Branks A game formerly common at fairs, called also Hit my Legs and miss my Pegs. --Dickinson s _Cumberland Glossary_. Bridgeboard [Illustration] A game at marbles. The boys have a board a foot long, four inches in depth, and an inch (or so) thick, with squares as in the diagram; any number of holes at the ground edge, numbered irregularly. The board is placed firmly on the ground, and each player bowls at it. He wins the number of marbles denoted by the figure above the opening through which his marble passes. If he misses a hole, his marble is lost to the owner of the Bridgeboard.--Earls Heaton (Herbert Hardy). [The owner or keeper of the Bridgeboard presumably pays those boys who succeed in winning marbles.] See Nine Holes.
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| |die. | | 31.| -- | -- | -- | | 32.|Ye shall get another. | -- |Ye sall get anither. | | 33.| -- | -- | -- | | 34.| -- | -- | -- | | 35.|Bells will ring and | -- |The bells will ring, | | |birds sing. | |birds will sing.
The dealer loses the deal:--if he neglects to have the pack cut; if he deals a card incorrectly, and fails to remedy the error before dealing another; if he counts the cards on the table, or those remaining in the pack; if he looks at the trump card before the deal is complete; or if he places the trump card face down, on his own or on any other player’s cards. _=STAKES.=_ When stakes are played for, it should be distinctly understood at the beginning whether the unit is for a game, for a rubber, for rubber points, or for tricks. The English game is invariably played for so much a rubber point; sometimes with an extra stake upon the rubber itself. In America, it is usual to play for so much a game; but in some cases the tricks are the unit, deducting the loser’s score from seven, or playing the last hand out and then deducting the loser’s score. A very popular method is to play for a triple stake: so much a trick, playing each hand out; so much a game; and so much a rubber. These three stakes are usually in the proportion of 10, 25, and 50. In clubs it is customary to have a uniform stake for whist, and to fix a limit for all betting on the game beyond the “club stake.” Good usage demands that those at the table should have the refusal of any bet made by a player, before it is offered to an outsider. _=METHOD OF PLAYING.
_=Chico=_ outbids Frog. The player offering this game can name any suit for the trump except hearts, but he must not touch the widow, although the points in it will count for him at the end. Each point under or over 60 is worth two counters in Chico. _=Grand=_ outbids Chico, and is the highest bid possible. Hearts must be trumps, and the player offering this game must not touch the widow until the play is finished. Every point under or over 60 in a Grand is worth four counters. The bidder must play the game he names. He cannot bid Frog and play Chico, or bid Chico and play Grand. The settling up of the scores at the end, if the payments are not made at once in counters, is the same as in Skat. CRIBBAGE.
_=Playing to the Score.=_ The play must often be varied on account of the state of the score, either to save or win the game in the hand. If the adversaries appear to be very strong, and likely to go out on the deal, all conventionalities should be disregarded until the game is saved; finesses should be refused, and winning cards played Second Hand on the first round. If the adversaries are exhausting the trumps, it will often be judicious for a player to make what winning cards he has, regardless of all rules for leading, especially if they are sufficient to save the game. It often happens that the same cards must be played in different ways according to the state of the score, and the number of tricks in front of the player. A simple example will best explain this. Hearts are trumps; you hold two small ones, two better being out against you, but whether in one hand or not you cannot tell. You have also two winning Spades, one smaller being still out. The game is seven-point whist. The importance of playing to the score will be evident if you consider your play in each of the following instances, your score being given first: Score 6 to 6; you have 5 tricks in front of you.
, to hand the stakes to the banker. Entamer, F., to lead. Established Suits, a suit is established when you or your partner can take every trick in it, no matter who leads it. Étaler, F., to expose a card. Exposed Cards, cards played in error, or dropped face upward on the table, or held so that the partner can see them. Face Cards, K, Q and J. Faire les Cartes, F., to shuffle; or to make the majority of cards or tricks in a game.
, 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. American Leads, leads that show the number of cards in the suit led, at Whist. Ames Ace, double aces thrown with dice. Anchor Shot, getting the object balls against the cushion and astride the line at baulk-line billiards. Ante, a bet made before playing, but after seeing the hand.
pearl. | -- | | 17.| -- |..... anything. | -- | | 18.| -- | -- | -- | | 19.
If he can pick up two tricks of the previous deal with eight good cards of the same suit in them, by placing any two tricks of other cards between them, and dealing six at a time, he can tell exactly how many of the eight located cards are in his partner’s hand. For this reason a player who does not thoroughly shuffle the cards should be carefully watched; and an immediate protest should be made against any disarrangement of the tricks as they are taken in during the play, such as placing the last trick taken under the first. If the player doing this is to be the next dealer, any one observing the movement should insist upon his right to shuffle the cards thoroughly; if not to leave the game. We are strongly opposed to dealing the cards in bulk at Cayenne, and see no reason why the methods that prevail in the very similar game of Bridge should not be adopted. _=SUGGESTIONS FOR GOOD PLAY.=_ There is little to add to the rules already given for Whist. The principles that should guide in the making of the trump have been given in connection with the more important game of Bridge; and the suggestions for playing nullo will be fully discussed in the games in which it is a prominent characteristic: Solo Whist, and Boston. Grand is practically Whist after the trumps are exhausted. For the Laws of Cayenne see Whist Family Laws. SOLO WHIST, OR WHIST DE GAND.
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Fig. 2.] See Dump, Green Grass, Hot Cockles. Doddart A game played in a large level field with a bent stick called doddart. Two parties, headed by two captains, endeavour to drive a wooden ball to their respective boundaries (Halliwell s _Dictionary_). Brockett (_North Country Words_) adds to this that the captains are entitled to choose their followers by alternate votes. A piece of globular wood called an orr or coit is thrown down in the middle of the field and driven to one of two opposite hedges--the alley, hail-goal, or boundary. The same game as Clubby, Hockey, Shinney, Shinneyhaw. Doncaster Cherries One boy kneels, holding a long rope, the other end of which is held by another boy; the other players stand round about with handkerchiefs in hands, knotted. The one who holds the rope-end and standing cries out-- Doncaster cherries, ripe and sound; Touch em or taste em-- Down, you dogs! --Earls Heaton, Yorkshire (H.