A-diss, a-diss, a-green grass, A-diss, a-diss, a-dass; Come, my pretty fair maid, And walk along with us. For you shall have a dik-ma-day, You shall have a dr[=a]gon; You shall have a nice young man With princes for his th[=e]gan (or s[=e]gan). --Lanarkshire (W. G. Black). III. A dish, a dish, a green grass, A dish, a dish, a dish, Come all you pretty maidens And dance along wi us. For we are lads a roving, A roving through the land, We ll take this pretty fair maid By her lily white hand. Ye sall get a duke, my dear, An ye sall get a drake, An ye sall get a bonny prince For your ain dear sake. And if they all should die, Ye sall get anither; The bells will ring, the birds will sing, And we ll clap our hands together.
My game is just as good as their game, and saner by reason of its size. Here is War, done down to rational proportions, and yet out of the way of mankind, even as our fathers turned human sacrifices into the eating of little images and symbolic mouthfuls. For my own part, I am _prepared_. I have nearly five hundred men, more than a score of guns, and I twirl my moustache and hurl defiance eastward from my home in Essex across the narrow seas. Not only eastward. I would conclude this little discourse with one other disconcerting and exasperating sentence for the admirers and practitioners of Big War. I have never yet met in little battle any military gentleman, any captain, major, colonel, general, or eminent commander, who did not presently get into difficulties and confusions among even the elementary rules of the Battle. You have only to play at Little Wars three or four times to realise just what a blundering thing Great War must be. Great War is at present, I am convinced, not only the most expensive game in the universe, but it is a game out of all proportion. Not only are the masses of men and material and suffering and inconvenience too monstrously big for reason, but--the available heads we have for it, are too small.
It is now Blue s turn to move, and figure 6a shows the result of his move. He fires his rightmost gun (the nose of it is just visible to the right) and kills one infantry-man and one cavalry-man (at the tail of Red s central gun), brings up his surviving eight cavalry into convenient positions for the service of his temporarily silenced guns, and hurries his infantry forward to the farm, recklessly exposing them in the thin wood between the farm and his right gun. The attentive reader will be able to trace all this in figure 6a, and he will also note the three Red cavalry prisoners going to the rear under the escort of one Khaki infantry man. Figure 6b shows exactly the same stage as figure 6a, that is to say, the end of Blue s third move. A cavalry-man lies dead at the tail of Red s middle gun, an infantry-man a little behind it. His rightmost gun is abandoned and partly masked, but not hidden, from the observer, by a tree to the side of the farmhouse. And now, what is Red to do? The reader will probably have his own ideas, as I have mine. What Red did do in the actual game was to lose his head, and then at the end of four minutes deliberation he had to move, he blundered desperately. He opened fire on Blue s exposed centre and killed eight men. (Their bodies litter the ground in figure 7, which gives a complete bird s-eye view of the battle.
|..... gold and silver.|Some will give us | -- | | | |silver ....
In the nature of things this must be so, for if there were no ups and downs in life, there would be no such things as chance and luck, and the laws of probability would not exist. The greatest fallacy in connection with luck is the belief that certain men _are_ lucky, whereas the truth is simply that they _have been_ lucky up to that time. They have succeeded so far, but that is no guarantee that they will succeed again in any matter of pure chance. This is demonstrated by the laws governing _=the probability of successive events=_. Suppose two men sit down to play a game which is one of pure chance; poker dice, for instance. You are backing Mr. Smith, and want to know the probability of his winning the first game. There are only two possible events, to win or lose, and both are equally probable, so 2 is the denominator of our fraction. The number of favourable events is 1, which is our numerator, and the fraction is therefore ½, which always represents equality. Now for the successive events.
The deal passes in regular rotation to the left. _=OBJECTS OF THE GAME.=_ The game is fifty-one points, and the side first pegging that number, or getting rid of its fifty-one counters is the winner. Fourteen points are made on every deal, as follows:-- 1 For _=High=_, the ace of trumps. 1 For _=Low=_, the deuce of trumps. 1 For the _=Jack=_ of trumps. 1 For the Ten of trumps, or _=Game=_. 5 For the Five of trumps, or _=Right Pedro=_. 5 For the Five of the same colour, or _=Left Pedro=_. -- 14 points altogether; all in the trump suit.
If the bidder fails, he loses, or is set back, as many points as he bid, and he scores nothing for the tricks he takes, but he may play the hand out to prevent the others from scoring, as his adversaries still get ten points for each trick they win. Five hundred points is game, and as the bidder has the first count he may go out first, even if an adversary has won tricks enough to reach 500 also. EUCHRE LAWS. _=1.=_ _=SCORING.=_ A game consists of five points. If the players making the trump win all five tricks, they count _=two=_ points towards game; if they win three or four tricks, they count _=one=_ point; if they fail to win three tricks, their adversaries count _=two=_ points. _=2.=_ If the player making the trump plays _=alone=_, and makes five tricks, he counts as many points as there are players in the game: Two, if two play; three if three play; four if four play, etc. If he wins three or four tricks only, he counts one; if he fails to win three tricks, his adversaries count two.
Don t e let her ramble; don t e let her trot; Don t e let her car the mustard pot. The Mistress says softly-- She shall ramble, she shall trot, She shall carry the mustard pot. --_Dorset County Chronicle_, April 1889; _Folk-lore Journal_, vii. 228. III. Here comes an old woman from Baby-land, With all her children in her hand. Pray take one of my children in. [Spoken] What can your children do? [Sung] One can bake, one can brew, And one can bake a lily-white cake. One can sit in the parlour and sing, And this one can do everything. --Tong, Shropshire (Miss R.
Brockett (_North Country Words_, p. 115) calls this Kitty-Cat, a puerile game. Then in his hand he takes a thick bat, With which he used to play at Kit-Cat --Cotton s _Works_, 1734, p. 88. See Cat and Dog, Cudgel, Munshets, Tip-Cat. Kit-Cat-Cannio A sedentary game, played by two, with slate and pencil, or pencil and paper. It is won by the party who can first get three marks ([o] s or [x] s) in a line; the marks being made alternately by the players [o] or [x] in one of the nine spots equidistant in three rows, when complete. He who begins has the advantage, as he can contrive to get his mark in the middle.--Moor s _Suffolk Words_. The same game as Nought and Crosses, which see.
2.] This is a boys game. The players may be of any number. They place their caps or bonnets in a row. One of the boys takes a ball, and from a fixed point, at a few yards distance from the bonnets, tries to throw it into one of the caps (fig. 1). If the ball falls into the cap, all the boys, except the one into whose cap the ball has fallen, run off. The boy into whose cap the ball has been thrown goes up to it, lifts the ball from it, and calls out Stop! The other boys stop. The boy with the ball tries to strike one of the other boys (fig. 2).
The arms were moved backwards and forwards at the same time to imitate the cobbler s sewing.--London (J. P. Emslie). [Illustration] Cob-nut The children in Yorkshire have a game which is probably an ancient English pastime. Numerous hazel-nuts are strung like the beads of a rosary. The game is played by two persons, each of whom has one of these strings, and consists in each party striking alternately, with one of the nuts on his own string, a nut of his adversary s. The field of combat is usually the crown of a hat. The object of each party is to crush the nuts of his opponent. A nut which has broken many of those of the adversary is a Cob-nut.
12, for instance, the black King could capture all six of the white men by going over the first one only, and then turning to the left, and continuing to turn to the left after every capture, as shown by the squares with the numbers on them, which indicate his five successive turning-points. [Illustration: No. 12. +---+---+---+---+---+---+---+---+ | | | | 5 | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | 1 | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | ⛀ | | 4 | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | 2 | | | | ⛀ | | | | +---+---+---+---+---+---+---+---+ | | ⛀ | | | | | | ⛃ | +---+---+---+---+---+---+---+---+ | | | 3 | | | | | | +---+---+---+---+---+---+---+---+ ] _=DEVIL AMONG THE TAILORS.=_ This is hardly a variation of the game of Draughts, although it is played on a checker board. Four white men, the tailors, are placed upon 29 30 31 and 32; and one black man, the devil, on 1. The men can move only one square at a time, diagonally; the white men forward only, the black man forward or backward. There is no jumping or capturing, and the object of the tailors is to pin the devil in, so that he cannot move. If the black man can reach the free country behind the white men, he wins the game. The game is a certainty for the white men if properly played.
The second player is not obliged to follow suit, nor to trump; but may renounce or trump at pleasure until the stock is exhausted, after which the method of play undergoes a change. If the second player follows suit in any trick, the higher card wins. Trumps win plain suits. If identical cards are played to the same trick, such as two club Jacks, the leader wins. The winner of the trick takes in the cards, turning them face down, but before he leads for the next trick he has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand. After, or in the absence of any such announcement, and before leading for the next trick, he draws a card from the top of the stock, and places it in his hand, without showing or naming it. His adversary then draws the next card, so that each player restores the number of cards in his hand to twelve. This method of playing, announcing, and drawing from the talon is continued until the stock is exhausted. The A 10 K Q J of each suit have certain counting values, which will be described further on. All combinations announced and scored must be laid face upward on the table; but the cards still form part of the player’s hand, and may be led or played at any time, although they must not again be taken in hand until the stock is exhausted.
A revoke must be claimed and proved before the pool is divided. Non-compliance with a performable penalty is the same as a revoke. _=SETTLING.=_ After the last card has been played, each player turns over his tricks, counts the number of hearts he has taken in, and announces it. Players should be careful not to gather or mix the cards until all thirteen hearts have been accounted for. Each player then pays into the pool for the number of hearts he has taken in, according to the system of settlement agreed upon before play began. The pool is then taken down by the player or players winning it, and the deal passes to the left. The game is at an end any time the players wish to stop, after a hand has been settled for; but it is usual to agree upon some definite hour. There are two ways of settling at the end of the hand, each of which has its good points. _=SWEEPSTAKE HEARTS.
You ve had your sign, and I m your darlin Billy. I got to find it, she said desperately. The weak place. I flopped on the bed, stretched my arm out against the counterpane. She ran her fingers over it--the old laying on of hands. If she were the real thing, I knew what it was--perception at a level a TK can t match. The real healers feel the nerves themselves. I d been worked on before. The more hysterical healers, some really creepy witches, had given me some signs of relief, but none could ever find the real weak place, as she called it. She was mumbling to herself.
=_ The first lead must necessarily be made in the dark, but the selection of the suit will often depend on the trump, and whether it was named by the dealer or by his partner. If the dealer has made it red, and A has the A K of any plain suit, he should play the King, so as to retain the lead until Dummy’s hand is exposed. If the dealer passes it to his partner, he is probably weak in red. If Y makes it hearts, A should lead a supporting diamond, unless he has strength in another suit. If Y has made it diamonds, A should lead a supporting heart. But in either case, if A has in his hand such cards as A K, even of a black suit, he should play the King, and wait to see the Dummy’s hand. If Y has made it black, A must be guided by his own cards, but should give a red suit the preference for his opening lead. Details as to the correct card to lead and the play after the opening lead have been fully covered in connection with auction bridge, which see. The discard is usually coupled with the system of opening against a doubled no-trumper. If your partner says he is “_=heart and strong=_” he means that if you double a no-trumper and he is eldest hand, he will lead you his best heart, and that he will discard his strong suit when playing against a no-trumper.
Misdeal, any failure to distribute the cards properly. Mise, F., the layout, or the original pool. Misère Ouverte. There is no such expression as this in French; the proper term is Misère sur table. See Boston. Mittelhand, G., the second player on the first trick, in Skat. Mixed Pair, a lady and gentleman playing as partners. Mort, F.
These are fully covered by the following description of the game, all other matters, such as the correct card to lead and the manner of combining the hands, have been fully described in connection with auction. _=MAKING THE TRUMP.=_ This is the chief peculiarity in bridge. The trump is not turned up, but the suit is named by the dealer or his partner, after they have examined their cards. In order properly to understand the considerations which guide them in making the trump, one should first be familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by one side do not count; but each trick above that number counts toward game according to the following table:-- When Spades are trumps, each trick counts 2 points. ” Clubs ” ” ” ” ” 4 ” ” Diamonds ” ” ” ” ” 6 ” ” Hearts ” ” ” ” ” 8 ” ” there is no trump, ” ” ” 12 ” Better to understand the importance of this variation in value, it should be noticed that the game is 30 points; so that if two partners won 3 by cards with no trump, or 4 by cards with hearts for trumps, they would win the game in one deal. On the other hand, if either of the black suits were trumps, they could not lose the game, even if a slam were made against them. It will thus be evident that two considerations influence the player whose privilege it is to make the trump: First, to win as much as possible, if he has the cards to do it. Second, to save himself, if he is weak; or the game, if it is in danger.
--Chamberlain s _West Worcestershire Glossary_. (_b_) This game is played with horse chestnuts threaded on a string. Two boys sit face to face astride of a form or a log of timber. If a piece of turf can be procured so much the better. One boy lays his chestnut upon the turf, and the other strikes at it with his chestnut; and they go on striking alternately till one chestnut splits the other. The chestnut which remains unhurt is then conqueror of one. A new chestnut is substituted for the broken one, and the game goes on. Whichever chestnut now proves victorious becomes conqueror of two, and so on, the victorious chestnut adding to its score all the previous winnings. The chestnuts are often artificially hardened by placing them up the chimney or carrying them in a warm pocket; and a chestnut which has become conqueror of a considerable number acquires a value in schoolboys eyes; and I have frequently known them to be sold, or exchanged for other toys (Holland s _Cheshire Glossary_). The game is more usually played by one boy striking his opponent s nut with his own, both boys standing and holding the string in their hands.
=_ When your hearts are so small as to be absolutely safe, such as the 7 5 3 2, it might be supposed that the best play would be to lead them at once, in order to get a large number of hearts out of your way. But with such cards it is usually much better play, unless you have a very dangerous hand in plain suits, to reserve these small hearts until you have a more definite idea, from the fall of the cards, to whom you are giving them. Such cards are particularly useful for getting rid of the lead at dangerous stages in the end-game. When the plain-suit cards are high or dangerous, but the hearts are reasonably safe, it is usually better to lead the hearts, and to continue leading them every time you get in. By following these tactics it is quite possible for you to take almost every trick in the plain suits, and yet to win the pool by rapidly exhausting the hearts. If you lead the ♡ 4, the only chance for it to win is that one player has no hearts, and that the 2 and 3 are divided. The odds against this combination of circumstances will vary with the number of hearts you hold with the 4, but may be generally stated on the average as about 50 to 1. It is usually considered a safer lead than a high card of a plain suit, even if you have only three of the suit. If your only heart is the 5, and you propose to lead it, the chances that the 2, 3, and 4 are not each in separate hands are about 19 in 25, or 19 to 6 against it, which is about 3 to 1. If you lead the 5, the odds against your winning the trick decrease as the number of hearts you hold with the 5 increases.
After the stock is exhausted, any player failing to follow suit or to win a trick, when able to do so, may be compelled to take back his cards to the point where the error occurred, and to replay the hand. In France he is penalised by counting nothing from that point on, either for brisques or for the last trick. _=Irregularities in Drawing.=_ If a player has forgotten to take a card from the talon, and has played to the next trick, his adversary may elect to call the deal void, or to allow him to draw two cards next time. If a player has drawn two cards from the stock, instead of one, he must show the second one to his adversary if he has seen it himself. If he has not seen it, he may put it back without penalty. If he draws out of turn, he must restore the card improperly drawn; and if it belongs to his adversary the player in error must show his own card. If both players draw the wrong cards there is no remedy. If the loser of any trick draws and looks at two cards from the stock, his adversary may look at both cards of the following draw, and may select either for himself. If he chooses the second card, he need not show it.
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See Revoke. Renounce, same as renege. Rentrant, F., the player who takes the place of the loser in a previous game. Renvier, F., to raise the bet, to improve. Retourne, F., any card turned on the talon, or for a trump. Revoke, failure to follow suit when able to do so, as distinguished from a renounce or renege. Ring In, to exchange any unfair for fair gambling implements during the progress of the game.
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. Affranchir, F., to establish a suit. Age, the eldest hand; sometimes erroneously spelt Edge. Albany Lead, a lead in Whist, to show four trumps and three of each plain suit.
I am deeply preoccupied with a novel I am writing, and so I think the best thing I can do is just to set down here all the ideas that have cropped up in my mind, in the footsteps, so to speak, of Colonel Sykes, and leave it to the military expert, if he cares to take the matter up, to reduce my scattered suggestions to a system. Now, first, it is manifest that in Little Wars there is no equivalent for rifle-fire, and that the effect of the gun-fire has no resemblance to the effect of shell. That may be altered very simply. Let the rules as to gun-fire be as they are now, but let a different projectile be used--a projectile that will drop down and stay where it falls. I find that one can buy in ironmongers shops small brass screws of various sizes and weights, but all capable of being put in the muzzle of the 4 7 guns without slipping down the barrel. If, with such a screw in the muzzle, the gun is loaded and fired, the wooden bolt remains in the gun and the screw flies and drops and stays near where it falls--its range being determined by the size and weight of screw selected by the gunner. Let us assume this is a shell, and it is quite easy to make a rule that will give the effect of its explosion. Half, or, in the case of an odd number, one more than half, of the men within three inches of this shell are dead, and if there is a gun completely within the circle of three inches radius from the shell, it is destroyed. If it is not completely within the circle, it is disabled for two moves. A supply waggon is completely destroyed if it falls wholly or partially within the radius.
Put all yourselves in, Take all yourselves out, Shake all yourselves together, And turn yourselves about. --Oxford and Wakefield (Miss Fowler). II. Now we dance looby, looby, looby, Now we dance looby, looby, light; Shake your right hand a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, Shake your left foot a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, Shake your left foot a little, Shake your head a little, And turn you round about. --Halliwell (_Popular Rhymes_, p. 226).