| |19.| -- | -- | -- | |20.| -- | -- | -- | |21.| -- | -- | -- | |22.| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn| -- | | |your head. |your head. | | |24.| -- | -- |She s left off her | | | | |wedding to turn back | | | | |her head. | |25.
A game so called was forbidden by statute of Edward IV.--Halliwell s _Dictionary_. See Drop Handkerchief. Handy-Croopen A game in which one of the players turns his face to the wall, his hand resting upon his back. He must continue in position until he guesses who struck his hand, when the striker takes his place.--Orkney and Shetland (Jamieson s _Dictionary_). See Hot Cockles. Handy Dandy I. Handy dandy, Sugary candy-- Top or bottom? Handy spandy, Jack a dandy-- Which good hand will you have? --Halliwell s _Dictionary_: _Nursery Rhymes_, p. 216.
=_ Ten cards are given to each player, one at a time, and the next card is turned up and laid beside the stock to start the discard pile. _=LAYING OUT.=_ Sequences in suit may run to any length, and any number of cards or combinations may be laid out at one time. Five, six or seven of a kind may be shown, and four of a kind may be of any suits. There is no obligation to lay out anything, but the player who lays out can do so only in his proper turn, after drawing a card. He may add as many cards as he pleases to any combinations already on the table, either of his own or other players. _=THE JOKERS.=_ These two cards have peculiar privileges. A joker may be called anything the holder pleases. If it is used as the interior of a sequence, such as _6_ joker 8 of hearts, it must remain there, but if it is placed at the end of a sequence, any player has the right to remove it to the other end, placing it crossways, to show that it has been moved, provided he can put a card in its place, or add one to the sequence below the joker.
_=THE DECLARER’S PLAY.=_ The chief difference between the play of the Dummy and partner, and that of their adversaries, is that there is no occasion for the former to play on the probability of partner’s holding certain cards, because a glance will show whether he holds them or not. There is no hoping that he may have certain cards of re-entry, or strength in trumps, or that he will be able to stop an adverse suit, or anything of that sort, for the facts are exposed from the first. Instead of adapting his play to the slowly ascertained conditions of partner’s hand, the declarer should have it mapped out and determined upon before he plays a card. He may see two courses open to him; to draw the trumps and make a long suit, or to secure such discards as will give him a good cross-ruff. A rapid estimate of the probable results of each line of play, a glance at the score, and his mind should be made up. Several examples of this foresight will be found in the example hands. Another point of difference is, that the declarer should play false cards whenever possible. He has not a partner who, if he plays the King, might jump to the conclusion that he can trump a suit, or has not the Queen. The more thoroughly the adversaries are confused, the greater the advantage to the declarer, especially in the end game.
In playing a game by correspondence or in consultation, the two parties shall always agree beforehand in writing or otherwise as to the persons who are to take part in the contest, as to the time and mode of transmitting the moves, as to the penalties to be inflicted for any breach of the contract, and as to the umpire or referee. II. In games of this description each party is bound by the move dispatched; and in this connection the word move refers to what is intelligibly written, or delivered _viva voce_. In any game the announcement of a move which does not include the actual transfer of a man from one square to another, shall be considered as a move not intelligibly described within the meaning of this section. III. Each party must be bound by the move communicated in writing, or by word of mouth, to the adversary whether or not it be made on the adversary’s board. If the move so communicated should prove to be different from that actually made on the party’s own board, the latter must be altered to accord with the former. IV. If either party be detected in moving the men when it is not their turn to play, or in moving more than one man (except in castling) when it is their turn to play, they shall forfeit the game, unless they can show that the man was moved for the purpose of adjusting or replacing it. V.
--Jamieson. See Blind Man s Buff. Joggle along I. Come all you young men In your youthful ways, And sow your wild oats In your youthful days. Then you ll be happy, Then you ll be happy, As you grow old. For the day s far spent, And the night s coming on, So give us your arm, and We ll joggle along. --Penzance, Cornwall (Mrs. Mabbott). II. Come all ye young men, with your wicked ways, Sow all your wild oats in your youthful days, That we may live happy, that we may live happy, That we may live happy when we grow old.
We re come to see Jenny Jones, Jenny Jones, Jenny Jones, Come to see Jenny Jones, how is she now? Jenny is a-washing, a-washing, a-washing, Jenny is a-washing, you can t see her now. Very well, ladies, very well, ladies, Very well, ladies, we can t see her now. [Then follow the same verses for-- (1) ironing, (2) badly, (3) dead; And the singing proceeds with--] Please, will white do, white do, white do? Please, will white do, please, will it do? White s for the weddingers, the weddingers, White s for the weddingers, that won t do. Please, will blue do, blue do, blue do? Please, will blue do, please will it do? [Then follow verses as before, beginning-- Blue s for the sailors, the sailors, the sailors. Please, will red do, red do? Red s for the soldiers. Then--] Please, will black do, black do, black do? Black s for the funeral, black will do. --Northamptonshire (Rev. W. D. Sweeting).
Mostly I did it to make my grip firmer. When the time came, I could make that money jump. Pheola let me get her a cocktail dress in one of the women s shops. The right dress helped, but more steaks would have helped even more. I ll bet I put five pounds on her that day. She was one hungry cropper. Hungry and sniffly. We idled away the afternoon and waited until nearly midnight to go back to the Sky Hi Club. Action is about at its peak then, and if the cross-roader had been tipping dice again, as they suspected, they would have had time to notice which table wasn t making its vigorish. Plain enough where they were having trouble.
A good part of the fun consisted in the hardness of the slaps, which were generally given on the throne of honour. He quotes from a MS. play as follows-- It is edicted that every Grobian shall play at Bamberye hott cockles at the four festivals. Indeed a verye usefull sport, but lately much neglected to the mollefieinge of the flesh. --Halliwell s _Dictionary_. [Illustration] Nares _Glossary_ also contains quotations from works of 1639, 1653, and 1697 which illustrate the game. Mr. Addy says that this game as played in Sheffield is quite different from that described under the same title in Halliwell s _Dictionary_. Aubrey (p. 30) speaks of Hot Cockles as a game played at funerals in Yorkshire, and the lines here given show that this was the game.
Curly Locks [Music] I. Curly locks, curly locks, Wilt thou be mine? Thou shalt not wash dishes Nor yet feed the swine; But sit on a fine cushion And sew a fine seam, And feed upon strawberries, Sugar and cream. --Earls Heaton (Herbert Hardy). II. Bonny lass, canny lass, Wilta be mine? Thou s nowder wesh dishes Nor sarra the swine: But sit on thy crippy, &c. --Dickinson s _Cumberland Glossary_. (_b_) Two children, a girl and a boy, separate from their fellows, who are not particularly placed, the boy caressing the girl s curls and singing the verses. (_c_) This game is evidently a dramatic representation of wooing, and probably the action of the game has never been quite completed in the nursery. The verses are given as nursery rhymes by Halliwell, Nos. cccclxxxiii.
3rd trick. 3 or less 3 4 5 4 exactly 4 5 3 5 ” 4 3 5 6 ” 5 3 4 7 or more 5 4 3 The second of these is the four-signal; the last three are trump signals. They are used only in following suit. The four-signal is sometimes used in the trump suit as a _=Sub-echo=_, to show three trumps exactly. Apart from signalling, trump strength may often be inferred, especially from player’s passing doubtful tricks, forcing their partners, etc. _=Trump Suit Leads.=_ When trumps are not led for the purpose of exhausting them immediately, but simply as the longest suit, the fourth-best may be led from the following:-- [Illustration: 🂱 🂾 🂷 🂶 🂴 | 🃎 🃍 🃆 🃅 🂡 🂨 🂧 🂤 🂢 | 🃞 🃛 🃚 🃖 ] If the Ten accompanies the King and Queen, in the third combination, it is best to adhere to the usual lead of the King. In leading trumps from combinations containing a winning sequence, such as the following:-- [Illustration: 🂱 🂾 🂽 🂻 🂷 | 🃁 🃎 🃍 🃄 🃃 ] many players begin with the lowest of the winning cards, continuing with the next above it. _=Speculative Trump Leads.=_ The whist player will often find himself with a single good suit, a card of re-entry, and few trumps.
IV. If either party be detected in moving the men when it is not their turn to play, or in moving more than one man (except in castling) when it is their turn to play, they shall forfeit the game, unless they can show that the man was moved for the purpose of adjusting or replacing it. V. If either party has, accidentally or otherwise, removed a man from the board, which has not been captured in the course of the game, and made certain moves under the impression that such man was no longer in play, the moves must stand, but the man may be replaced whenever the error is discovered. VI. If either party permit a bystander to take part in the contest, that party shall forfeit the game. * * * * * The foregoing laws differ very slightly from those of the British Chess Association, and it is to be hoped that an international code will be agreed upon before a second edition of this work is issued. CHECKERS, OR DRAUGHTS. _=The Board.=_ Checkers is played upon a board which is not more than sixteen, nor less than fourteen inches square, and is divided into sixty-four smaller squares of equal size.
For instance: first player leads Ace, then Eight. If the Second Hand holds K J 9 2, instead of playing the best card to the second round, which would be King, he should finesse the Nine. _=With Short Suits.=_ When Second Hand holds such short-suit combinations as:-- [Illustration: 🂽 🂻 🂷 | 🂻 🂺 🂵 ] and a small card is led, his proper play is one of the high cards, because he cannot save both of them. _=On Strengthening Cards Led.=_ This is a difficult point for the beginner, and his best plan is to follow the rules already given for covering cards higher than the Ten. One of the most common errors is to cover a Jack led with a Queen, when holding A Q and others. The Ace should be put on invariably. To play the Queen in such a position is called _=finessing against yourself=_. _=Singly Guarded Honours.
Chambers quotes a fragment of this little ballet, as practised at Kilbarchan, in Renfrewshire, which contains the following lines similar to those in this game:-- She synes the dishes three times a day, Three times a day, three times a day; She synes the dishes three times a day, Come alang wi the merry-ma-tanzie. She bakes the scones three times a day, Three times a day, three times a day; She bakes the scones three times a day, Come alang wi the merry-ma-tanzie. She ranges the stules three times a day, Three times a day, three times a day; She ranges the stules three times a day, Come alang wi the merry-ma-tanzie. This game originated, no doubt, as a marriage dance round a sacred tree or bush. As it now exists it appears to have no other character than the performance of duties such as those enumerated in the description. In no version that I am acquainted with do the elements of love and marriage or kissing occur, otherwise the resemblance it bears to the Scotch Merry-ma-tanzie would suggest that it is a portion of that game. This game possesses the centre tree, which is not preserved in Merry-ma-tansa. Trees were formerly sacred to dancing at the marriage festival, as at Polwarth in Berwickshire, where the custom once prevailed, which is not unworthy of notice. In the midst of the village are two thorn trees near to each other; round these every newly-married pair were expected to dance with all their friends; from hence arose the old song, Polwarth on the Green (_New Statistical Account of Scotland, Polwarth, Berwickshire_, ii. 234).
At last she insists upon seeing them, and the children are all sat down behind the lady, and the mother asks one child what the lady has done to her; and she tells her that the lady has cut off her nose, and made a nose-pie, and never give her a bit of it. Each one says she has done something to her and made a pie, and when all have told their tale they all turn on her and put her to prison. The second Dorsetshire game somewhat differs. One child takes seven or eight others whom she pretends are her children. Another child, presumably a mistress in want of servants, stands at a distance. The first child advances, holding the hand of her children, saying the first verse. The dialogue is concluded, and as the woman and her children are supposed to be out of hearing, the last couplet is said or sung. This process is gone through again until the mistress has engaged all the children as her servants, when she is supposed to let them all out to play with the mustard pots, which are represented by sticks or stones, in their hands. The other versions are played as follows:--The children form a line, the one in the middle being the mother, or widow; they advance and retire, the mother alone singing the first verse. One child, who is standing alone on the opposite side, who has been addressed by the widow, then asks [not sings] the question.
He has to guard the home and catch the other boys if he can. Each boy in turn throws his stone at the stone on the Duck-table and immediately runs home. The Tenter tries to catch him before he can touch the wall or post or whatever is chosen for the home. If the Tenter can catch him he becomes Tenter, and puts his stone on the Duckstone, and the original Tenter takes his turn in throwing. One rule of the game is that the Tenter s stone must always be on the Duck-table when he is trying to catch a boy, so if it is knocked off it must be replaced before he can try to catch the boy running home. The chance of getting home is increased for the boy who knocks it off.--North-West Lincolnshire (Rev. ---- Roberts and Miss Peacock). (_b_) Similar versions are from Earls Heaton (Herbert Hardy), Ireland (_Folk-lore Journal_, ii. 265), Peacock (_Mauley and Corringham Glossary_).
A player who avoids playing cards that might lead up to a run is said to play off. If he invites the run, hoping to make it longer himself, he is said to play on. When a player is behind, it is better for him to play on, and to seize every chance to score, especially with sequences. As it is considered an advantage to be ahead on the first deal, most players prefer a forward game on the opening hand. _=Playing Off.=_ In this it is best to play cards on which it is unlikely that your adversary can score. Lead Aces, Twos and Threes, which cannot be made into fifteens. Do not pair his cards unless you have a card which will make you a double pair royal, (without passing 31,) if he should make a pair royal on you. Do not play close cards which he may turn into sequences. Never play a card which will allow the adversary to make a double score, such as a pair and a fifteen, or a sequence and a fifteen at the same time.
The Snow System of movement, where practicable, is preferable. Where the Howell pair system of movement is used, the scores do not require “equating”, as they are equalised on the replay. Under other systems, only the North and South scores need be kept, as the comparison can be made quite as readily as by direct comparison of these scores. DUMMY. There are three forms of Dummy: The English game, for three players; the French game, for three or four: and the game now generally known as Bridge, or Bridge Whist. Dummy is not recognized in any form by the American Whist League, and there are no American Laws governing it. We shall describe each variety of the game in its turn; beginning with the English. _=Cards.=_ _=ENGLISH DUMMY=_, is played with a full pack of fifty-two cards, ranking as at whist both for cutting and playing. Two packs are generally used.
Beginning on his left, the dealer must give to each player in rotation three cards at a time for three rounds. No trump is turned. The deal passes to the left. There must be a new deal by the same dealer if any card is found faced in the pack; or if the pack is proved incorrect or imperfect; but any previous cutting or scores made with the imperfect pack stand good. The adversaries may demand a new deal if any card is exposed during the deal, provided they have not touched a card. If an adversary exposes a card, the dealer may elect to deal again. If a new deal is not demanded, cards exposed in dealing cannot be called. The adversaries may stop a player dealing out of turn, or with the wrong pack, provided they do so before the last three cards are dealt, alter which the deal stands good. _=Misdealing.=_ A misdeal loses the deal.
=_ The bidding goes round until no one will go any higher. The eldest hand starts by naming the number of points he will make if allowed to name the trump and lead to the first trick, but he does not name the suit he purposes picking out. It is not necessary to lead a trump. There are two ways to bid. In some places there are seventeen points to be played for in each deal; one for each trick of the thirteen and one for each of the four honours, ace king queen and jack, in the trump suit. Honours count to the side winning them, and not to the original holders, so that a player holding the four top honours in any suit could safely bid eight; four tricks and four honors being a certainty, but if that was all he made he would lose on the deal, as the other side would score nine points out of the seventeen. In other places, it is the rule that the bidder must make the odd trick or he cannot count honours or anything else. There are then only eleven points to be played for in each deal; seven odd tricks and four honours. Any player bidding four would have to win the odd and three honors, or two odd and two honours, or something to make up his bid. _=SCORING.
| -- | -- | -- | | 6.|Your grass is so |Your grass is so |The grass is so green.| | |green. |green. | | | 7.|Fairest damsel ever | -- | -- | | |seen. | | | | 8.| -- |Prettiest young lady | -- | | | |ever seen. | | | 9.| -- | -- | -- | |10.
If it is a tie, neither scores. The cards are then turned face up, and the spades counted and claimed; and then all the points for Cassinos and Aces. It should be remembered that the total number of points to be made in each hand, exclusive of sweeps, is eleven, and the total of the claims made must agree with that number. _=Scoring.=_ There are several methods of scoring. The old way was to play 11 points up, deducting the lower score from the higher at the end of each deal. If one side reached 11 before the adversary reached 6, it was a lurch, and counted as a double game. The common method is to count every hand a game, and settle for it in counters. TWENTY-ONE POINT CASSINO. This game is usually marked with counters, or pegged on a cribbage board.
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All that is necessary is to drive the King to the edge of the board, which may be done by holding him below a certain parallel with the Q or R, and then getting your own King in front of him; a check will then drive him one line further back, and when he arrives at the edge of the board, and can no longer go back, he is mated. K and Q against K and R. Freeborough has devoted an entire volume to this ending, which may be very much prolonged by a skilful player. The object is to drive the King to the edge of the board, and then to get the Rook in such a position that it must be sacrificed to save the mate, or that the mate can be accomplished with the Rook on the board. The player with the Queen must be on his guard against stale-mate in this ending. K and Q against K and B, K and Kt, or K and P. This is easy enough for the Queen if the player is careful to avoid stale-mate. K and two R’s against K and R. This can be won easily by forcing an exchange of Rooks. K and two B’s against K.
2nd. To win 5 of the 13 tricks, against the three other players combined. This is called a _=Solo=_. 3rd. To take no tricks, there being no trump suit, and the three other players being opposed. This is called _=Misère=_, or Nullo. 4th. To win 9 of the 13 tricks against the three other players combined; the single player to name the trump suit. This is called _=Abundance=_. 5th.
_=Seven=_, Sieben. The most common terms are; Bube, As, Zehn, König, Dame, etc. The words Unter and Ober for the Jack and Queen, refer to the manner of marking the suits on the German cards. In the Queens, the mark of the suit is always above the figure, which has a single head; in the Jacks the suit mark is always under the figure. This distinction is necessary, because in the German cards the Queen is a male figure. The King has two suit marks, one on each side of the head. When the French or American double-head cards are used, with suit-marks in both corners, the words “ober” and “unter” have no meaning; Dame and Bube being used instead. _=Rank of the Suits.=_ In addition to the rank of the cards themselves, the suits outrank one another, except in Nullo, clubs being always the best, then spades, hearts and diamonds. The Germans have various names for the suits, that first given in each instance being in common use among modern Germans.
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The dealer is Z in both instances. In the first example, he makes it no-trump. In the second, Dummy, Y, makes it no-trump. A leads in both cases:-- ------------------------------+ +------------------------------ A Y B Z | | A Y B Z +------+------+-------+-------+--+-------+-------+------+------+ | 7♢ | 3♢ | J♢ | _K♢_ | 1| ♡6 | _♡A_ | ♡7 | ♡3 | | ♣Q | ♣2 | _♣K_ | ♣J | 2| ♣5 | _♣K_ | ♣3 | ♣2 | | _A♢_ | 8♢ | 6♢ | 2♢ | 3| ♣8 | ♣10 | ♣7 | _♣J_ | | 4♢ | _Q♢_| 2♠ | 5♢ | 4| 5♢ | 3♢ | _♣A_ | ♣4 | | ♣4 | ♣3 | _♣A_ | ♣10 | 5| _♡K_ | ♡2 | ♡9 | ♡J | | ♡3 | ♡5 | ♡J | _♡A_ | 6| ♡5 | ♡4 | 6♢ | _♡Q_ | | 8♠ | _♣9_ | ♡2 | ♣8 | 7| 5♠ | 3♠ | 6♠ | _♣Q_ | | 9♠ | _♣7_ | 3♠ | ♡4 | 8| 7♢ | 4♠ | 8♠ | _♣9_ | | ♡6 | _♣6_ | 4♠ | ♡Q | 9| 9♢ | 4♢ | 10♠ | _♣6_ | | ♡9 | _♣5_ | ♡8 | 7♠ |10| _A♠_ | 9♠ | J♠ | 7♠ | | 9♢ | J♠ | 5♠ | _Q♠_ |11| _♡10_ | Q♠ | 8♢ | 2♠ | | 10♢ | ♡7 | 6♠ | _A♠_ |12| _♡8_ | K♠ | 10♢ | 2♢ | | ♡K | ♡10 | _K♠_ | 10♠ |13| K♢ | _A♢_ | Q♢ | J♢ | +------+------+-------+-------+--+-------+-------+------+------+ The first of these examples shows the importance of playing for the suit which is longest between the two hands. Observe that the dealer plays the high cards from the hand which is shorter in the suit, and on the second round of clubs is careful to give up the higher of two cards, so as to get out of Dummy’s way and clear, or establish, the suit. B, hoping to get his partner into the lead again, leads a heart up to Dummy’s weakness, and leads a heart which will beat Dummy’s best heart. At the eleventh trick, unless the dealer can make two tricks in spades by the finesse, he cannot win the game. The second example shows the importance of preserving a re-entry card in the hand which is longer in the suit the dealer intends playing for. If the dealer lets the heart come up to him, it is true that he will make win the first trick with the Jack; but he will never win a trick with the Queen, and therefore he can never get in to make his clubs, even if he establishes them. By putting up the Ace of hearts, and keeping both Q and J in his own hand, he is certain of a re-entry in hearts.
In clubs, it pays for the cards, and for an occasional round of refreshments; in small poker parties it defrays the expense of the weekly supper. When the amount is excessive, or accumulates too rapidly, it is often used to give the players a “free ride” by paying all their antes in a “kitty jack pot.” The kitty is usually kept by the banker, who takes a white counter out of every pool in which triplets or better are shown to the board, and a red counter out of every jack pot. These counters must be kept apart from the other chips, and must be accounted for at the end of the game by paying the kitty so much in cash, just as if it was one of the players. Gambling houses and poker rooms are supposed to derive their entire revenue from this source, and those of the lowest class invent endless excuses for taking out for the kitty. In many houses there is a sliding scale for various hands; one counter being taken for two pairs; two counters for triplets; three for straights or flushes; and a red for fours, jack pots, and misdeals. It is not uncommon for the proprietors of such games to find thirty or forty dollars in the kitty after a night’s play with five-cent chips. _=TABLE STAKES.=_ This is one of several variations in arranging the stakes and the betting limit. In some localities it is the custom to allow each player to purchase as many counters as he pleases; in others it is the rule to compel each to buy an equal number at the start, usually two hundred times the amount of the blind.