Jock and Jock s Man. Jockie Blind-man. Joggle along. Johnny Rover. Jolly Fishermen. Jolly Hooper. Jolly Miller. Jolly Rover. Jolly Sailors. Jowls.
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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.=_ Should any dispute occur, not satisfactorily determined by the preceding laws, a _=written statement of facts=_ must be sent to a disinterested arbiter having a knowledge of the game, whose decision shall be final. TEXT BOOKS.
This was afterwards Basique, transformed by the French to Bésique, and by the English to Bézique. One English writer thinks the word is from bésaigne, the double-headed axe. Judging from the rank of the cards, which is peculiar to German games, Bézique may have originated in an attempt to play Binocle with a piquet pack, for Binocle seems to have been originally played with a full pack of fifty-two cards. One German writer says the game is of Swiss origin, and that they probably got it from Spain. In one writer’s opinion, the name Binocle, is derived from _bis_, until, and _knochle_, the knuckle, which would imply that the original meaning was, until some one knuckled; _i.e._, stopped the game by knocking on the table with his knuckles. This interpretation seems far-fetched, but if correct, it would sustain the opinion that Binocle was derived from the old game of Cinq-Cents, in which the player knocked with his knuckles to announce that he had made enough points to win the game. In the opinion of the author, the word “binocle” is a German mispronunciation of the French word “binage,” which was the term used in Cinq Cents for the combination of spade Queen and diamond Jack, as will be seen if the description of Cinq Cents is referred to. Stopping the play is a prominent feature in Sixty-Six, another variation of Bézique, and the connecting link between Binocle and Skat.
Mouse and the Cobbler. Muffin Man. Mulberry Bush. Munshets. Musical Chairs. NACKS. Namers and Guessers. Neighbour. Neivie-nick-nack. Nettles.
” 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. In France, the suits rank in this order in Boston de Fontainbleau, but in America diamonds outrank hearts. _=OBJECTS OF THE GAME.=_ Each player in turn has an opportunity to announce that he is willing to undertake to win a certain number of tricks, if allowed the privilege of naming the trump suit; or to lose a certain number, there being no trump suit. If he proposes to play alone, he may select any suit for trumps; but if he takes a partner the trump suit must be belle or petite. The announcements outrank each other in certain order, and the player making the highest must be allowed to play. If he succeeds in his undertaking, he wins the pool, and is also paid a certain number of counters by each of his adversaries. If he fails, he must double the pool, and pay each of his adversaries.
At the end of twelve deals, each has played four deals with each of the others. The scores are then added up and balanced by the method described in connection with the game of Skat. _=REVERSI BRIDGE.=_ This is playing bridge to lose, and the object of the declaration is to pick out the make which is likely to win the least tricks. At the end of the hand, each side scores what the other makes; so that if the dealer declares no-trumps, and loses two by cards, and finds thirty aces against him, he scores 24 and 30 to his own credit. The adversaries can double if they wish to, and all the rules of regular bridge apply, except that if a revoke is made the usual penalty is reversed, the player in error taking three tricks instead of losing them. _=SHORT BRIDGE.=_ This is bridge without any doubling or rubbers, and is played for so much a game instead of for so much a point, the winners being the side that has the higher score for tricks and honours combined when either side reaches thirty points below the line. It is a good game for occasions upon which the players may be interrupted at any time, or have not time to finish a full rubber. THE AMERICAN LAWS OF BRIDGE.
_You_ were my vigorish! We rode the copter together to the airport. Old Grand Master Maragon would sneer out of the other side of his face when I brought Pheola to him. He couldn t keep _her_ from PC training. She _had_ it. Tell me, I asked her. Can you always tell what I m going to do next? I reckon, she said. If I think hard about it. But you can t _control_ what I m going to do next, can you? I grinned. I wonder, she said. Never tried, yet.
_=SUGGESTIONS FOR GOOD PLAY.=_ Experience has shown that it pays to keep certain classes of hand in one section, either left to right or up and down. Many players put all the flushes in the vertical columns, and build the pairs, triplets and fours from right to left. Straights are uncertain quantities unless they are flush also and are seldom played for. Each card has a double value, and it may help to make up two hands of high scoring power, if well placed. The highest possible point value for a tableau would probably be five hands of four of a kind and five straight flushes, four of which would be royal, like this: [Illustration: 🂱 🃑 🃁 🂡 🃉 🂾 🃞 🃎 🂮 🃈 🂽 🃝 🃍 🂭 🃇 🂻 🃛 🃋 🂫 🃆 🂺 🃚 🃊 🂪 🃅 ] The odds against the cards coming from the stock in such order as to make a tableau like this possible would be enormous, but there are many sets of twenty-five cards that can be rearranged so as to make a much higher count than that actually arrived at in the solitaire. The player’s skill consists in anticipating the possibilities that certain cards will be drawn and in so arranging his table that if the hoped for card comes out, the most advantageous place will be found open for it. _=TWO OR MORE PLAYERS.=_ Any number can play this game, the only limitation being the number of packs available and space enough on the table for each one to lay out his own tableau. One player is selected as the “caller” and he shuffles his pack and presents it to be cut.
_=Straight=_; five cards in sequence, but of various suits. In straights, the Ace cannot be used to form such combinations as Q K A 2 3; but it may be used as the bottom of 5 4 3 2, or the top of 10 J Q K. Straights beat _=Three of a Kind=_; such as three K’s and two odd cards. _=Two Pairs=_; such as two 9’s and two 7’s, with an odd card. _=A Pair=_; such as two Aces and three odd cards. If no pair is shown, the _=Highest Card=_ wins. A short hand, such as four cards, cannot be claimed as either a straight or a flush. _=36. Ties.=_ In case of ties, the highest of the odd cards decides it.
The natives then got hold of the idea that Mother Ganges, indignant at being bridged, had at last consented to submit to the insult on condition that each pier of the structure was founded on a layer of children s heads (Gomme s _Early Village Life_, p. 29). Formerly, in Siam, when a new city gate was being erected, it was customary for a number of officers to lie in wait and seize the first four or eight persons who happened to pass by, and who were then buried alive under the gate-posts to serve as guardian angels (Tylor s _Primitive Culture_, i. 97). Other instances of the same custom and belief are given in the two works from which these examples are taken; and there is a tradition about London Bridge itself, that the stones were bespattered with the blood of little children. Fitzstephen, in his well-known account of London of the twelfth century, mentions that when the Tower was built the mortar was tempered with the blood of beasts. Prisoners heads were put on the bridge after execution down to modern times, and also on city gates. These traditions about London, when compared with the actual facts of contemporary savagery, seem to be sufficient to account for such a game as that we are now examining having originated in the foundation sacrifice. Mr. Newell, in his examination of the game, gives countenance to this theory, but he strangely connects it with other games which have a tug-of-war as the finish.
It is usual for only one to count, the other taking the difference between his total and 120. From this it might be imagined that no notice was taken of the counting value of the cards taken in during the progress of the play. Early in the game this is true, but toward the end each player must keep very careful mental count of the value of his tricks, although he is not allowed to score them. When either player knows, by adding the mental count of his tricks to his scored declarations, that he has made points enough to win the game, he stops the play by knocking on the table, either with his knuckles or his cards. He then turns over his tricks and counts the points they contain to show his adversary that he has won the game. Even if his adversary has also enough points to go out, the player who knocked wins the game, provided his count is correct. If the player who knocks is mistaken, and cannot count out, he loses, no matter what his adversary may have. If neither knocks, and at the end of the hand both players are found to have points enough to put them out, neither wins the game, which must be continued for 100 points more; that is, as 500 points is the usual game, it must be made 600 in such a case. Should both reach 600 without knocking, it must be continued to 700. If neither knocks, and only one has enough points to go out he wins the game on its merits.
When the player of the two hands (hereinafter termed “the declarer”) wins at least as many tricks as he declared, he scores the full value of the tricks won (see Law 3).[10] 47_a_. When the declarer fails to win as many tricks as he declares, neither he nor his adversaries score anything toward the game, but his adversaries score in their honour column 50 points for each under-trick (_i.e._, each trick short of the number declared). If the declaration be doubled, the adversaries score 100 points; if redoubled, 200 points for each under-trick. 48. The loss on the dealer’s original declaration of “one spade” is limited to 100 points, whether doubled or not, unless redoubled. Honours are scored as held. 49.
Five evenly spaced photonuclear bombs blazed out across a hundred thousand miles. The pain in his mind and body vanished. [Illustration] He felt a moment of fierce, terrible, feral elation running through the mind of the Lady May as she finished her kill. It was always disappointing to the cats to find out that their enemies whom they sensed as gigantic space Rats disappeared at the moment of destruction. Then he felt her hurt, the pain and the fear that swept over both of them as the battle, quicker than the movement of an eyelid, had come and gone. In the same instant, there came the sharp and acid twinge of planoform. Once more the ship went skip. He could hear Woodley thinking at him. You don t have to bother much. This old son of a gun and I will take over for a while.
The point is worth 5; the quinte 15, the quatrième 4, and the tierce 3; 27 altogether. His trios of Jacks and Tens are shut out by the superior combinations in the elder hand. Having claimed these 27 points, and their correctness having been admitted by the elder hand, the dealer proceeds to play a card. If either player has forgotten to declare anything before he plays, the count is lost. _=Sinking.=_ A player is not obliged to declare any combination unless he wishes to do so, and he may sink a card if he thinks it would be to his advantage to conceal his hand. Sinking is calling only part of a combination, as, for instance, calling 51 for his point when he really has 61; calling a quinte when he has a sixième, or a trio when he has a quatorze. Sinking is usually resorted to only when the player knows from his own hand and discards that what he declares is still better than anything his adversary can hold; but it must be remembered that the part of the declaration which is sunk in this manner is lost. _=Irregular Declarations.=_ If either player claims a combination which he does not hold, and does not remedy the error before he plays a card, he cannot count anything that deal, losing any other declarations he may have made which are correct.