Without lifting or looking at any of these twenty-two cards, each player places eleven of them in two rows, face down, and then the other eleven on the top of the first, but face up. This gives each player eleven cards face up on the table, covering eleven face down under them, and a separate hand of four cards. The dealer looks at his four cards, without showing them to his adversary, and after due consideration of what he sees on the table, declares. His adversary can double if he likes, or he can simply play a card. Tricks and honours count as in the ordinary rubber. The declaration made, the non-dealer leads any card he pleases, from the four in his hand or from the eleven face up on the table, and the dealer must follow suit if he can, either from his hand or from the table. The moment a card is played from the table, the card under it must be turned face up, and becomes playable; but no card which is on the top of another card can be shifted, so that the card under it cannot be turned up until its covering card is legitimately played away. The second player having played to the trick, the original leader must play to it in his turn, and then his adversary plays the fourth card, completing the trick. The winner of the trick takes it in, turns it down, and leads for the next trick, and so on until all thirteen tricks have been played. The winner of the rubber scores 100 points extra.
Should the dealer, or the wind, turn over any card, the player to whom it is dealt must take it; but the same player cannot be compelled to take two exposed cards. Should such a combination occur, there must be a fresh deal by the same dealer. If the player exposes his cards himself, he has no remedy. Should any player receive more or less than his correct number of cards, and discover the error before he looks at any card in his hand, or lifts it from the table, he may demand a fresh deal if no bet has been made; or he may ask the dealer to give him another from the pack if he has too few; or to draw a card if he has too many. Cards so drawn must not be exposed, but should be placed on the bottom of the pack. If the number of the hands dealt does not agree with the number of players, there must be a new deal. If two or more cards are dealt at a time, the dealer may take back the card or cards improperly dealt if he discovers the error before dealing to the next player; otherwise there must be a new deal. A misdeal does not lose the deal. The misdealer must deal again. Should a player take up his hand, or look at any card in it, he is not entitled to any remedy.
Sure enough, there was the brunette, frowning as she tried to figure why the blond bomber had high-tailed it out of there. I shook my head at her and she let it lie. That should have cut out the last distraction. But no, I could see one more bimbo working her way through the laughing, drink-flushed crowd toward me. She had hair-colored hair, which was sort of out of character for a barroom hustler. I put plenty of TK on the heel of her right slipper, and she stepped right out of it. It might as well have been nailed to the floor. Nothing was going to discourage this one, I saw. I let her pick it off the floor, squeeze it back on her skinny foot, and come toward me. This new babe leaned over toward me and stuck her nose up against mine.
230). See Trades. Dump A boys amusement in Yorkshire, in vogue about half a century ago, but now believed to be nearly obsolete. It is played in this manner. The lads crowd round and place their fists endways, the one on the other, till they form a high pile of hands. Then a boy, who has one hand free, knocks the piled fists off one by one, saying to every boy as he strikes his fist away, What s there, Dump? He continues this process till he comes to the last fist, when he exclaims:-- What s there? Cheese and bread, and a mouldy halfpenny! Where s my share? I put it on the shelf, and the cat got it. Where s the cat? She s run nine miles through the wood. Where s the wood? T fire burnt it. Where s the fire? T waters sleekt (extinguished) it. Where s the water? T oxen drank it.
S. May). [Music] --Earls Heaton (H. Hardy). [Music] --London (A. B. Gomme). I. Isabella, Isabella, Isabella, Farewell! Last night when we parted I left you broken-hearted, And on a green mountain, There stands a young man. Could you love him? Could you love him? Could you love him? Farewell! Choose one, love, Choose one, love, Choose one, love, Farewell! Take a walk, love, Take a walk, love, Take a walk, love, Farewell! In the ring, love, In the ring, love, In the ring, love, Farewell! Put the ring on, Put the ring on, Put the ring on, Farewell! Go to church, love, Go to church, love, Go to church, love, Farewell! Take a kiss, love, Take a kiss, love, Take a kiss, love, Farewell! Shake hands, love, Shake hands, love, Shake hands, love, Farewell! --Enborne, Newbury (M.
Spell and knor is a corruption of spell a knor, the play at ball. Nurspel is simply ball-play, therefore which name, taken in connection with the fact that the game is elsewhere called Spell and Knor, and not Knor and Spell, is significant. There is one day in the year, Shrove Tuesday, when the play is customarily practised, though not quite exclusively.--Atkinson s _Cleveland Glossary_. Easther (_Almondbury Glossary_) describes it as played with a wooden ball, a spel, and a pommel. Two may play, or two sides. When a player goes in he drives the knor for, say, 100 yards, _i.e._, five score, and he reckons five. Each person has the same number of strokes previously agreed upon, but generally only one innings.
The Standard Chess-men shall be of the improved Staunton Club size and pattern. _=First Move and Colour.=_ The right of first move must be determined by lot. The player having the first move must always play with the white men. The right of move shall alternate, whether the game be won, lost or drawn. The game is legally begun when each player shall have made his first move. Whenever a game shall be annulled, the party having the move in that game shall have it in the next game. An annulled game must be considered, in every respect, the same as if it had never been begun. _=Concessions.=_ The concession of an indulgence by one player does not give him the right of a similar, or other, indulgence from his opponent.
| Roxton. | Shropshire. | +----+----------------------+----------------------+----------------------+ | 1.|Dissy, dissy, green |Dossy, dossy, green | -- | | |grass. |grass. | | | 2.| -- | -- |Walking up the green | | | | |grass. | | 3.|Dissy, dissy, duss. |Dossy, dossy, doss.
Hinch-Pinch. Hinmost o Three. Hirtschin Hairy. Hiry-hag. Hiss and Clap. Hitch, Jamie, Stride and Loup. Hitchapagy. Hitchy Cock Ho. Hity Tity. Hoatie, Hots.
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K. J., his more urgent needs satisfied and the coffee imminent, drew a chair to this little table, sat down, examined the gun discreetly, loaded it warily, aimed, and hit his man. Thereupon he boasted of the deed, and issued challenges that were accepted with avidity.... He fired that day a shot that still echoes round the world. An affair--let us parallel the Cannonade of Valmy and call it the Cannonade of Sandgate--occurred, a shooting between opposed ranks of soldiers, a shooting not very different in spirit--but how different in results!--from the prehistoric warfare of catapult and garter. But suppose, said his antagonists; suppose somehow one could move the men! and therewith opened a new world of belligerence.
This was succeeded by others in Leipzic and Dresden, and the result of these meetings has been to weed out all the minor differences in play, and to settle upon a universal code of laws for the game, which is called Reichs-Skat. In America, Reichs-Skat is no longer played; the value of some of the games is changed, and all the bidding is by Zahlen-reizen. In all the text-books on Skat which we have examined, this fact has been entirely overlooked. SKAT. The etymology of the word Skat, sometimes spelt Scat, is a matter of doubt, but the most plausible explanation is that it is a corruption of one of the terms in the parent game of Taroc; “scart,” from “scarto,” what is left; or “scartare,” to discard or reject. “Matadore” is another word from the game of Taroc, still retained in Skat. 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.
Gomme). Leap-frog is known in Cornwall as Leap the Long-mare (_Folk-lore Journal_, v. 60), and in Antrim and Down as Leap the Bullock (Patterson s _Glossary_). See Accroshay, Loup the Bullocks, Spanish Fly. Leap the Bullock See Leap-frog, Loup the Bullocks. Leaves are Green The leaves are green, the nuts are brown, They hang so high they will not come down; Leave them alone till frosty weather, Then they will all come down together. --Berkshire (Miss Thoyts, _Antiquary_, xxvii. 254). These lines are sung while the children dance round in a circle. When the last words are sung, the children flop down upon the ground.
50. If a player make an insufficient or impossible declaration, either adversary may demand that it be penalized. The penalty for an insufficient declaration is that the bid is made sufficient in the declaration named and the partner of the declarer may not further declare unless an adversary subsequently bid or double. The penalty for an impossible declaration is that the bid is made seven in the suit named and the partner of the declarer may not further declare unless an adversary subsequently bid or double. Either adversary, instead of penalizing an impossible declaration, may demand a new deal, or that the last declaration made on behalf of his partnership become the final declaration. 50_a_. If a player who has been debarred from bidding under Laws 50 or 65, during the period of such prohibition, make any declaration (other than passing), either adversary may decide whether such declaration stand, and neither the offending player nor his partner may further participate in the bidding even if the adversaries double or declare. 50_b_. A penalty for a declaration out of turn (see Law 49), an insufficient or impossible declaration (see Law 50), or a bid when prohibited (see Law 50_a_) may not be enforced if either adversary pass, double, or declare before the penalty be demanded.[11] 50_c_.
If you think you have not the best, lay it down. Although you may sometimes lay down a better hand than the one that takes the pool, the system will prove of immense advantage to you in two ways: In the first place, you will find it a great educator of the judgment; and in the second place, it will take almost any opponent’s nerve. Once an adversary has learned your method, it is not a question of his betting a red chip on his hand; but of his willingness to stand a raise of two blues, which he will regard as inevitable if you come in against him at all. The fear of this raise will prompt many a player to lay down a moderately good hand without a bet; so that you have all the advantage of having made a strong bluff without having put up a chip. The system will also drive all but the most courageous to calling your hand on every occasion, being afraid of a further and inevitable raise; and it is an old saying that a good caller is a sure loser. The theory of calling is to get an opportunity to compare your hand with your adversary’s. Now, if you think that after the comparison yours will prove the better hand, why not increase the value of the pool? If, on the contrary, you fear that his hand will beat yours, why throw good money after bad? If you don’t think at all about it, and have no means of forming an opinion as to the respective merits of your hands, you are not a poker player, and have no business in the game. _=BLUFFING.=_ There is nothing connected with Poker on which persons have such confused ideas as on the subject of bluffing. The popular impression seems to be that a stiff upper lip, and a cheerful expression of countenance, accompanied by a bet of five dollars, will make most people lay down three aces; and that this result will be brought about by the five-dollar bet, without any regard to the player’s position at the table, the number of cards he drew, his manner of seeing or raising the ante, or the play of his adversaries before the draw.
In this variety of euchre, each player is for himself so far as the final score goes. The one who takes up the trump or orders it up, or who makes it after it is turned down, may call upon the best card of any suit but the trump. The player holding the best card of that suit must be his partner, but he does not declare himself. When the highest card of the suit asked for falls in play, the partner is disclosed. As the whole pack is not dealt out, it often happens that the ace, or even both ace and king, of the suit called for are in the talon. Should it turn out that the caller has the highest card of the suit himself, he has no partner. When six play, 32 cards are used, and only one remains unknown. When five play, the sevens are thrown out. When four play, the eights are also discarded. If the maker of the trump does not want a partner, he may either say “alone” or he may ask for a suit of which he holds the ace himself.
+----+----------------------+----------------------+----------------------+ | No.| Scotland (Chambers). | Lanarkshire. | Biggar. | +----+----------------------+----------------------+----------------------+ | 1.|A-dis, a-dis, a green |A-dis, a-dis, a green |A dish, a dish, a | | |grass. |grass. |green grass. | | 2.| -- | -- | -- | | 3.
Carrick. Carry my Lady to London. Carrying the Queen a Letter. Cashhornie. Castles. Cat and Dog. Cat-Beds. Cat s Cradle. Cat-gallows. Cat i the Hole.
| | |your sake. | | | | 28.| -- | -- | -- | | 29.| -- | -- | -- | | 30.|If this young prince | -- |If they all should | | |should die. | |die. | | 31.| -- | -- | -- | | 32.|Ye shall get another. | -- |Ye sall get anither.
Mr. Crombie also said he believed that the early Christians adopted the general idea of the ancient game, but they not only converted it into an allegory of heaven, with Christian beliefs and Christian names; they Christianised the figure also; they abandoned the heathen labyrinth and replaced it by the form of the Basilicon, the early Christian church, dividing it into seven parts, as they believed heaven to be divided, and placing paradise, the inner sanctum of heaven, in the position of the altar, the inner sanctum of their earthly church. See Hap the Beds. Hop, Step, and Jump See Half-Hammer. Hornie A game among children in which one of the company runs after the rest having his hands clasped and his thumbs pushed out before him in resemblance of horns. The first person whom he touches with his thumbs becomes his property, joins hands with him, and aids in attempting to catch the rest: and so on until they are all made captives. Those who are at liberty still cry out, Hornie, Hornie. --Lothian (Jamieson). Jamieson says: Whether this play be a vestige of the very ancient custom of assuming the appearance and skins of animals, especially in the sports of Yule, or might be meant to symbolise the exertions made by the devil (often called Hornie ) in making sinful man his prey, and employing fellow-men as his coadjutors in this work, I cannot pretend to determine. See Hunt the Staigie, Whiddy.
_=20.=_ Anything which may annoy or distract the attention of the player is strictly forbidden; such as making signs or sounds, pointing or hovering over the board, unnecessarily delaying to move a piece touched, or smoking. Any _=principal=_ so acting, after having been warned of the consequence and requested to desist, shall forfeit the game. _=21.=_ While a game is pending, neither player is permitted to leave the room without giving a sufficient reason, or receiving the other’s consent or company. _=22.=_ A player committing a breach of any of these laws must submit to the penalty, which his opponent is equally bound to exact. _=23.=_ Any spectator giving warning, either by sign, sound, or remark, on any of the games, whether played or pending, shall be expelled from the room. _=24.
At Rubicon it is not always advisable to win the last trick. If your adversary is rubiconed in any case, you may add 100 points to your own score by giving him the 50 for the last trick, which may put him across the line into another hundred. TEXT BOOKS. Foster’s Complete Pinocle. 1906. Laws of Pinochle, by R.F. Foster. 1908. Bézique and Cribbage, by “Berkeley.
The number to be reached is 9, instead of 21, and if a player has a 9 natural, he receives from the banker three times his stake; if an 8 natural, he receives double, and for a 7 natural, he is paid. If the banker has an equal number of points natural, it is a tie; and if the banker has a 7, 8, or 9 natural he receives from each of the others once, twice, or three times the amount of their stakes. If none of these naturals are shown, the players draw in turn, as at Vingt-et-un, and the dealer receives from those who have less points than he, or who are créve, and pays those who have more, but have not passed 9. FARMER. Any number of persons may play. All the 8’s and all the 6’s but the ♡6 are discarded from a pack of fifty-two cards. All court cards count for 10, the ace for 1, and all others at their face value. A pool is then made up by each player contributing one counter. This is the farm, and it is sold to the highest bidder, who must put into it the price he pays for it. He then becomes the farmer, and deals one card to each player, but takes none himself.
For instance: A player holds four Kings and three Aces, and on glancing over his hand and discards, sees that his adversary cannot hold any quatorze, so he declares the three Kings, instead of the four Aces. Suppose he mistook a Nine for a Ten, and overlooked the fact that his adversary might have had four Tens, the score for the four Kings would be lost, but the three Aces would be good if his adversary had discarded a Ten, and did not actually hold four. In the ordinary game, the higher combination is lost if it is not called. In play, every card led, whatever its value, counts one, and winning the trick counts one also. The last trick counts two, and the capot forty. Pic and repic are reckoned as in the ordinary game. _=Scoring.=_ Instead of playing 100 points up, six deals is a game, each player dealing three times. The lower score is then deducted from the higher, and 100 points added to the difference to determine the value of the game, which is usually played for so much a point. If the result of the six deals is a tie, two more deals must be played.
=_ The object in Seven-up is to secure certain points which count towards game. As its name implies, the game is won when a player has put up seven of his counters, each of which represents a point. There are six different ways of making these points, and it is possible for one player to make five of them in one deal; but he cannot by any possibility make seven. The following count one point each: 1st. Turning up the _=Jack=_ of trumps. 2nd. Being _=given=_ a point by the dealer. 3rd. Holding the _=Highest=_ trump. 4th.
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He then becomes the farmer, and deals one card to each player, but takes none himself. The object of the players is to get as near 16 as possible, and each in turn, beginning on the dealer’s left must take at least one card. After looking at it he may ask for another, and so on until he is créve or stands. Should a player overdraw himself, he says nothing about it until all are helped, when the hands are exposed. Any player having exactly 16 takes the farm and all its contents. If there is more than one 16, that which is made with the assistance of the ♡6 wins, otherwise the one which is made with the fewest cards. If this is a tie the eldest hand wins. If no one has exactly 16, the farm stays with its original owner deal after deal, until exactly 16 is held by some player. Whether any one wins the farm or not, when the hands are exposed all those who have overdrawn must pay to the one who owned the farm at the beginning of that deal, as many counters as they have points more than 16. These payments do not go into the farm, but are clear profits.
Any able-bodied person, with ordinary nerve and a good eye, can become quite expert with little practice. Don’t let an alley owner use pins that are worn out. Don’t think you can sandpaper a ball without injuring it. It takes an expert mechanic to true up a lignum-vitæ ball. Don’t lay a lignum-vitæ ball away DRY, if you don’t want it to crack. GENERAL LAWS, FOR ALL CARD GAMES. Very few games have their own code of laws, and only one or two of these have the stamp of any recognised authority. In minor games, questions are continually arising which could be easily settled if the players were familiar with a few general principles which are common to the laws of all games, and which might be considered as the basis of a general code of card laws. The most important of these principles are as follows:-- _=Players.=_ It is generally taken for granted that those first in the room have the preference, but if more than the necessary number assemble, the selection must be made by cutting.
See Check-stones, Fivestones, Hucklebones. Dinah [Music] No one in the house but Dinah, Dinah, No one in the house I know, I know; No one in the house but Dinah, Dinah, Playing on the old banjo. A ring is formed, and a girl stands blindfolded inside. As the verse is sung and finished, Dinah goes to any one in the ring, and, if successful in guessing her name, takes her place, the other taking the place of Dinah, the game going on as before.--Earls Heaton (Herbert Hardy). Dinah was a Christy Minstrel song in the fifties. It is probable that the game, which resembles Buff, has been played to the tune of the song. Singing a chorus would soon follow. See Buff, Muffin Man. Dip o the Kit A rustic game, undescribed and marked as obsolescent.