285. (_d_) This is a dramatic game, in which the children seem to personate animals, and to depict events belonging to the history of the flock. Miss Burne groups it under her dramatic games. Blind Bell A game formerly common in Berwickshire, in which all the players were hoodwinked except the person who was called the Bell. He carried a bell, which he rung, still endeavouring to keep out of the way of his hoodwinked partners in the game. When he was taken, the person who seized him was released from the bandage, and got possession of the bell, the bandage being transferred to him who was laid hold of.--Jamieson. (_b_) In The Modern Playmate, edited by Rev. J. G.
This is a very useful shot in banking for the side pockets, and also in playing for the 1 or 4 pin at Pin Pool. The following _=LAWS=_ for Fifteen-Ball Pool are copied, by permission, from the 1908 edition of the rules published by the Brunswick-Balke-Collender Co. _=1.=_ The game of Fifteen-Ball Pool is played with fifteen balls numbered from one to fifteen, respectively, and one white ball not numbered. The latter is the cue-ball, and at the opening of the game, the player plays with it from within the string at the head of the table, at any of the numbered balls, and afterward as he finds it on the table, his object being to pocket as many of the numbered balls as he can, the number on each ball he pockets being scored to his credit; so that not he who pockets the largest number of balls, but he whose score, when added up, yields the largest total, wins the game. Before commencing the game these fifteen balls are placed in the form of a triangle upon the table--a triangular frame being employed for this purpose to insure correctness. The ball numbered fifteen is so placed upon the table as to form the apex of the triangle, pointing upward toward the head of the table, and in forming the triangle the fifteen-ball should rest as nearly as possible upon the spot known as the deep-red spot in the Three-Ball Game. The other balls should have their places in the triangle so that the highest numbers shall be nearest the apex, the lowest numbers forming the base. _=2.=_ The player who makes the opening stroke must play from within the string from the head of the table and must strike the pyramid of object-balls with such force as to make at least two of the object-balls strike a cushion, or at least one object-ball go into a pocket.
This will win the trick as often as it will lose it; but it betrays the hand to the adversary, and enables him to finesse deeply if the suit is returned. It may be done in order to get the lead, and in trumps the practice is very common, and generally right. With Queen and only one small card, it can be demonstrated that it is useless to play the Queen Second Hand, except as an experiment, or to get the lead in desperate cases. With any combination weaker than J 10 x, it is useless to attempt to win the trick Second Hand, and only makes it difficult for the partner to place the cards correctly. _=The Fourchette.=_ When the Second Hand has cards immediately above and below the one led, he should cover. The beginner may have some difficulty in recognising the fact that he holds fourchette if the suit has been round once or twice, and the intermediate cards have been played. Such cards as a Queen and a Seven may be fourchette over a Nine, if Jack, Ten and Eight have been played. _=Second Hand Having None=_ of the suit led, on either first or second round, must decide whether or not to trump it. If the card led is the best of the suit, he should certainly do so; but if it is not, and there is any uncertainty as to who will win the trick, it is usual for the Second Hand to pass when he has four trumps.
Pairs may be doubled in the same manner. If a player has two Nines in his hand, and there is one on the table, he may build on the latter with one of his own, announcing, “Two Nines,” which will prevent any player from building either of them to 10, and will entitle the builder to take in both cards with his third Nine when it comes round to his turn. Should any other player at the table hold the fourth Nine, he could of course take in the build. It is necessary to distinguish between building and combining. In combining cards, those already on the table are gathered together; in building, or increasing a build, a card must be played from the hand. If one player has made a build of any description, it cannot be interfered with or increased except by other cards from a player’s hand, those from the table not being available. For instance: One player has built a 5 by combining two Aces on the table with a 3 from his hand. On the table are also a 2 and 4 and a following player holds a 9 and 7. He cannot use the deuce on the table to increase the build from 5 to 7, nor the 4 to increase it to 9; because that would not be building from his hand; but if he held the 4 and 9 in his hand, he could build on the 5. The simple rule to be remembered is that no combination of cards once announced, and left on the table, can be changed, except by the addition of a card from the hand of some player.
[12] The question, “Partner, will you select the penalty, or shall I?” is a form of consultation which is not permitted. [13] The penalty is determined by the declarer (see Law 66). [14] See Law 50_a_. [15] If more than one card be exposed, all may be called. [16] The rule in Law 50_c_ as to consultations governs the right of adversaries to consult as to whether such direction be given. [17] Should the declarer play third hand before the second hand, the fourth hand may without penalty play before his partner. [18] As to the right of adversaries to consult, see Law 50_a_. [19] Either adversary may decide which card shall be considered played to the trick which contains more than four cards. [20] See Law 73. [21] The dummy may advise the declarer which penalty to exact.
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It is practically the same as Mr. Ballantyne s version, with only a few verbal differences. Mactaggart says, The chief drift of this singular game seemed to be to discover the sweethearts of one another, and such discoveries are thought valuable, but not so much as they were anciently. In any case, it appears to me that the game is an early one, or, at all events, a reflection of early custom. Hickety, Bickety Hickety, bickety, pease-scone, Where shall this poor Scotchman gang? Will he gang east, or will he gang west, Or will he gang to the craw s nest? --Chambers (_Popular Rhymes_, p. 122). One boy stands with his eyes bandaged and his hands against a wall, with his head resting on them. Another stands beside him repeating the rhyme, whilst the others come one by one and lay their hands upon his back, or jump upon it. When he has sent them all to different places he turns round and calls, Hickety, bickety! till they have all rushed back to the place, the last in returning being obliged to take his place, when the game goes on as before. Chambers adds, The craw s nest is close beside the eye-bandaged boy, and is therefore an envied position.
For the sake of picturesqueness, the men are not put exactly on the line, but each will have his next move measured from that line. Red has broken his force into two, a fatal error, as we shall see, in view of the wide space of open ground between the farm and the church. He has 1 gun, 5 cavalry, and 13 infantry on his left, who are evidently to take up a strong position by the church and enfilade Blue s position; Red s right, of 2 guns, 20 cavalry, and 37 infantry aim at the seizure of the farm. Figure 2 is a near view of Blue s side, with his force put down. He has grasped the strategic mistake of Red, and is going to fling every man at the farm. His right, of 5 cavalry and 16 infantry, will get up as soon as possible to the woods near the centre of the field (whence the fire of their gun will be able to cut off the two portions of Red s force from each other), and then, leaving the gun there with sufficient men to serve it, the rest of this party will push on to co-operate with the main force of their comrades in the inevitable scrimmage for the farm. Figure 3 shows the fight after Red and Blue have both made their first move. It is taken from Red s side. Red has not as yet realised the danger of his position. His left gun struggles into position to the left of the church, his centre and right push for the farm.
The game is played with a head pin and the right and left corner pins as shown in the following diagram: [Illustration: O . . O . . . . . O ] Balls not exceeding six inches must be bowled, and they must be rolled down the alley (not cast or thrown). The rules of American Ten Pins except in St. Louis, where there is a special association with local rules, generally govern this game also, with the exception of three balls instead of two to the frame, but strikes and spares count three instead of ten, and each pin counts one as in Ten Pins.
This new babe leaned over toward me and stuck her nose up against mine. It was long, thin, and not a little red. Billy Joe! she said, and sniffled loudly. My darlin Billy! How near-sighted can you get? I don t think there s such a thing as a case of mistaken identity around a guy like me. I didn t know her darlin Billy from Adam s ox. But I d have bet a pretty we didn t look alike. You re wasting it, I told her, looking out over the crap tables. It s new, and different. But I m not _anybody s_ darling. A jerk of my head told her to move on.
_=No. 1.=_ Sweepstake Hearts. | T| _=No. 2.=_ Sweepstake Hearts. A leads for first trick. | R| A leads for first trick. | I| ------+-------+-------+-------+ C+-------+------+------+-------- A Y B Z | K| A Y B Z ------+-------+-------+-------+--+-------+------+------+-------- 10♠ | Q♠ | 8♠ | _K♠_ | 1| _♣A_ | ♣K | ♣10 | ♣Q ♣J | _♣A_ | ♣4 | ♣K | 2| ♣5 | ♣2 | ♣9 | _♣J_ 6♢ | _A♢_ | J♢ | Q♢ | 3| 10♢ | J♢ | 9♢ | _A♢_ 5♢ | _K♢_ | 10♢ | 9♢ | 4| Q♢ | 8♢ | _K♢_ | 4♢ 4♢ | 3♢ | 2♢ | _8♢_ | 5| 2♠ | J♠ | _A♠_ | 9♠ ♣9 | ♣7 | ♣3 | _♣Q_ | 6| Q♠ | 10♠ | _K♠_ | 8♠ ♣6 | ♣5 | ♣2 | _♣10_ | 7| ♡A | _7♢_ | 3♢ | ♡Q 3♠ | 6♠ | 4♠ | _J♠_ | 8| _♡10_ | ♡4 | ♡3 | ♡5 2♠ | 5♠ | ♡K | 9♠ | 9| ♣4 | ♡K | ♣6 | _♣7_ _♡A_ | ♡Q | ♡10 | ♡5 |10| ♡9 | _7♠_ | ♡J | 5♠ ♡7 | _♡J_ | ♡9 | 7♠ |11| ♡7 | ♡2 | ♣8 | _♡8_ ♡6 | _♡8_ | ♡4 | ♣8 |12| ♡6 | _6♠_ | 6♢ | 4♠ A♠ | ♡2 | _♡3_ | 7♢ |13| ♣3 | _5♢_ | 2♢ | 3♠ ------+-------+-------+-------+--+-------+------+------+-------- A 4 Y 6 B 2 Z 1 A 4 Y 5 B 0 Z 4 Making it a Jack. B wins the Pool.
This original _=cave=_ cannot be added to or deducted from. As long as a single counter of it remains the player must call for a sight, just as in freeze-out or table stakes; and not until he is _=decavé=_, [has lost everything,] can he purchase another stake, the amount of which is usually at his own option. _=Blind and Straddle.=_ Before the distribution of the cards, the dealer puts up a blind, usually five counters, which the player on his right has the privilege of straddling. If he straddles, he may be straddled again, and so on. In Bouillotte the straddle practically buys from the dealer the privileges of the age. If it goes round until the dealer buys it back himself, the straddling must then be stopped. _=Dealing.=_ As in all French games, the cards are cut by the player on the dealer’s left, and are dealt from right to left. Three cards are given to each player, one at a time, face down, and the thirteenth is then turned face up on the pack.
This is what gamblers call the _=maturity of the chances=_, and it is one of the greatest fallacies ever entertained by intelligent men. Curiously enough, the men who believe that luck must change in some circumstances, also believe in betting on it to continue in others. When they are _=in the vein=_ they will “follow their luck” in perfect confidence that it will continue. The same men will not bet on another man’s luck, even if he is “in the vein,” because “the maturity of the chances” tells them that it cannot last! GAMES. ODDS. One 1 to 1 Two 3 to 1 Three 7 to 1 Four 15 to 1 Five 31 to 1 Six 63 to 1 Seven 127 to 1 Eight 255 to 1 Nine 511 to 1 Ten 1023 to 1 If Smith and his adversary had started with an agreement to play ten games, the odds against either of them winning any number in succession would be found by taking the first game as an even chance, expressed by unity, or 1. The odds against the same player winning the second game also would be twice 1 plus 1, or 3 to 1; and the odds against his winning three games in succession would be twice 3 plus 1, or 7 to 1, and so on, according to the figures shown in the margin. GAMES. 1st 2nd 1 1 1 0 0 1 0 0 That this is so may easily be demonstrated by putting down on a sheet of paper the total number of events that may happen if any agreed number of games are played, expressing wins by a stroke, and losses by a cipher. Take the case of two games only.
If any player makes a raise which no one will meet, he takes whatever is in the pool, unless a player has called for a sight for a small part of it. _=Calling and Showing.=_ If only two players bet against each other, either may call the other, and demand a show of hands at any time; but if three or four are betting, the privilege of calling falls upon each in turn from right to left. For instance: A, B, C, and D play. D blinds five counters, and deals. A passes, and B opens for five reds. C passes out, while D and A both meet the bet of five reds, but neither will raise it. This does not call B, who has the privilege of raising the bet if he pleases. Suppose he raises, and D and A both meet it. On this second round, C having passed out, it is D’s turn to say whether or not he will raise.
The game is 30 points, and the winner of a game adds 125 points to his score at once. The first player to win two games not only adds the 125 for the second game, but 250 more for winning the rubber. Honours are scored by each player separately, every honour being worth as much as a trick in that suit. Four or five in one hand count double. At no trump, the aces count for 10 each to the holders, four in one hand 100. The declarer scores his dummy’s honours. At the end of the rubber, each wins from or loses to each of the others. The score is usually made up in this way, the final amounts to the credit of each being shown in the top line: A, 240 B, 980 C, 456 ---------------------------- -740 +740 +215 -215 +524 -524 ---- ---- ---- -955 +1264 -309 _=DUPLICATE AUCTION.=_ This game may be played in any of the ways described for the movement of trays and players under the head of duplicate whist. Tricks and honours are scored as usual, but there are no games or rubbers.
Cross-questions Nares (_Glossary_) mentions this game in a quotation from Wilson s _Inconstant Lady_, 1614. Cross Questions and Crooked Answers was a popular game at juvenile parties. The players sit in a circle, and each is asked in a whisper a question by the one on his left, and receives also in a whisper an answer to a question asked by himself of the person on his right. Each player must remember both the question he was asked and the answer he received, which have at the conclusion of the round to be stated aloud. Forfeits must be given if mistakes are made.--A. B. Gomme. Cross Tig One of the players is appointed to be Tig. He calls out the name of the one he intends to chase, and runs after him.
=_ As soon as any player calls out it is too late for any other player to lay down any combinations he may hold. Each player in turn to the left shows his hand and the winner gets credit for the pip value of his cards, jacks being worth 11, queens 12, kings 13. It sometimes happens that the stock is exhausted before any player calls out. In this case the discards are turned face down without shuffling them and the pile drawn from as if it were the stock. _=SPLASHES.=_ The game is sometimes played with the condition that if any player chooses to risk holding his hand until he can lay it all down at once, or lay down all but the one which he is allowed to discard, he wins double from each of the others. This prompts a player with a good hand to hold it up for a round or two on the chance of getting down a splash, but the player who sees there is no chance for him should get rid of as many cards as he can before the splash comes, and in many cases some player will get rid of all his cards in two or three rounds, and win without a splash. POKER RUM. _=CARDS.=_ In this variety of the game, the A K Q J are worth ten points each, the ace eleven, and the remaining cards their face value.
A strip of paper is placed in the centre of the table, marked as follows:-- +------------+-----------+--------------+-------+-------+ | Matrimony. | Intrigue. | Confederacy. | Pair. | Best. | +------------+-----------+--------------+-------+-------+ Any King and Queen is _=Matrimony=_; any Queen and Jack is _=Intrigue=_; any King and Jack is _=Confederacy=_; any two cards of the same denomination form a _=Pair=_, and the diamond ace is always _=Best=_. The players draw, and the lowest card deals: ace is low. The dealer then takes any number of counters he chooses, and distributes them as he pleases on the various divisions of the layout. Each player then takes a number of counters one less than the dealer’s, and distributes them according to his fancy. The cards are then cut, and the dealer gives one to each player, face down; and then another, face up.
-+---+-.-+---+-.-+---+ | . | | . | | . | | . | | +-.-+---+-.-+---+-.-+---+-.
My days on the Crap Patrol came back to me. That s where the Lodge had found me, down on my knees in an alley, making the spots come up my way without even knowing I could do it. And when they d convinced me I was really a TK, and started me on the training that finally led to the Thirty-third degree, they d put me right back in those alleys, and cheap hotel rooms, watching for some other unknowing TK tipping the dice his way. Did Sniffles have it? She wasn t tipping dice, exactly, but she sure was calling the turn. She was tall, as well as skinny, and our eyes weren t far apart. Billy Joe, she whispered above the racket of the gambler in the casino, putting her mouth close to my ear. I told you, sugar. And now you lost. You lost! Her perfume was cheap, but generous, and pretty well covered up her need for a bath. There s some left, I told her.