The dealer has the privilege of shuffling last. 5. The dealer must present the pack to his right-hand adversary to be cut. Not less than four cards shall constitute a cut. 6. In case of any confusion or exposure of the cards in cutting, or in reuniting them after cutting, the pack must be shuffled and cut again. 7. If the dealer reshuffles the cards after they have been properly cut, or looks at the bottom card, he loses his deal. 8. After the cards have been cut, the dealer must distribute them one at a time to each player in rotation, beginning at his left, and continuing until the pack is exhausted; or in Two-Handed Hearts, until each player has thirteen.
Should three players have their proper number of cards, the fourth, less, the missing card or cards, if found, belong to him, and he, unless dummy, is answerable for any established revoke or revokes he may have made just as if the missing card or cards had been continuously in his hand. When a card is missing, any player may search the other pack, the quitted tricks, or elsewhere for it. If before, during or at the conclusion of play, one player hold more than the proper number of cards, and another less, the deal is void. 41. A player may not cut, shuffle, or deal for his partner if either adversary object. THE DECLARATION. 42. The dealer, having examined his hand, must declare to win at least one odd trick,[8] either with a specified suit, or at no trump. 43. After the dealer has declared, each player in turn, beginning on the dealer’s left, must pass, make a higher declaration, double the last declaration, or redouble a declaration which has been doubled, subject to the provisions of Law 54.
Pinto went to sleep one night, And Pinto was his name oh! P-i-n-t-o, P-i-n-t-o, And Pinto was his name oh. --Enbourne, Berks (Miss Kimber). (_b_) In the Lancashire version, one child represents the Miller. The rest of the children stand round in a circle, with the Miller in the centre. All dance round and sing the verses. When it comes to the spelling part of the rhyme, the Miller points at one child, who must call out the right letter. If the child fails to do this she becomes Miller. In the Shropshire version, a ring is formed with one player in the middle. They dance round and sing the verses. When it comes to the spelling part, the girl in the middle cries B, and signals to another, who says I, the next to her N, the third G, the fourth O! his name was Bobby Bingo! Whoever makes a mistake takes the place of the girl in the middle.
The laws governing misdeals are the same as at whist or bridge. _=OBJECTS OF THE GAME.=_ The play is for tricks alone, but whether the players try to win them or to lose them depends on the declaration. In Grands it is to win; in Nullos, it is to lose. _=BIDDING.=_ The player to the left of the dealer makes the first bid. He may offer to play grand or nullo or he may pass. The moment either grand or nullo is named, the bidding ends. If the first player passes, the next to the left must declare himself. If all pass without a bid, the hand is played as a nullo.
When the King castles with the King’s Rook, which is the shorter move for the Rook, it is indicated by the sign O-O. When the King is castled with the Queen’s Rook, which is the longer move for the Rook, the sign O-O-O is used. A cross, x, placed after the piece moved shows that it captured something, and the letters following the cross do not give the square to which the piece is moved, but show the piece that is captured. K B x Q P, for instance, would mean that the adversary’s Queen’s Pawn was to be taken from the board, and the King’s Bishop was to occupy the square upon which the captured Queen’s Pawn had stood. Beginners usually have some difficulty in following the moves of the Knights, because it frequently happens that the same square can be reached by either of them. The Bishops cannot be confused in this way, because they never change the colour of the square they stand upon. In some sets of chessmen the Knights are distinguished by putting a small crown on the King’s Knight, but this is never done in the regulation Staunton model. The beginner will find it very convenient, when following out the play of published games, to screw off the bottom of one white and one black Knight, and to exchange the bases. The white King’s Knight will then have a black base, and the black King’s Knight will have a white base, and they can be easily identified at any period of the game. _=GERMAN NOTATION.
|blackbird. | | | 19.| -- | -- |For a pretty girl. | | 20.| -- | -- |You shall have a | | | | |drake. | | 21.| -- | -- | -- | | 22.| -- | -- | -- | | 23.| -- |All sorts of colours | -- | | | |lying by his side. | | |[8.
The latter is the cue-ball, and at the opening of the game, the player plays with it from within the string at the head of the table, at any of the numbered balls, and afterward as he finds it on the table, his object being to pocket as many of the numbered balls as he can, the number on each ball he pockets being scored to his credit; so that not he who pockets the largest number of balls, but he whose score, when added up, yields the largest total, wins the game. Before commencing the game these fifteen balls are placed in the form of a triangle upon the table--a triangular frame being employed for this purpose to insure correctness. The ball numbered fifteen is so placed upon the table as to form the apex of the triangle, pointing upward toward the head of the table, and in forming the triangle the fifteen-ball should rest as nearly as possible upon the spot known as the deep-red spot in the Three-Ball Game. The other balls should have their places in the triangle so that the highest numbers shall be nearest the apex, the lowest numbers forming the base. _=2.=_ The player who makes the opening stroke must play from within the string from the head of the table and must strike the pyramid of object-balls with such force as to make at least two of the object-balls strike a cushion, or at least one object-ball go into a pocket. Should he fail to do either he forfeits three points and the next player plays. All balls pocketed on the opening stroke count for the player, and it is not necessary for him to call the numbers of the balls he intends pocketing before making the opening stroke. _=3.=_ Before making any other stroke except the opening stroke the player must _distinctly_ call the number of the ball he intends to pocket, but he need not designate the particular pocket into which he intends to put it.
=_ It is the work of a single author, who has made the subject of games a life-long study, who keeps in touch with all new games, and with changes in old games. He has written the description of each game expressly for this book. The treatment is systematic and uniform. The description of each game begins with the apparatus and the players, and then follows the natural course of play, step by step, until the end. Each part of the game is described in a separate paragraph, and every paragraph is preceded by catch-words in heavy-faced type, so that the entire work is in the nature of a dictionary, in which any part of any game can be found immediately. All technical terms are accompanied by a full definition of their meaning, and are printed in full-face type. All disputed points have been settled in an entirely original manner. Instead of taking any one person as an authority, the history of each game has been traced from its source to its present condition, and its rules have been carefully compared with those of other members of the same family. The times and the reasons for the various changes have been ascertained, and the rules given are not only in strict accord with the true spirit of the game, but are based upon common sense and equity. When official laws for any game exist they are given in full.
If the dealer does not look at the remaining cards the pone cannot see them either. Each player keeps his discards separate from those of his adversary, and is allowed to refer to them at any time during the play of the hand, but on no account can he see his adversary’s discards, unless that adversary has mixed with them one or more of the unseen cards that were left in the stock, and afterward picks up and looks at his discard, including the card which the other is entitled to see. For instance: The dealer leaves a card without looking at it. This he afterward mixes with his discard. Now, if he looks at his discard, of course he sees the card left in the stock, and the pone may demand to see not only the card left, but the entire discard. The same rule applies to the pone if he takes into his discards an unseen card of the stock. _=Irregular Discards.=_ If a player discards less cards than he intended, it is too late to remedy the error if he has touched the stock. If he discards too many cards, as the dealer frequently will by laying out five instead of three, he may take them back if he has not touched those in the stock, but if he touches any card in the stock, he must play with the short hand if there are not enough cards left in the stock to make his hand up to twelve. _=Irregular Drawing.