If a bet is made, the game proceeds as in the ordinary pools. Should the opener retire during the betting, he must show his openers; if he is in the final call he must show his entire hand, whether it is the best or not. If he or any other player declines to show his hand when a call is made, he must ante for all the other players for another jack. _=46. Shy Bets.=_ If any player is shy in a jack pot, whether from failure to put up his ante, to fatten, or to substantiate his mouth bets with counters, nothing can be collected from him after a call has been made, or the pot has been won. STRAIGHT POKER. Straight Poker or _=Bluff=_ is played with a full pack of fifty-two cards, and any number of players from one to eight. The arrangements for counters, seats, and deal are exactly the same as in Draw Poker, but the method of anteing and betting up the hands is slightly different. There is no draw to improve the hand, and no such combination as a straight flush is recognized, four of a kind being the highest hand possible.
White King on K B 6, white Bishop on K B 5, and white Knight on K Kt 5; White to move and win. The object is to drive the King into a corner of the board which is commanded by the Bishop, as he cannot otherwise be mated. Kt-B7 ch B-K4 B-R7 Kt-K5 1 --------- 2 -------- 3 --------- 4 -------- K-Kt sq K-B sq K-K sq K-B sq Kt-Q7 ch K-K6 K-Q6 B-K6 ch 5 --------- 6 -------- 7 --------- 8 -------- K-K sq K-Q sq K-K sq K-Q sq K-B6 B-B7 Kt-Kt7 ch K-B6 9 --------- 10 --------- 11 --------- 12 -------- K-B sq K-Q sq K-B sq K-Kt sq K-Kt6 B-K6 ch Kt-B5 B-Q7 13 --------- 14 --------- 15 --------- 16 -------- K-B sq K-Kt sq K-R sq K-Kt sq Kt-R6 ch B-B6 mate 17 --------- 18 --------- K-R sq If, at the fourth move, the black King does not go back to the Bishop’s square, but goes on to the Queen’s square, hoping to cut across to the other black corner of the board, the continuation will be as follows, beginning at White’s fifth move:-- K-K6 Kt-Q7 B-Q3 B-Kt5 5 --------- 6 --------- 7 --------- 8 -------- K-B2 K-B3 K-B2 K-Q sq Kt-K5 Kt-B4 K-Q6 Kt-R5 9 --------- 10 --------- 11 --------- 12 -------- K-B2 K-Q sq K-B sq K-Q sq Kt-Kt7 ch K-B6 Kt-Q6 K-B7 13 --------- 14 --------- 15 --------- 16 -------- K-B sq K-Kt sq K-R2 K-R sq B-B4 Kt-B8 ch B-Q5 mate 17 --------- 18 --------- 19 --------- K-R2 K-R sq _=PAWN ENDINGS.=_ There are a great number of these, many being complicated by the addition of Pawns to other pieces. The following example, which is a position that often occurs, should be understood by the beginner:-- Put the black King on K B square; the white King on K B 6, and a white Pawn on K 6. If it is Black’s move, White can win easily; but if it is White’s move it is impossible to win, because whether he checks or not the black King gets in front of the Pawn and either wins it or secures a stale-mate. Put the Pawn behind the King, on K B 5, and White wins, no matter which moves first, for if Black moves he allows the white King to advance to the seventh file, which will queen the Pawn. If White moves first, and the black King keeps opposite him, the Pawn advances. If Black goes in the other direction, the white King goes to the seventh file and wins by queening the Pawn. If the white King and Pawn are both moved one square further back, the King on K B 5, and the Pawn on K B 4.
I remember once witnessing a game in which a ball was passed from player to player, and in which the dialogue was similar. When one player was told that the ball was in his possession, the answer was, What, me, sir? Yes, you, sir. Not I, sir. Who then, sir? White Cap, sir; the questions and answers were again repeated for Red Cap, and Blue Cap. When it was Black Cap s turn, I think the ball was thrown by this player to some one else; whoever was hit by the ball had to chase and capture one, who became questioner; but my recollection of the game is too slight for me to be certain either of the dialogue or the way the game terminated (A. B. Gomme). A game described in _Suffolk County Folk-lore_, p. 62, is apparently a version of this. It is there described as a forfeit game.
=_ It is considered best for a player not finding four reasonably sure tricks in his hand to exchange; for there is a certain advantage to be gained by knowing thirteen cards which cannot be in the adversary’s hand. Before changing, the player should fix in his memory the exact cards of each suit in the hand which he is about to discard. By combining his knowledge of them with his own cards, he may often be able to direct his play to advantage. Beyond this there is little skill in the game. A variation is sometimes made by the dealer announcing a trump suit after he has examined his hand, instead of turning up the last card. His adversary then has the right either to play his hand, or to exchange it for the one on his right; but the dealer must play the hand dealt to him. THIRTEEN AND THE ODD. This is Humbug Whist without the discard. The dealer gives thirteen cards to his adversary and to himself, one at a time, and turns up the next for the trump. The trump card belongs to neither player.
30). Britton s _Beauties of Wiltshire_ gives the Isle of Wight and Hants as other places where the game is known. See Conquerors. Cock One boy is chosen Cock. The players arrange themselves in a line along one side of the playground. The Cock takes his stand in front of the players. When everything is ready, a rush across the playground is made by the players. The Cock tries to catch and croon --_i.e._, put his hand upon the head of--as many of the players as he can when running from one side of the playground to the other.
If seven boys are to play, six holes are made at certain distances. Each of the six stands at a hole, with a short stick in his hand; the seventh stands at a certain distance holding a ball. When he gives the word, or makes the sign agreed upon, all the six change holes, each running to his neighbour s hole, and putting his stick in the hole which he has newly seized. In making this change, the boy who has the ball tries to put it into an empty hole. If he succeeds in this, the boy who had not his stick (for the stick is the Cat) in the hole to which he had run is put out, and must take the ball. There is often a very keen contest whether the one shall get his stick, or the other the ball, or Cat, first put into the hole. When the Cat _is in the hole_, it is against the laws of the game to put the ball into it.--Jamieson. (_b_) Kelly, in his _Scottish Proverbs_, p. 325, says, Tine cat, tine game; an allusion to a play called Cat i the Hole, and the English Kit-cat.
The second player in any trick is not obliged to follow suit, even in trumps; but may renounce or trump at pleasure until the players cease to draw from the stock. If the second player follows suit, the higher card wins the trick. Trumps win all other suits. _=Drawing.=_ The winner of the trick takes in the cards, turning them face down; but before he leads for the next trick he draws a card from the top of the stock, and places it in his hand without showing or naming it. His adversary then draws the next card, so that each restores the number of cards in his hand to six. _=The Trump.=_ If either player holds or draws the Nine of trumps, he may exchange it for the turn-up at any time, provided he has already won a trick. This need not be the trick immediately before exchanging, and he need not wait to get the lead before making the exchange. For instance: A player holding the Nine, and having to play to his adversary’s lead, may win the trick with the turn-up card, leaving the Nine in its place, provided he has won some previous trick.
In that case he scores 250 if his bid was less than 250; but if his bid was more than 250, he gets nothing extra for winning every trick. Any player but the bidder winning a trick scores ten points for it, so it is necessary for each player to keep separate the tricks he individually wins. If the bidder fails, he loses, or is set back, as many points as he bid, and he scores nothing for the tricks he takes, but he may play the hand out to prevent the others from scoring, as his adversaries still get ten points for each trick they win. Five hundred points is game, and as the bidder has the first count he may go out first, even if an adversary has won tricks enough to reach 500 also. EUCHRE LAWS. _=1.=_ _=SCORING.=_ A game consists of five points. If the players making the trump win all five tricks, they count _=two=_ points towards game; if they win three or four tricks, they count _=one=_ point; if they fail to win three tricks, their adversaries count _=two=_ points. _=2.
The three places drawn on the slate above the diagram are for the players each to put down marks or numbers for the games they win, the centre place being for Old Nick, or Old Tom. The object of the game is for each player to occupy three contiguous places in a row or line with either noughts or crosses, and to prevent his opponent from doing so. The diagram is of course empty when play begins. One player commences by putting his mark into either of the vacant places he prefers, the other player then places his in another, wherever he thinks he has the best opportunity to prevent his opponent getting a three, and at the same time to get a three himself; then the first player plays again, and so on alternately until all the squares are occupied, or until one of the players has a three in line. If neither player gets a three, the game is won by Old Nick, and one is scored to his name. In the diagram the result of the game is shown when won by Old Nick. Whichever player first wins a game adds Old Nick s score to his own. In some games Old Nick keeps all he wins for himself, and then most frequently wins the game.--London (A. B.
Conkers The same game as Cogger. The game is more generally called playin at sneel-shells. --Ross and Stead s _Holderness Glossary_. Conquerors or Conkers I. Cobbly co! My first blow! Put down your black hat, And let me have first smack! --Burne s _Shropshire Folk-lore_, p. 531. II. Obli, obli O, my first go; And when the nut is struck, Obli, obli onker, my nut will conquer. --_Notes and Queries_, 5th series, x. 378.
A player having a card liable to be called must not play another until the adversaries have stated whether or not they wish to call the card liable to the penalty. If he plays another card without awaiting the decision of the adversaries, such other card also is liable to be called. LEADING OUT OF TURN. 24. If any player leads out of turn, a suit may be called from him or his partner, the first time it is the turn of either of them to lead. The penalty can be enforced only by the adversary on the right of the player from whom a suit can be lawfully called. If a player, so called on to lead a suit, has none of it, or if all have played to the false lead, no penalty can be enforced. If all have not played to the trick, the cards erroneously played to such false lead are not liable to be called and must be taken back. In _=Boston=_, if the adversary of the bidder leads out of turn, and the bidder has not played to the trick, the latter may call a suit from the player whose proper turn it is to lead; or, if it is the bidder’s own lead, he may call a suit when next the adversaries obtain the lead; or he may claim the card played in error as an exposed card. If the bidder has played to the trick the error cannot be rectified.
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In all progressive games, sometimes called _=Drive Bridge=_, there are no rubbers or games, as one table would keep all the others waiting. An even number of deals, usually four, is the rule for each round before moving. _=DUPLICATE BRIDGE.=_ This is bridge with the hands kept separate and put into trays to be carried from table to table. The methods will be found fully described under the titles for duplicate whist. In order to prevent the players from giving too much attention to the honours in declaring, it is sometimes the rule to add a certain number of points to the trick scores, as a bonus. This is called _=Bridge to the Score=_. Four deals is a round, before changing adversaries, and fifty points are added to the score of the side having the greater trick score. Another method is to add fifty points to the side winning a game, if a game is won before moving, and then to add a definite number of points for every trick point that one side may be ahead of the other on unfinished games; or as many points as the higher score below the line. None of these methods have proved attractive enough to be popular, however, although the first is the one commonly adopted for club tournaments, adding fifty points bonus for the higher trick score, regardless of any games or rubbers.
They frequently lay them very loosely on, that they may have the pleasure of pelting.--Jamieson. Cat s Cradle One child holds a piece of string joined at the ends on his upheld palms, a single turn being taken over each, and by inserting the middle finger of each hand under the opposite turn, crosses the string from finger to finger in a peculiar form. Another child then takes off the string on his fingers in a rather different way, and it then assumes a second form. A repetition of this man[oe]uvre produces a third form, and so on. Each of these forms has a particular name, from a fancied resemblance to the object--barn-doors, bowling-green, hour-glass, pound, net, fiddle, fish-pond, diamonds, and others.--_Notes and Queries_, vol. xi. p. 421.
_=Declaring.=_ The elder hand announces his point, as in Piquet, and arrives at its value in the same way, reckoning the Ace for 11, etc. The dealer replies, “Good,” or “Not good,” as the case may be; but there are no equalities. If the point is a tie, the elder hand counts it. The point is worth a _=white=_ counter. The impérials are then called, each being worth one _=red=_ counter. The sequences are called first, that in trumps being “good” of course; then the fours are called, the best being four Kings, and the lowest four Aces. In plain-suit sequences there are no “equals,” the elder hand counting ties as an offset to the advantages of the deal. _=Playing.=_ The elder hand leads a card, and the dealer then declares and marks any impérials he may have that are good; after which he plays a card.
| | 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.| -- | -- | -- | | 11.| -- | -- | -- | | 12.|You shall have a duke,|You shall have a dik- |Ye sall get a duke.
451). Gilty-galty (or gaulty) A boy s game. One boy is chosen, who says:-- Gilty-galty four-and-forty, Two tens make twenty. He then counts one, two, three, four, &c., up to forty, having his eyes covered by his hands, and the others hide while he is saying the nominy. At the conclusion he uncovers his eyes, and if he sees any boys not yet hidden they have to stand still. He seeks the rest, but if he moves far away from his place, called the stooil (stool), one of the hidden boys may rush out and take it, provided he can get there first. Should he fail in this he also has to stand aside; but if any one succeeds, then all run out as before, and the same boy has to say the nominy again. On the other hand, if he finds all the boys without loosing his stooil, the boy first caught has to take his place and say the nominy. The game was thus played in 1810, and is so still, both here and at Lepton.
12. [Illustration] Knocked at the Rapper The girl who spoke of this game, says Miss Peacock, could only remember its details imperfectly, but as far as she recollects it is played as follows:--The players dance round a centre child, leaving one of their number outside the circle. The dancers sing to the one in their midst-- Here comes ----, He knocked at the rapper, and he pulled at the string, Pray, Mrs. ----, is ---- within? At is ---- within, the child outside the circle is named. The centre child says-- O no, she has gone into the town: Pray take the arm-chair and sit yourself down. The ring of children then sing-- O no, not until my dearest I see, And then one chair will do for we. Then all sing-- My elbow, my elbow, My pitcher, and my can: Isn t ---- ---- a nice young girl? Mentioning the supposed sweetheart. Isn t ---- ---- as nice as she? Mentioning the outside child. They shall be married when they can agree. Then the inside and outside children each choose a companion from the circle, and the rest repeat:-- My elbow, my elbow, &c.
| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|One of my rush, two of|One may rush, two may |One in a bush, two in | | |my rush. |rush. |a bush, three in a | | | | |bush, four in a bush. | |13.| -- | -- | -- | |14.|Please, young lady, |Come, my girls, walk | -- | | |come under my bush. |under the bush.
In the other Hampshire version four girls stand in a square, each holding the hands of the one opposite to her, pulling each other s hands backwards and forwards singing the lines. Two arms are then raised, and one girl comes under; this is repeated till all four girls have come under the arms, then their arms encircle each other s waists and they dance round. In the Scottish version there are only two girls who join hands and pull each other backwards and forwards, repeating the words. Halliwell describes a different action to any of these. A string of children, hand in hand, stand in a row. A child stands in front of them as leader; two other children form an arch, each holding both of the hands of the other. The string of children pass under the arch, the last of whom is taken captive by the two holding hands. The verses are repeated until all are taken.--Halliwell s _Nursery Rhymes_, cclxxxvii. [Illustration: Fig.
Good-bye! Good-bye, my love, good-bye! --Forest of Dean, Gloucester (Miss Matthews). VIII. Here comes an old woman from Cumberland, With seven poor children in her hand; One can sing, the other can sew; One can sit up in the corner and cry, Alleluia! Choose the fairest you can see. The fairest one that I can see is ----, come to me. Now my daughter ---- gone, A thousand pound in her pocket and a gold ring on her finger. Good-bye, mother, good-bye! --Berkshire (Miss Thoyts, _Antiquary_, xxvii. 254). IX. There was an old woman from Sandyland With all her children in her hand. One can knit and one can sow [sew], One can make a lily-white bow.
* * * * * There are at present only two works on Duplicate Whist; but a number of articles on the subject may be found in “_Whist_.” Duplicate Whist; by John T. Mitchell, 1896. Foster’s Duplicate Whist; 1894. Whist; Jan., 1892; Jan., 1894; Aug., 1894; Oct., 1894; Jan., 1895: Mar.
Strange to say, this oft-quoted and continually derided game is not mentioned in any work on cards, a singular omission which we hasten to supply. Any number of young ladies may play, and a pack of fifty-one cards is used, the Queen of hearts having been deleted. Any player can deal the cards, which are distributed one at a time until the pack is exhausted; if every player has not the same number it does not matter. Beginning with the eldest hand, each player sorts her cards into pairs of the same denomination; such as two Fives, two Jacks, etc., and all pairs so formed are laid upon the table face down, without showing them to the other players. All the cards laid out in this manner are left in front of the player, in order to discover errors, if any. Three of a kind cannot be discarded, but four of a kind may be considered as two pairs. The discarding of pairs complete, the dealer begins by spreading her remaining cards like a fan, and presenting them, face downward, to her left-hand neighbour, who must draw one card at random. The card so drawn is examined, and if it completes a pair, the two cards are discarded. Whether it forms a pair or not, the player’s cards are spread and presented to the next player on the left, to be drawn from in the same manner.
It took a surviving ship to bring back the news--a ship in which, by sheer chance, a telepath had a light beam ready, turning it out at the innocent dust so that, within the panorama of his mind, the Dragon dissolved into nothing at all and the other passengers, themselves non-telepathic, went about their way not realizing that their own immediate deaths had been averted. From then on, it was easy--almost. * * * * * Planoforming ships always carried telepaths. Telepaths had their sensitiveness enlarged to an immense range by the pin-sets, which were telepathic amplifiers adapted to the mammal mind. The pin-sets in turn were electronically geared into small dirigible light bombs. Light did it. Light broke up the Dragons, allowed the ships to reform three-dimensionally, skip, skip, skip, as they moved from star to star. The odds suddenly moved down from a hundred to one against mankind to sixty to forty in mankind s favor. This was not enough. The telepaths were trained to become ultrasensitive, trained to become aware of the Dragons in less than a millisecond.
Scarlett Potter mentions that in South Warwickshire it was customary at harvest-homes to give a kind of dramatic performance. One piece, called The Hiring, represents a farmer engaging a man, in which work done by the man, the terms of service, and food to be supplied, are stated in rhymes similar to the above. See Lammas. Lady on the Mountain [Music] --Barnes, Surrey (A. B. Gomme). I. There stands a lady on the mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Choose one, choose two, choose the fairest one of the two. The fairest one that I can see, Is pretty ----, walk with me.