This will win the trick as often as it will lose it; but it betrays the hand to the adversary, and enables him to finesse deeply if the suit is returned. It may be done in order to get the lead, and in trumps the practice is very common, and generally right. With Queen and only one small card, it can be demonstrated that it is useless to play the Queen Second Hand, except as an experiment, or to get the lead in desperate cases. With any combination weaker than J 10 x, it is useless to attempt to win the trick Second Hand, and only makes it difficult for the partner to place the cards correctly. _=The Fourchette.=_ When the Second Hand has cards immediately above and below the one led, he should cover. The beginner may have some difficulty in recognising the fact that he holds fourchette if the suit has been round once or twice, and the intermediate cards have been played. Such cards as a Queen and a Seven may be fourchette over a Nine, if Jack, Ten and Eight have been played. _=Second Hand Having None=_ of the suit led, on either first or second round, must decide whether or not to trump it. If the card led is the best of the suit, he should certainly do so; but if it is not, and there is any uncertainty as to who will win the trick, it is usual for the Second Hand to pass when he has four trumps.
1; that to the right of it is No. 2; to the left, No. 3; the pin farthest from the string line is No. 4; and the central or black pin, No. 5. These numbers may be chalked on the cloth in front of each particular pin. Neither carroms nor hazards count; for pocketing a ball (when playing on a pocket table), or causing it to jump off the table or lodge on the cushion, or for missing altogether, nothing is forfeited other than the stroke. The only penalty is that the ball so offending shall be spotted upon the white-ball spot at the foot of the table, or if that be occupied then on the nearest spot thereto unoccupied. When the pins are arranged, the rotation of the players is determined in like manner as in Fifteen-Ball Pool, after which each player receives from the marker a little numbered ball which is placed in the player’s cup on the pool board, and the number of which is not known to any of his opponents. The object of the player is to knock down as many pins as will count exactly thirty-one when the number on the small ball held by him is added to their aggregate; thus, if the small ball is No.
Cat i the Hole A game well known in Fife, and perhaps in other counties. If seven boys are to play, six holes are made at certain distances. Each of the six stands at a hole, with a short stick in his hand; the seventh stands at a certain distance holding a ball. When he gives the word, or makes the sign agreed upon, all the six change holes, each running to his neighbour s hole, and putting his stick in the hole which he has newly seized. In making this change, the boy who has the ball tries to put it into an empty hole. If he succeeds in this, the boy who had not his stick (for the stick is the Cat) in the hole to which he had run is put out, and must take the ball. There is often a very keen contest whether the one shall get his stick, or the other the ball, or Cat, first put into the hole. When the Cat _is in the hole_, it is against the laws of the game to put the ball into it.--Jamieson. (_b_) Kelly, in his _Scottish Proverbs_, p.
... Primitive attempts to realise the dream were interrupted by a great rustle and chattering of lady visitors. They regarded the objects upon the floor with the empty disdain of their sex for all imaginative things. But the writer had in those days a very dear friend, a man too ill for long excursions or vigorous sports (he has been dead now these six years), of a very sweet companionable disposition, a hearty jester and full of the spirit of play. To him the idea was broached more fruitfully. We got two forces of toy soldiers, set out a lumpish Encyclopaedic land upon the carpet, and began to play. We arranged to move in alternate moves: first one moved all his force and then the other; an infantry-man could move one foot at each move, a cavalry-man two, a gun two, and it might fire six shots; and if a man was moved up to touch another man, then we tossed up and decided which man was dead. So we made a game, which was not a good game, but which was very amusing once or twice.
Do not attempt to get more than the number bid until that is assured. On the other hand, if it is certain that the adversary cannot make good his bid, do not let him get as close to it as possible, but play boldly to win all you can, for every point he makes is simply lost. Here are a few example hands, which will give a very good idea of some of the fine points in the game. _=No. 1.=_ | | _=No. 2.=_ A bids 8 on hearts. | T | A bids 8 on hearts. The draw: A 2; Y 2; | R | The draw: A 2; Y 3; B 4; Z 5.
The player should not only be thoroughly familiar with the relative value of the various combinations which may be held at Poker, but should have some idea of the chances for and against better combinations being held by other players, and should also know the odds against improving any given combination by drawing to it. The value of this technical knowledge will be obvious when it is remembered that a player may have a hand dealt to him which he knows is comparatively worthless as it is, and the chances for improving which are only one in twelve, but which he must bet on at odds of one in three, or abandon it. Such a proceeding would evidently be a losing game, for if the experiment were tried twelve times the player would win once only, and would lose eleven times. This would be paying eleven dollars to win three; yet poker players are continually doing this. _=RANK OF THE HANDS.=_ The various combinations at Poker outrank one another in the following order, beginning with the lowest. Cards with a star over them add nothing to the value of the hand, and may be discarded. The figures on the right are the odds against such a hand being dealt to any individual player. Five cards of various suits; not in sequence, and without a pair. [Illustration: 🂡* 🃘* 🂶* 🂴* 🂢*] Even _=One Pair.
There is no further play after a go is declared, or either player has reached 31. The score for 31 is two holes; and for the go, one hole. Great importance is attached to the score for the go at five-card Cribbage, because so little is made in play that every point counts. _=The Crib.=_ This is the most important thing in the five-card game, and it is much more important to baulk your adversary’s crib than to preserve your own hand. The best baulking cards are a King with a 10, 9, 8, 7, 6 or A. Never lay out a Jack, nor two cards which form a five, nor any pair, nor any two close cards. In laying out for your own crib, Fives, Sevens and Eights are the best. Any pair, any two cards that make five or fifteen, and any close cards are also good. Keep pairs royal and runs in your hand, and do not forget that a flush of three counts in the hand; but the starter must agree to make a flush in the crib.
If there are no points claimed, he must wait until the cards are turned face down, thus acknowledging that there is apparently nothing to score. A player is not allowed to tell his adversary whether or not he has counted his hand or crib correctly, until it is pegged. _=Nineteen.=_ As it is impossible to hold 19 in hand or crib, it is a common practice for a player, when he has nothing at all to score, to announce, “Nineteen.” The numbers twenty-seven, twenty-six and twenty-five are also impossible. _=Pegging.=_ Neither player is allowed to touch the other’s pegs. If the score is erroneous, the player in fault must be called upon to remedy it himself. A player whose pegs are touched by his adversary can score two holes for penalty. If a player removes his adversary’s front peg, the latter may immediately claim the game.
The result was ( ). Mollish s Land Cornish name for Tom Tiddler s Ground. --_Folk-lore Journal_, v. 57. Monday, Tuesday A game played with a ball. There are seven players, who each take a name from one of the days of the week. One (Sunday) begins by throwing the ball against a wall, calling out at the same time the name of one of the days, who has to run and catch it before it falls. If this one fails to catch the ball, the first player picks up the ball and tries to hit one of the six with it, who all endeavour to escape being hit. If the player succeeds, he again throws the ball against the wall, calling out another day of the week to catch it. If a player gets hit three times, he is out.
Currants and Raisins. Cushion Dance. Cutch a Cutchoo. Cutters and Trucklers. DAB. Dab-an-thricker. Dab-at-the-hole. Dalies. Davie-drap. Deadily.
Gregor). Cock-haw See Cob-nut. Cock-stride One boy is chosen as Cock. He is blindfolded, and stands alone, with his legs as far apart as possible. The other boys then throw their caps as far as they are able between the extended legs of the Cock (fig. 1). After the boys have thrown their caps, and each boy has taken his stand beside his cap, the Cock, still blindfolded, stoops down and crawls in search of the caps (fig. 2). The boy whose cap he first finds has to run about twenty yards under the buffeting of the other boys, the blows being directed chiefly to the head. He becomes Cock at the next turn of the game.
Dossy, dossy green grass, Dossy, dossy, doss, Come all ye pretty fair maids And dance upon the grass. I will give you pots and pans, I will give you brass, I will give you anything For a pretty lass. I will give you gold and silver, I will give you pearl, I will give you anything For a pretty girl. Take one, take one, the fairest you can see. You shall have a duck, my dear, You shall have a drake, You shall have a young man Apprentice for your sake. If this young man shall wealthy grow And give his wife a feather, The bells shall ring and birds shall sing And we ll all clap hands together. --Roxton, St. Neots (Miss Lumley). VI. Walking up the green grass, A dust, a dust, a dust! We want a pretty maiden To walk along with us.
|Your true love is |True love is dead. |Her sweetheart is | | |dead. | |dead. | |19.| -- | -- | -- | |20.| -- | -- | -- | |21.| -- | -- | -- | |22.| -- | -- | -- | |23.|He sent letter to turn|He sent letter to turn| -- | | |your head. |your head.
65. After the deal and before the declaration has been finally determined, if any player lead or expose a card, his partner may not thereafter bid or double during that declaration,[14] and the card is subject to call.[15] When the partner of the offending player is the original leader, the declarer may also prohibit the initial lead of the suit of the exposed card. 66. After the final declaration has been accepted and before the lead, if the partner of the proper leader expose or lead a card, the declarer may treat it as exposed or may call a suit from the proper leader. A card exposed by the leader, after the final declaration and before the lead, is subject to call. CARDS EXPOSED DURING PLAY. 67. After the original lead, all cards exposed by the declarer’s adversaries are liable to be called and must be left face upward on the table. 68.
The battle is a small, compact game of the Fight-to-a-Finish type, and it was arranged as simply as possible in order to permit of a full and exact explanation. [Illustration: Fig. 6b--Battle of Hook s Farm. Position of Armies at end of Blue s third move.] [Illustration: Fig. 7--Battle of Hook s Farm. Red s Left Wing attempting to join the Main Body.] Figure 1 shows the country of the battlefield put out; on the right is the church, on the left (near the centre of the plate) is the farm. In the hollow between the two is a small outbuilding. Directly behind the farm in the line of vision is another outbuilding.