=_ There is only one penalty in Loo, to win nothing from the current pool, and to pay either three or six reds to the next pool. If the offender has won any tricks, the payment for them must be left in the pool in white counters, to be divided among the winners of the next pool. The offences are divided, some being paid for to the current pool, such as those for errors in the deal, while others are not paid until the current pool has been divided. If any player looks at his hand before his turn to declare, or the dealer does so before asking the others whether or not they will play, or if any player announces his intention out of his proper turn; the offender in each case forfeits three red counters to the current pool, and cannot win anything that deal, but he may play his hand in order to keep counters in the pool. If he plays and is looed, he must pay. _=Revokes.=_ If a player, when able to do so, fails to follow suit, or to head the trick, or to lead trumps, or to lead the ace of trumps, (or King when ace is turned,) or to trump a suit of which he is void, the hands are abandoned on discovery of the error, and the pool is divided as equally as possible among those who declared to play, with the exception of the offender. Any odd white counters must be left for the next pool. The player in fault is then held guilty of a revoke, and must pay a forfeit of six red counters to the next pool. The reason for the division of the pool is that there is no satisfactory way to determine how the play would have resulted had the revoke not occurred.
If he misses a hole, his marble is lost to the owner of the Bridgeboard.--Earls Heaton (Herbert Hardy). [The owner or keeper of the Bridgeboard presumably pays those boys who succeed in winning marbles.] See Nine Holes. Broken-down Tradesmen A boys game, undescribed.--Patterson s _Antrim and Down Glossary_. Brother Ebenezer Ebenezer is sent out of the room, and the remainder choose one of themselves. Two children act in concert, it being understood that the last person speaking when Ebenezer goes out of the room is the person to be chosen. The medium left in the room causes the others to think of this person without letting them know that they are not choosing of their own free will. The medium then says, Brother Ebenezer, come in, and asks him in succession, Was it William, or Jane, &c.
If the adversaries play King and Ace of the latter suit, the Queen should be given up, trusting partner for the Jack, for the Queen will force the holder of the three losing cards into the lead. It is sometimes necessary to throw away an Ace in order to avoid the lead at critical stages of the end-game. _=False Cards.=_ It requires more than ordinary skill to judge when a false card will do less harm to the partner than to the adversaries. There are some occasions for false-card play about which there is little question. Having a sequence in the adverse suit, the Second or Fourth Hand may win with the highest card, especially if the intention is to lead trumps. Holding K Q only, Second Hand may play the King, especially in trumps. Holding A K x, the Fourth Hand should play Ace on a Queen led by an American leader. With such a suit as K J 10 x, after trumps have been exhausted, the Ten is not a safe lead; Jack or fourth-best is better. Holding up the small cards of adverse suits is a common stratagem; and it is legitimate to use any system of false-carding in trumps if it will prevent the adversaries who have led them from counting them accurately.
It is usually best to preserve the safe suits and to lead the dangerous ones, which you should clear your hand of, if possible. It is a great advantage to have a missing suit, and equally disadvantageous to have a number of a suit of which your adversary is probably clear. If a card of a missing suit is drawn, it is usually best to lead it at once, so as to keep the suit clear; but in so doing, be careful first to place the card among the others in the hand, or your adversary will detect that it is a missing suit. The lead is a disadvantage if you have safe hearts; but toward the end of the stock, from which cards are drawn, it is an advantage to have commanding cards, with which you can assume the lead if necessary. There is some finesse in determining whether or not to change the suit often in the leads. If you have a better memory than your adversary, it may be well to change often; but if not, it may assist you to keep at one suit until afraid to lead it again. In Two-Handed Hearts, keeping count of the cards is the most important matter, because the real play comes after the stock is exhausted, and the moment that occurs you should know every card in your adversary’s hand. The exact number of each suit should be a certainty, if not the exact rank of the cards. Until you can depend on yourself for this, you are not a good player. The last thirteen tricks are usually a problem in double-dummy; but the advantage will always be found to be with the player who has carefully prepared himself for the final struggle by preserving certain safe suits, and getting rid of those in which it became evident that his adversary had the small and safe cards.
Cop-halfpenny The game of Chuck-farthing. --Norfolk and Suffolk (Holloway s _Dict. of Provincialisms_). Corsicrown A square figure is divided by four lines, which cross each other in the crown or centre. Two of these lines connect the opposite angles, and two the sides at the point of bisection. Two players play; each has three men or flitchers. Now there are seven points for these men to move about on, six on the edges of the square and one at the centre. The men belonging to each player are not set together as at draughts, but mingled with each other. The one who has the first move may always have the game, which is won by getting the three men on a line.--Mactaggart s _Gallovidian Encyclopædia_.
|Green gravel. |Green gravel. |Green gravel. | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.|The grass is so green.|The grass is so green.
7. Conversation during the play should be avoided, as it may annoy players at the table or at other tables in the room. 8. The dummy should not leave his seat to watch his partner play. He should not call attention to the score nor to any card or cards that he or the other players hold. 9. If a player say, “I have the rest,” or any words indicating that the remaining tricks, or any number thereof, are his, and one or both of the other players expose his or their cards, or request him to play out the hand, he should not allow any information so obtained to influence his play. 10. If a player concede, in error, one or more tricks, the concession should stand. 11.