♣ K Q J | A 2 3 4 5 6 7 8 9 10 ♠ K Q J | A 2 3 4 5 6 7 8 9 10 In the trump suit the same order of cards is retained, except that four cards are always the best trumps. These are the Five, Jack, and ace of the suit itself, and the ace of hearts, the latter being always the third best. This gives us the rank of the cards as follows, when the suit is trump:-- No change. | Highest in red. ♡ 5 J ♡ A K Q | 10 9 8 7 6 5 4 3 2 ♢ 5 J ♡ A ♢ A K Q | 10 9 8 7 6 5 4 3 2 | | Lowest in black. ♣ 5 J ♡ A ♣ A K Q | 2 3 4 5 6 7 8 9 10 ♠ 5 J ♡ A ♠ A K Q | 2 3 4 5 6 7 8 9 10 _=COUNTERS.=_ Spoil Five is played with a pool, for which counters are necessary. One player should act as banker, and the others should purchase from him, each beginning with 20 counters. Coins may take the place of counters, shillings being the usual points. _=PLAYERS.
Of these, the dealer always has the advantage of being sure of one more than his share, and it is safe to reckon upon the dealer to hold at least two trumps. He may also be counted for a missing suit, for he will discard any losing card of an odd suit when he takes up the trump. _=The Eldest Hand=_ should not order up the trump unless he has such cards that he is reasonably certain of three tricks without any assistance from his partner, and cannot be sure of two tricks if the trump is turned down. When he holds one or two bowers, especially if he has cards of the next suit; that is, the suit of the same colour as the turn-up, he should always pass; because if the dealer takes it up he will probably be euchred, and if he turns it down, the eldest hand will have the first say, and can make it next. It is seldom right to order up a bower, because the dealer will rarely turn down such a card. There are exceptional cases in which the eldest hand may order up with little or nothing. One of the most common is when the adversaries of the dealer are at the _=bridge=_; that is, when their score is 4, and the dealer’s side has only 1 or 2 marked. It is obvious that if the dealer or his partner plays alone, he will win the game; but if the trump is ordered up the most he can score is 2 points for a euchre, and the player who orders up will then have a chance to go out on his own deal. For this reason it has come to be regarded as imperative for the eldest hand to order up at the bridge, unless he holds the right bower, or the left bower guarded, or the ace twice guarded, any one of which combinations is certain to win a trick against a lone hand if the eldest hand does not lead trumps himself. Another case is when the score is 4 to 4, and the eldest hand has average trump strength, good side cards, but nothing in the next suit.
I m Fowler Smythe, he said. Twenty-fifth degree, he added, flexing his TK muscles. What is it, buster? You on Crap Patrol? I paused before I answered. Twenty-fifth degree? Since when could a gambling casino afford a full-time Twenty-fifth? TK s in the upper degrees come high. I had already figured my fee at a hundred thousand a day, if I straightened out the casino s losses to the cross-roader. Wally Bupp, I said at last, deciding there was no point to trying some cover identity. My gimpy right wing was a dead giveaway. Thirty-_third_ degree, I added. He had a crooked grin, out of place beneath his scholarly glasses. I ve heard of Wally Bupp, he admitted.
| Earls Heaton, Yorks. | Lincolnshire. | Redhill, Surrey. | +---+----------------------+----------------------+----------------------+ | 1.|Green gravel. |Green gravel. |Green gravel. | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.
The man whose face or manner betrays the nature of his hand, or the effect of an opponent’s bet or raise, will find everyone to beat his weak hands, and no one to call his strong ones. Unless he is a fair judge of human nature he will never be able to estimate the strength or peculiarities of the players to whom he is opposed, and will fail to distinguish a bluff from an ambuscade. Without courage he cannot reap the full benefit of his good hands; and without patience he cannot save his money in the time of adversity. Of one thing every player may rest assured, and that is that Poker cannot be played by mathematical formulas. Beyond the most elementary calculations of the chances in favour of certain events the theory of probabilities is of no assistance. It is not necessary to call in a mathematician to prove that a player who habitually discards a pair of aces to draw to three cards of a suit will lose by the operation in the long run. Nor will any amount of calculation convince some players that they are wasting their money to stay in a jack pot in order to draw to a pair of tens, although such is the fact. The various positions occupied by the player at the poker table may be briefly examined, and some general suggestions offered for his guidance in each of them. In the first place he should look out for his counters. It is always best for each player to place the amount of his ante or his bet immediately in front of him, so that there need be no dispute as to who is up, or who is shy.
But if he puts up the four, he may put up as many more as he pleases within the limit, which is two blues, or fifty whites. This is called _=raising the ante=_. If he does not care to pay twice the amount of the blind or straddle for the privilege of drawing cards to improve his hand, he must throw his cards face downward on the table in front of the player whose turn it will be to deal next. Reasonable time must be allowed for a player to make his decision; but having made it, he must abide by it; a hand once thrown down cannot be taken up again, and counters once placed in the pool, and the hand removed from them, cannot be taken out again, even though placed in the pool by mistake. The player who has the first say having made his decision, the player next him on the left must then decide. He must put into the pool an amount equal to that deposited by the first player, or abandon his hand. Suppose there has been no straddle, and that all conclude to _=stay=_, as it is called. They each in turn put up two white counters until it comes to the age. The one white counter he has already put up as a blind belongs to the pool, but by adding one to it he can make his ante good, and draw cards, always provided no player has raised the ante. If any player has put more counters into the pool than the amount of the ante, all the other players must put up a like amount, or throw down their hands.
The first two walk together till there is a third, then the three walk together till there is a fourth, then they go in couples. In the Northants version, from Raunds, four boys stand in the centre of the ring. When the verses are sung they choose four girls, and then take their places in the ring. The four girls then choose four lads, and so on. At Earls Heaton the children stand against a wall in a line. Another child walks up and down singing the verses, and chooses a partner. He spreads a handkerchief on the ground, and they kneel and kiss. (_c_) The Shipley version is a Kiss in the Ring game. A version sent by the Rev. W.
To find the total probability of improvement, we must make the first fraction proportionate to the last, which we can do by multiplying it by 3. The result will be 3/48 + 1/48 = 4/48; showing that the total chance of improvement is 1 in 12, or 11 to 1 against it. _=Whist.=_ To calculate the probable positions of certain named cards is rather a difficult matter, but the process may be understood from a simple example. Suppose a suit so distributed that you have four to the King, and each of the other players has three cards; what are the probabilities that your partner has both Ace and Queen? The common solution is to put down all the possible positions of the two named cards, and finding only one out of nine to answer, to assume that the odds are 8 to 1 against partner having both cards. This is not correct, because the nine positions are not equally probable. We must first find the number of possible positions for the Ace and Queen separately, afterward multiplying them together, which will give us the denominator; and then the number of positions that are favourable, which will give us the numerator. As there are nine unknown cards, and the Ace may be any one of them, it is obvious that the Queen may be any one of the remaining eight, which gives us 9 × 8 = 72 different ways for the two cards to lie. To find how many of these 72 will give us both cards in partner’s hand we must begin with the ace, which may be any one of his three cards. The Queen may be either of the other two, which gives us the numerator, 3 × 2 = 6; and the fraction of probability, 6/72, = 1/12; or 11 to 1 against both Ace and Queen.
Sweeps are usually marked by leaving the cards with which they are made face upward at the bottom of the tricks taken in by the player. Sweeps made by opposite sides are sometimes turned down to cancel one another. _=Trailing.=_ When a player cannot pair, combine, or build anything, he must play a card. This is called trailing, because he is simply following along waiting for opportunities. In trailing it is usually the best policy to play the smaller cards, except Aces and Little Cassino, because as other players will probably trail small cards also, these may be combined and won with the larger cards kept in the player’s hand. _=Last Cards.=_ In the last round, all the cards remaining on the table are won by the player who takes the last trick, but it does not count as a sweep unless it would have been a sweep under any circumstances. The last trick is usually made by the dealer, who always keeps back a court card if he has one, to pair one already on the table. _=Irregularities in Play.
_=When five or seven play=_, there are special scores for lone hands. When all five tricks are taken by one side, but not by an individual playing a lone hand, it is simply a march, and counts two points, no matter how many are playing. When two or three are playing, a march must of course be a lone hand, as there are no partnerships. As we shall see later, there are some varieties of Euchre in which a lone hand may play against a lone hand, but this is not permitted in the ordinary game. No one but the individual player who makes the trump can play alone. Except in five and seven-handed Euchre, the player or side first reaching five points wins the game. If three are playing, and two of them reach five points simultaneously by euchreing the third, they both win a game. If they are playing for stakes, they divide the pool. _=TAKING UP THE TRUMP.=_ After the trump is turned up, each player in turn examines his cards, and if he does not care whether the trump suit remains unchanged or not, he says: “_=I pass=_.
stands for German; F. for French. Abnehmen or Abheben, G., to cut. Abwerfen, G., to discard. À cheval, across the line; betting on both sides at once. Adversary, (G., Feind). In Mort or Bridge, those who play against the Dummy and his partner.
_criec_, a staff. See Bittle-battle, Stool-ball. Crooky An old game called Crooky was formerly played at Portarlington, Queen s co., and Kilkee, co. Clare. Fifty years ago it was played with wooden crooks and balls, but about twenty-five years ago, or a little more, mallets were introduced at Kilkee; while subsequently the name was changed to Croquet. I have heard it stated that this game was introduced by the French refugees that settled at Portarlington.--G. H. Kinahan (_Folk-lore Journal_, ii.
Folk-lore Society Publications, 1878-1892. BEDFORDSHIRE-- Luton Mrs. Ashdown. Roxton Miss Lumley. BERKSHIRE Lowsley s _Glossary_. Enborne Miss Kimber. Fernham, Longcot Miss I. Barclay. Newbury Mrs. S.
But what if I should fall in? We ll get a rope and pull you out, To me, I, O, OM. --Sheffield (S. O. Addy). V. Mother, come buy me two milking-pails, Two milking-pails, two milking-pails, Mother, come buy me two milking-pails, O sweet mother o mine. [Then verses beginning with the following lines--] Where shall I get my money from, O sweet daughter o mine? Sell my father s feather beds. Where shall your father sleep? Sleep in the servant s bed. Where shall the servant sleep? Sleep in the washing-tub. Where shall I wash the clothes? Wash them in the river.
, are the same as those already described in connection with Boston, except that no trump is turned for first preference, the suits always having a determined rank; diamonds being first, hearts next, then clubs, and last spades. No-trump, or “grand,” outranks diamonds. Twelve deals is a game; after which the players cut out if there are more than four belonging to the table, or if other candidates are waiting to play. _=PENALTIES=_, for playing with more or less than the proper number of cards, etc., are the same as at Boston. _=OBJECTS OF THE GAME.=_ These are identical with Boston, but instead of doubling the pool, the player who is unsuccessful in his undertaking pays into the pool the same amount that he loses to each of the other players. _=ANNOUNCEMENTS.=_ The bids rank in the order following; beginning with the lowest. The full-faced type show the words used by the players in calling their bids.
Arbitri Satiræ_, by Buchler, p. 84 (other readings are _buccæ_ or _bucco_). --_Primitive Culture_, i. 67. Buck i t Neucks A rude game amongst boys.--Dickinson s _Cumberland Glossary_. Buckerels A kind of play used by boys in London streets in Henry VIII. s time, now disused, and I think forgot (Blount s _Glossographia_, p. 95). Hall mentions this game, temp.
When the King is castled with the Queen’s Rook, which is the longer move for the Rook, the sign O-O-O is used. A cross, x, placed after the piece moved shows that it captured something, and the letters following the cross do not give the square to which the piece is moved, but show the piece that is captured. K B x Q P, for instance, would mean that the adversary’s Queen’s Pawn was to be taken from the board, and the King’s Bishop was to occupy the square upon which the captured Queen’s Pawn had stood. Beginners usually have some difficulty in following the moves of the Knights, because it frequently happens that the same square can be reached by either of them. The Bishops cannot be confused in this way, because they never change the colour of the square they stand upon. In some sets of chessmen the Knights are distinguished by putting a small crown on the King’s Knight, but this is never done in the regulation Staunton model. The beginner will find it very convenient, when following out the play of published games, to screw off the bottom of one white and one black Knight, and to exchange the bases. The white King’s Knight will then have a black base, and the black King’s Knight will have a white base, and they can be easily identified at any period of the game. _=GERMAN NOTATION.=_ Many of our standard chess books, and some of the best edited chess columns, are in German, and the student should be familiar with the German notation, which is much simpler than the English.
_=CARDS.=_ Whist is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but ranking below the deuce in cutting. Two packs are generally used, the one being shuffled while the other is dealt. _=MARKERS=_ are necessary to keep the score. The most common are red and white circular counters; the white being used for the points in each game, and the red for the games themselves, or for rubber points. It is better to have two sets, of different colours, each set consisting of four circular and three oblong counters, the latter being used for the rubber points, or for games. _=PLAYERS.=_ Whist is played by four persons. When there are more than four candidates for play, five or six may form a “table.” If more than six offer for play, the selection of the table is made by cutting.
In the ring, love, in the ring, love, In the ring, love, Farewell! --Long Eaton, Nottinghamshire (Miss Youngman). XII. Elizabella, Farewell! Last night as we parted She left me broken-hearted, And on a green mountain She looked like a dove. Choose your loved one, Choose your loved one, Choose your loved one, Farewell! Go to church, love, Farewell! Say your prayers, love, Farewell! In the ring, love, Farewell! Shake hands, loves, Shake hands, loves, Farewell! Give a kiss, loves, Give a kiss, loves, Farewell! --Liphook, Hants (Miss Fowler). XIII. Last night when we parted She was nigh broken-hearted, To-morrow we gather And a bright welcome be. Then give me your hand, love, Your hand, love, your hand, love, Then give me your hand, love, Isabella for me. Isabella, Isabella, Isabella for me. --North Derbyshire (S. O.
_=Honours.=_ The honours are the A K Q J 10 of trumps and the four Aces, the Aces being always honours; but when there is a no-trump declaration they are the only honours. This makes the Ace of trumps count double, when there is a trump suit; once as one of the five honours in trumps, and once as an Ace. Each honour is worth ten times as much as a trick. If the bid was three in clubs, the tricks would be worth 30 each and the honours 300 each. The side that has the majority of Aces and of honours scores for all they hold; not for the majority or difference. Suppose the bidder’s side has three honours in clubs and three Aces; the other side must have only two honours and one Ace; therefore the bidder scores for six honours, at 300 each. If the Aces and honours in trumps are so divided that each side has a majority of one or the other, they offset. Suppose the bidder to hold four Aces and two honours. The adversaries must have the majority of trump honours.
_=Methods of Cheating.=_ As in all games in which winning depends entirely on the cards held, and not on the manner of playing them, Bouillotte offers many opportunities to the greek. The small number of cards in the pack, and the consequent ease with which they may be handled, enable even the clumsiest card sharpers to run up brelan carrés, make false shuffles, and shift cuts. There is one trick, called the poussette, which consists in surreptitiously placing more counters on the table when the player finds he has a hand worth backing. Marked cards, and packs trimmed to taper one way, biseautés, are among the most common weapons of the French tricheurs. As in Poker, it is best to avoid playing with strangers. _=Suggestions for Good Play.=_ Beyond the usual qualifications necessary to succeed with any member of the poker family, Bouillotte requires some study of the probable value of the point, which value will vary with the number of players engaged in the coup. For instance: The first player to say, having only 21 in his hand, should ante; but if two other players had already anted, 31, or even 40 would be a doubtful hand. If a bet had been made and met by another player, such a point should generally be laid down.