_=Setting Back.=_ If the player who pitches the trump fails to make the number of points bid, he is set back, and scores nothing for any points he may have made. A player who is set back, either for overbidding his hand, or for refusing to sell and failing to make the number of points offered him, must withdraw from the pool as many white counters as were bid, and add them to his own. For instance: It is A’s sell. A and B each have two to go. B bids three, which A refuses, pitching the trump himself. A makes only two points, B scoring one, and a third player D, another. B and D score one each, but A scores nothing for the two points he made, and must take three white counters from the pool, which will make him five to go. Had the bid which A refused been two only, he would have won the game, as he made two points. In many clubs it is the custom for a player who is set back to add a red counter to the pool.
The penalty for an impossible declaration is that the bid is made seven in the suit named and the partner of the declarer may not further declare unless an adversary subsequently bid or double. Either adversary, instead of penalizing an impossible declaration, may demand a new deal, or that the last declaration made on behalf of his partnership become the final declaration. 50_a_. If a player who has been debarred from bidding under Laws 50 or 65, during the period of such prohibition, make any declaration (other than passing), either adversary may decide whether such declaration stand, and neither the offending player nor his partner may further participate in the bidding even if the adversaries double or declare. 50_b_. A penalty for a declaration out of turn (see Law 49), an insufficient or impossible declaration (see Law 50), or a bid when prohibited (see Law 50_a_) may not be enforced if either adversary pass, double, or declare before the penalty be demanded.[11] 50_c_. Laws which give to either adversary the right to enforce a penalty, do not permit unlimited consultation. Either adversary may call attention to the offence and select the penalty, or may say, “Partner, you determine the penalty,” or words to that effect. Any other consultation is prohibited,[12] and if it take place, the right to demand any penalty is lost.
If the eldest hand has no high-card combination in trumps, it is sometimes better to lead a small card from a weak suit, hoping to put the partner in. If successful, the partner will first show his suit, and then lead trumps through the adversaries. If the acceptor sits on the right of the proposing eldest hand, trumps should be led immediately, and the highest of them first, no matter what they are. The Q or J at the head of five trumps may be of great use to a partner with an honour. When the eldest hand has proposed, and his partner sits opposite him, trumps should be led at once, and all combinations played as at Whist. The foregoing principles equally apply when the eldest hand has accepted a proposal, if the player can be depended on to have proposed on general strength. When partners sit opposite each other, the general principles of leading, establishing, defending, and bringing in suits, are the same as at Whist, and the usual trump signals and echoes are made use of. The game is practically Whist, with the additional knowledge that both proposer and acceptor have strong hands. When partners sit next each other, there are many opportunities for leading strengthening cards through the adversaries, especially in the partner’s known or inferred strong suit. _=Finesse.
How is he to get out of it? His cavalry are slightly outnumbered, but he decides to do as much execution as he can with his own guns, charge the Blue guns before him, and then bring up his infantry to save the situation. Figure 5a shows the result of Red s move. His two effective guns have between them bowled over two cavalry and six infantry in the gap between the farm and Blue s right gun; and then, following up the effect of his gunfire, his cavalry charges home over the Blue guns. One oversight he makes, to which Blue at once calls his attention at the end of his move. Red has reckoned on twenty cavalry for his charge, forgetting that by the rules he must put two men at the tail of his middle gun. His infantry are just not able to come up for this duty, and consequently two cavalry-men have to be set there. The game then pauses while the players work out the cavalry melee. Red has brought up eighteen men to this; in touch or within six inches of touch there are twenty-one Blue cavalry. Red s force is isolated, for only two of his men are within a move, and to support eighteen he would have to have nine. By the rules this gives fifteen men dead on either side and three Red prisoners to Blue.
He gives another card to the right, to the left, and to himself, and then the players take them up and examine them. Ten cards must remain in the stock for the last deal. _=Irregularities.=_ After the first card is dealt no bets can be made or changed. The cards must be so held that they shall be at all times in full view of the players. Any card found faced in the pack is thrown in the waste basket. Any card once separated from the pack must be taken. If neither of the players want it, the dealer must take it himself. If the cards are dealt irregularly the error may be rectified if they have not been looked at; but any player may amend or withdraw his bet before the cards are seen. If the error is not detected in time, the player who holds cards may play the coup or not as he pleases, and all bets on his side of the table are bound by his decision.
Leading the Queen would show more than five. _=Following the Queen=_, led from this combination:-- [Illustration: 🃍 🃋 🃊 🃄 🃃 ] Leading Jack on the second round shows the suit to have originally contained only four cards; the Ten would show more than four. _=Following the Ace=_, led from these combinations:-- [Illustration: 🃑 🃝 🃛 🃖 | 🂡 🂭 🂫 🂦 🂥 ] Leading the Queen shows the suit was short. Leading the Jack shows that it contained at least five cards. When a player holds both the second and third-best of a suit on the second round, he should always play one of them, whether he is First, Second, or Third Hand. This protects him, by forcing the command of the suit, if it does not win the trick. Having led the Ten from K J 10 x, if the Ace or Queen wins the first trick, the K should be next led. Having led the Four from Q J 6 4 2, if Ace or King falls to the first trick, the Queen should be led. If the Jack, Queen, and Ace fall to the first trick, a player holding both Ten and Nine should lead the Ten. After leading high cards from some combinations, and winning the trick, they may no longer contain either the best or the second and third best.
What shall we dress her in, dress her in, dress her in? What shall we dress her in? Shall it be red? Red for the soldiers, soldiers, soldiers, Red for the soldiers, and that shall not do. What shall we dress her in, dress her in, dress her in? What shall we dress her in? Shall it be orange? Orange for the Orange-men, Orange-men, Orange-men, Orange for the Orange-men, and that shall not do. What shall we dress her in, dress her in, dress her in? What shall we dress her in? Shall it be white? White for the corpse, the corpse, the corpse, White for the corpse, and that will just do. We have lost a soldier, soldier, soldier, We have lost a soldier, and the Queen has lost a man. We will bury him in the bed of glory, glory, glory, We will bury him in the bed of glory, and we ll never see him any more. --Holywood, co. Down (Miss C. N. Patterson). V.
The Last Card=_ of the pack must not be dealt. When only two cards remain, and more than one is asked for, they must be mixed with the discards and abandoned hands, and the whole shuffled together, and presented to the pone to be cut. Discards of those who have yet to draw must not be gathered. _=27.=_ After the cards have been delivered by the dealer, no player has the right to be informed how many cards any player drew; and any person, bystander or player, volunteering the information, except the player himself, may be called upon to pay to the player against whom he informs an amount equal to that then in the pool. Any player who has made good the ante and drawn cards may, before making a bet, ask how many cards the dealer drew, and the dealer must inform him. _=28. Betting After the Draw.=_ The first player who holds cards on the left of the age must make the first bet, whether he has straddled or not. If he declines to bet he must abandon his hand.
Where shall the pig sleep? Sleep in the washing-tub. What shall I wash in? Wash in a thimble. The shirts won t go in. Wash by the river side. Supposing if I fall in? Good job too! --Hartley Wintney, Winchfield, Hants (H. S. May). XII. Mother, buy the milk-pail, mother, dear mother of mine. Where s the money to come from, children, dear children of mine? Sell father s feather bed, mother, dear mother of mine.
If two or more cards are dealt at a time, the dealer may take back the card or cards improperly dealt if he discovers the error before dealing to the next player; otherwise there must be a new deal. A misdeal does not lose the deal. The misdealer must deal again. Should a player take up his hand, or look at any card in it, he is not entitled to any remedy. If he has more or less than the proper number of cards, his hand is foul, and must be abandoned, the player forfeiting any interest he may have in that deal, and any stake he may have put up on that hand. In all gambling houses, the invariable rule is to call a short hand foul; although there should be no objection to playing against a man with only four cards, which cannot be increased to five, even by the draw. _=STRADDLING.=_ During the deal, or at any time before he looks at any card in his hand, the player to the left of the age may _=straddle the blind=_ by putting up double the amount put up by the age. The only privilege this secures to the straddler is that of having the last _=say=_ as to whether or nor he will make good his ante and draw cards. Should he refuse to straddle, no other player can do so; but if he straddles, the player on his left can straddle him again by doubling the amount he puts up, which will be four times the amount of the blind.
Minder: Who s there? Answer: Angel. Minder: What do you want? Angel: Ribbons. Minder: What colour? Angel: Red. Minder retorts, if no child is so named, Go and learn your A B C. If the guess is right the child is led away. The Devil then knocks, and the dialogue and action are repeated.--Deptford, Kent (Miss Chase). See Fool, fool, come to School. Auntieloomie The children join hands, and dance in a circle, with a front step, a back step, and a side step, round an invisible May-pole, singing-- Can you dance the Auntieloomie? Yes, I can; yes, I can. Then follows kissing.
The methods of handicapping are obvious. A slight inequality (chances of war) may be arranged between equal players by leaving out 12 men on each side and tossing with a pair of dice to see how many each player shall take of these. The best arrangement and proportion of the forces is in small bodies of about 20 to 25 infantry-men and 12 to 15 cavalry to a gun. Such a force can maneuver comfortably on a front of 4 or 5 feet. Most of our games have been played with about 80 infantry, 50 cavalry, 3 or 4 naval guns, and a field gun on either side, or with smaller proportional forces. We have played excellent games on an eighteen-foot battlefield with over two hundred men and six guns a side. A player may, of course, rearrange his forces to suit his own convenience; brigade all or most of his cavalry into a powerful striking force, or what not. But more guns proportionally lead to their being put out of action too early for want of men; a larger proportion of infantry makes the game sluggish, and more cavalry--because of the difficulty of keeping large bodies of this force under cover--leads simply to early heavy losses by gunfire and violent and disastrous charging. The composition of a force may, of course, be varied considerably. One good Fight to a Finish game we tried as follows: We made the Country, tossed for choice, and then drew curtains across the middle of the field.
When the sharp deals, he places cards enough on these to supply the other players on the first round, so that the strippers will come to him. When only two are playing, he strips them out and leaves them on the top when he cuts the cards, so that they shall be dealt to him. Never play Euchre or Écarté with a man who cuts the pack with both hands. Any person who is tempted to bet on any game in the Euchre family should remember the advice of the worldly-wise Parisian to his son: “Until you have four eyes in your head, risk not your gold at Écarté.” _=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner to understand are. When to order up; when to assist; when to take up; when to play alone; and what to make the trump if it is turned down. His decision in each case will be governed largely by his position at the table, and by the score. The following suggestions are for four players, two being partners against the other two, and playing without the Joker; that being the most common form of the game. The general principles underlying these suggestions for the four-handed game will be found equally valuable in any form of Euchre.
The men are different in form and colour for distinction s sake, and from the moving these men backwards and forwards, as though they were dancing a morris, I suppose the pastime received the name of Nine Men s Morris, but why it should have been called Five-penny Morris I do not know. The manner of playing is briefly thus:--Two persons, having each of them nine pieces or men, lay them down alternately, one by one, upon the spots, and the business of either party is to prevent his antagonist from placing three of his pieces so as to form a row of three without the intervention of an opponent piece. If a row be formed, he that made it is at liberty to take up one of his competitor s pieces from any part he thinks most to his own advantage, excepting he has made a row, which must not be touched, if he have another piece upon the board that is not a component part of that row. When all the pieces are laid down they are played backwards and forwards in any direction that the lines run, but can only move from one spot to another at one time. He that takes off all his antagonist s pieces is the conqueror. The rustics, when they have not materials at hand to make a table, cut the lines in the same form upon the ground and make a small hole for every dot. They then collect stones of different forms or colours for the pieces, and play the game by depositing them in the holes in the same manner that they are set over the dots on the table. Hence Shakespeare, describing the effects of a wet and stormy season, says-- The folds stand empty in the drowned field, And crows are fatted with the murrain flock-- The Nine Men s Morris is filled up with mud. --_Midsummer Nights Dream_, act ii. sc.
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This description is almost the same as a seventeenth century version. The dance is begun by a single person (either man or woman), who, taking a cushion in his hand, dances about the room, and at the end of the tune he stops and sings:-- This dance it will no further go. The Musician answers: I pray you, good sir, why say you so? Man: Because Joan Sanderson will not come to. Musician: She must come to, and she shall come to, And she must come whether she will or no. Then he lays down the cushion before a woman, on which she kneels, and he kisses her, singing-- Welcom, Joan Sanderson, welcom, welcom. Then he rises, takes up the cushion, and both dance, singing-- Prinkum-prankum is a fine dance, And shall we go dance it once again, Once again, and once again, And shall we go dance it once again. Then, making a stop, the wo(man) sings as before-- This dance, &c. Musician: I pray you, madam, &c. Woman: Because John Sanderson, &c. Musician: He must, &c.
Whatever the arrangement employed for laying out the tableau in fortune telling, the result of the reading will always be dependent on the person’s ability to string together in a connected story the meanings which are attached to the various cards. According to Eittella, the father of all fortune telling, only 32 cards should be used, and it is essential that they should be single heads, because a court card standing firmly on its feet is a very different thing from one standing on its head. If single-head cards are not at hand, the lower part of the double-head cards must be cancelled in some manner. The following are the interpretations of the various cards, the initial _=R=_ meaning that the card is reversed, or standing on its head. _=HEARTS.=_ Ace. The house, or home. King. A benefactor. _=R.
2. Play for the suit in which you have the greatest number of cards between the two hands, because it will probably yield the greatest number of tricks. 3. If two suits are equal in number, play for the one in which you have the greatest number of cards massed in one hand. That is, if you have two suits of eight cards each, select the one that has six of those cards in one hand, in preference to the suit with four in each hand. 4. Everything else being equal, play for the suit which is shown in the Dummy, so as to conceal from the adversaries as long as possible the strength in your own hand. A suit is said to be _=established=_ when you can win every remaining trick in it, no matter who leads it. As it is very important that the hand which is longer in the suit should be able to lead it without interruption when it is established, good players make it a rule always to _=play the high cards from the shorter hand=_ first, so as to get out of the way. With Q 10 and three others in one hand, K J and one other in the other hand, the play is the K and J from the short hand, keeping the Q 10 in the long hand.
The Whishin Dance (an old-fashioned dance, in which a cushion is used to kneel upon), mentioned by Dickinson (_Cumberland Glossary_), is probably the same game or dance, whishin meaning cushion. Brockett (_North Country Words_) mentions Peas Straw, the final dance at a rustic party; something similar to the ancient Cushion Dance at weddings. It is also recorded in Evans _Leicestershire Glossary_, and by Burton in the following passage from the _Anatomy of Melancholy_: A friend of his reprehended him for dancing beside his dignity, belike at some cushen dance. In the version from East Kirkby, Lincolnshire, the expression in our degree in the first line of the verse is apparently meaningless, and it is probably a corruption of highdigees, highdegrees, a dialect word for roystering, high spirits, merriment, dancing, romping. Elworthy (_Somerset Words_) gives this word, and quotes the following line from Drayton:-- Dance many a merry round and many a highdegy. --_Polyolbion_, Bk. xxv., l. 1162. (_d_) The transition from a dance to a pure game is well illustrated by the different versions, and the connection of the dance with the ceremony of marriage is obvious.
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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.
=_ The player with the original lead should have a double object in view; to secure the best results for his own hand, and to indicate to his partner where he is in need of assistance. The first matter for his consideration will be whether to begin with a trump or with a plain suit. There are two principal uses for trumps. The most attractive to the beginner is that of ruffing the adversaries’ winning cards; and the most important to the expert is leading trumps to prevent this. No matter how strong or well established a plain suit may be, it is of uncertain value as long as the adversaries have any trumps with which to stop it. A suit is established when you can probably take every trick in it. If a player with a good established suit is sufficiently strong to make it probable that he can, with his partner’s assistance, exhaust the adverse trumps, he should do so by leading trumps. If they are probably stronger than he, he must _=force=_ them, by leading the established suit which they will be compelled to trump, weakening their hands and gradually reducing their trump strength until it is possible to exhaust what remains by leading. It being to the advantage of the player with a good suit to exhaust the trumps, it must be desirable to his adversaries to keep theirs, if possible, for the purpose of ruffing this good suit. Trumps are also useful as cards of re-entry, when a player has an established suit, but has not the lead; their most important use, however, is in defending or stopping established suits.
They dance round. At the mention of the second name one from the ring goes into the centre. The two kiss at the end of the verse, and the first child takes the place in the ring, and the game begins again. See All the Boys, Oliver, Oliver, follow the King. Drab and Norr A game similar to Trippit and Coit. --Halliwell s _Dict._ Draw a Pail of Water [Music] --Sporle, Norfolk (Miss Matthews). I. Draw a pail of water For my lady s daughter; My father s a king and my mother s a queen, My two little sisters are dressed in green, Stamping grass and parsley, Marigold leaves and daisies. One rush, two rush, Pray thee, fine lady, come under my bush.
After the cards are dealt, each player in turn lays out three cards which he does not want, and the player on his left is obliged to take them, after having discarded himself. No player may look at what he is going to get until he has discarded himself. The Black Jack or Lady holds its rank as a spade when spades are led; but the moment any other suit is led, of which the player is void, he can discard the Black Jack or Lady, just as he would get rid of a heart. If hearts are led and the player has no hearts, he can play the Black Jack or Lady to the trick, as it ranks below the deuce of hearts. _=PROGRESSIVE HEARTS.=_ The general arrangements for the players and their positions are exactly the same as those already described in connection with Progressive Euchre. The players at each table cut for the deal, and play begins with the tap of the bell at the head table. Only one deal is played at each table. There are no counters. At the end of the hand the ladies compare their cards, and the one having the fewer hearts goes to the next higher table.
Gathering nuts away also occurs in one version from Newbury (Berks), Nuts and May appearing in the larger number after the more usual Nuts in May. In only one version is a specific place mentioned for the gathering. This is in the Bocking version, where Galloway Hill is named, in reply to the unusual question, Where do you gather your nuts in May? A player is usually gathered for Nuts in May. In three or four cases only is this altered to gathering a player s nuts away, which is obviously an alteration to try and make the action coincide exactly with the words. The game is always played in lines, and the principal incidents running throughout all the versions are the same, _i.e._, one player is selected by one line of players from their opponents party. The selected one is refused by her party unless some one from the opposite side can effect her capture by a contest of strength. In all versions but two or three this contest takes place between the two; in one or two all the players join in the trial of strength. In another instance there appears to be no contest, but the selected player crosses over to the opposite side.
It is neither a recreation nor an intellectual exercise, but simply a means for the rapid exchange of money, well suited to persons of impatient temperament. The word “Baccara” is supposed to mean “nothing,” or “zero,” and is applied to the hands in which the total pip value of the cards ends with a cypher. There are two forms of the game in common use; Baccara a deux tableaux, and Baccara chemin de fer. The first will be first described. _=Players.=_ Baccara may be played by any number of persons from three to eleven. Those first in the room have the preference, and should immediately inscribe their names. The first eleven form the table, and the privilege of being the banker is sold to the highest bidder; that is, to the one that will put up the most money to be played for. The remaining ten persons draw for choice of seats at the table, the first choice being for the seat immediately on the right of the banker, then for the first seat on his left. Five players are arranged on each side of the banker in this manner, right and left alternately, according to the order of their choice.
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. A card should not be played with such emphasis as to draw attention to it, nor should a player detach one card from his hand and subsequently play another.
| | | 22.| -- |Maycanameecan. | -- | | 23.| -- | -- | -- | |[8.]| -- | -- | -- | | 24.|You shall have a nice | -- |You shall have a nice | | |young man. | |young man. | | 25.| -- |Pray tell me the name | -- | | | |of your young man. | | | 26.