Sung to the Mulberry or Ivy bush tune. The children form a ring and dance round singing. At the last word they all fall down. See Merry-ma-tansa. Jinkie A game among children, in which they run round a table trying to catch one whose business is by quick turns to elude them.--Jamieson. Jock and Jock s Man A juvenile sport in which the _bon camarada_ is to repeat all the pranks which the leader can perform.--Brockett s _North Country Words_. See Follow my Gable, Follow my Leader. Jockie Blind-man Scotch name for Blind Man s Buff.
Each player in turn must head the trick; that is, play a higher card if he can. If he has two higher, he may play either. If he has none of the suit led, he must trump if he can, even if the trick is already trumped by another player. For instance: Hearts are trumps, and A leads a club. B follows suit, but neither C nor D has a club. Suppose C trumps with the King, and that the only trump D has is the Queen, he must play it on the trick, losing it to C’s King. When a player can neither follow suit nor trump, he may discard any card he pleases. The winner of the trick leads for the next trick, and so on until all five tricks have been played. _=PENALTIES.=_ There is only one penalty in Rams; to win nothing on the deal, and to forfeit five counters to the next pool.
[Illustration: 🃈 🃇 🃆 🃅 🃄] 72192 to 1 _=Royal Flush.=_ A straight flush which is ace high. [Illustration: 🃑 🃞 🃝 🃛 🃚] 649739 to 1 When hands are of the same rank, their relative value is determined by the denomination of the cards they contain. For instance: A hand without a pair, sequence, or flush is called by its highest card; “ace high,” or “Jack high,” as the case may be. As between two such hands, the one containing the highest card would be the better, but either would be outclassed by a hand with a pair in it, however small. A hand with a pair of nines in it would outrank one with a pair of sevens, even though the cards accompanying the nines were only a deuce, three and four, while those with the sevens were an ace, King and Queen. But should the pairs be alike in both hands; such as tens, the highest card outside the pair would decide the rank of the hands, and if those were also alike, the next card, or perhaps the fifth would have to be considered. Should the three odd cards in each hand be identical, the hands would be a tie, and would divide any pool to which each had a claim. Two flushes would decide their rank in the same manner. If both were ace and Jack high, the third card in one being a nine, and in the other an eight, the nine would win.
Should a player record on the trump slip a different trump from one turned in dealing and the error be discovered at the next table, there must be a new deal. If the deal has been played at one or more tables with the wrong trump, the recorded trump must be taken as correct and the players at the original table take the average score for the deal; if less than three tables are in play, there must be a new deal. SEC. 11. By the unanimous consent of the players in any match, a trump suit may be declared and no trump turned. LAW V.--IRREGULARITIES IN THE HAND. SEC. 1. If, on the overplay, a player is found to have more than his correct number of cards or the trump card is not in the dealer’s hand, or any card except the trump card is so faced as to expose any of the printing on its face, and less than three tables are engaged, there must be a new deal.
The old woman shakes hands with this child, and says good-bye to her. When all the children have been taken in by the one who personates the lady, the old woman says the other three lines, and so one by one gets all the children back again. The Berkshire version (Miss Thoyts) is said, not sung, and is played with two leaders, old woman and lover. As the lover chooses a child, that one is sent behind him, holding round his waist. Each child as she goes says, Good-bye, mother, good-bye, and pretends to cry. Finally they all cry, and the game ends in a tug of war. This tug is clearly out of place unless only half the children are selected by one side. Miss Thoyts does not say how this is done. (_c_) This game is called School-teacher in Belfast. The corruption of Lady of the Land, to Babyland, Babylon, and Sandiland, is manifest.
[Illustration: O O O O ] The pins are spotted as above, the centre pin being the feather. Ten innings constitute a game, and three balls (not exceeding 6 inches in size) must be used in each inning. All the pins except the feather have to be bowled down or the inning goes for naught. If the feather is left standing alone, the innings count one. There are no penalties. The dead wood must be removed. Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the bowler. The maximum is 10. THE BATTLE GAME. THE PINS ARE SET UP THE SAME AS FOR THE GAME OF TEN PINS.
It belongs to the same family as Lansquenet, Florentini, and Monte Bank. Under the name of Pharaon, it was in great favour during the reign of Louis XIV., and came to America by way of New Orleans. As originally played, the dealer held the cards in his left hand, and any bets once put down could not again be taken up until they were decided. In addition to splits, the dealer took hockelty. As now played, Faro requires extensive and costly apparatus, the engraved counters used being often worth more than their playing value. A full pack of fifty-two cards is shuffled and cut by the dealer, and then placed face upward in a dealing box, the top of which is open. The cards are drawn from this box in couples, by pushing them one at a time through a slit in the side. As the cards are withdrawn in this manner a spring pushes the remainder of the pack upward. The first card in sight at the beginning of each deal is called _=soda=_, and the last card left in the box is _=in hoc=_.
=_ If two players have an equal number of trumps, each of them having an established suit, it will be the object of both to remain with the last trump, which must bring in the suit. The tactics of each will be to win the third round of trumps; and then, if the best trump is against him, to force it out with the established suit, coming into the lead again with the last trump. So often is it important to win the third round of trumps that few good players will win the second round, unless they can win the third also. With an established suit, a card of re-entry, and four trumps King high, a player should lead trumps; but if his partner wins the first round and returns a small trump, the King should not be put on, no matter what Second Hand plays, unless the card next below the King is fourchette. Some of the most brilliant endings in whist are skirmishes for the possession of the last trump; the player who is at a disadvantage often persistently refuses the fatal force, hoping the leader will be compelled to change his suit, or will lose the lead. _=Drawing the Losing Trump.=_ It is usually best to draw losing trumps from the adversaries, unless a player can foresee that he may want the best to stop a strong adverse suit. _=A Thirteenth Card=_, played by the partner, is usually considered an invitation to put on the best trump. The Second Hand should not trump a thirteenth card unless he is weak in trumps. _=AMERICAN LEADS.
Others attribute the word to “Skatt,” the Old-German or Anglo-Saxon for money; the modern German, “Schatz,” a treasure, referring to the forms of the game in which good counting cards are laid aside in the skat for the count at the end of the hand. This derivation would account for both spellings of the word, with a “k” and with a “c.” The student is advised to make himself familiar with the German terms in the following description, as they are in common use wherever skat is played. Many American players who use the English language in bidding by figures, still adhere to the German names for the suits and positions at the table. _=CARDS.=_ Skat is played with a pack of thirty-two cards, all below the Seven being deleted. The rank of the cards differs according to whether the players are attempting to win or to lose tricks. If the object is to win tricks, it is known as a “game;” if the object is to lose, it is called a “nullo.” In nullo the cards rank in their natural order; A K Q J 10 9 8 7, the Ace being the highest. In the various “games,” the four Jacks are always the best trumps, and are known as _=Wenzels=_.
Should the bidder lead out of turn, and the player on his left follow the erroneous lead, the error cannot be corrected. In Misères, a lead out of turn by the bidder’s adversary immediately loses the game, but there is no penalty for leading out of turn in Misère Partout. PLAYING OUT OF TURN. 25. If the third hand plays before the second, the fourth hand also may play before the second. 26. If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led or, if he has none, to trump or not to trump the trick. In _=Boston=_, and in _=Solo Whist=_, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick. If the adversary of a Misère player leads or plays out of turn, the bidder may immediately claim the stakes. In Solo Whist, the individual player in fault must pay for himself and for his partners.
He who does this most frequently wins. It is now more generally called The Hole, but the old designation is not quite extinct. It is otherwise played in Angus. Three holes are made at equal distances. He who can first strike his bowl into each of these holes thrice in succession wins the game (Jamieson). It is alluded to in _The Life of a Scotch Rogue_, 1722, p. 7. See Bun-hole. Carrick Old name for Shinty in Fife.--Jamieson.
=_ If Z now leads ♠ 7, he loads A; but if his ♡ 5 should win the next trick he will take all the rest of the hearts, Y and B dividing the pool. If he leads the ♡ 5 first he cannot get more than four hearts, and the other players will inevitably make a Jack of it. _=11th Trick.=_ Y sees that if he underplays the 7 led, B will win the pool, as he has nothing but hearts, A having only one more. He keeps A out of the lead by winning two rounds, so as to be sure of loading B, making it a Jack. The ending is very well played. _=No. 2.=_ A has an even chance to escape, and it is better for him to be third or fourth player in hearts than to lead them. _=3rd Trick.