The number of players was two. The stakes were pins. One player laid in the hollow of the hand, or on one of the forefingers, a pin, and then placed the other forefinger over it so as to conceal it. He then held up his hand to his opponent and said, Headicks or pinticks? His opponent made a guess by pointing with his finger and saying Headicks, or Pinticks. If the guess was correct he gained the pin, but if it was incorrect he forfeited one. The players played alternately.--Keith (Rev. W. Gregor). Another version seems to be Headim and Corsim.
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. Having none of the suit led, they may trump or discard at pleasure. The highest card played, if of the suit led, wins the trick, and trumps win all other suits.
Gregor). At Duthil, Strathspey, this game goes by the name of Rexa-boxa-King. When the players have ranged themselves on one side of the playground, and the King has taken his stand in front of them, he calls out Rexa-boxa-King, or simply Rexa, when all the players rush to the other side. The rush from side to side goes on till all are captured. The one last captured becomes King in the next game.--Rev. W. Gregor. See Click. Cock-battler Children, under the title of Cock-battler, often in country walks play with the hoary plantain, which they hold by the tough stem about two inches from the head; each in turn tries to knock off the head of his opponent s flower.
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.
We ll go to the King, we ll go to the King, To the King of the Barbarines. You can go to the King, you can go to the King, To the King of the Barbarines. --Clapham, Surrey (Miss F. D. Richardson). III. Will you surrender, will you surrender The Tower of Barbaree? We won t surrender, we won t surrender The Tower of Barbaree. We will go and tell the Queen, Go and tell the Queen of Barbaree. Don t care for the Queen, don t care for the Queen, The Queen of Barbaree. Good morning, young Queen, good morning, young Queen, I have a complaint to thee.
These six points are spoken of as the Ace, Deuce, Trey, Four, Five and Six points respectively, and they correspond to the six faces on a single die. The points in the outer tables have no numbers, but the one next the bar on each side is called the _=bar point=_. In giving the moves of the men in a game, the names of the six points in the home tables are disregarded, and each player, Black and White, numbers the board from 1 to 24, starting from the square on which he has only two men. The notation for the black moves would be as shown in the margin; that for white being exactly opposite, of course. [Illustration: +---+---+---+---+---+---++---+---+---+---+---+---+ | ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ | | ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ | | | | | | | ⛀ || | ⛀ | | | | ⛂ | | | | | | | ⛀ || | | | | | ⛂ | | | | | | | ⛀ || | | | | | ⛂ | | 1 2 3 4 5 6 || 7 8 9 10 11 12 | |24 23 22 21 20 19 ||18 17 16 15 14 13 | | | | | | | ⛂ || | | | | | ⛀ | | | | | | | ⛂ || | | | | | ⛀ | | | | | | | ⛂ || | ⛂ | | | | ⛀ | | ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ | | ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ | +---+---+---+---+---+---++---+---+---+---+---+---+ ] The men on each side are always moved in the direction of their notation numbers. In all the following illustrations the black men move round the board from right to left, like the hands of a clock, while the white men go in the opposite direction; so that the two opposing forces are continually meeting and passing, like the people in the street. The _=Object of the Game=_ is for each player to move his men from point to point in order to get them all into his home table. It does not matter what part of the home table they reach, so that they get across the bar. The men are moved according to the throws of the dice, each player in turn having a throw and a move. After the men on either side are all home, they are taken off the board according to the throws of the dice, and the player who is the first to get all his men off the board in this manner wins the game.
Feind, G., an adversary; Gegner is the more common word. 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.
If he calls the joker the king of hearts, the club flush still beats him as it is queen next. He must call it the ace, which makes his flush ace-ace high. _=PROBABILITIES.=_ In estimating the value of his hand as compared to that of any other player, before the draw, the theory of probabilities is of little or no use, and the calculations will vary with the number of players engaged. For instance: If five are playing, some one should have two pairs every fourth deal, because in four deals twenty hands will be given out. If seven are playing, it is probable that five of them will hold a pair of some kind before the draw. Unfortunately, these calculations are not of the slightest practical use to a poker player, because although three of a kind may not be dealt to a player more than once in forty-five times on the average, it is quite a common occurrence for two players to have threes dealt to each of them at the same time. The considerations which must guide the player in judging the comparative value of his hand, both before and after the draw, must be left until we come to the suggestions for good play. _=THE ANTE.=_ The player to the left of the age is the one who must make the first announcement of his opinion of his hand, unless he has straddled, in which case the player on the left of the last straddler has the first “_=say=_.
Suppose the clothes float away? Take a boat and go after them. Suppose the boat upsets? Then you will be drownded. --London (Miss Dendy). VI. Mother, come buy me a milking-can, Milking-can, milking-can, Mother, come buy me a milking-can, O mother o mine. Where can I have my money from, O daughter o mine? Sell my father s bedsteads. Where must your father sleep? Sleep in the pig-sty. Where must the pig sleep? Sleep in the washing-tub. What must I wash in? Wash in your thimble. What must I sew with? Sew with your finger.
If all 35 points are won by either side, they count double, 70. _=Scoring.=_ If the single player loses, he loses to both adversaries, and if he wins he wins from both. His score is the only one put down, and the amount is preceded with a minus or plus sign according to the result. If he secures 23 points, he wins 11; if he takes in 16 only, he loses 3. If the amount is less than 18 it must be a loss; if it is 18 or more it must be a gain. The method of balancing the scores at the end will be found fully explained in connection with Skat. _=Irregularities.=_ The penalty for a revoke is the loss of 9 points, which are taken from the score of the side in error at the end of the hand, and added to the side not in fault. If the final score is 24 to 11, for instance, in favour of the single player, and one of the partners has revoked, the score is 33 to 2, and the player wins 31 points.
It took out a small marble rail around the fountain pool and dived in, still screaming rubber. The fountain went over with a crash and then the racket dwindled off in the shriek of twisted buckets. The turbine had gotten what for in the collision. I didn t hang around to see what had happened to the driver. He was just some heavy who had the job of rubbing me out. But I did seek another haven. If they knew me that well, I d never be safe where I had stashed my suitcase. There was a copter squatting at the Sky Hi s ramp. I jumped for it and had him drop me toward the outskirts of the town of Lake Tahoe, and then walked a few blocks, mostly in circles to see if I were being followed, before darting into a fairly seedy motel a couple blocks off the main drag. My room was on the third floor of the flea-bag.
The expert strives to exchange his men so as to bring about one of these positions, after which he knows he has a won game, although his less skilful adversary may be unconscious of his advantage. [Illustration: _=First Position.=_ Black to move and win. WHITE. +---+---+---+---+---+---+---+---+ | | | | | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | ⛂ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | ⛁ | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ BLACK. ] [Illustration: _=Second Position.=_ Black to move and win. WHITE. +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | ⛀ | +---+---+---+---+---+---+---+---+ | ⛀ | | | | | | | | +---+---+---+---+---+---+---+---+ | | ⛁ | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | ⛂ | | | | ⛃ | | +---+---+---+---+---+---+---+---+ BLACK. ] [Illustration: _=Third Position.
The dealer gives thirteen cards to his adversary and to himself, one at a time, and turns up the next for the trump. The trump card belongs to neither player. The winner of the odd trick scores a point. Five points is game. MORT. WHIST À TROIS; OR FRENCH DUMMY. _=MORT=_ means simply the dead hand; and is the equivalent of the English word Dummy; the partner being known as _=Vivant=_, or the living hand. In these words the English usually sound the _=t=_, as they do in such words as _=piquet=_, and _=valet=_. _=CARDS.=_ Mort is played with a full pack of fifty-two cards, ranking as at whist for cutting and playing.
Mother says, Come in. ] What have you been doing all this time? Brushing Jenny s hair and combing Jenny s hair. What did her mother give you for your trouble? A silver penny. Where s my share of it? Cat ran away with it. Where s the cat? In the wood. Where s the wood? Fire burnt it. Where s the fire? Moo-cow drank it. Where s the moo-cow? Butcher killed it. Where s the butcher? Eating nuts behind the door, and you may have the nutshells. --London (Miss Dendy, from a maid-servant).
If during a deal, or during the play of a hand, the pack be proved incorrect or imperfect. II. If any card, excepting the last, be faced in the pack. 38. If, whilst dealing, a card be exposed by the dealer or his partner, should neither of the adversaries have touched the cards, the latter can claim a new deal; a card exposed by either adversary gives that claim to the dealer, provided that his partner has not touched a card; if a new deal does not take place, the exposed card cannot be called. 39. If, during dealing, a player touch any of his cards, the adversaries may do the same, without losing their privilege of claiming a new deal, should chance give them such option. 40. If, in dealing, one of the last cards be exposed, and the dealer turn up the trump before there is reasonable time for his adversaries to decide as to a fresh deal, they do not thereby lose their privilege. 41.
| -- | -- |..... gold and silver.| | 16.| -- | -- |...
What is it, buster? You on Crap Patrol? I paused before I answered. Twenty-fifth degree? Since when could a gambling casino afford a full-time Twenty-fifth? TK s in the upper degrees come high. I had already figured my fee at a hundred thousand a day, if I straightened out the casino s losses to the cross-roader. Wally Bupp, I said at last, deciding there was no point to trying some cover identity. My gimpy right wing was a dead giveaway. Thirty-_third_ degree, I added. He had a crooked grin, out of place beneath his scholarly glasses. I ve heard of Wally Bupp, he admitted. Well, he should have. There aren t so many Thirty-thirds hanging around.
Baker (_Northants Notes and Queries_, ii. 161). (_b_) One couple is chosen to lead, and they go off, whither they will, followed by a long train of youths and maidens, all singing the refrain. Sometimes the leaders part company, and branch off to the right or left; the others have to do the same, and not until the leaders meet can they join again. They march arm in arm. (_c_) Mr. R. S. Baker, who records this, says a Wellingborough lady sent him the tune and words, and told him the game was more like a country dance than anything else, being a sort of dancing Follow My Leader. Gully A sink, or, failing that, a particular stone in the pavement was the Gully.
In establishing a long suit it is very important to note the fall of the missing cards in the sequences. In the first of the two combinations just given, the declarer should be as careful to watch for the fall of the 8 and 6 as for the A Q and 10. _=Leading.=_ It is quite unnecessary to follow any system of leads, further than to distinguish between the combinations from which high or low cards are led. But it is important to remember that although a high-card combination may be divided, it should be played as if in one hand. For instance: The declarer holds Q J x x x of a suit; Dummy having A x x. By leading Q or J, Dummy is enabled to finesse, as if he held A Q J. The declarer holds K J x x x; Dummy having Q x x. The play is to force the Ace, as if the combination of K Q J x x were in one hand. Many opportunities arise for leading the Ace first from a short suit, in order to secure a ruff on the second or third round.
Lubin. Lug and a Bite. Luggie. Luking. MAG. Magic Whistle. Magical Music. Malaga Raisins. Marbles. Mary Brown.
--Sporle, Norfolk (Miss Matthews). (_c_) Selden, in his _Table Talk_, thus refers to this game:-- The Court of England is much altered. At a solemn dancing first you have the grave measures, then the Cervantoes and the Golliards, and this is kept up with ceremony. At length to Trenchmore and the _Cushion Dance_; and then all the company dance, lord and groom, lady and kitchen-maid, no distinction. But in King Charles s time there has been nothing but Trenchmore and the Cushion Dance, &c. The Whishin Dance (an old-fashioned dance, in which a cushion is used to kneel upon), mentioned by Dickinson (_Cumberland Glossary_), is probably the same game or dance, whishin meaning cushion. Brockett (_North Country Words_) mentions Peas Straw, the final dance at a rustic party; something similar to the ancient Cushion Dance at weddings. It is also recorded in Evans _Leicestershire Glossary_, and by Burton in the following passage from the _Anatomy of Melancholy_: A friend of his reprehended him for dancing beside his dignity, belike at some cushen dance. In the version from East Kirkby, Lincolnshire, the expression in our degree in the first line of the verse is apparently meaningless, and it is probably a corruption of highdigees, highdegrees, a dialect word for roystering, high spirits, merriment, dancing, romping. Elworthy (_Somerset Words_) gives this word, and quotes the following line from Drayton:-- Dance many a merry round and many a highdegy.
Extensive research did not uncover any evidence that the U.S. copyright on this publication was renewed.] _If it takes a thief to catch a thief ... what does it take to catch a psi-gifted thief?_ What do you hate and fear the most? I know a girl who gags and throws up at the mere sight of a bird. Poor kid, when she was a barefoot moppet she stepped on a fledgling robin in the grass. She hasn t gotten over the squish of it yet. Birds don t trouble me.
XII. Christian was a soldier, A soldier, a soldier, Christian was a soldier, and a brave one too. Right hand in, right hand out, Shake it in the middle, and turn yourself about. --Sporle, Norfolk (Miss Matthews). XIII. Friskee, friskee, I was and I was A-drinking of small beer. Right arms in, right arms out, Shake yourselves a little, and little, And turn yourselves about. --Cornwall (_Folk-lore Journal_, v. p. 49).
), _Strand { Magazine_, vol. ii. NORFOLK { Forby s _Vocabulary_, Spurden s { _Vocabulary_, Mr. J. Doe. Sporle, Swaffham Miss Matthews. { Baker s _Glossary_, _Northants Notes NORTHAMPTONSHIRE { and Queries_, _Revue Celtique_, vol. { iv., Rev. W.
You ll get all wet! I looked around, seeing a waiter near me. He had just served drinks to the rear, half of the table, to the gamblers nearest the dealers. His tray was still half-full. This was the moment. It was a generalized sort of lift, the kind of thing that qualifies a TK for the Thirty-third degree. I heaved at the thousand-dollar bills I had had marked in the morning, without the faintest idea of where they were. The tray lurched in the waiter s hand, throwing glasses to the floor. Most of them shattered when they struck the real wood planks, splashing whisky and mix on our legs. I looked across the table and grinned at Fowler Smythe. His scowl had an awful lot of forehead to work on.
=_ Each of the foregoing games has what is called a unit of value, which is afterward multiplied several times according to the number of Matadores, and whether the game was schneider or schwarz. These unit values are as follows, beginning with the lowest: ---------------+------------------+------------------------- Suits Trumps:--| Jacks Trumps:-- | No Trumps:-- ----+----+-----+------------------+------------------------- |Turn| Solo| Turned Grand 12 | Gucki Nullo 15 ♢ | 5 | 9 | Gucki Grand 16 | ” if played open 30 ♡ | 6 | 10 | Solo Grand 20 | Solo Nullo 20 ♠ | 7 | 11 | Open Grand 24 | ” if played open 40 ♣ | 8 | 12 | Ramsch 20 | Revolution 60 ----+----+-----+------------------+------------------------- When one player takes no trick in a Ramsch, the player with the greater number of points loses 30. If two players take no trick, the loss is 50 points. _=All Guckis lose double if they fail=_, so that if a player announces a Gucki Nullo and loses it, he will lose 30; but if he won it he would get 15 only. If a player has a Gucki Null Ouvert, he must announce that it is to be played open before he touches the skat cards. It is then worth 30 if won; 60 if lost. _=Passt-mir-nicht tournées all lose double if they fail=_, but win the usual number of points if they succeed. _=Multipliers.=_ The foregoing are simply the standard counting values of these various games. In calculating the actual value of a player’s game, in order to see how much he may safely offer in the bidding, and how much he would win if successful in his undertaking, these standard values are multiplied as follows:-- Five classes of games are recognized, beginning with the lowest, in which the player gets the necessary 61 points, but does not make his adversaries schneider.
Couper, F., to cut the cards; also to ruff a suit. Couleur, F., a suit of cards, such as hearts or clubs. Coup, a master stroke or brilliant play; a single roll of the wheel at Roulette, or a deal at Rouge et Noir. Compass Whist, arranging players according to the points of the compass at Duplicate Whist, and always retaining them in their original positions. Conventional Play, any method of conveying information, such as the trump signal, which is not based on the principles of the game. Coppered Bets, bets that have a copper or checker placed upon them at Faro, to show that they play the card to lose. Court Cards, the K, Q and J; the ace is not a court card. Covering, playing a higher card second hand than the one led, but not necessarily the best of the suit.
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=_ Always throw off every man possible; never move up instead of throwing off, unless there are some adverse men in your home table. If you make a throw which will not take off a man, do not move two men, but move up and take off one man if possible. _=Chances.=_ Some players profess to attach great importance to the chances of the dice, but such matters are of little practical value except in a general way. It may be interesting to know that the odds were thirty-five to one against a certain throw, but that knowledge does not prevent your adversary from winning the game. It should always be remembered that it is more difficult for your adversary to hit a man that is very close to him or very far from him, than one that is about half way. The odds against being hit by a given number, either on one or on both dice, are given in the margin. The throws given in the second column cannot be made without counting both dice, and a player is therefore safer when it takes “double dice” to hit him. +------------------+-------------------+ |_Single Die._ |_Double Dice.