=_ It is a common custom in large parties, say six or seven players, to make it a jack when no one but the dealer will ante. Instead of allowing the blind to make his ante good, and draw cards against the dealer, each player contributes two white counters, the age adding one to his blind, and the cards are redealt for a jack pot. Another variety of this custom is when the blind is opposed by only one ante, to allow the age to make this player take down his two counters, and to pay two counters for him, to make it a jack. For instance: Five play, and A has the age. B and C pass, and D antes two counters. The dealer, E, says: “I pass for a jack.” A then puts up three counters, one of which is added to his blind, the other two paying D’s ante in the ensuing jack. D takes down his two counters, and the cards are redealt. This cannot be done if more than one player has anted, nor if the ante has been raised or the blind straddled. In the example just given, had D raised the ante to five counters and E passed, the age would have had to put up four more white counters and draw cards, or allow D to win his blind.
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Ask old Thousand Cuts, I went on, nodding to the scalpel surgeon. We just pulled one out of the fire. When does this come in second best to saving the skin of some tinhorn gambler? Your Lodge obligations come first, he said quietly. We have a replacement for you here. Here s your ticket for Lake Tahoe, he added, holding out an envelope from a travel agency. I m staying here, Maragon, I said. I m a TK surgeon. I m all through tipping dice. You may not find it practical, he said, getting up to leave. Well, I hadn t.
=_ The regular game is played by two persons, one of whom is known as the dealer, and the other as the pone. They cut for seats and deal, the highest cut having the choice. _=Stakes.=_ Sixty-six is played for so much a game, or for so much a point, the loser’s score being deducted from the winner’s. If the loser has not scored at all, it is usually counted a double game. _=Dealing.=_ The cards having been shuffled and presented to the pone to be cut, the dealer gives six cards to each player, three at a time, dealing first to his adversary. There are several ways of making the trump, one of which should be agreed upon before play begins. One way is for the pone to draw a card from the top, the middle, or the bottom of the talon, after the dealer has given each player his six cards. Another way is for the dealer to turn up the seventh card, after dealing the first round of three to each player.
At the Knickerbocker Whist Club, New York, which is still famous for its compass games, they play a minimum of 24 trays, or get as near that number as possible. If there are 14 tables, they play two deals at each. If there are only 10 tables, they play 30 trays. All the N & S players sit still, and at the end of each round, two or three deals as the case may be, all the E & W players move up one table, 2 going to 1, 3 to 2, etc. Each pair keeps its own score card, on which is put down the number of the tray, the number of the pair played against, which is always the number of the table at which they started; one of the pairs remaining there being No. 3 N & S, the other moving away, being No. 3 E & W. Each pair adds up its score card at the end, and puts down the total number of tricks they have won. The names of the players having been previously written on the blackboard, their scores are put down opposite their names, each side, N & S and E & W, is then added up in order to find the average, and all scores above average are plus, while all below average are minus. The following is an example of the averaging of a game in which five tables took part, playing 30 deals:-- N & S E & W a 201 -6 f 189 +6 b 204 -3 g 186 +3 c 211 +4 h 179 -4 d 207 = j 183 = e 212 +5 k 178 -5 --------------- --------------- 5 |1035 5 |915 +---- +--- Aver.
=_ Three packs of fifty-two cards each are shuffled together and used as one. The players shuffle as much as they please, the banker last, and the banker then presents them to any player he pleases to have them cut. The banker may burn one or two cards if he pleases; that is, turn them face upward on the bottom of the pack. _=Object of the Game.=_ The court cards and Tens count nothing, but all others, including the Ace, are reckoned at their face value. The object is to secure cards whose total pip value will most closely approach the number 8 or 9. An 8 made with two cards is better than a 9 made with three. _=Stakes.=_ Each player in turn, beginning with the first one on the right of the banker, and after him the first one on the left, and so on, right and left alternately, can bet any amount he pleases until the total amount bet equals the capital then in the bank. When this amount is reached it is useless to place further bets, as they may not be paid.
KENO, OR LOTTO. This game is played with a large number of cards, on which are printed various permutations of the numbers 1 to 90, taken five at a time; but each of the five numbers selected for one combination must be in a separate division of tens, such combinations as 2 4 8 16 18 not being allowed on any card, because the 2 4 and 8, for instance, are all in the first ten numbers of the 90. These cards have each a number, printed in large red type across the face of the other figures. The following might be a keno card, No. 325:-- [Illustration: +----+----+----+----+----+----+----+----+----+ | 1 | | 26 | | 45 | 53 | | 77 | | +----+----+----+----+----+----+----+----+----+ | | 10 | 28 | =3=| =2=| =5=| 62 | 79 | 83 | +----+----+----+----+----+----+----+----+----+ | 4 | 12 | | 37 | | 67 | | 90 | +----+----+----+----+----+----+----+----+----+ ] Some cards have more than three rows of figures on them, but none have more than five in one row. The cards are left on the tables in large numbers, and any number of persons may play. Each selects as many cards as he wishes, or thinks he can watch, and places upon them their price, usually twenty-five cents each. An assistant comes round and calls out the numbers of all the cards to be played, and they are “pegged” on a large board provided for the purpose. Ninety small ivory balls, with flattened surfaces to carry the numbers, are placed in a keno goose, which looks like a coffee urn with the spout at the bottom. This spout can be screwed out to put in the balls, and is controlled with a spring cut-off like a powder horn, which lets out only one ball at a time.
_=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. He places one of his pegs in the sixth hole from the left-hand end of the board. Then he makes 4, and places the second peg four holes in advance of the first, which will show that his total score is ten points. The third time he makes 2, which he scores by lifting out the back peg and putting it two holes in advance of the first one. This system of pegging not only shows the total number of points made by either player, but enables the adversary to check the count, as a glance at the distance between the two pegs will show the number of points pegged last time. When a player reaches the extreme right of the board, 30 points, he crosses over to the inner row of holes, and goes down from right to left. On reaching the end of the second row he has still one more to go to get into the game-hole, which is in the middle of the board.
” In cutting to the dealer in any game there must be as many cards left in each packet as will form a trick; or, if the game is not one of tricks, as many cards as there will be in any player’s hand; four, for instance, at Whist, and five at Poker. The cards are always distributed to each player in rotation from left to right, and each must receive the same number of cards in the same round. In games in which the cards are dealt by two and threes, for instance, it is illegal to give one player two and another three in the same round. _=Misdeals.=_ In all games in which the deal is an advantage, a misdeal loses the deal; but in all games in which the deal is a disadvantage, or some position is more advantageous than that of the dealer, such as the “age” at Poker, a misdeal does not lose the deal. The only exception to this rule is in Bridge, in which there are no misdeals, and Cribbage, which has a fixed penalty. _=Bidding.=_ In all games in which there is any bidding for the privilege of playing or of making the trump, or any betting on the value of the hands, the privilege must be extended to each player in turn, beginning on the dealer’s left. Any bid or any bet once made can neither be taken back nor amended. If any bid is made out of turn in any partnership game, it must be assumed that undue information is conveyed, and the player in error, or his partner, must lose his bid.
32, gives a diagram similar to one seen on a London pavement by A. B. Gomme (see fig. 7). Mr. Emslie has sent me figs. 9 and 10, also from London streets. Newell (_Games_, p. 188) speaks of it as a well-known game in America. Mr.
2.] [Illustration: Fig. 3.] Barley-break, or the Last Couple in Hell, was a game played by six people, three of each sex, who were coupled by lot. A piece of ground was then chosen, and divided into three compartments, of which the middle one was called Hell. It was the object of the couple condemned to this division to catch the others who advanced from the two extremities (figs. 1, 2), in which case a change of situation took place, and Hell was filled by the couple who were excluded by pre-occupation from the other place (fig. 3). In this catching, however, there was some difficulty, as by the regulations of the game the middle couple were not to separate before they had succeeded, while the others might break hands whenever they found themselves hard pressed. When all had been taken in turn, the last couple was said to be in Hell, and the game ended.
Richardson. Hersham _Folk-lore Record_, vol. v. Redhill Miss G. Hope. SUSSEX { Parish s _Dialect_, Holloway s { _Dictionary_, Toone s _Dictionary_. Hurstmonceux Miss Chase. Shipley, Horsham, West { Miss R. H. Busk (_Notes and Grinstead { Queries_).
1 and 2; a card is led from No. 1, the dealer follows suit from No. 2, or trumps, or discards, and the play continues until these two hands are exhausted. The second set are then taken up and played in the same manner; the player who won the last trick in one set having the first lead in the next. Finally, the third set are played in the same manner; all the cards taken by each side being gathered into one pile by the player who has won them. The trump card must remain on the table until the dealer takes up the last hand. When three play, the set of hands first dealt must be first played, and then the second set taken up. The rules for cards played in error, leading out of turn, etc., are the same as at Whist. _=OBJECTS OF THE GAME.
Splits should come about three times in two deals if the cards are honestly dealt. _=Keeping Cases.=_ As the cards are withdrawn from the box they are marked on a case-keeper, which is a suit of thirteen cards, with four buttons running on a steel rod opposite each of them. As the cards come out, these buttons are pushed along, so that the player may know how many of each card are still to come, and what cards are left in for the last turn. In brace games, when the cards are pulled out two at a time to change the run of them, the case-keeper is always a confederate of the dealer, and is signalled what cards have been pulled out under the cards shown, so that he can secretly mark them up. A bet placed or left upon a card of which none are left in the box is called a _=sleeper=_, and is public property; the first man that can get his hands on it keeps it. When only one card of any denomination is in the box, it is obvious that such a card cannot be split, and that the bank has no advantage of the player. Such cards are called _=cases=_, and the betting limit on cases is only half the amount allowed on other cards. It is not considered _comme il faut_ for a player to wait for cases, and those who play regularly usually make a number of small bets during the early part of the deal, and then bet high on the cases as they come along. A player who goes upon the principle that the dealer can cheat those who bet high, and who follows and goes against the big bets with small ones, or who plays one-chip bets all over the board, hoping to strike a good spot to fish on, is called a piker; and when a game runs small this way, the dealers call it a _=piking game=_.
Where s the moo-cow? Butcher killed it. Where s the butcher? Eating nuts behind the door, and you may have the nutshells. --London (Miss Dendy, from a maid-servant). II. Please, mother, may I go a-maying? Why, daughter, why? Because it is my sister s birthday. Make three pretty curtseys and walk away. Where is your may? I met puss, and puss met me, and puss took all my may away. Where is puss? Run up the wood. Where is the wood? Fire burnt it. Where is the fire? Water quenched it.
[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. Kimber). II. Isabella, Isabella, Isabella, Farewell! Last night when I departed I left her broken-hearted; Upon the steep mountain There stands a young man. Who ll you choose, love? Who ll you choose, love? Who ll you choose, love? Farewell! Go to church, love, Go to church, love, Go to church, love, Farewell! Say your prayers, love, Say your prayers, love, Say your prayers, love, Farewell! Put your ring on, Put your ring on, Put your ring on, Farewell! Come back, love, Come back, love, Come back, love, Farewell! Roast beef and plum pudding, Roast beef and plum pudding, Roast beef and plum pudding, For our dinner to-day.
This brings them into this position:-- X | X | X | X O 1 O | O 3 O | O 5 O | O 7 O X | X | X | X | | | O | O | O | O X 2 X | X 4 X | X 6 X | X 8 X O | O | O | O The two O’s that have just played the N & S hands at table No. 1, proceed to play at table No. 2, the N & S hands which have just been played by two X’s; while the two O’s that played the E & W hands at table No. 2, overplay at table No. 1, the E & W hands just held by the two X’s. It is now evident that the four O’s have held between them all the 52 cards dealt at each table; for the first pair have held all the N & S hands dealt at both tables, and the second pair have held all the E & W hands. The same is true of the four X players; and if there is any difference in the number of tricks taken by the opposing fours, it is supposed to be due to a difference in skill, other matters having been equalised as far as the limitations of the game will permit. The overplay finished, the cards are gathered, shuffled, cut, and dealt afresh, East now having the original lead. It must be remembered that the deal can never be lost, and that no matter what happens, the player whose proper turn it is to deal must do so. _=NUMBERING HANDS.
If the cue points toward the centre of the ball, as in the third figure, the ball will be driven forward, without any tendency to return after striking the object ball. The latter shot is useful in making a “close follow,” to avoid making a foul. _=The Force Shot.=_ The beginner at billiards should strike his ball always exactly in the centre, until he learns the angles. With moderate strength the effect of the stroke is to cause the ball to roll naturally along the cloth until it reaches the object ball, after which it will be deflected from its original course according to the angle at which the object ball is struck. If the cue ball is struck very hard, however, and very slightly below the centre, it will slide for a certain distance before beginning to roll, and if it reaches the object ball before this sliding motion ceases it will simply come to a stop, or go off at a right angle if the object ball is not struck exactly in the centre. This method of forcing a ball to go off at a right angle is called “screwing” in England. [Illustration] _=The Follow Shot.=_ If the cue ball is struck above the centre, the rolling motion is set up at once, no matter how hard the ball is struck, and the effect of contact with the object ball is simply to check the motion for a moment, after which the cue ball rolls forward again, deflected only by the angle at which the object ball was struck. The great art in making follow shots is to let the cue follow the ball, the tip passing at least three inches beyond where the ball stood, as shown by the dotted lines in the diagram.
Cogger A striped snail shell. It is a common boyish pastime to hold one of these shells between the last joints of the bent fingers, and forcibly press the apex against another held in a similar manner by an opponent, until one of them, by dint of persevering pressure, forces its way into the other; and the one which in these contests has gained the most victories is termed the Conqueror, and is highly valued (Northamptonshire, Baker s _Glossary_). The game is known as Fighting Cocks in Evans _Leicestershire Glossary_. In London it was played with walnut shells. Cogs The top stone of a pile is pelted by a stone flung from a given distance, and the more hits, or cogglings off, the greater the player s score.--Robinson s _Whitby Glossary_. Apparently the same game as Cockly-jock. Common A game played with a ball and crooked stick (cut from a tree or hedge), with a crook at the end (same game as Hurl ).--Dublin (Mrs. Lincoln).
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One of these kicks the tin out of the ring, the others then all run to hide or squat out of sight. The keeper has to replace the tin before looking for the boys. If, after that, he can spy a boy, that boy must come out and stand by the ring. When another boy is spied, he endeavours to reach the ring before the keeper does so, and kick out the tin. If he is successful, any one of the boys who is standing by, having been previously spied, is released from the keeper, and again hides. The object of the keeper is to successfully spy all the boys. When this is accomplished the last boy becomes the keeper.--Earls Heaton, Yorks. (Herbert Hardy). See Mount the Tin.
A player dealing out of turn may be stopped before the non-dealer lifts his cards from the table. The penalty for dealing out of turn is two points, if the error is detected in time; otherwise the deal stands good. If the dealer neglects to have the pack cut, exposes a card in dealing, gives too many or too few cards to any player, deals a card incorrectly, and fails to remedy the error before dealing another, or exposes one of his adversary’s cards, the non-dealer scores two points by way of penalty. He also has the option of demanding a fresh deal by the same dealer, or of letting the deal stand. If the error is simply an irregularity in the manner of dealing, or an exposed card, the pone must decide without looking at his cards. If either player has too many or too few cards, the pone may look at the hand dealt him before deciding whether or not to have a fresh deal; but if it is the pone himself that has too many or too few cards, he must discover and announce the error before lifting his cards from the table, or he will not be entitled to the option of letting the deal stand. If the pone has too many cards he may return the surplus to the top of the pack, without showing or naming them. If the dealer has too many, the pone may draw from his hand face downward, returning the surplus to the top of the pack; but the pone may not look at the cards so drawn unless the dealer has seen them. If there are too few cards, and the pone elects to have the deal stand, the deficiency must be supplied from the top of the pack. _=THE CRIB.
See Blind Man s Buff. Joggle along I. Come all you young men In your youthful ways, And sow your wild oats In your youthful days. Then you ll be happy, Then you ll be happy, As you grow old. For the day s far spent, And the night s coming on, So give us your arm, and We ll joggle along. --Penzance, Cornwall (Mrs. Mabbott). II. Come all ye young men, with your wicked ways, Sow all your wild oats in your youthful days, That we may live happy, that we may live happy, That we may live happy when we grow old. The day is far spent, the night s coming on, Give us your arm, and we ll joggle along, That we may live happy, &c.