The boy with the ball tries to strike one of the other boys (fig. 2). If he does so, a small stone is put into the cap of the boy struck. If he misses, a stone is put into his own cap. If the boy who is to pitch the ball into the cap misses, a stone is put into his own cap, and he makes another trial. The game goes on till six stones are put into one cap. The boy in whose cap are the six stones has to place his hand against a wall, when he receives a certain number of blows with the ball thrown with force by one of the players. The blows go by the name of buns. The game may go on in the same way till each player gets his buns. --Nairn (Rev.
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In many clubs the mistake is made of allowing the dealer to play alone on his partner’s assist; or letting the pone play alone after the dealer has been assisted; or letting the partner of the player who makes the new trump play alone. This is not good Euchre, because it gives an unfair advantage to one side, as we shall see when we come to the suggestions for good play, especially in connection with ordering up at what is called the “bridge;” that is, when the score is 4 to 1, or 4 to 0. _=METHOD OF PLAYING.=_ The trump settled, the eldest hand, or the player next him on the left, if the partner of the eldest hand is playing alone, begins by leading any card he pleases, and the others must follow suit if they can. Failure to follow suit when able is a _=revoke=_, if the error is not discovered and corrected before the trick in which it occurs is turned and quitted. If the player discovers his mistake in time, the card played in error must be left on the table, and is liable to be called. When a revoke is discovered and claimed by the adversaries, it is usual to abandon the hand, and the adversaries of the revoking player can either deduct two points from his score, or add two to their own score, for every revoke made during the hand. The penalty cannot be divided. If both sides revoke, the deal is void, and the same dealer must deal again. Any player having none of the suit led may either trump, or throw away a card of another suit.
_=Irregularities in the Deal.=_ If the pack is found to be imperfect, or any card except the trump is found faced in the pack, the same dealer must deal again without penalty. If the dealer neglects to have the pack cut; reshuffles it after it has been properly cut; deals a card incorrectly and fails to correct the error before dealing another; exposes a card in dealing; gives any player too many or too few cards; or deals a wrong number of hands, it is a misdeal, and he loses his deal, and forfeits three red counters to the current pool. The new dealer adds his three counters as usual, and the pool becomes a double. _=METHOD OF PLAYING.=_ A description of the method of playing will be better understood if it is divided into two parts, as it varies in simple and in double pools. _=In Simple Pools=_, no trump is turned, and no widow dealt. Should the dealer inadvertently turn a trump, he forfeits three red counters to the current pool, but it remains a simple. If he deals a card for a widow, and fails to correct himself before dealing another card, it is a misdeal. The eldest hand leads any card he pleases, and the others must not only follow suit, but must head the trick if they can.
Simonetti came back alive with that one. His husky voice cut in on the laughter. Where does that bag fit? he demanded. No idea, I said truthfully. A random factor. I don t think she fits. _Something_ has to fit! he yelled in his oversized whisper. How about the way our losses follow Curley Smythe around from table to table? This was something. The table you watch is the one that gets hit? I asked Smythe. He blushed, clear to the top of his bald head.
Holding it by one hand, he drove the peg of his own top as far as he could into the crown of the victim top. This was called taking a grudge. He then held either his own or the victim top and knocked the other against the wall, the object being to split the victim. He was allowed three grudges. If the top did not give way, the other players tried in turn. If the top did not split, it was returned to its owner, but any boy who succeeded in splitting it through the middle, so that the peg fell out, took possession of the peg. I have seen a top split at the side in such a way as to be quite useless as a top, though no peg was gained. I remember, too, a schoolfellow of mine drawing from his pocket some seven or eight pegs, the trophied memorials of as many tops.--London (J. P.
Marmion in his _Antiquary_, 1641, says: I have heard of a nobleman that has been drunk with a tinker, and of a magnifico that has played at blow-point. In the _Comedy of Lingua_, 1607, act iii., sc. 2, Anamnestes introduces Memory as telling how he played at blowe-point with Jupiter when he was in his side-coats. References to this game are also made in _Apollo Shroving_, 1627, p. 49; and see Hawkins _English Drama_, iii. 243. See Dust-Point. Bob Cherry A children s game, consisting in jumping at cherries above their heads and trying to catch them with their mouths (Halliwell s _Dictionary_). It is alluded to in Herrick s _Hesperides_ as Chop Cherry.
When once the jack is opened, the betting before the draw proceeds exactly as in the ordinary pool. Any player on the right of the opener, who passed on the first round, may come in after the pot is opened. For instance: E deals. A and B pass, but hold their hands. C opens, and D throws down his hand. E sees the opener’s bet, and it then becomes the turn of A and B, who have passed once, to say whether or not they will play, now that the pot is opened. When all those who have declared to stay have deposited an equal amount in the pool, they draw cards to improve their hands, just as in the ordinary pool, the player on the dealer’s left being helped first. All those who draw cards, except the opener, throw their discards into the centre of the table as usual; but the opener is obliged always to place his discard under the chips in the pool. This is in order that he may be able to show what he held originally, in case he should conclude to _=split his openers=_ in order to try for a better hand. For instance: He has opened with a pair of Jacks, but has four of one suit in his hand.
| | |26.|Get a man to watch all| -- | -- | | |night. | | | |27.|Perhaps that man might| -- | -- | | |fall asleep. | | | |28.| -- | -- | -- | |29.| -- | -- |What has this poor | | | | |prisoner done? | |30.| -- | -- |Stole my watch and | | | | |lost my key. | |31.| -- | -- | -- | |32.
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Then in rapid succession came “Cavendish” in 1863, James Clay in 1864, Pole and “Cam” in 1865. Campbell-Walker’s “Correct Card” in 1876; Drayson’s “Art of Practical Whist,” with its new theories of trumps; Fisher Ames, “Modern Whist,” in 1879; “Whist, or Bumblepuppy?” by “Pembridge” [John Petch Hewby], in 1880; G.W.P. [Pettes], in 1881; Proctor’s “How to Play Whist,” in 1885; and the “Handbook of Whist,” by “Major Tenace,” 1885. Then began the long list of American authors (Pettes has already been mentioned): “Foster’s Whist Manual,” by R.F. Foster, appeared in 1890; “Practical Guide to Whist,” by Fisher Ames, in 1891; Hamilton’s “Modern Scientific Whist,” in 1894, and in the same year, Coffin’s “Gist of Whist,” and “Foster’s Whist Strategy.” In 1895, Milton C. Work’s “Whist of To-day,” and “Foster’s Whist Tactics,” giving the play in the first match by correspondence; and in 1896, Val Starnes’ “Short-suit Whist,” and Howell’s “Whist Openings.
, March 19-21, 1906. In effect Sept. 1, 1906._ The alleys upon which the game shall be played shall not be less than 41 nor more than 42 inches in width. The length from the centre of No. 1 pin spot to the foul line shall be 60 feet. Back of the foul line there shall be a clear run of not less than 15 feet. The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed 12 inches apart from centre to centre. They shall be 2¼ inches in diameter. The pin spots numbered 7, 8, 9 and 10 shall be placed 3 inches from the pit edge of the alleys, measuring from the edge to the centre of such pin spots.
The melee about Red s lost gun works out, of course, at three dead on each side, and three more Red prisoners. Henceforth the battle moves swiftly to complete the disaster of Red. Shaken and demoralised, that unfortunate general is now only for retreat. His next move, of which I have no picture, is to retreat the infantry he has so wantonly exposed back to the shelter of the church, to withdraw the wreckage of his right into the cover of the cottage, and--one last gleam of enterprise--to throw forward his left gun into a position commanding Blue s right. [Illustration: Fig. 8--Battle of Hook s Farm. The Red Army suffers Heavy Loss.] [Illustration: Fig. 9--Battle of Hook s Farm. Complete Victory of the Blue Army.
At the third stroke they both try to hit the ball away. The ball may only be played by a hockey-stick, and a goal is gained when the ball is played between the posts by the opposing party.--Barnes (A. B. Gomme). (_b_) In Ross and Stead s _Holderness Glossary_ this game is described under the name of Shinnup. Robinson (_Mid Yorkshire Glossary_) gives it under Shinnops, a youth s game with a ball and stick, heavy at the striking end, the player man[oe]uvring to get as many strokes as possible and to drive the ball distances. Shinnoping is also used for the game in operation. Jowling, or Jowls, is given in Robinson s _Whitby Glossary_, as a game played much the same as Hockey. Baddin is the name given to it in Holland s _Cheshire Glossary_.
=_ B cannot risk playing the high clubs while there is any chance for him to win the pool. He can count A to be safe in diamonds, with two hearts and two spades. _=10th Trick.=_ A clears his hand of the very dangerous spade before leading his tenace in diamonds. _=12th Trick.=_ A will not give up the heart until he is sure that B has not the ♣7. * * * * * _=Text Books.=_ There are at present only two text-books on the game; _Foster on Hearts_, and _Hearts and Heartsette_. SLOBBERHANNES. _=Cards.
The last, which is the trump card, must be turned and placed face up on the tray, if one is used; otherwise, at the right of the dealer. SEC. 2. There must be a new deal-- (a) If any card except the last is faced or exposed in any way in dealing; (b) If the pack is proved incorrect or imperfect; (c) If either more or less than thirteen cards are dealt to any player; (d) If, after the first trick has been turned and quitted on the original play of a deal, one or more cards are found to have been left in the tray. LAW IV.--THE TRUMP CARD. SEC. 1. The trump card and the number of the deal must be recorded, before the play begins, on a slip provided for that purpose, and must not be elsewhere recorded. Such slip must be shown to an adversary, then turned face down and placed in the tray, if one is used.
The ace is low. Each player then deposits a counter in the pool, and the cards are distributed one at a time until the pack is exhausted. If some players have a card more than others it makes no difference. The _=object=_ of the game is to secure tricks consisting of four cards of the same denomination; such as four 6’s or four K’s, and the player having the most tricks of this kind wins the pool. Ties divide it. The player on the left of the dealer begins by _=asking=_ for a certain card, which must be of the same denomination as one already in his hand. For instance: He holds the spade Ten. He may ask any one at the table for either of the three other Tens; but he must designate the suit, and must ask a particular player for the card wanted. If the player asked has the card, he must immediately surrender it, and the player to whom it is given can then ask again--any player for any card, always provided that the asker has one of the same denomination in his own hand. If the person asked has not the card demanded, the privilege of asking is transferred to him, and he may ask any person at the table for any card of the same denomination as one already in his own hand.
SEVEN-HANDED EUCHRE. _=Cards.=_ Seven-handed Euchre is played with a full pack of fifty-three cards, including the Joker. The cards in plain suits rank as at Whist; but the Joker is always the best trump, the right and left bowers being the second and third-best respectively. _=Counters.=_ One white and four red counters are necessary. The white counter is passed to the left from player to player in turn, to indicate the position of the next deal. The red counters are placed in front of the maker of the trump and his partners, to distinguish them from their opponents. Markers are not used, the score being kept on a sheet of paper. The score is usually kept by a person who is not playing, in order that none of those in the game may know how the various scores stand.
Here s a prisoner I have got. What s the prisoner done to you? Stole my watch and broke my chain. What will you take to let him out? Ten hundred pounds will let him out. Ten hundred pounds we have not got. Then off to prison he must go. --Kent (Miss Dora Kimball). VII. London Bridge is falling down, Falling down, falling down, London Bridge is falling down, My fair lady. Build it up with mortar and bricks, Mortar and bricks, mortar and bricks, Build it up with mortar and bricks, My fair lady. [Then follow verses in the same style and with the same refrain, beginning with--] Bring some water, we ll wash it away.
=_ 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. There is no count for dix, as in Bézique and Binocle, and the player is not obliged to exchange unless he wishes to do so. If the Nine is the last card in the stock, it is, of course, too late to exchange it, and the player drawing it must keep it. _=Marriages.=_ If a player holds both King and Queen of any suit, he may count 20 points towards 66 for the marriage, or 40 for royal marriage, by leading either of the marriage cards. It is not necessary for the King or Queen so led to win the trick; but the player declaring a marriage must have the lead, and must have won a trick, or he cannot count it. The pone may declare a marriage on his first lead; but it will not count unless he wins some subsequent trick, and if his adversary gets to 66 before the pone gets a trick, the marriage is lost, and the pone is schwartz. If the 20 or 40 claimed for the marriage is enough to carry the player’s count to 66 or beyond, the marriage need only be shown and claimed, without leading it, and the remaining cards are then abandoned, provided the count is correct.
CHECKER LAWS. _=1.=_ The Standard board must be of light and dark squares, not less than fourteen inches nor more than fifteen inches across said squares. _=2.=_ The board shall be so placed that the bottom corner square, on the left hand, shall be black. _=3.=_ The Standard men, technically described as White and Black, must be light and dark (say white and red, or yellow and black), turned, and round, not less than one inch, nor more than 1⅛ inches in diameter. _=4.=_ The men shall be placed on the black squares. _=5.
] _=11.=_ Foul strokes do not score to the player, who must allow his opponent to follow on. They are made thus: By striking a ball twice with the cue; by touching with the hand, ball, or cue an opponent’s or the red ball; by playing with the wrong ball; by lifting both feet from the floor when playing; by playing at the striker’s own ball and displacing it ever so little (except while taking aim, when it shall be replaced, and he shall play again). _=12.=_ The penalty for a foul stroke is losing the lead, and, in case of a score, an opponent must have the red ball spotted, and himself break the balls, when the player who made the foul must follow suit, both playing from the D. If the foul is not claimed the player continues to score, if he can. _=13.=_ After being pocketed or forced off the table the red ball must be spotted on the top spot, but if that is occupied by another ball the red must be placed on the centre spot between the middle pockets. _=14.=_ If in taking aim the player moves his ball and causes it to strike another, even without intending to make a stroke, a foul stroke may be claimed by an adversary.
From Brelan we trace the French games of Bouillotte, and Ambigu, and the English game of Brag; but the game of poker, as first played in the United States, five cards to each player from a twenty-card pack, is undoubtedly the Persian game of _as nas_. The peculiar and distinguishing characteristic of Poker we find well described by Seymour, in his chapter on “Brag,” in the “Court Gamester,” 1719: “The endeavour to impose on the judgment of the rest who play, and particularly on the person who chiefly offers to oppose you, by boasting or bragging of the cards in your hand. Those who by fashioning their looks and gestures, can give a proper air to their actions, as will so deceive an unskilful antagonist, that sometimes a pair of fives, trays or deuces, in such a hand, with the advantage of his composed countenance, and subtle manner of over-awing the other, shall out-brag a much greater hand, and win the stakes, with great applause and laughter on his side from the whole company.” Quite a number of card games retain the feature of pairs, triplets, sequences, and flushes, but omit the element of brag or bluff, and can therefore hardly be considered full-blooded members of the poker family. Whiskey Poker, for instance, has really little or nothing in common with the true spirit of poker, and is simply the very ancient game of Commerce, played with five cards instead of three. The descriptions of this game in the earliest Hoyles betray its French origin; particularly in the use of the piquet pack; the French custom of cutting to the left and dealing to the right; and the use of the words “brelan,” and “tricon.” In later descriptions of the “new form” of Commerce, about 1835, we find 52 cards are used, and dealt from left to right, and the names of the combinations are changed to “pairs-royal,” “sequences,” and “flushes.” There appears to be little or nothing modern in the game of Poker but the increased number of cards dealt to each player, which makes it possible for one to hold double combinations, such as two pairs, triplets with a pair, etc. The old games were all played with three cards only, and the “brelan-carré,” or four of a kind, could be made only by combining the three cards held by the player with the card which was sometimes turned up on the talon, or remainder of the pack. The blind, the straddle, the raise, the bluff, table stakes, and freeze-out, are all to be found in Bouillotte, which flourished in the time of the French Revolution, and the “draw” from the remainder of the pack existed in the old French game of Ambigu.
The different pairs that can be formed with three Nines, for instance, would be as follows:-- [Illustration: 🂹 🃙 🂹 🂩 🃙 🂩 ] _=Fours=_, sometimes called Double Pairs Royal, or Deproils, are any four cards of the same denomination, such as four Fours, and their counting value is the number of separate pairs that can be formed with the four cards, which is six. The combination is therefore always worth 12 points. The different combinations of four cards, arranged in pairs, is as follows:-- [Illustration: 🂴 🃔 🂴 🂤 🂴 🃄 🃔 🂤 🃔 🃄 🂤 🃄 ] Whether the foregoing combinations are formed during the play of the hand, or found in the hand or crib after the play is over, their counting value is exactly the same. _=Sequences.=_ Any three or more cards, following one another in numerical order, will form a sequence. A sequence may also run into the court cards, such as 9 10 J, 10 J Q, or J Q K; but Q K A is not a sequence in Cribbage. The counting value of a sequence is one point for each card in it. Sequences formed in the course of play must always be single, although the cards forming them need not fall in regular order. Those found in the hand or crib may be double, and those formed with the aid of the starter may be treble or quadruple. The method of computing the value of double and treble sequences should be thoroughly understood, in order that such combinations may be counted at sight.
{ Baker s _Glossary_, _Northants Notes NORTHAMPTONSHIRE { and Queries_, _Revue Celtique_, vol. { iv., Rev. W. D. Sweeting. Maxey Rev. W. D. Sweeting.
In the diagram in the margin, for instance, Black has all his men home, and is ready to throw them off. If he threw six-deuce, having no men on either point he would have to move up the deuce; but the farthest man from the ace point cannot be moved up six, so he can throw that man off. This must result in leaving a blot, no matter which man is played up the two Points, and White may hit this blot on his next throw. Should he do so, Black would have to throw an ace to re-enter, as all the other points in White’s home table are covered, or “made up.” Black could not throw off another man until the one hit had not only been re-entered, but had made the circuit of the board and got home again. A player is not obliged to throw off a man if he prefers to move, but he must do one or the other. In the foregoing diagram, for instance, if Black threw three-ace, he would be very foolish to take off two men, leaving a blot on his three point. He should move the ace from his four to his three point, and then take off the three, leaving no blots. _=SUGGESTIONS FOR GOOD PLAY.=_ Always see that the men are properly set up.