The deal passes to the left. There are no misdeals. If the cards are not properly distributed, or four cards are not left in the talon, the same dealer must deal again, without penalty. _=Objects of the Game.=_ The chief objects of the game are to win the last trick, and to secure counting cards in the other tricks in the course of play. There are 35 points to be played for in every deal. The six highest cards in each suit, 3 2 A K Q J, have a counting value, the Ace being worth 3, and the others 1 each. The last trick counts 3. _=Declaring.=_ The eldest hand examines his cards and determines whether or not he will _=stand=_; that is, play single handed against the two others.
There was no string attached to the ball, but it was necessary that it should hit the child it was thrown to. When Fire was called, Salamander and Ph[oe]nix were allowed to be said. The third time Fire was called, silence was observed, and every player bowed the head. We called it Earth, Air, Fire, and Water. A forfeit had to be paid for every mistake.--London (A. B. Gomme). It seems probable that a survival of fire-worship is shown by this game. Fivestones This game was played by a newspaper boy at Richmond Station for me as follows:--He had five square pieces of tile or stone about the size of dice.
_=Other Positions.=_ As the positions go round the table from the first bettor to the age, they become more desirable, and little need be said of them beyond the consideration of the average strength necessary for a player to _=go in=_ on. _=GOING IN.=_ There is a great difference of opinion as to the minimum value of a hand which should justify a player in drawing cards if he can do so for the usual ante. In close games many players make it a rule not to go in on less than tens, while in more liberal circles the players will draw to any pair. In determining which course to follow, the individual must be guided by his observation and judgment. Suppose five play, and A observes that B and C constantly draw to small pairs, while D and E never come in on less than tens. If A has the age, B, D, and E having anted, A may be sure that there are at least two good hands against him, and will guide himself accordingly. But if B and C are the only players in, A may safely draw to a small pair. It can be mathematically demonstrated that what is called an _=average go-in hand=_ should be at least a pair of tens; but a player who waits for tens in a liberal game, in which others are drawing to ace high, will ante himself away if there are many jack pots, and will get no calls when he gets a hand.
He quotes from a MS. play as follows-- It is edicted that every Grobian shall play at Bamberye hott cockles at the four festivals. Indeed a verye usefull sport, but lately much neglected to the mollefieinge of the flesh. --Halliwell s _Dictionary_. [Illustration] Nares _Glossary_ also contains quotations from works of 1639, 1653, and 1697 which illustrate the game. Mr. Addy says that this game as played in Sheffield is quite different from that described under the same title in Halliwell s _Dictionary_. Aubrey (p. 30) speaks of Hot Cockles as a game played at funerals in Yorkshire, and the lines here given show that this was the game. The lines-- Where is this poor man to go? Over yond cuckoo s hill I O, embodies the popular belief that the soul winged its way like a bird, and they remind one of the passing of the soul over Whinny Moor (see funeral dirge in Aubrey s _Remains of Gentilisme_, p.
As no person has as yet come forward with any figures to show which combination is easier to get in patience poker, nor the proportion of one hand to the other, these figures are all guess work; and players may adopt any values they please. As soon as the tableau is complete, with five rows of five cards each, the value of each of the ten hands the tableau contains is found and the total put down. The object of the solitaire player usually is to see how many tableaus he needs to reach a grand total of 500 points. _=SUGGESTIONS FOR GOOD PLAY.=_ Experience has shown that it pays to keep certain classes of hand in one section, either left to right or up and down. Many players put all the flushes in the vertical columns, and build the pairs, triplets and fours from right to left. Straights are uncertain quantities unless they are flush also and are seldom played for. Each card has a double value, and it may help to make up two hands of high scoring power, if well placed. The highest possible point value for a tableau would probably be five hands of four of a kind and five straight flushes, four of which would be royal, like this: [Illustration: 🂱 🃑 🃁 🂡 🃉 🂾 🃞 🃎 🂮 🃈 🂽 🃝 🃍 🂭 🃇 🂻 🃛 🃋 🂫 🃆 🂺 🃚 🃊 🂪 🃅 ] The odds against the cards coming from the stock in such order as to make a tableau like this possible would be enormous, but there are many sets of twenty-five cards that can be rearranged so as to make a much higher count than that actually arrived at in the solitaire. The player’s skill consists in anticipating the possibilities that certain cards will be drawn and in so arranging his table that if the hoped for card comes out, the most advantageous place will be found open for it.
The ring dance round to a tune and sing a chorus [which is not given by the writer]. They then stop. Buff extends his wand, and the person to whom it happens to be pointed must step out of the circle to hold the end in his hand. Buff then interrogates the holder of the wand by grunting three times, and is answered in like manner. Buff then guesses who is the holder of the wand. If he guesses rightly, the holder of the stick becomes Buff, and he joins the ring (_Winter Evening s Amusements_, p. 6). When I played at this game the ring of children walked in silence three times only round Buff, then stopped and knelt or stooped down on the ground, strict silence being observed. Buff asked three questions (anything he chose) of the child to whom he pointed the stick, who replied by imitating cries of animals or birds (A. B.
167. We ll run at barley-break first, and you shall be in hell (Dekker s _The Honest Whore_). Hee s at barli-break, and the last couple are now in hell (Dekker s _The Virgin Martir_). See Gifford s _Massinger_, i. 104, edit. 1813. See also Browne s _Britannia s Pastorals_, published in 1614, Book I., Song 3, p. 76. Randle Holme mentions this game as prevailing in his day in Lancashire.
It is best for the Right to lead his longest suit, and for the Left to lead his shortest. A guarded King suit should not be led under any circumstances; nor a short suit Ace high. If an adversary has a single trump of medium size, such as a J or 10, it is often good play to trump a partner’s winning cards, so as to be sure of preventing the caller from making a small trump. If an adversary has trumped or over-trumped, it is very important to lead that suit to him again as soon as possible. The rules for discarding that are given in connection with Whist should be carefully observed; especially in the matter of showing command of suits. _=SPREADS.=_ These should not be called except with hands in which every suit contains the deuce, and all the cards are low enough to insure the player that nothing short of extraordinary circumstances will defeat him. Open sequences, or Dutch straights, as they are sometimes called, in which the cards are all odd or all even, such as 2 4 6 8 10, are quite as safe as ordinary sequences, provided the deuce is among the cards. The player calling a spread must remember that it will be impossible for him to get any discards after the first trick without the consent of the adversaries; for they will not lead a suit of which they see he is void. In order to reduce the caller’s chances of a discard on the opening lead, before his cards are exposed, the adversaries should select their shortest suits, unless they have a bottom sequence to the deuce.
The top cards of the four piles are used to build up the sequence. After an ace has appeared, the player may examine the cards in any or all of the piles, but their order must not be disturbed. The object in looking at the cards is to select the pile which is least likely to stop you, or the one having the fewest cards in it. _=TAKE FOURTEEN.=_ Shuffle and cut the pack, and deal the cards one at a time, face upward, into twelve piles, and continue dealing on the top of these twelve until the pack is exhausted. This will give you four piles which contain one card more than the others. Then take off any two of the top cards which will make 14, reckoning the Jack as 11, the Queen as _12_ and the King as 13, all the others at their face value. Only two cards must be used to make 14. If you succeed in taking off all the cards in this manner, you win. You are at liberty to look at the underneath cards in the various piles, but you must not disturb their positions.
Two packs of thirty-two cards each and one of thirty-one cards are shuffled together. Triple bézique counts 1500, and the game is usually 2000 points. The deleted card from the third pack should be an Eight. POLISH BÉZIQUE. This differs from the ordinary game only in the value of the tricks taken. The winner of each trick, instead of turning it down after counting the brisques, takes from it any court cards it may contain, and the Ten of trumps. He lays these cards face up on the table, but apart from those declared from his own hand, and uses them to form combinations, which may be scored in the usual way. The chief difference is that cards so taken in tricks cannot be led or played to subsequent tricks, nor can they be taken in hand at the end of the stock. Combinations may be completed either by cards in the player’s hand, or by cards won in subsequent tricks. CINQ-CENTS.
Sykes); Derbyshire (Mrs. Harley); Redhill, Surrey (Miss G. Hope); Ordsall, Nottinghamshire (Miss Matthews); Brigg, Lincolnshire (Miss J. Barker); and there are other versions from Hersham, Surrey (_Folk-lore Record_, v. 86); Cornwall (_Folk-lore Journal_, v. 57); Derbyshire (_Folk-lore Journal_, i. 385); Oswestry, Ellesmere (_Shropshire Folk-lore_, p. 512). Miss Peacock sends a version which obtains at Lincoln, Horncastle, Winterton, and Anderby, Lincolnshire, and in Nottinghamshire; it is identical with the Liphook version. Two versions from Sporle, Norfolk, which vary slightly from the Leicester, have been sent by Miss Matthews.
There is no doubling; but the dealer himself may undertake to win at least eight of the thirteen tricks, and if he announces “eight tricks,” he can score them at double value if he succeeds. If he fails to get the full eight, his adversary scores ten points penalty, the dealer scoring nothing at all. No matter what the trump suit, the penalty of ten points remains the same. After discarding, drawing and declaring, the stock hand is laid aside, still face down, and the non-dealer takes up and sorts the hand on his left, turning it face up on the table, like a Dummy. This hand belongs to the non-dealer, who leads first and plays both hands, so that the dealer is practically opposed to two hands of thirteen cards each. If the dealer does not want to discard and draw, he can play _=misery=_, which is a no-trumper, but played to lose tricks, instead of to win them. If the dealer takes more than one trick, his adversary scores five points penalty for each so taken. But if the dealer succeeds in taking only one trick, or none at all, he scores five points for every trick his adversary has taken over the book of six. _=PIVOT BRIDGE.=_ This is simply a movement of the players, very popular in social games, which requires that the four originally seated at a table shall remain at that table until the game is ended, and shall not cut for partners after the first rubber, but change in regular order.
” After a bid has been made, any following player must bid higher or pass. There are no second bids. The highest number any player can bid is four, which will require him to make High, Low, Jack, and the Game against the combined efforts of all the other players. The eldest hand must either accept the number bid, or pitch the trump himself, and make as many points as the highest bidder offered him. If the eldest hand accepts, he pushes into the pool as many counters as he is bid, and the successful bidder pitches the trump. If no bid is made, the eldest hand must pitch the trump himself. A bidder is not allowed to give the seller enough points to put him out, and should he do so by mistake, he forfeits his right to bid at all for that deal. If the seller has only two to go, and a player is able to bid three or four, he loses nothing by bidding one only, for no one can overbid him, and he is entitled to count all he makes. The only risk he runs is that the seller can afford to refuse one, and will go out on his own pitch. To remedy this it is the custom in some clubs to allow a player to bid the full value of his hand.
166). Another version from Buckingham is given by Thomas Baker in the _Midland Garner_, 1st ser., ii. 32, in which the mother desires the daughter to milk in the washing-tub, and the words also appear very curiously tacked on to the Three Dukes a-riding game from Berkshire (_Antiquary_, xxvii. 195), where they are very much out of place. Mineral, Animal, and Vegetable A ball is thrown by one player to any one of the others. The thrower calls out at the same time either mineral, animal, or vegetable, and counts from one to ten rather quickly. If the player who is touched by the ball does not name something belonging to that kingdom called before the number ten is reached, a forfeit has to be paid.--London (A. B.
It is 12 to 1 against making a full hand by drawing to _=two pairs=_. It is 8 to 1 against improving _=triplets=_ by drawing two cards; 14½ to 1 against a full hand, and 23 to 1 against four of a kind. It is 12 to 1 against improving if one card is drawn; 16 to 1 against the full, and 46 to 1 against four of a kind. It is 11 to 1 against making a straight out of a sequence of four cards which is open in the middle, or at one end only. It is 5 to 1 against making a straight out of a sequence of four which is open at both ends. [Illustration: 🂻 🃚 🂨 🂧 | 🂹 🃘 🂧 🃆 IN-BETWEEN STRAIGHT. OPEN-END STRAIGHT. ] It is 4½ to 1 against filling a four-card flush. It is 23 to 1 against filling a three-card flush. It is 95 to 1 against filling a two-card flush.
=_ In calculating the probabilities of throws with two or more dice, we must multiply together the total number of throws possible with each die separately, and then find the number of throws that will give the result required. Suppose two dice are used. Six different throws may be made with each, therefore 6 × 6 = 36 different throws are possible with the two dice together. What are the odds against one of these dice being an ace? A person unfamiliar with the science of probabilities would say that as two numbers must come up, and there are only six numbers altogether, the probability is 2/6, or exactly 2 to 1 against an ace being thrown. But this is not correct, as will be immediately apparent if we write out all the 36 possible throws with two dice; for we shall find that only 11 of the 36 contain an ace, and 25 do not. The proper way to calculate this is to take the chances against the ace on each die separately, and then to multiply them together. There are five other numbers that might come up, and the fraction of their probability is ⅚ × ⅚ = 25/36, or 25 to 11 in their favour. Take the case of three dice: As three numbers out of six must come up, it might be supposed that it was an even thing that one would be an ace. But the possible throws with three dice are 6 × 6 × 6 = 216; and those that do not contain an ace are 5 × 5 × 5 = 125; so that the odds against getting an ace in one throw with three dice, or three throws with one die, are 125/216, or 125 to 91 against it. To find the probability of getting a given total on the faces of two or three dice we must find the number of ways that the desired number can come.
When you have a dangerous hand in hearts, but one absolutely safe long suit, it is often good play to begin with your safe suit, retaining any high cards you may have in other suits in order to get the lead as often as possible for the purpose of continuing your safe suit, which will usually result in one or more of the other players getting loaded. When you have at least three of each plain suit it is obvious that you cannot hope for any discards, and that you must take into account the probability of having to win the third round of one or more suits, with the accompanying possibility of getting hearts at the same time. If you have the lead, this probability must be taken into account before any of the other players show their hands, and as it may be set down as about 5⅛ to 1 that you will get a heart, any better chance that the hand affords should be taken advantage of. It will often occur that a player’s attention must be so concentrated on getting clear himself that he has no opportunity to scheme for “loading” the others. But if it unfortunately happens that he is compelled to take in one or more hearts, he should at once turn his attention to taking them all, or to loading the other players, with a view to making a Jack of the pool. Should he succeed in either object, he has another chance for his money. It is usually bad policy to return the suit opened by the original leader. He has picked that out as his safest suit, and although he may be the only one safe in it, by continuing it you are reducing your chances to two players, when you might share them with all three. _=FOLLOWING SUIT.=_ When a player is not the original leader, his policy becomes defensive; for, as the first player is plotting to give hearts to every one but himself, each of the others must be a prospective victim, and should do his best to avoid the traps prepared by the one who plans the opening of the hand.
It often happens that the same cards must be played in different ways according to the state of the score, and the number of tricks in front of the player. A simple example will best explain this. Hearts are trumps; you hold two small ones, two better being out against you, but whether in one hand or not you cannot tell. You have also two winning Spades, one smaller being still out. The game is seven-point whist. The importance of playing to the score will be evident if you consider your play in each of the following instances, your score being given first: Score 6 to 6; you have 5 tricks in front of you. Score 6 to 6; you have 4 tricks in front of you. Score 6 to 5; you have 4 tricks in front of you. Score 5 to 4; you have 5 tricks in front of you. _=INFERENCES.
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We ll make you surrender, we ll make you surrender To the King of the Barbarines. You can t make us surrender, you can t make us surrender To the King of the Barbarines. 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.
--Patterson s _Antrim and Down Glossary_. Dalies A child s game, played with small bones or pieces of hard wood. The _dalies_ were properly sheep s trotters.--Halliwell s _Dictionary_. Evidently the same game as Fivestones and Hucklebones. Davie-drap Children amuse themselves on the braesides i the sun, playing at Hide and Seek with this little flower, accompanying always the hiding of it with this rhyme, marking out the circle in which it is hid with the forefinger:-- Athin the bounds o this I hap, My black and bonny davie-drap; Wha is here the cunning yin My davie-drap to me will fin. --Mactaggart s _Gallovidian Encyclopædia_. The davie-drap is a little black-topped field-flower. Deadily A school game, not described.--Mactaggart s _Gallovidian Encyclopædia_.