It is also called How many eggs in a basket? --London (J. P. Emslie). See Hairry my Bossie. Hoilakes The name of a game of marbles which are cast into a hole in the ground.--Easther s _Almondbury and Huddersfield Glossary_. Holy Bang A game with marbles, which consists in placing a marble in a hole and making it act as a target for the rest. The marble which can hit it three times in succession, and finally be shot into the hole, is the winning ball, and its owner gets all the other marbles which have missed before he played.--London (_Strand Magazine_, ii. 519).

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Had he not announced the schneider, and reached 91 or more in his counting cards, he would have won a game worth 50, losing the extra multiplier by not announcing the schneider in advance; for a schneider made without announcing it is worth only 2. In reckoning the value of a game it is always safer to bid on playing “with” than “without” Matadores in a Solo or Tourné; because, although you may have a hand “without four,” you may find a Wenzel in the Skat, and if it is the club Jack you lose three multipliers at once. _=BIDDING.=_ The players must be familiar with the manner of computing the various games in order to bid with judgment, and without hesitation. Suppose you hold the three highest Matadores with an average hand, not strong enough in any one suit to play a Solo, but good enough for a Tourné. Your smallest possible game will be diamonds with three; which will be worth 5 multiplied by 4; 1 for the game, and 3 for the Matadores, 20 points. If you can get the game on any bid less than 20 you are absolutely safe, provided you can reach 61 in your tricks. But the opposition of another player may irritate you, [reizen,] and provoke you to bid 24, or even 28, in the hope of turning a heart or a spade. If you go beyond 20, and turn a diamond, you must either find the fourth Matadore in the Skat, or make your adversaries schneider, in order to secure another multiplier. If you fail, you lose 24, or 28, according to your bid.

=_ If any person plays out of his proper turn, the card so played is laid aside as exposed, until it comes to his turn, when it is simply placed on the table with the others. The player in error is not allowed to build or combine it, nor to win anything with it. If a player gathers in a card which does not belong to the combination or build, he must not only return the card improperly taken up, but all others taken in with it, together with his own card, the latter, however, being laid out separately from the others. If the combination was his own build, it must be broken up; if an adversary’s, it must be restored, and left as it was. If a player takes in a build with a wrong card, or takes in a wrong combination, or gathers cards to which he is not entitled, the error must be challenged and proved before the next trick is taken in by another player, because only the last trick gathered can be seen. If a player makes a build without the proper card in his hand to win it, on discovery of the error, the combination must be broken up, and the adversaries may take back the cards they have played in following the erroneous build, and may amend their play. If, however, another player has won the erroneous build, there is no penalty, nor any remedy. _=Showing.=_ After the last card has been played, each player counts his cards face downward, and announces the number. The player having the majority scores the three points for cards.

The dealer plays a 3, also claiming a run of five, which he pegs, and as that is the last card to be played in that hand he also pegs one hole for _=last card=_. The total score of the dealer is now 10 points, and that of the pone is 15. The cards they held, and the order in which they were played is as follows:-- [Illustration: Pone:-- 🂤 🃃 🃕 🃔 Dealer:-- 🃂 🂱 🂲 🃓 ] _=SHOWING.=_ In order to illustrate the manner of counting the hands, which is called showing, let us suppose the starter to be a Queen, and that the pone discarded an Ace and a Ten for the crib, the dealer laying out two Jacks. The non-dealer always has the first show, as an offset to the advantage of the dealer’s crib. The pone therefore shows his hand, which, combined with the starter, is as follows:-- [Illustration: 🂭 🃃 🂤 🃔 🃕 ] This is worth 10 holes; the run of three with one duplicate is always worth 8, and the fifteen formed by the starter and the Five counts 2 more. This puts the pone’s total score to 25 points. The dealer then counts, showing his hand first. This, with the starter, is as follows:-- [Illustration: 🂭 🂱 🂲 🃂 🃓 ] This is worth 14 holes. In addition to the run of three with one duplicate, three fifteens can be formed by combining the starter and a Three with each of the deuces, and then taking the starter and the Ace with both the deuces together.

, playing cards. Blocking a Suit, keeping a high card of it, so that the player with a number of smaller cards cannot win tricks with them. Blue Peter, the ask for trumps. Blind, a bet made before seeing the cards. Blinden, G., a widow, an extra hand dealt at any game. Board’s the Play, a card once played cannot be taken back. Bobtail, a four-card flush or straight, which is accompanied by a worthless card. Bone-yard, the stock at dominoes. Book, the first six tricks taken by either side at Whist which do not count toward game.

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Every button cost a crown, Every lady turn around. Alligoshi, alligoshee, Turn the bridle over my knee. --Middleton (Burne s _Shropshire Folk-lore_, p. 523). II. Barbara, Barbara, dressed in black, Silver buttons all up your back. Allee-go-shee, allee-go-shee, Turn the bridle over me. --Shepscombe, Gloucestershire (Miss Mendham). III. All-i-go-shee, alligoshee, Turn the bridle over my knee.

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carrom,) a count made at billiards by causing the cue ball to touch two object balls. Capot, F., winning all the tricks. Cards, the number of tricks over six at Whist, such as “two by cards.” The majority of cards at Cassino. Carrer, (se) to straddle the blind. Contre-carrer, to over-straddle. Carrom, see cannon. Cartes, F., playing cards.

Let us suppose that D puts up the seven, and that E, the dealer, puts up twelve. This will force the age to put up eleven; B to put up ten; and C to put up five more. This will make each player’s ante an equal amount, twelve counters, and they will then be ready to draw cards. No one can now raise the ante any further, because it is no one’s turn to “say.” It will thus be seen that every player in his turn can do one of three things, which are sometimes called the _=a b c=_ of Poker: He can _=Abdicate=_; by throwing down his hand, and abandoning whatever money he has already placed in the pool. He can _=Better=_; by putting up more money than any player before him, which is sometimes called “going better.” Or, he can _=Call=_, by making his amount in the pool equal to the highest bet already made. Should any player increase the ante to such an extent that none of the others care to call him, they must of course throw down their hands, and as there is no one to play against him, the one who made the last increase in the ante takes down all the counters in the pool. This is called _=taking the pot=_, and the cards are gathered, shuffled, and dealt again, the deal passing to the player who was the age. _=DRAWING CARDS.

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Should the player with the defective hand be the adversary of the caller, he and his partners must pay the stakes on that hand, which may then be abandoned. Should two players have an incorrect number of cards, one of them being the caller, there must be a new deal. CARDS LIABLE TO BE CALLED. 20. The following cards are liable to be called by either adversary:-- I. Every card faced upon the table otherwise than in the regular course of play, but not including a card led out of turn. II. Every card thrown with the one led or played to the current trick. The player must indicate the one led or played. III.

II. There was three jolly fishermen, And they all put out to sea. They cast their nets into the sea, And the [three?] jolly fish caught we. --North Staffs. Potteries (Mrs. Thomas Lawton). (_b_) A circle is formed by joining hands, and two children stand in the centre. They walk round. At the seventh line the two in the centre each choose one child from the ring, thus making four in the centre. They then sing the remaining four lines.

_=10th Trick.=_ A clears his hand of the very dangerous spade before leading his tenace in diamonds. _=12th Trick.=_ A will not give up the heart until he is sure that B has not the ♣7. * * * * * _=Text Books.=_ There are at present only two text-books on the game; _Foster on Hearts_, and _Hearts and Heartsette_. SLOBBERHANNES. _=Cards.=_ Slobberhannes is played with a Euchre pack, thirty-two cards, all below the Seven being deleted. The cards rank: A K Q J 10 9 8 7, the ace being the highest both in cutting and in play.

The chance is either for or against the event; the probability is always for it. The chances are expressed by the fraction of this probability, the denominator being the total number of events possible, and the numerator the number of events favourable. For instance: The probability of throwing an ace with one cast of a single die is expressed by the fraction ⅙; because six different numbers may be thrown, and they are all equally probable, but only one of them would be an ace. Odds are found by deducting the favourable events from the total, or the numerator from the denominator. In the example, the odds against throwing an ace are therefore 5 to 1. The greater the odds against any event the more _=improbable=_ it is said to be, and the more _=hazardous=_ it is to risk anything upon it. When an event happens which is very improbable, the person to whom it happens is considered _=lucky=_, and the greater the improbability, the greater his luck. If two men play a game, the winner is not considered particularly lucky; but if one wanted only two points to go out and the other wanted a hundred, the latter would be a very lucky man if he won. It is a remarkable fact that luck is the only subject in the world on which we have no recognised authority, although it is a topic of the most universal interest. Strictly speaking, to be lucky simply means to be successful, the word being a derivative of _gelingen_, to succeed.

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C. Thwaites of the Milwaukee Whist Club suggested the introduction of the nullo. This was a bid to lose tricks, at no trump only, and its value was to be minus 10, that is, it was to be outranked only by a no-trumper to win. At first, this bid was largely used simply as an additional game-going declaration, and was strongly objected to by many leading players. But as its true place as a defensive bid became better understood it soon came into favour. In the nullo there are no honours, and the declarer scores the tricks over the book made by his opponents, which he forces them to take. Many interesting card problems have been built upon the nullo. Toward the end of 1913 still another change seems to have suggested itself to some of the English players who were familiar with the Russian game of vint, and that is to play auction just as it is played up to the point of the lead to the first trick, but that no dummy is exposed, the four players holding up their cards and following suit just as they would at whist. Whether or not this game will ever become as popular as the combination of dealer and dummy, it is difficult to say, but appearances are against it. There seems to be a growing tendency in America to adopt the English rule of cutting out the spade suit at 2 a trick, and making it always a royal spade, worth 9.

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84. The penalty for each established revoke is: (_a_) When the declarer revokes, he cannot score for tricks and his adversaries add 100 points to their score in the honour column, in addition to any penalty which he may have incurred for not making good his declaration. (_b_) When either of the adversaries revokes, the declarer may either add 100 points to his score in the honour column or take three tricks from his opponents and add them to his own.[21] Such tricks may assist the declarer to make good his declaration, but shall not entitle him to score any bonus in the honour column in case the declaration has been doubled or redoubled, nor to a slam or little slam not otherwise obtained.[22] (_c_) When, during the play of a deal, more than one revoke is made by the same side, the penalty for each revoke after the first is 100 points. The value of their honours is the only score that can be made by a revoking side. 85. A player may ask his partner if he have a card of the suit which he has renounced; should the question be asked before the trick be turned and quitted, subsequent turning and quitting does not establish a revoke, and the error may be corrected unless the question be answered in the negative, or unless the revoking player or his partner have led or played to the following trick. 86. If a player correct his mistake in time to save a revoke, any player or players who have followed him may withdraw his or their cards and substitute others, and the cards so withdrawn are not exposed.

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If a player looks at the skat cards during the play of a hand the play is immediately stopped, and if he is the single player he can count only the points taken in up to that time, exclusive of the skat. These points are deducted from 120, and his adversaries claim the difference. The game is then settled, according to this count, exactly as if the hand had been played out. If an adversary of the single player looks at either of the skat cards during the play of a hand, the single player may at once stop the game, and his adversaries can count only the points they have taken in in tricks up to that time. If they have no tricks they are schwartz; if they have not 30 points they are schneider. When four or more play, any person holding no cards may be penalised ten points for looking at the skat cards. _=METHOD OF PLAYING.=_ The successful bidder having disposed of the skat cards and announced his game, the Vorhand leads any card he pleases for the first trick. Vorhand should be careful not to lead until the player has laid out or discarded for the Skat in a Gucki or a Tourné. Players must follow suit if they can, but are not obliged to win the trick.

Proctor’s work first appeared in “Knowledge.” The “Westminster Papers” devoted a great deal of space to whist games and “jottings” every month for eleven years, beginning in April, 1868. “Whist,” a monthly journal devoted exclusively to the game, began publication in Milwaukee in 1891; but gave it up when bridge supplanted whist in popular favor. Whist rapidly became a “newspaper game.” The New York Sunday Sun devoted two columns every Sunday to the discussion and illustration of moot points in whist tactics, and the analysis of hands played in important matches. In a series of articles begun February 23, 1896, this paper gave to the world the first systematic statement of the theory and practice of the short suit game. In 1898 there were at least forty whist columns published in the United States. Two magazines devoted to whist and bridge are now published, one in Boston and the other in New York. While the parent game has been pursuing this prosperous course, many variations have been introduced. One of the most radical changes in the game itself has been cutting down the points from ten to five, which occurred about 1810.

F. Foster Release date: January 3, 2017 [eBook #53881] Most recently updated: October 23, 2024 Language: English Credits: Produced by Marilynda Fraser-Cunliffe, Juliet Sutherland and the Online Distributed Proofreading Team at http://www.pgdp.net *** START OF THE PROJECT GUTENBERG EBOOK FOSTER S COMPLETE HOYLE: AN ENCYCLOPEDIA OF GAMES *** Transcriber’s Note: In this text version, the illustrations from the original book (which may be found in the HTML version) have been reproduced where possible, using the Unicode characters for playing cards, dice, draughts etc. For best experience you should ensure that you have a font installed which supports these characters. FOSTER’S COMPLETE HOYLE AN ENCYCLOPEDIA OF GAMES Revised and Enlarged to October, 1914 INCLUDING ALL INDOOR GAMES PLAYED TO-DAY. WITH SUGGESTIONS FOR GOOD PLAY, ILLUSTRATIVE HANDS AND ALL OFFICIAL LAWS TO DATE BY R.F. FOSTER _Author of “Royal Auction Bridge with Nullos,” “Cooncan,” and many other books on card games_ ILLUSTRATED WITH NUMEROUS DIAGRAMS AND ENGRAVINGS NEW YORK FREDERICK A. STOKES COMPANY PUBLISHERS Copyright, 1914, by FREDERICK A.

_=Playing.=_ The successful bidder has the lead for the first trick. The general rules for following suit, etc., are the same as in ordinary Euchre. The bidder takes in all the tricks won by himself and his partners, and one of the adversaries should gather for that side. If a player on either side _=revokes=_, the adversaries score the number bid, and the hand is abandoned. _=Scoring.=_ If the bidder is successful in his undertaking, he and his partners, if any, are credited by the scorer with the number of points bid, but no more. Should a player bid five, and his side take seven, it would count them only five points. If the player making the trump fails to reach his bid, he is euchred, and the adversaries are credited with the number of points bid.

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Figure, F., K, Q or J. Fille, F., see Widow. Finesse, any attempt to take a trick with a card which is not the best of the suit. First, Second, or Third Hand, the positions of the players on any individual trick. Five Fingers, the five of trumps at Spoil Five. Flèches, the points upon a backgammon board. Fluke, making a count that was not played for. Flush, cards of the same suit.

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Having drawn his card, even if he has not looked at it, he cannot score any declaration until he wins another trick. The combinations and their values are as follows:-- CLASS A King and Queen of any plain suit, _=Marriage=_ 20 King and Queen of trumps, _=Royal Marriage=_ 40 Sequence of five highest trumps, _=Sequence=_ 250 CLASS B. Spade Queen and diamond Jack, _=Bézique=_ 40 Two spade Queens and diamond Jacks, _=Double Bézique=_ 500 CLASS C. Any _=four Aces=_ 100 Any _=four Kings=_ 80 Any _=four Queens=_ 60 Any _=four Jacks=_ 40 The four court cards in class C may be all of different suits, or any two of them may be of the same suit. A great many misunderstandings arise with respect to the manner and order of making declarations, most of which may be avoided by remembering the following rules: The player making the declaration must have won the previous trick, and must make his announcement before drawing his card from the stock. When the stock is exhausted, so that there is no card to be drawn, no announcement can be made. Only one declaration can be scored at a time, so that a trick must be won for every announcement made, or the combination cannot be scored. This does not prevent a player from making two or more announcements at the same time, but he can score only one of them. A player cannot make a lower declaration with cards which form part of a higher one already made in the same class. For instance: Marriages and sequences belong to the same class.

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|Pretty young lady, bop|Pray, young lady, pop |Pray, young lady, pop | | |under my bush. |under. |under. | |15.| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Earls Heaton. | Lincolnshire and | Gloucestershire.