A triangular cribbage board is very useful for this purpose. _=Dix.=_ Each player in turn, beginning on the dealerโs left, may show the Nine of trumps if he holds it, and exchange it for the trump card. Should two Nines be shown by different players, the one on the dealerโs left takes the turn-up trump. Even if the dealer has a Nine himself, he is not allowed to keep the turn-up trump. If the same player holds both Nines he may score twenty on winning a trick. A player with 990 up is not out if he turns up the Nine. He must win a trick. _=Melds.=_ All the combinations have the same value as in the ordinary game, but all melds are laid upon the table before a card is played.
There is no rule to prevent his throwing away a pair of aces and keeping three clubs if he is so inclined; but the general practice is for the player to retain whatever pairs or triplets he may have, and to draw to them. Four cards of a straight or a flush may be drawn to in the same way, and some make a practice of drawing to one or two high cards, such as an ace and a king, when they have no other chance. Some hands offer opportunities to vary the draw. For instance: A player has dealt to him a small pair; but finds he has also four cards of a straight. He can discard three cards and draw to the pair; or one card, and draw to the straight; or two cards, keeping his ace in the hope of making two good pairs, aces up. The details of the best methods of drawing to various combinations will be discussed when we come to suggestions for good play. [Illustration: ๐ฑ ๐ด ๐ ๐ฃ ๐ ] In drawing cards, each player in turn who has made good his ante, beginning with the age, must ask the dealer for the number of cards he wants. The demand must be made so that every player can hear, because after the cards have been delivered by the dealer no one has the right to be informed how many cards any player drew. When the dealer comes to his own hand, he must distinctly announce the number of cards he takes. He must also inform any player asking him how many cards he took, provided the question is put before the player asking it has made a bet, and it is put by a player who has made good his ante to draw cards.
A careful player would be satisfied with 100 on such a hand, for if he fails to make the announced schneider, he loses everything. A player is not obliged to play the game he originally intended to, if he thinks he has anything better; but he must play a game worth as much as he bid, or the next higher, and having once announced his game, he must play it. Suppose Vorhand has a spade Solo with two, and on being offered 33 says, โYes,โ thinking the bidder will go on to 36, instead of which he passes. It is very probable that the bidder has a spade Solo without two, and will defeat a spade Solo announced by Vorhand. If Vorhand has almost as good a game in hearts, he should change, hoping to make schneider, or to find another Matadore in the Skat. If he loses the game, a heart Solo with two costs 30 points; but as Vorhand refused 33, and the next best game he could have made with a heart Solo is 40, that is the amount he loses, although he refused only 33. _=Method of Bidding.=_ The Vorhand always holds the play, and the Mittelhand always makes the first bid, or passes, the Hinterhand saying nothing until the propositions made by the Mittelhand have been finally refused or passed by the Vorhand. The usual formula is for the Vorhand to say, โHow many?โ or, โI am Vorhand,โ thereupon the Mittelhand bids or passes. If Vorhand has as good a game as offered him he says, โYes,โ and Mittelhand must bid higher or pass.
--Mactaggart s _Gallovidian Encyclopรฆdia_. Patterson (_Antrim and Down Glossary_) mentions a game called Leap the Bullock, which he says is the same as Leap-frog. Dickinson s _Cumberland Glossary Supplement_, under Lowp, says it means a leap or jump either running or standing. The various kinds include Catskip --one hitch, or hop, and one jump; Hitch steppin --hop, step, and lowp; a hitch, a step, and a leap; Otho --two hitches, two steps, and a leap; Lang spang --two hitches, two steps, a hitch, a step, and a leap. See Accroshay, Knights, Leap-frog. Lubin [Music] --Hexham (Miss J. Barker). [Music] --Doncaster (Mr. C. Bell).
The seekers respond-- Cuckoo cherry-tree, Catch a bird and bring it me. --Burne s _Shropshire Folk-lore_, p. 222. Halliwell calls this a game at ball, and the rhyme runs-- Cuckoo cherry tree, Catch a bird and bring it me; Let the tree be high or low, Let it hail, rain or snow. See Hide and Seek. Cuddy and the Powks Two boys join hands and feet over the back of a third, the which creeps away with them on hands and knees to a certain distance; and if able to do this, he, the Cuddy, must have a ride as one of the powks on some other s back.--Mactaggart s _Gallovidian Encyclopรฆdia_. Cudgel [Illustration: Change of sides] [Illustration: A run] Four or more boys can play this game, and sides are chosen. Two holes are made in the ground at a distance of about eight or ten feet apart. A ring about a foot in diameter is made round each hole.
--Halliwell s _Popular Nursery Rhymes_, cccxxxii. XIV. Will you take gold and silver, or will you take brass, Will you take anything for a pretty lass? No! we ll not take gold and silver, no! we ll not take brass; We ll not take anything for a pretty lass. Will you take the keys of school, or will you take brass? Will you take anything for a pretty lass? Yes! we ll take the keys of school; yes! we will take brass; We will take anything for a pretty lass. Come, my dear [Mary Anne], and give me your right hand, And you shall have a duck, my dear, You shall have a drake; You shall have a nice young man To fiddle for your sake. The birds will sing, the bells will ring, And we ll all clap hands together. --Congleton Workhouse School (Miss A. E. Tremlow). (_c_) The popular version of this game is played by the greater number of the children forming a line on one side with joined hands, and one child (sometimes two or more) facing them, advancing and retiring while singing the verses.
He may announce schneider or schwarz in any Solo. Any player looking at the skat cards before the beginning of the play is debarred from bidding that deal, and is penalised ten points in the score. In addition to this penalty, either of the other players may demand a fresh deal. 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.
=_ If a player corrects his mistake in time to save a revoke, the card played in error is exposed; but any cards subsequently played by others may be taken back without penalty. _=33.=_ _=PLAYING ALONE.=_ No one but the individual maker of the trump can play alone. _=34.=_ The dealer must announce his intention to play alone by passing his discard over to his partner. Any other player intending to play alone must use the expression โaloneโ in connection with his ordering up or making the trump; as, โI order it, alone;โ or โI make it hearts, alone.โ _=35.=_ The partner of a player who has announced to play alone must lay his cards on the table, face down. Should he expose any of his cards, the adversaries may prevent the lone hand, and compel him to play with his partner, the exposed card being left on the table and liable to be called.
_=SWEEPSTAKE HEARTS.=_ After the hand has been played, each player announces the number of hearts he has taken in, and pays into the pool one counter for each. All thirteen hearts having been paid for, any player having taken no hearts wins the entire pool; two having taken none, divide it. If all the players have taken hearts, or if one player has taken all thirteen, the pool remains, and forms a _=Jack=_. This can be won only by a single player in some subsequent deal taking no hearts, all the others having taken at least one. These jack pools are of course increased thirteen counters every deal until some player wins the whole amount. Some clubs make it a Jack after two players have divided a pool, using the odd counter as a starter. It will be found that natural Jacks occur quite frequently enough without resorting to this expedient. _=HOWELLโS SETTLING.=_ The great objection to the method of settling at Sweepstake Hearts is that it makes the game almost entirely one of chance.
Should the dealer shuffle after the cut, his adversaries may also shuffle and the pack must be cut again. 35. The fifty-two cards must be dealt face downward. The deal is completed when the last card is dealt. 36. In the event of a misdeal, the same pack must be dealt again by the same player. A NEW DEAL. 37. There _must_ be a new deal: (_a_) If the cards be not dealt, beginning at the dealerโs left into four packets one at a time and in regular rotation. (_b_) If, during a deal, or during the play the pack be proved incorrect.
--Baker s _Northamptonshire Glossary_. Cobbin-match A school game in which two boys are held by the legs and arms and bumped against a tree, he who holds out the longest being the victor.--Ross and Stead s _Holderness Glossary_. Cobble A name for See-saw. --Jamieson. Cobbler s Hornpipe This was danced by a boy stooping till he was nearly in a sitting posture on the ground, drawing one leg under him until its toe rested on the ground, and steadying himself by thrusting forward the other leg so that the heel rested on the ground; the arms and head being thrown forwards as far as possible in order to maintain a balance. The thrust-out leg was drawn back and the drawn-in leg was shot out at the same time. This movement was repeated, each bringing down to the ground of the toe and heel causing a noise like that of hammering on a lapstone. The arms were moved backwards and forwards at the same time to imitate the cobbler s sewing.--London (J.
I could feel you more clearly after you got the dice, and later, while that scarecrow with you was handling your chips. You were building a stack. So I fingered you. Careful, I said sourly. You re talking about the woman I love. There was a strained moment of silence, and then they all laughed. She d been a sight, all right. Simonetti came back alive with that one. His husky voice cut in on the laughter. Where does that bag fit? he demanded.
Three eights will beat an eight and two braggers. The dealer must put up an ante before the cards are cut. This ante may be any amount he pleases within the betting limit. No player can straddle or raise this ante until the cards are dealt. Beginning on his left the dealer distributes the cards face down, and one at a time, until each player has received three. Beginning with the age, [eldest hand,] each player in turn must put up an amount equal to the dealerโs ante, or abandon his hand. He may, if he chooses, raise the ante any further amount within the betting limit. All those following him must meet the total sum put up by any individual player, increase it, or pass out. In this respect Brag is precisely similar to the betting after the draw at Poker. If no one will see the dealerโs ante, he must be paid one white counter by each of the other players, and the deal passes to the left.
=_ High cards are played by the Second Hand when he has any combination from which he would have led a high one if he had opened the suit. The fact that a player on his right has already laid a small card of the suit on the table should not prevent the Second Hand from making the best use of any combinations he may hold. The only difference between leading from such combinations, and playing them Second Hand, is that in the latter case no attempt is made to indicate to the partner the exact nature of the combination held. The general rule is to win the trick as cheaply as possible, by playing the lowest of the high cards which form the combination from which a high card would be led. Such are the following:-- [Illustration: ๐ก ๐ฎ ๐ญ ๐ซ | ๐พ ๐ฝ ๐ป ๐ธ ๐ฑ ๐พ ๐ฝ ๐ณ | ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ | ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ | ๐ญ ๐ซ ๐ช ๐ฃ ] The beginner must be careful with these:-- [Illustration: ๐ก ๐ฎ ๐ซ ๐ข | ๐ ๐ ๐ ๐ ] The combination which makes the first of these a high-card lead is the A K, and the King must be played Second Hand. The Jack has nothing to do with it. In the second, the Ten does not form any part of the combination, and the Queen is the card to play Second Hand. Some players will not play a high card second hand with K Q x x unless weak in trumps. An exception is generally made with these combinations, from which the proper lead is the Ace. [Illustration: ๐ ๐ ๐ ๐ ๐ | ๐ก ๐ฉ ๐จ ๐ง ๐ค ] Many will not play Ace Second Hand in any case, and will play the Queen with the first combination only when they are weak in trumps.
Like every compulsive gambler I ve ever seen, the roller next to me was sure he was on a rampage. Four passes and he thought he had the dice licked. Ride with me! he yelled at Sniffles, who plainly had the management of my chips. No moah, she said. You ll lose. Of course he did. I TK d the one-two up. Little Joe from Kokomo, one of the stick-men called. They raked losing bets and paid winners with the speed of prestidigitators. Roller keeps the dice, the stick-man told my neighbor.
This is generally played in London streets, and is mentioned in the _Strand Magazine_, ii. 515. See Banger, Buttons. Hare and Hounds A boys game. One boy is chosen as the Hare. He carries with him a bag filled with strips of paper. The rest of the boys are the Hounds. The Hare has a certain time (say fifteen minutes) allowed him for a start, and he goes across country, scattering some paper on his way in order to indicate his track. He may employ any man[oe]uvre in order to deceive his pursuers, but must keep up the continuity of his paper track-signs. The Hounds follow him and try to catch him before he gets home, which is a place agreed upon beforehand.
It is probably the same game as Fox and Goose. Fox and Goose (1) In Dorsetshire one of the party, called the Fox, takes one end of the room or corner of a field (for the game was equally played indoors or out); all the rest of the children arrange themselves in a line or string, according to size, one behind the other, the smallest last, behind the tallest one, called Mother Goose, with their arms securely round the waist of the one in front of them, or sometimes by grasping the dress. The game commences by a parley between the Fox and Goose to this effect, the Goose beginning. What are you after this fine morning? Taking a walk. With what object? To get an appetite for a meal. What does [will] your meal consist of? A nice fat goose for my breakfast. Where will you get it? Oh, I shall get a nice morsel somewhere; and as they are so handy, I shall satisfy myself with one of yours. Catch one if you can. A lively scene follows. The Fox and Mother Goose should be pretty evenly matched; the Mother with extended arms seeking to protect her Brood, while the Fox, who tries to dodge under, right and left, is only allowed in case of a successful foray or grasp to secure the last of the train.
This rule, which was invented by R.F. Foster in 1881, in connection with the game of whist, is now used by everyone with any pretensions to being a bridge player. The rule itself is this:-- When the eldest hand leads any card which is not an honour, deduct the spots on it from eleven. From the remainder thus found, deduct the number of cards, _=higher than the one led=_, which are not in your own hand nor in Dummyโs in that suit. This final remainder is the number of cards which are in the declarerโs hand which are higher than the card led. The principal thing to remember is, that it is only the cards higher than the one led that you need trouble about. To illustrate:-- Suppose you are third hand, and your partner leads the seven of clubs, Dummy lays down the Q 9 2, and you hold A J 3, thus:-- [Illustration: ๐ Leader Dummy ๐ ๐ ๐ Third hand. ๐ ๐ ๐ ] Deducting seven from eleven, you find it leaves four. These four cards, higher than the one lead, are all in sight, Q 9 in Dummy; A J in your own hand, therefore the declarer cannot have any card higher than the seven.
Should any player fail to follow suit on the next trick, or on any subsequent trick, he gathers the cards already played, takes them into his hand and leads for the next trick. The play is continued in this manner until some player gets rid of all his cards, and so wins the game. Enflรฉ is usually played for a pool, to which each player contributes an equal amount before play begins. The game requires considerable skill and memory to play it well, it being very important to remember the cards taken in hand by certain players, and those which are in the tricks turned down. THE LAWS OF HEARTS. 1. Formation of table. Those first in the room have the preference. If more than the necessary number assemble, the choice shall be determined by cutting, those cutting the lowest cards having the right to play. Six persons is the largest number that can play at one table.
XIV. I have a little dog and it lives in my pocket. It shan t bite you, &c. Now you re married I hope you ll enjoy First a girl and then a boy; Seven years gone, and two to come, So take her and kiss her and Send her off home. --Wolstanton, North Staffs. Potteries (Miss A. A. Keary). (_b_) In Dorsetshire a ring is formed by all the players joining hands except one. The odd player, carrying a handkerchief, commences to walk slowly round the outside of the ring, repeating the words; then, touching each one with her handkerchief as she passes, she says, Not you, not you, not you, &c.
When the word Thrice is repeated, the _a posteriori_ part of the Hammer is knocked against the same part of the Nail. Any number of knocks may be given, according to the humour of the players.--Keith (Rev. W. Gregor). A fellow lies on all fours--this is the Block; one steadies him before--this is the Study; a third is made a Hammer of, and swung by boys against the Block (Mactaggart s _Gallovidian Encyclopรฆdia_). Patterson (_Antrim and Down Glossary_) mentions a game, Hammer, Block, and Bible, which is probably the same game. Blow-point Strutt considers this to have been a children s game, played by blowing an arrow through a trunk at certain numbers by way of lottery (_Sports_, p. 403). Nares says the game was blowing small pins or points against each other, and probably not unlike Push-pin.
The point is equal. The quatriรจme to the Jack is not good and the four Tens are not good; so elder hand leads a card, and counts, โOne.โ The dealer then claims repic, 95 points, which is good, although the elder hand had an equal point. _=PIC.=_ If either player can reach 30 in hand and play combined, before his adversary scores anything, 30 are added for the pic. Pic can never be made by the dealer unless the elder hand leads a card smaller than a Nine; he must make repic if anything. To make pic the elder hand must reach 30 in the regular order of scoring. Suppose holds these cards:-- โก A 9; โฃ A K Q J; โข K Q J 10 9; โ K. If the dealer acknowledges the point to be good, everything else in the hand must be good also. This will give the elder hand 27 before playing a card; 5 for the point, 15 and 4 for the sequences, and 3 for the Kings.
_=Flushes.=_ If any player in a double pool holds three trumps, whether dealt him or found in the widow, he must announce it as soon as all have declared whether or not they will play. The usual custom is to wait until the dealer declares, and then to ask him: โHow many play?โ The dealer replies: โTwo in;โ โThree in;โ or: โWidow and one;โ as the case may be. The player with the flush then shows it, and claims the pool without playing, each of those who are โinโ being looed three red counters. If two players hold a flush in trumps, the elder hand wins, whether his trumps are better or not; but the younger hand, holding another flush, is not looed. _=Leading.=_ In all double pools, the eldest hand of those playing must lead a trump if he has one. If he has the ace of trumps he must lead that; or if he has the King and the ace is turned up. The old rule was that a player must lead the higher of two trumps, but this is obsolete. The winner of a trick must lead a trump if he has one.
Should such a combination occur there must be a new deal. If the player exposes cards himself, he has no remedy. _=15.=_ Should any player receive more or less than his proper number of cards, and discover the error before he looks at any card in his hand, or lifts it from the table, he may demand a new deal if no bet has been made; or he may ask the dealer to give him another card from the pack if he has too few, or to draw a card if he has too many. Cards so drawn must not be exposed, but should be placed on the top of the pack. If a bet has been made, there must be a new deal. Should the player take up his hand, or look at any card in it, he has no remedy. _=16.=_ Should a player take up a hand containing more or less than five cards, or look at any card in it, such a hand is foul, and he must abandon it, forfeiting any interest he may have in that pool. If one player has six cards and his neighbour four, neither having lifted or looked at any card, the dealer may be called upon to draw a card from the six hand and give it to the four hand.