding, the players discard and fill up again to six cards. Players are allowed several bids, each raising in turn if he is raised. The highest bid possible is sixty-three, and these may be made as follows: High, low, Jack, and ten of trumps count 1 each; pedros, 5 each; King of trumps, 25; trey of trumps, 15; nine of trumps, 9. Game is 150 points.
But if you have not enough to show out, you must take every chance to peg the difference, because if you cannot get out in play and first show, the dealer has not only both hand and crib against you, but the first show on the next deal. In six-card Cribbage, the usual pegging for the play is five holes for the dealer, and four or five for the non-dealer. By adding this expectation to your show, you can see how many you can hope to peg yourself, and how many the dealer will probably be on hand, crib and peg altogether. The hands should average 7 points, and the cribs 5. FIVE-CARD CRIBBAGE. In this form of the game only five cards are dealt to each player, one at a time. Two of these are laid out for the crib, and the three remaining are used in play, exactly as in the six-card game. _=Three for Last.=_ The non-dealer on the first hand of each game is allowed to peg three holes as a compensation for the advantage his adversary derives from having the first deal. Although the rules allow these three to be pegged at any time during the game, they should be put up immediately, in order to avoid disputes.
61. If a player who has rendered himself liable to have the highest or lowest of a suit called, fail to play as desired, or if when called on to lead one suit he lead another, having in his hand one or more cards of that suit demanded, he incurs the penalty of a revoke. 62. If any player lead out of turn, his adversaries may either call the card erroneously led, or may call a suit from him or his partner when it is next the turn of either of them to lead. 63. If any player lead out of turn, and the three others have followed him, the trick is complete, and the error cannot be rectified; but if only the second, or the second and third, have played to the false lead, their cards, on discovery of the mistake, are taken back; there is no penalty against any one, excepting the original offender, whose card may be called, or he, or his partner, when either of them has next the lead, may be compelled to play any suit demanded by the adversaries. 64. In no case can a player be compelled to play a card which would oblige him to revoke. 65. The call of a card may be repeated until such card has been played.
This is put down on the score sheets thus:-- 8 + 2 for the double, + 4 consolation, = 14, minus 2 scored by the opponents; making 12 the net value of the game. Vivant therefore wins 24 points, and each of the adversaries, R and L, lose 12. Again:-- R and L win a simple with a score of 5 to 4, V and M having made a slam. 5 + 1 for the simple, + 4 for consolation, = 10, minus 4 points scored, and 20 for the slam = 24; showing that R and L lose 14 points each, although they won the game. Again:-- V and M win a triple, with a score of 8 to 0; R and L having revoked. 8, + 3, + 4, + 3 for the revoke = 18, from which there is nothing to deduct. The greatest number of points that can be made on a game, exclusive of slams and revokes, is 17; and the least number is 6. _=MARKING.=_ The methods of using the counters in scoring the game points have already been described in connection with whist. _=CUTTING OUT.
=_ If the pone proposes, and the dealer asks: “How many?” the elder hand discards any number of cards from one to five, placing them on his right. These discards, once quitted, must not again be looked at. A player looking at his own or his adversary’s discards can be called upon to play with his cards exposed face upward on the table, but not liable to be called. The number of cards discarded must be distinctly announced, and the trump is then laid aside, and the cards given from the top of the pack, without further shuffling. It is considered imperative that the player who has proposed should take at least one card, even if he proposed with five trumps in his hand. The pone helped, the dealer then announces how many cards he takes, placing his discards on his left. The dealer, if asked, must inform his adversary how many cards he took, provided the question is put before he plays a card. After receiving his cards, the pone may either stand or propose again, and the dealer may either give or refuse; but such subsequent stands or refusals do not carry with them any penalty for failure to make three tricks. Should these repeated discards exhaust the pack, so that there are not enough cards left to supply the number asked for, the players must take back a sufficient number from their discards. If the dealer has accepted a proposal, and finds there are no cards left for himself, that is his own fault; he should have counted the pack before accepting.
Should his adversary hold any intermediate ones, they are of no value. In the absence of any quatorze, the best trio decides which player shall count all the trios he may have in his hand, his adversary counting none. For instance: One player holds four Tens and three Jacks, his adversary holding triplets of Aces, Kings, and Queens. None of the latter would be of any value, as the lowest quatorze is better than the highest trio, and the player with the four Tens could count his three Jacks also. Pairs have no value. The value of any quatorze is 14, as its name implies. Trios are worth 3 only. In discarding, the object is to secure the best counting combinations, and also to retain cards which will win tricks in play. The combinations take precedence of one another in scoring, the first being always Carte Blanche, then the Point, then Sequence, and lastly the Quatorze or Trio. _=DECLARING.
--London (J. P. Emslie). (_b_) Five or six children stand in a row. Another child comes up to the first of the row, and strikes smartly on the ground with a stick. The child facing him asks the first question, and the one with the stick answers. At strokes his face he suits the action to the words, and then thumps with his stick on the ground at the beginning of the last line. The object of all the players is to make Buff smile while going through this absurdity, and if he does he must pay a forfeit. Another version is for one child to be blindfolded, and stand in the middle of a ring of children, holding a long wand in his hand. The ring dance round to a tune and sing a chorus [which is not given by the writer].
|Wife in carriage, |Wife with domestic |Bride with rings on | | |husband in cart. |utensils. |fingers and bells on | | | | |toes. | |13.| -- |Grief if wife should | -- | | | |die. | | |14.| -- | -- |Bride with a baby. | |15.| -- |Doctor, cat, and | -- | | | |devil. | | |16.
Wm. Ballantyne. Lanark Mr. W. G. Black. NAIRN-- Nairn Rev. W. Gregor. IRELAND.
Cannon, (Am. carrom,) a count made at billiards by causing the cue ball to touch two object balls. Capot, F., winning all the tricks. Cards, the number of tricks over six at Whist, such as “two by cards.” The majority of cards at Cassino. Carrer, (se) to straddle the blind. Contre-carrer, to over-straddle. Carrom, see cannon. Cartes, F.
, spill meaning a play or game, and the probability is that the game is a lineal descendant from the Ball-play of the Old Danes, or Northmen, and Icelanders. Spell and knor is a corruption of spell a knor, the play at ball. Nurspel is simply ball-play, therefore which name, taken in connection with the fact that the game is elsewhere called Spell and Knor, and not Knor and Spell, is significant. There is one day in the year, Shrove Tuesday, when the play is customarily practised, though not quite exclusively.--Atkinson s _Cleveland Glossary_. Easther (_Almondbury Glossary_) describes it as played with a wooden ball, a spel, and a pommel. Two may play, or two sides. When a player goes in he drives the knor for, say, 100 yards, _i.e._, five score, and he reckons five.
Players should be careful not to gather or mix the cards until all thirteen hearts have been accounted for. Each player then pays into the pool for the number of hearts he has taken in, according to the system of settlement agreed upon before play began. The pool is then taken down by the player or players winning it, and the deal passes to the left. The game is at an end any time the players wish to stop, after a hand has been settled for; but it is usual to agree upon some definite hour. There are two ways of settling at the end of the hand, each of which has its good points. _=SWEEPSTAKE HEARTS.=_ After the hand has been played, each player announces the number of hearts he has taken in, and pays into the pool one counter for each. All thirteen hearts having been paid for, any player having taken no hearts wins the entire pool; two having taken none, divide it. If all the players have taken hearts, or if one player has taken all thirteen, the pool remains, and forms a _=Jack=_. This can be won only by a single player in some subsequent deal taking no hearts, all the others having taken at least one.
As soon as any player has lost his capital he is decavé, or _=frozen out=_, and must permanently retire from the game. The other players continue until only one remains, who must of course win everything on the table. This is not a popular form of Poker, because it is sometimes a long time before a player who is frozen out can get into a game again. _=SHOW-DOWN POKER.=_ This is a variety of draw poker, in which each player takes the five cards dealt to him and turns them face up so that all the other players can see them. Each player discards and draws in turn, eldest hand first. As soon as a hand is beaten it is thrown into the deadwood, all the cards drawn being dealt face up. _=FLAT POKER.=_ In this variety of the game, before the cards are dealt, the age puts up, for a blind, any amount he pleases within the limit. Those who are willing to bet a similar amount on the possibilities of their hands put up a similar amount.
Holding the pack face down, the banker draws two cards from the bottom and places them on the table, face up, for the “bottom layout.” He then draws two cards from the top of the pack for the “top layout.” The players can bet on either layout, and after all the bets are placed the pack is turned face up. The card that shows is called the “gate.” If it is of the same suit as either of the cards in the top layout, the banker pays all bets on that layout. If there is a card of the same suit as the gate in the bottom layout, the banker pays that also. If there is no card of the same suit as the gate in either of the layouts, the banker wins from that layout; so that he may win or lose from either or both on the same gate. The pack is then turned face down, the gate is drawn off and thrown aside and two fresh layouts are made, as before and the bets placed before the new gate is shown. This is continued until the pack is exhausted. THREE-CARD MONTE.
I have never yet met in little battle any military gentleman, any captain, major, colonel, general, or eminent commander, who did not presently get into difficulties and confusions among even the elementary rules of the Battle. You have only to play at Little Wars three or four times to realise just what a blundering thing Great War must be. Great War is at present, I am convinced, not only the most expensive game in the universe, but it is a game out of all proportion. Not only are the masses of men and material and suffering and inconvenience too monstrously big for reason, but--the available heads we have for it, are too small. That, I think, is the most pacific realisation conceivable, and Little War brings you to it as nothing else but Great War can do. APPENDIX LITTLE WARS AND KRIEGSPIEL THIS little book has, I hope, been perfectly frank about its intentions. It is not a book upon Kriegspiel. It gives merely a game that may be played by two or four or six amateurish persons in an afternoon and evening with toy soldiers. But it has a very distinct relation to Kriegspiel; and since the main portion of it was written and published in a magazine, I have had quite a considerable correspondence with military people who have been interested by it, and who have shown a very friendly spirit towards it--in spite of the pacific outbreak in its concluding section. They tell me--what I already a little suspected--that Kriegspiel, as it is played by the British Army, is a very dull and unsatisfactory exercise, lacking in realism, in stir and the unexpected, obsessed by the umpire at every turn, and of very doubtful value in waking up the imagination, which should be its chief function.
Except in a long series of games the average player has little to fear from the most expert. _=CARDS.=_ Napoleon is played with a full pack of fifty-two cards, which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being highest in play; but ranking below the deuce in cutting. _=COUNTERS.=_ As each deal is a complete game in itself it must be settled for in counters, to which some value is usually attached. One player is selected for the banker, and before play begins each of the others purchases from him a certain number of counters, usually fifty. When any player’s supply is exhausted, he can purchase more, either from the banker or from another player. In many places counters are not used, and the value of the game is designated by the coins that take their place. In “penny nap,” English coppers are used in settling; sixpences in “sixpenny nap,” and so on. In America, nickel and quarter nap are the usual forms.
If he refuses, he must win at least three tricks or lose two points; and if the pone plays without proposing, he must make three tricks, or lose two points. The hands on which a player should stand, and those on which the dealer should refuse are known as _=jeux de règle=_, and will be found in the suggestions for good play. A proposal, acceptance, or refusal once made cannot be changed or taken back, and the number of cards asked for cannot be corrected. _=DISCARDING.=_ If the pone proposes, and the dealer asks: “How many?” the elder hand discards any number of cards from one to five, placing them on his right. These discards, once quitted, must not again be looked at. A player looking at his own or his adversary’s discards can be called upon to play with his cards exposed face upward on the table, but not liable to be called. The number of cards discarded must be distinctly announced, and the trump is then laid aside, and the cards given from the top of the pack, without further shuffling. It is considered imperative that the player who has proposed should take at least one card, even if he proposed with five trumps in his hand. The pone helped, the dealer then announces how many cards he takes, placing his discards on his left.
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