The game ends when all have been captured and are in the centre. King Cæsar and the other captured boys can leave the centre if they each successively catch three players.--Barnes (A. B. Gomme). This game is called King-sealing in Dorsetshire. See King of Cantland, Lamploo. King Come-a-lay A game played by boys. Two sets of boys, or sides, strive which can secure most prisoners for the King.--Shetland (Jamieson).
Well, he should have. There aren t so many Thirty-thirds hanging around. And you are young, smug and snotty enough to play the part, he concluded without heat. Still, that s all it might be, just play-acting, with Barney going through the motions of being blind. You could be outside the Lodge, sonny. Any cross-roader who can tip dice the way you were working them can twitch an ear. Let s see some credentials. He scuffed through the sawdust to the bar and took a stack of silver dollars from his apron. He held them, dealerwise, in the palm of his hand, with his fingertips down, so that they were a column surrounded by a fence of fingers. How many? he asked.
Where must I follow? where must I follow? Follow, follow me. Where must I follow? where must I follow? Follow, follow me. --Earls Heaton (H. Hardy). VI. Mr. Monday was a good man, He whipped his children now and then; When he whipped them he made them dance, Out of Scotland into France; Out of France into Spain, Back to dear old England again. O-u-t spells out, If you please stand out. I had a little dog and his name was Buff, I sent him after a penn orth of snuff, He broke the paper and smelled the snuff, And that s the end of my dog Buff. He shan t bite you--he shan t bite you--he shan t bite you, &c.
J. G. Wood (_Modern Playmate_, p. 189). Newell (_Games_, p. 122) gives this with a jesting formula of initiation into knighthood. He says it was not a game of children, but belonged to an older age. See Call-the-Guse. Magical Music A pleasant drawing-room evening amusement.--Moor s _Suffolk Words_.
The most successful pool player is not the one who can make difficult winning hazards with the greatest accuracy, but he who thoroughly understands playing for position. If he is familiar with the principles of the force, the follow, the draw, and the side stroke, he should invariably be able to leave himself in a good position for each succeeding shot; but unless he plans for position in advance, he can never hope to be more than an average player. To attain to proficiency in this there is no better training than playing so many balls or “no count.” There are some shots peculiar to winning hazards which should be understood by every pool player, and they are illustrated in the accompanying diagrams. [Illustration] _=No. 1=_ is the _=stirabout=_, and is a combination of the pinch and push shots. It is used when the cue and object balls are both very close to the pocket, but not in such a position as to allow the player to “cut” the ball in. The cue is held perpendicularly, and as low down on the ball as it will hold without slipping off. The ball is then slowly rolled over with the point of the cue until the cue begins to descend on the other side. The cue ball is then pushed against the object ball, still with the point of the cue.
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| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.|Your grass is so |The grass is so green.|The grass is so green.| | |green. | | | | 7.|The fairest damsel | -- | -- | | |ever seen. | | | | 8.| -- |The fairest young lady| -- | | | |ever seen.
_=Irregularities.=_ The penalty for a revoke is the loss of 9 points, which are taken from the score of the side in error at the end of the hand, and added to the side not in fault. If the final score is 24 to 11, for instance, in favour of the single player, and one of the partners has revoked, the score is 33 to 2, and the player wins 31 points. If any player turns over the stock before he has announced to stand and has discarded at least one card, he loses 35 points to each adversary, and the deal is void. If an adversary of the single player turns over the stock before the player has discarded, there is no penalty, and the player may discard as he pleases. If an adversary of the single player leads or plays out of turn, the player may abandon the hand at that point, and claim the stock and last trick, the adversaries being entitled to count only the points they have won up to the time the error occurred. _=Suggestions for Good Play.=_ The general tactics of the game are extremely like those employed in Whist and Skat. The player establishes his long suit as rapidly as possible, and preserves his tenaces and cards of re-entry. The adversaries of the player should lead short suits up to him, and long suits through him, and every opportunity should be taken advantage of to discard counting cards on partner’s tricks, Aces especially, which are not the best of the suit, but count the most.
If the second throw produced another six, it would be placed with the first pair, making a triplet, and the two remaining dice would be thrown again. Whatever they produced would be the final value of his hand. The player is not obliged to throw again, if he is satisfied with his first or second throw; neither is he obliged to leave any pairs or triplets. A player getting two small pairs on the first throw may put either or both of them back in the box again if he chooses. In throwing for drinks or cigars, it is usual to throw _=horse and horse=_; that is, if several persons are in the game the highest man on each round goes out, ties shake it off immediately, one hand each. After it gets down to two men, they shake for the best two out of three hands, and if each wins a hand they are horse and horse, and throw a third to decide it. The last person to throw on each round follows his lead, throwing the first hand on the next round. TEN PINS WITH DICE. Any number can play, and the score sheet is ruled off for ten frames, just as in ten pins. Only two dice are used, and they are rolled from a box.
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|green grass. | | 2.| -- | -- | -- | | 3.|A-dis, a-dis, a-das. |A-dis, a-dis, a-dass. |A dish, a dish, | | | | |a dish. | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.|Come all ye pretty |Come my pretty fair |Come all ye pretty | | |maids.
The player who takes the skat cards must lay out two cards in their place before a card is led. Should he neglect to lay out for the skat before he plays to the first trick; or should he lay out more or less than two cards, and not discover the error until the first trick has been turned and quitted, he shall lose his game. BIDDING. 33. All bidding shall be by numbers representing the value of some possible game, and the lowest bid allowed shall be 10. 34. Mittelhand must bid to Vorhand, and Vorhand must either undertake as good a game as that offered him, or pass. If Vorhand passes, Hinterhand bids to Mittelhand, and Mittelhand must either undertake as good a game as that offered, or pass. If Mittelhand passes, when bidding to Vorhand, Hinterhand must bid to Vorhand: but Hinterhand is not allowed to say anything until either Mittelhand or Vorhand has passed. 35.
The lines-- Where is this poor man to go? Over yond cuckoo s hill I O, embodies the popular belief that the soul winged its way like a bird, and they remind one of the passing of the soul over Whinny Moor (see funeral dirge in Aubrey s _Remains of Gentilisme_, p. 31). Grimm mentions the cuckoo hill (Gauchsberg). He says, Originally in Gauchsberg the bird himself may very well have been meant in a mystic sense which has fallen dark to us now (_Teut. Myth._, ii. 681). We know, too, the old belief that the cuckoo tells children how many years they have to live. These lines are also sometimes said, in addition to those given above-- Elder belder, limber lock, Three wives in a clock; Sit and sing, and call a spring, O-u-t spells out. The boy who bends down is supposed to be undergoing a great penalty.
When does this come in second best to saving the skin of some tinhorn gambler? Your Lodge obligations come first, he said quietly. We have a replacement for you here. Here s your ticket for Lake Tahoe, he added, holding out an envelope from a travel agency. I m staying here, Maragon, I said. I m a TK surgeon. I m all through tipping dice. You may not find it practical, he said, getting up to leave. Well, I hadn t. Three snakes inside my head had made me a sucker for the real one on my arm. Maragon had made his point.
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]. They then stop. Buff extends his wand, and the person to whom it happens to be pointed must step out of the circle to hold the end in his hand. Buff then interrogates the holder of the wand by grunting three times, and is answered in like manner. Buff then guesses who is the holder of the wand. If he guesses rightly, the holder of the stick becomes Buff, and he joins the ring (_Winter Evening s Amusements_, p.
He has of course taken one of the pone’s cards, but it is too late to remedy the error or claim a penalty, and the pone must play with eleven cards. It is evident that the dealer will have too many cards, but as he has been led into the error by his adversary, he must be allowed to discard to reduce his hand to twelve. If a player takes a card too many from the stock, he may replace it if he has not put it with the other cards in his hand. If he has seen it, he must show it to his adversary. If the superfluous card has been taken into the hand, the player must have too many cards, and can score nothing that deal. This does not prevent the adversary from scoring anything he may have in hand or play, even if it is inferior. If a player is found to have too few cards after the draw, he may still play and count all he can make, but he cannot win a capot, because he has no card for the last trick, which must be won by his adversary. _=The Stock.=_ If a player looks at one of his adversary’s cards in the stock before or during the draw, he can count nothing that hand. If he looks at a card left in the talon after the draw, which he is not entitled to see, his adversary may call a suit from him as many times as he has seen cards.
This element of luck seems to come and go like the swell of the ocean. In the lives of some men the tide of fortune appears to be a long steady flood, without a ripple on the surface. In others it rises and falls in waves of greater or lesser length; while in others it is irregular in the extreme; splashing choppy seas to-day; a storm to-morrow that smashes everything; and then calm enough to make ducks and drakes with the pebbles on the shore. In the lives of all the tide of fortune is uncertain; for the man has never lived who could be sure of the weather a week ahead. In the nature of things this must be so, for if there were no ups and downs in life, there would be no such things as chance and luck, and the laws of probability would not exist. The greatest fallacy in connection with luck is the belief that certain men _are_ lucky, whereas the truth is simply that they _have been_ lucky up to that time. They have succeeded so far, but that is no guarantee that they will succeed again in any matter of pure chance. This is demonstrated by the laws governing _=the probability of successive events=_. Suppose two men sit down to play a game which is one of pure chance; poker dice, for instance. You are backing Mr.