The dealer then gives four cards to each player, beginning on his left; then four more, and finally five, no trump being turned. In many places six cards are first dealt to each player, and then seven; but the 4-4-5 system is better, and is the rule in the very similar game of Boston. The general rules with regard to irregularities in the deal are the same as at Whist; except that a misdeal does not lose the deal. The misdealer must deal again, and with the same pack. _=CAYENNE.=_ After the cards are all dealt, the player to the left of the dealer cuts the still pack, which is shuffled and presented to him by the dealer’s partner, and the top card of the portion left on the table is turned up for Cayenne. This card is not a trump, but is simply to determine the rank of the suits. _=STAKES.=_ In Cayenne the stake is a unit, so much a point. The largest number of points possible to win on a rubber is 24, and the smallest, 1.
=_ Should the striker have his next player’s ball removed, and his own ball stop on the spot it occupied, the next player must give a miss from baulk, for which miss he does not lose a life. _=25.=_ When a ball has been taken up, and any other than the next player’s ball stop on the spot it occupied, the ball so taken up must remain in hand till it can be replaced. But if it be the turn of the ball in hand to play before the one occupying its proper place, the latter must be taken up till there be room to replace it. _=26.=_ If the corner of the cushion should prevent the striker from playing in a direct line, he can have any ball removed for the purpose of playing at the object-ball from a cushion. _=27.=_ When three players, each with one life, remain in a pool, and the striker make a miss, the other two divide without a stroke. _=28.=_ Neither of the last two players can star, but if they are left with an equal number of lives each they may divide the pool; the striker, however, is entitled to his stroke before the division.
CUMBERLAND Dickinson s _Glossary_. DERBYSHIRE { _Folk-lore Journal_, vol. i., Mrs. { Harley, Mr. S. O. Addy. Dronfield, Eckington, Egan Mr. S.
Dig his grave wide and deep, strow it with flowers; Toll the bell, toll the bell, twenty-four hours. --Norfolk, 1825-30 (J. Doe). (_b_) One boy lies down and personates Booman. Other boys form a ring round him, joining hands and alternately raising and lowering them, to imitate bell-pulling, while the girls who play sit down and weep. The boys sing the first verse. The girls seek for daisies or any wild flowers, and join in the singing of the second verse, while the boys raise the prostrate Booman and carry him about. When singing the third verse the boys act digging a grave, and the dead boy is lowered. The girls strew flowers over the body. When finished another boy becomes Booman.
|bonny lass. | | | 46.|To help us with our |To help us with our | -- | | |dancing. |dancing. | | +----+----------------------+----------------------+----------------------+ +----+----------------------+ | No.| Sheffield. | +----+----------------------+ | 1.| -- | | 2.|Stepping up the green | | |grass. | | 3.
If Dummy were second hand with the same cards, Jack being led, he should not play the Ace, for third hand must play the King to shut out the Queen. With A Q 9, partner having K and others, it is best to play A on J led. If the dealer has Ace and several others of a suit led, Dummy having only two small cards, a force may be certainly secured by passing the first round. If Dummy has the Ace, and passes second hand, the dealer failing to win the trick, the adversaries will of course see that the play is made in order to force the dealer on the third round. If Dummy is weak in trumps, and has only one card of a suit in which the dealer has Ace and others, the Ace should be played, and Dummy forced, unless there is a better game. It is a disadvantage to play in second hand from suits in which each has a guarded honour. If the dealer has Q x x, and Dummy has J x, they must make a trick in that suit if they play a small card second hand, and avoid leading the suit. The same is true of the adversaries; but they must play on the chance that the partner has the honour, whereas the dealer knows it. _=Finessing.=_ This is a very important part of the strategy of the game for the dealer.
=_ After the cards are dealt, each player in turn, beginning with the one to the left of the age, or to the left of the last straddler, if any, must either abandon his hand or put into the pool twice the amount of the blind, or of the last straddle. When it comes to the turn of the age, and the straddlers, if any, they must either abandon their hands, or make the amount they have in the pool equal to twice the amount of the blind, or of the last straddle, if any. _=19. Raising the Ante.=_ Each player, when it is his turn to come in, may add to the amount of the ante any sum within the betting limit. This will compel any player coming in after him to equal the total of the ante and the raise, or to abandon his hand; and it will also give such following player the privilege of raising again by any further amount within the betting limit. Should any player decline to equal the amount put up by any previous player, he must abandon his hand, together with all his interest in that pool. Any player who has been raised in this manner may raise again in his turn; and not until each player holding cards has anted an equal amount will the game proceed. _=20. Winning the Antes.
_=23.=_ Any spectator giving warning, either by sign, sound, or remark, on any of the games, whether played or pending, shall be expelled from the room. _=24.=_ Should any dispute occur, not satisfactorily determined by the preceding laws, a _=written statement of facts=_ must be sent to a disinterested arbiter having a knowledge of the game, whose decision shall be final. TEXT BOOKS. Spayth’s Checkers for Beginners. Game of Draughts, John Robertson. Janvier’s Anderson. Bowen’s Bristol. Bowen’s Cross.
If you wait until after playing to the last trick, he may gather up his cards so quickly that you will be unable to remember them. At Rubicon it is not always advisable to win the last trick. If your adversary is rubiconed in any case, you may add 100 points to your own score by giving him the 50 for the last trick, which may put him across the line into another hundred. TEXT BOOKS. Foster’s Complete Pinocle. 1906. Laws of Pinochle, by R.F. Foster. 1908.
Here s a Soldier. Hewley Puley. Hey Wullie Wine. Hickety, Bickety. Hickety-hackety. Hick, Step, and Jump. Hide and Seek (1). Hide and Seek (2). Hinch-Pinch. Hinmost o Three.
W. D. Sweeting). [Music] --Belfast (W. H. Patterson). I. I m come to court Janet jo, Janet jo, Janet jo, I m come to court Janet jo, How s she the day? She s up the stair washin , Washin , washin , She s up the stair washin , Ye canna see her the day. [Then follow verses, the words of which are not given by Chambers, representing Jenny as bleaching, drying, and ironing clothes. At last they say--] Janet jo s dead and gane, Dead and gane, dead and gane; Janet jo s dead and gane, She ll never come hame! --Chambers _Popular Rhymes_, pp.
During the first 90 points, should the cue ball be frozen to an object ball, and if by a push causes the object ball to move, any resulting carrom shall be valid. If, however, the frozen object ball fails to move, it shall be considered as not having been touched except that should the cue ball strike a cushion, it shall not be a scratch. 17. Any cases not covered by these rules shall be governed as far as possible by the accepted rules of pool and four-ball billiards. SNOOKER POOL. 1. The game of Snooker’s Pool is played by two or more players, either all against all or in partnership, with fifteen red balls, six pool balls, and one white ball as hereafter described. Any rest may be used. 2. To decide the order of play, as many pool balls as there are players or sides shall be put into a basket, shaken, and given out to the players by the marker.
| -- | -- | | 20.|You shall have a goose| -- |You shall have a swan.| | |for dinner. | | | | 21.| -- |Take hold of my | -- | | | |finger. | | | 22.| -- |Maycanameecan. | -- | | 23.| -- | -- | -- | |[8.]| -- | -- | -- | | 24.
Six. Seven. Eight. Nine.] When proper markers are not obtainable, many persons cut eight slits in a visiting card, and turn up the points. [Illustration: Visiting-Card Marker.] Whatever the apparatus employed, it should be such that every player at the table can distinctly see the state of the score without drawing attention to it. _=METHODS OF CHEATING.=_ Whist offers very few opportunities to the card-sharper. When honours are counted, he may be able to keep one on the bottom of the pack until the completion of the deal by _=making the pass=_ after the cards have been cut.
=_ Six prizes are usually provided for large companies. The lady and gentleman having the largest number of gold stars taking the first prizes; the largest number of red stars winning the second prizes; and the largest number of green stars the booby prizes. One player cannot win two prizes. In case of ties for the gold stars, the accompanying red stars decide it; if that is also a tie, the player with the fewest number of green stars wins; and if that is still a tie, the players must cut for it. The hostess decides the hour at which play shall cease, and is the referee in all disputes. MILITARY EUCHRE. The hostess arranges each table as a fort, with a distinguishing flag and a number of small duplicate flags. The partners who sit East and West progress round the room from table to table, and play one game of five points at each, no lone hands allowed. The winners of each game get a little flag from the losers as a trophy. By the time the E and W pairs have made the circuit of all the tables and got home again, the game is ended, the victors being the fort that has captured the greatest number of flags.
Except in a long series of games the average player has little to fear from the most expert. _=CARDS.=_ Napoleon is played with a full pack of fifty-two cards, which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being highest in play; but ranking below the deuce in cutting. _=COUNTERS.=_ As each deal is a complete game in itself it must be settled for in counters, to which some value is usually attached. One player is selected for the banker, and before play begins each of the others purchases from him a certain number of counters, usually fifty. When any player’s supply is exhausted, he can purchase more, either from the banker or from another player. In many places counters are not used, and the value of the game is designated by the coins that take their place. In “penny nap,” English coppers are used in settling; sixpences in “sixpenny nap,” and so on. In America, nickel and quarter nap are the usual forms.
The oe- | | ligature is transcribed as [oe]. | | | | More Transcriber s Notes may be found at the end of this text. | +-------------------------------------------------------------------+ A DICTIONARY OF BRITISH FOLK-LORE EDITED BY G. LAURENCE GOMME, ESQ., F.S.A. PRESIDENT OF THE FOLK-LORE SOCIETY, ETC. _PART I._ TRADITIONAL GAMES _BY THE SAME EDITOR.
All such combinations as the following should be avoided, if possible, as more can be made out of them by letting them alone:-- [Illustration: 🃑 🃝 🃚 🃔 | 🃞 🃛 🃘 🃔 🂱 🂻 🂺 🂴 | 🂽 🂻 🂶 🂴 🂮 🂨 🂧 🂤 | 🂫 🂪 🂩 🂤 🃍 🃆 🃅 🃄 | 🃊 🃉 🃈 🃄 ] But with three honours, A Q J, the Ace should be led. _=Rules for Leading Short Suits.=_ It will sometimes happen that the only four-card suit in the leader’s hand will be trumps or a suit headed by honours not in sequence, which it is not desirable to lead. In such cases, if there is no high-card combination in any of the short suits, it is usual to lead the highest card, unless it is an Ace or King. Many good players will not lead the Queen from a three-card suit, unless it is accompanied by the Jack. All such leads are called _=forced=_, and are intended to assist the partner, by playing cards which may strengthen him, although of no use to the leader. The best card should be led from any such combinations as the following:-- [Illustration: 🃝 🃛 🃖 | 🃊 🃉 🃄 🃋 🃊 🃅 | 🃙 🃘 🃔 🂫 🂥 🂣 | 🂷 🂶 🂴 ] _=Small-card Leads.=_ If the suit selected for the lead does not contain any combination of high cards from which it would be right to lead a high card, good players make it a rule to begin with the fourth-best, counting from the top of the suit. This is called the “card of uniformity,” because it indicates to the partner that there are remaining in the leader’s hand exactly three cards higher than the one led. Should the player be forced to lead any of the undesirable combinations shown on the last page, he would begin with the Ace if he held it; otherwise he would lead the fourth-best.