The six-card game will be first described. _=CARDS.=_ Cribbage is played with a full pack of fifty-two cards, which have no rank except the order of their sequence; K Q J 10 9 8 7 6 5 4 3 2 A, the Ace being always the lowest, either in cutting or in play. The cards have also a counting or pip value, the three court cards, K Q J, and the 10 being worth ten points each. All other cards, including the Ace, retain their face value. There are no trumps, and the four suits are therefore equal in value at all times. _=MARKERS.=_ The game is 61 points, and is scored or “pegged” on a cribbage board, which has a double row of 30 holes on each side, and a game-hole at each end. The players are each provided with two pegs, and they score the points as they accrue by advancing their pegs from left to right according to the number of points they make. For instance: One player makes 6 for his first count.
Should two or more players revoke in the same hand, each must pay the entire losses in the hand, as if he were alone in error; so that if two should revoke, and a third win the pool, he would receive twenty-six counters, instead of thirteen. In Auction Hearts the revoking player must pay the amount of the bid in addition. 25. The claimant of a revoke may search all the tricks at the end of a hand. The revoke is established if the accused player mixes the cards before the claimants have time to examine them. 26. A revoke must be claimed before the tricks have been mixed, preparatory to shuffling for the next deal. 27. If a player is lawfully called upon to lead a certain suit, or to play the highest of it, and unnecessarily fails to comply, he is liable to the penalties for a revoke. 28.
Two partners pay or receive each from one adversary. _=HEART SOLO=_ is a game for three players, in which the pack is reduced to twenty-four cards by deleting the Eight of hearts, and all the diamonds but the Seven. Diamonds are always colour, and there are only three trumps in that suit; Spadilla, Manilla, and Basta. The only play is for the Solo, and if no one will make a bid, the hands are played in colour, and the winner of the last trick loses the value of a Solo. AUTHORS. This game was originally played with cards bearing the names of various authors, and other famous personages, arranged in groups, but the game is much simpler when played with an ordinary pack of fifty-two cards. Any number of persons can play. The cards are shuffled and spread, and the person drawing the lowest card deals the first hand. 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.
Forty deals is a game; the first thirty-two of which are called “simples,” and the last eight “doubles.” In the doubles, all stakes and contributions to the pool are doubled. If anything remains in the pool at the end, it is divided equally, unless a player demands that it shall be played for until won. Such extra deals are simples. _=RANK OF THE SUITS.=_ The suit turned on the first deal is called “belle” for that game. The suit turned on each succeeding deal is called “petite.” If belle turns up again, there is no petite for that deal. The suits are not first and second preference, as in Boston, but are used only to determine the value of the payments, and to settle which suits partners must name for trumps. The rank of the suits is permanent, as in Boston de Fontainbleau, but the order is, hearts, diamonds, clubs, and spades; hearts being highest.
Let us suppose his hand to consist of the ♡ A K 8; ♣ J 6 5 4 3 2; ♢ K 4; and the ♠ 7 3. If the suit remains hearts, he is almost certain to take in a number; but if it is changed to clubs, he is almost as certain of getting clear. The hand is not absolutely safe, as hearts might be led two or three times before the clubs in the other hands were exhausted by the original leader, whose game would be to lead small clubs. As the pool will contain thirteen counters to a certainty, he can afford to bid in proportion to his chances of winning it for the privilege of making clubs the suit to be avoided, instead of hearts. It might be assumed, if the odds were 10 to 1 that the player would get clear if the suit were clubs, that therefore he could afford to bid ten times the amount of the pool, or 130, for his chance. Theoretically this is correct, but if he should lose one such pool, he would have to win ten others to get back his bid alone, to say nothing of the amounts he would lose by paying his share in pools won by others. Let us suppose him to win his share, one-fourth of all the pools. While he is winning the ten pools necessary to repair his single loss, he has to stand his share of the losses in the thirty others, which would average about 128 counters. This must show us that even if a player has a 10 to 1 chance in his favour, he must calculate not only on losing that chance once in eleven times, but must make provision for the amounts he will lose in other pools. Experience shows that a bid of 25 would be about the amount a good player would make on such a hand as we are considering, if the pool were not a Jack, and he had first say.
As far as I could make out, she had vamoosed without trying to hustle another sucker. Her percentage of my winnings had certainly been a disappointment to her. At last I went down the ersatz wooden steps into the neon-gashed night and started across the nearly deserted main drag toward the motel where I had registered. A powerful turbine howled as a car pulled away from the curb, perhaps a hundred yards up the way. His lights came on and snapped up to bright. I had a perfect flash of PC--I _do_ have moments of it, no matter what the Lodge thinks. The car was going to take a dive into the fountain pool in front of my motel. But it sure didn t act like it. I froze in the middle of the road, hearing rubber scream as the driver floored the throttle and hurled the automobile right at me. He might as well have been on tracks.
If she go then I ll go too, I ll go too, I ll go too, If she go then I ll go too, So early in the morning. So round the meadows we must go, We must go, we must go, So round the meadows we must go, So early in the morning. --Sporle, Norfolk (Miss Matthews). (_b_) In the Deptford version two girls join hands, holding them up as an arch for the other players to tramp through. The first two verses are sung first by one and then by the other of the two girls. At the finish of these the girl then going through the arch is stopped, and the third, fourth, and fifth verses are sung by the two girls alternately. Then finally both girls sing the last verse, and the child is sent as prisoner behind one or other of the two girls. The verses are then begun again, and repeated afresh for each of the troop marching through the arch until all of them are placed behind one or other of the two girls. The two sides thus formed then proceed to tug against each other, and the strongest side wins the game. The Belfast version is practically the same, except that the verses are not sung as a dialogue, but by all the players together, and the prisoner, when caught, has the choice of sides, by being asked, Which will you have, a golden apple or golden pear? and according to the answer given is sent behind one of the leaders.
[Illustration: Fig. 2.] Forby has, _Morris_, an ancient game, in very common modern use. In Shakespeare it is called nine men s _morris_, from its being played with nine men, as they were then, and still are called. We call it simply _morris_. Probably it took the name from a fancied resemblance to a dance, in the motions of the men. Dr. Johnson professes that he knew no more of it than that it was some rustic game. Another commentator speaks of it as common among shepherds boys in some parts of Warwickshire. It cannot well be more common there than here, and it is not particularly rustic.
We ve got to have Psi power do it for us. Maybe, I agreed. But no TK can do it if Smythe can t. Have you tried a PC? Simonetti grabbed a piece of the heavens in rage. No! he yelled in his loud whisper. None of your crystal-ball witches in here! I knew how he felt. PC s give me the colly-wobbles, too. What s the matter with precognition? I asked him. If this crook has got you stuck, Rose is right. Only Psi force will get you out of this jam.
L. Gomme. Clapham Miss F. D. Richardson. Hersham _Folk-lore Record_, vol. v. Redhill Miss G. Hope. SUSSEX { Parish s _Dialect_, Holloway s { _Dictionary_, Toone s _Dictionary_.
--Sheffield (S. O. Addy). Cotgrave s _Dictionarie_, 1632, says: _Merelles_, le jeu de merelles, the boyish game called merrils, or fiue-pennie morris. Played here most commonly with stones, but in France with pawns or men made of purpose, and termed merelles. Strutt (_Sports_, p. 317) says: This was why the game received this name. It was formerly called Nine Men s Morris and Five-penny Morris, and is a game of some antiquity. It was certainly much used by the shepherds formerly, and continues to be used by them and other rustics to the present hour. An illustration of the form of the merelle table and the lines upon it, as it appeared in the fourteenth century, is given by him, and he observes that the lines have not been varied.
Game of Draughts, John Robertson. Janvier’s Anderson. Bowen’s Bristol. Bowen’s Cross. Bowen’s Fife. E.T. Baker’s Alma. Scattergood’s Game of Draughts. Lyman’s Selected Problems.
_=THE DECLARER’S PLAY.=_ The chief difference between the play of the Dummy and partner, and that of their adversaries, is that there is no occasion for the former to play on the probability of partner’s holding certain cards, because a glance will show whether he holds them or not. There is no hoping that he may have certain cards of re-entry, or strength in trumps, or that he will be able to stop an adverse suit, or anything of that sort, for the facts are exposed from the first. Instead of adapting his play to the slowly ascertained conditions of partner’s hand, the declarer should have it mapped out and determined upon before he plays a card. He may see two courses open to him; to draw the trumps and make a long suit, or to secure such discards as will give him a good cross-ruff. A rapid estimate of the probable results of each line of play, a glance at the score, and his mind should be made up. Several examples of this foresight will be found in the example hands. Another point of difference is, that the declarer should play false cards whenever possible. He has not a partner who, if he plays the King, might jump to the conclusion that he can trump a suit, or has not the Queen. The more thoroughly the adversaries are confused, the greater the advantage to the declarer, especially in the end game.
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Don’t expect a “strike” every time you hit the head pin. Don’t blame the pin boys if you get a split. They will spot any pin you call their attention to. Don’t throw away a “spare” because you think you were entitled to a “strike.” Don’t use any unnecessary motions. Don’t exert yourself. Take it easy. A slow accurate ball is better than a swift wild one. Don’t put your whole thumb in the finger hole. One joint is enough.
_=Compound Events.=_ In order to ascertain the probability of compound or concurrent events, we must find the product of their separate probability. For instance: The odds against your cutting an ace from a pack of 52 cards are 48 to 4, or 12 to 1; because there are 52 cards and only 4 of them are aces. The probability fraction is therefore 1/13. But the probabilities of drawing an ace from two separate packs are 1/13 × 1/13 = 1/169, or 168 to 1 against it. Suppose a person bets that you will not cut a court card, K Q or J, from a pack of 52 cards, what are the odds against you? In this case there are three favourable events, but only one can happen, and as any of them will preclude the others, they are called _=conflicting events=_, and the probability of one of them is the sum of the probability of all of them. In this case the probability of any one event separately is 1/13, and the sum of the three is therefore 1/13 + 1/13 + 1/13 = 3/13; or ten to 3 against it. In order to prove any calculation of this kind all that is necessary is to ascertain the number of remaining events, and if their sum, added to that already found, equals unity, the calculation must be correct. For instance: The probability of turning a black trump at whist is 13/52 + 13/52 = 26/52; because there are two black suits of 13 cards each. The only other event which can happen is a red trump, the probability of which is also 26/52, and the sum of these two probabilities is therefore 26/52 + 26/52 = 52/52, or unity.
If he who holds the Gegg gets in the den, the Outs are winners, and have the privilege of getting out again. The Outs, before leaving the den, shuffle the Gegg, or smuggle it so between each other that the Ins do not know which person has it. He who is laid hold of, and put to the question, is supposed to deny that he has the Gegg: if he escapes with it, he gets out again.--Jamieson. Genteel Lady A player begins thus:-- I, a genteel lady (or gentleman) came from that genteel lady (or gentleman) to say that she (or he) owned a tree. The other players repeat the words in turn, and then the leader goes over them again, adding, with bronze bark. The sentence goes round once more, and on the next repetition the leader continues, with golden branches. He afterwards adds, and silver leaves, and purple fruit, and on the top a milk-white dove, and, finally, mourning for the loss of his lady-love. If a player should fail in repeating the rigmarole, there is a fine to pay. A pipe-lighter is stuck in her hair, and she must say one-horned lady instead of genteel lady.
*** START OF THE PROJECT GUTENBERG EBOOK LITTLE WARS; A GAME FOR BOYS FROM TWELVE YEARS OF AGE TO ONE HUNDRED AND FIFTY AND FOR THAT MORE INTELLIGENT SORT OF GIRL WHO LIKES BOYS GAMES AND BOOKS. *** Produced by Alan D. Murray, William Jenness, and Andrew Sly. HTML version by Al Haines. Little Wars (A Game for Boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys games and books) With an Appendix on Kriegspiel By H. G. Wells CONTENTS I. OF THE LEGENDARY PAST II. THE BEGINNINGS OF MODERN LITTLE WARFARE III. THE RULES-- The Country The Move Mobility of the Various Arms Hand-to-Hand Fighting and Capturing Varieties of the Battle-Game Composition of Forces Size of the Soldiers IV.
Hustling, inveigling persons into skin games. Impair, the odd numbers at Roulette. Impasse, F., to finesse. Imperfect Fourchette, two cards, one immediately above the one led, and the other one remove below it; such as K 10 second hand on a Q led. Imperfect Pack, one in which there are duplicate cards, missing cards, or cards so marked that they can be identified by the backs. Indifferent Cards, cards of the same value, so far as trick taking is concerned, such as Q and J. Inside Straights, sequences which are broken in the middle. Intricate Shuffles, butting the two parts of the pack together at the ends, and forcing them into each other. Invite, F.
|On a dusty, dusty day.| -- | -- | | 5.| -- |So early in the | -- | | | |morning. | | | 6.|Fair maid, pretty |Fair maid, pretty |Please let one of your| | |maid. |maid. |daughters come. | | 7.| -- | -- |Come and dance with | | | | |me. | | 8.
Because you see the future? Yes, Billy Joe. And this talk about losing your prophecy because of divorce was just that, talk? I insisted. Her mouth worked silently. I talk like trash, and sometimes I start to think like it, she confessed. I even act like it. I ve tried not to see things acomin . But, she added, drifting back into her Ozark lingo. Always I knowed I was to find you. I knowed I was to go and search in spots of sin, for there you would be. And it kept getting stronger on me where to seek.
As far as I could make out, she had vamoosed without trying to hustle another sucker. Her percentage of my winnings had certainly been a disappointment to her. At last I went down the ersatz wooden steps into the neon-gashed night and started across the nearly deserted main drag toward the motel where I had registered. A powerful turbine howled as a car pulled away from the curb, perhaps a hundred yards up the way. His lights came on and snapped up to bright. I had a perfect flash of PC--I _do_ have moments of it, no matter what the Lodge thinks. The car was going to take a dive into the fountain pool in front of my motel. But it sure didn t act like it. I froze in the middle of the road, hearing rubber scream as the driver floored the throttle and hurled the automobile right at me. He might as well have been on tracks.