=_ There are several ways of telling fortunes, but one example will suffice. The most important thing is to know what your client wants to be told, and the next is to be sure that she cuts the cards with her left hand. The cards are shuffled, presented to be cut, and then counted off into sevens, every seventh card being laid face up on the table, the six intermediates being placed on the bottom of the pack each time. When twelve cards have been obtained in this manner, they are laid out in a row, and examined to see if the card representing the questioner is among them. If not, they must be gathered, shuffled, cut, and dealt again. A married man with light hair would be the ♢ K, with dark hair, the ♣ K. If he claims to be single, the ♡ J. If your client is a woman, the ♡ Q will do for blondes, the ♣ Q for brunettes. Do not ask if she is married, and take no notice of rings. Having obtained the necessary twelve cards, the more you know about the consultant’s history, hopes, and prospects, and the better you can judge her character, the less attention you need pay to the cards, and the more satisfactory the result of the consultation will be.
The figures on the right are the odds against such a hand being dealt to any individual player. Five cards of various suits; not in sequence, and without a pair. [Illustration: 🂡* 🃘* 🂶* 🂴* 🂢*] Even _=One Pair.=_ Two cards of one kind and three useless cards. [Illustration: 🂨 🃘 🃞* 🂭* 🂴*] 34 to 25 _=Two Pairs.=_ Two of one kind; two of another kind; and one useless card. [Illustration: 🂫 🃋 🂣 🃓 🂹*] 20 to 1 _=Threes.=_ Three of one kind, and two useless cards. [Illustration: 🃉 🂹 🃙 🂭* 🂢*] 46 to 1 _=Straight.=_ All five cards in sequence, but of various suits.
--Jamieson. Caiche The game of Handball. Thocht I preich nocht I can play at the caiche. I wait thair is nocht ane among you all Mair ferilie can play at the fute ball. --Lyndsay s _S. P. Repr_., ii. 243. This language Lyndsay puts into the mouth of a Popish parson.
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SEC. 2. The dealer must leave the trump card face up until it is his turn to play to the first trick; he must take the trump card into his hand and turn down the trump slip before the second trick is turned and quitted. SEC. 3. When a deal is taken up for overplay, the dealer must show the trump slip to an adversary, and thereafter the trump slip and trump card shall be treated as in the case of an original deal. SEC. 4. After the trump card has been lawfully taken into the hand and the trump slip turned face down, the trump card must not be named nor the trump slip examined during the play of the deal; a player may, however, ask what the trump suit is. SEC.
| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.|The grass is so green.|The grass is so green.|The grass is so green.| | 7.| -- |Fairest damsel ever |Fairest damsel ever | | | |seen. |seen. | | 8.
=_ Any suit bid on the second round but not on the first, shows length without the tops. When a winning suit is taken out by the partner, a losing suit bid on the second round shows tops in it. Any suit rebid on the second round, without waiting for the partner’s assistance, shows six or seven sure tricks in hand. Never bid a hand twice, unless its strength is greater than indicated by the first bid. Having bid a club on ace king alone, that is the end of it. If you have an outside ace, which the club bid did not show, you can assist your partner once on that trick, but no more. Having assisted your partner’s suit bid with three tricks, do not bid again unless you have a fourth trick in hand, but if he rebids his suit without waiting for you, you may assist on one trick, especially a high honour in trumps. Do not double unless you have a certainty and are not afraid of a shift. Do not give up a fair chance for going game yourself just to double an adversary, unless you are sure of 200 in penalties at least, and do not give up the rubber game for less than 300. Always remember that a double may enable an adversary to go game, and will often show the declarer which hand to finesse against.
Halliwell has preserved another fragmentary rhyme, which he thinks may belong to this game. I can make diet bread Thick and thin, I can make diet bread Fit for the king; (No. cccxliv.) which may be compared with the rhyme given by Chambers (_Popular Rhymes_, p. 136), and another version given by Halliwell, p. 229. If these rhymes belong to this game it would have probably been played by each child singing a verse descriptive of her own qualifications, and I have some recollection, although not perfect, of having played a game like this in London, where each child stated her ability to either brew, bake, or churn. It is worth noting that the Forest of Dean and Berkshire versions have absorbed one of the selection verses of the love-games. Mr. Halliwell, in recording the _Nursery Rhymes_, Nos.
| -- | -- | |16.| -- | -- | |17.| -- | -- | |18.| -- | -- | |19.| -- | -- | |20.| -- | -- | |21.| -- | -- | |22.|Last to stoop down |We ll all cow down | | |shall be married. |together. | |23.
Foster, 1897. Practical Poker, with complete laws, by R.F. Foster, 1905. Treatise on Poker, by E.P. Philpots, 1904. Poker probabilities, by Alleyne Reynolds, 1901. The Game of Draw Poker, Mathematically Illustrated, by H.T.
This is put down on the score sheets thus:-- 8 + 2 for the double, + 4 consolation, = 14, minus 2 scored by the opponents; making 12 the net value of the game. Vivant therefore wins 24 points, and each of the adversaries, R and L, lose 12. Again:-- R and L win a simple with a score of 5 to 4, V and M having made a slam. 5 + 1 for the simple, + 4 for consolation, = 10, minus 4 points scored, and 20 for the slam = 24; showing that R and L lose 14 points each, although they won the game. Again:-- V and M win a triple, with a score of 8 to 0; R and L having revoked. 8, + 3, + 4, + 3 for the revoke = 18, from which there is nothing to deduct. The greatest number of points that can be made on a game, exclusive of slams and revokes, is 17; and the least number is 6. _=MARKING.=_ The methods of using the counters in scoring the game points have already been described in connection with whist. _=CUTTING OUT.
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). XIV. I love Antimacassar, Antimacassar loves me.
At the same time the N & S players all move one table further East, bringing about this position:-- 2nd set. d | e | a | b | c a 1 a | b 2 b | c 3 c | d 4 d | e 5 e d | e | a | b | c | | | | Hands:--9 to 12 | 13 to 16 | 17 to 20 | 1 to 4 | 5 to 8 This movement of the trays and players is continued for two more sets, which completes the round:-- 3rd set. c | d | e | a | b a 1 a | b 2 b | c 3 c | d 4 d | e 5 e c | d | e | a | b | | | | Hands:--17 to 20| 1 to 4 | 5 to 8 | 9 to 12 | 13 to 16 4th set. b | c | d | e | a a 1 a | b 2 b | c 3 c | d 4 d | e 5 e b | c | d | e | a | | | | Hands:--5 to 8 | 9 to 12 | 13 to 16 | 17 to 20 | 1 to 4 If we now take any two of the teams engaged, _=a=_ and _=d=_ for instance, we shall find that the E & W _=a=_ and the N & S _=d=_ pairs of those teams have played hands 9 to 12 at table 1, in the 2nd set; and that N & S _=a=_ and E & W _=d=_ pairs have overplayed the same hands at table 4, in the 3rd set; so that we have really been carrying out a number of matches simultaneously, between five teams of four players each. If there are 5, 7, 9 or 11 tables in play, the movement of the trays must be 2, 3, 4 or 5 tables at a time; but the movement of the players remains the same; one table at a time, in the direction opposite to the trays. _=Gilman’s System.=_ Another method, recommended by Charles F. Gilman, of Boston, which prevents any possibility of players giving hints to their friends as they pass the trays, is to have each team play at its own table first, so as to get an individual score. The E & W players then move to the next table but one, in either direction, going from 11 to 9; from 9 to 7, etc., the N & S players sitting still.
This is called a _=Proposal=_; the partner’s share is an _=Acceptance=_. 2nd. To win 5 of the 13 tricks, against the three other players combined. This is called a _=Solo=_. 3rd. To take no tricks, there being no trump suit, and the three other players being opposed. This is called _=Misère=_, or Nullo. 4th. To win 9 of the 13 tricks against the three other players combined; the single player to name the trump suit. This is called _=Abundance=_.
The average value of a rubber at auction is about 400 points. Any much larger figure shows bad bidding. In straight bridge the average is about 180. In settling at the end of the rubber, it is usual for each losing player to pay his right-hand adversary. _=MAKING THE TRUMP.=_ In auction, the dealer begins by naming any one of the four suits, or no trumps, for any number of tricks he pleases. Each player in turn to the left then has the privilege of passing, bidding higher, or doubling. When three players pass a bid, it is the highest made and is known as the _=Winning Declaration=_ or _=Contract=_. In order to understand the principles that govern the players in their declarations, one should be thoroughly familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by the side that has made the winning declaration do not count.
A couple link hands and sally forth from _home_, shouting something like Aggery, ag, ag, Ag s gi en warning, and trying to tick or touch with the free hand any of the boys running about separately. These latter try to slip behind the couple and throw their weight on the joined hands to separate them without being first touched or ticked; and if they sunder the couple, each of the severed ones has to carry one home on his back. Whoever is touched takes the place of the toucher in the linked couple (_Legends of Lancashire_, p. 138). The modern name of this game is Prison Bars (_Ibid._, p. 141). There is also a description of the game in a little tract called _Barley Breake; or, A Warning for Wantons_, 1607. It is mentioned in Wilbraham s _Cheshire Glossary_ as an old Cheshire game. Barnes, in his _Dorsetshire Glossary_, says he has seen it played with one catcher on hands and knees in the small ring (Hell), and the others dancing round the ring crying Burn the wold witch, you barley breech.
If there are no ships or deuces, the weight lying nearest to the deuce line counts one point. Only one ship or deuce can be counted in each round, so that only one side can score. The ship that overhangs the most, or the deuce nearest the edge, counts. Twenty-one points is game. The sides play from each end alternately. _=On ship board=_, the pieces are wooden disks, six inches in diameter, marked with oughts and crosses. These are pushed along the deck with long sticks that have enlarged and flattened ends to fit the pieces. The object is to get each piece to settle fairly and squarely within the borders of some one of a number of spaces which are chalked out on a diagram about 10 feet by 6, which is about 30 feet from the player. These spaces are numbered from 1 to 10, and some of them are marked “minus.” Each side has four shots with four separate pieces.
Off to prison you must go, You must go, you must go, Off to prison you must go, My fair lady. --Liphook, Hants (Miss Fowler). IV. Where are these great baa-lambs going, Baa-lambs going, baa-lambs going, Where are these great baa-lambs going? My fair lady. We are going to London Bridge, London Bridge, London Bridge, We are going to London Bridge, My fair lady. London Bridge is broken down, Broken down, broken down, London Bridge is broken down, My fair lady. [Then verses follow, sung in the same way and with the same refrain, beginning with--] Mend it up with penny loaves. Penny loaves will wash away. Mend it up with pins and needles. Pins and needles they will break.
If neither can peg out in play, the non-dealer has the first show. If he cannot show out, the dealer proceeds to count his hand and then his crib. If he cannot show out there must be a new deal. _=CHEATING.=_ The greatest advantage at Cribbage is to secure good starters, and for this purpose the greek adopts various methods of trimming and marking the cards so that he may secure a starter exactly suited to his hand. After trimming certain cards a trifle longer or shorter than others, the pack to be cut may be presented to the pone in such a manner that he will unconsciously lift them either by the ends or the sides, according to the wish of the dealer, and so uncover a starter exactly suited to the dealer’s hand or crib. When the sharper has the cut, he can of course uncover any card he pleases. With marked edges, the pone can cut down to a card of any desired denomination. Some audacious gamblers make it a rule to get a starter by simply removing the top card and turning up the next one. It is needless to say that the second card has been carefully pre-arranged.
IV. This is the way we wash our hands, Wash our hands, wash our hands, To come to school in the morning. This is the way we wash our face, Wash our face, wash our face, To come to school in the morning. Here we come dancing looby, Lewby, lewby, li. Hold your right ear in, Hold your right ear out, Shake it a little, a little, And then turn round about. Here we come dancing lewby, Lewby, lewby, li, &c. --Eckington, Derbyshire (S. O. Addy). V.
| |15.| -- | -- | -- | |16.| -- | -- | -- | |17.| -- | -- | -- | |18.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+----------------------+ |No.| Belfast. | Halliwell s Version | Crockham Hill. | | | | (No. 2). | | +---+----------------------+----------------------+----------------------+ | 1.
_=Miscounting.=_ If a player over-counts his hand, crib, or play, and pegs the points erroneously claimed, his adversary may call attention to the error, demand that the superfluous points be taken down again, and may add them to his own score as penalty. Should a player neglect to peg the full value of his hand, crib, or play, his adversary may add the neglected points to his own score, after pointing out the omission. Should a player be mistaken in exacting either of these penalties, he must not only take down what he pegged, but allow his adversary to peg the same number as penalty. None of these corrections can be claimed until the player in error has pegged and quitted the score; that is, removed his fingers from the front peg. The claim should always be prefaced by the word _=Muggins=_. If the error is one of omission in play, the adversary must play his own card before claiming muggins. If it is in the hand or crib, the adversary must wait until the points claimed are pegged and quitted. If there are no points claimed, he must wait until the cards are turned face down, thus acknowledging that there is apparently nothing to score. A player is not allowed to tell his adversary whether or not he has counted his hand or crib correctly, until it is pegged.
The big boys act as horses, while the younger ones seated on their shoulders try to pull each other over. The horses may push and strike each other with their shoulders, but must not kick or trip up with their feet, or use their hands or elbows. The game is usually won by the Horse and Knight who throw their opponents twice out of three times (G. L. Gomme). Strutt (_Sports_, p. 84) describes this, and says, A sport of this kind was in practice with us at the commencement of the fourteenth century. He considers it to bear more analogy to wrestling than to any other sport. He gives illustrations, one of which is here reproduced from the original MS. in the British Museum.
The probability of tricks in several suits is better than a certainty in one suit; but if one strong suit is accompanied by a card of re-entry, or by four trumps, it should prove very strong, particularly in partnership with the eldest hand. When the partners will sit next each other, proposals may be accepted on slightly weaker hands than would be considered safe otherwise. _=Playing Proposals and Acceptances.=_ If the eldest hand has proposed, and his partner sits next him on the left, the commanding trumps should be first led, in order to secure as many rounds as possible. If the eldest hand has no high-card combination in trumps, it is sometimes better to lead a small card from a weak suit, hoping to put the partner in. If successful, the partner will first show his suit, and then lead trumps through the adversaries. If the acceptor sits on the right of the proposing eldest hand, trumps should be led immediately, and the highest of them first, no matter what they are. The Q or J at the head of five trumps may be of great use to a partner with an honour. When the eldest hand has proposed, and his partner sits opposite him, trumps should be led at once, and all combinations played as at Whist. The foregoing principles equally apply when the eldest hand has accepted a proposal, if the player can be depended on to have proposed on general strength.
=_ The winner of the trick takes in the cards, turning them face down; but before he leads for the next trick he draws a card from the top of the stock, and places it in his hand without showing or naming it. His adversary then draws the next card, so that each restores the number of cards in his hand to six. _=The Trump.=_ If either player holds or draws the Nine of trumps, he may exchange it for the turn-up at any time, provided he has already won a trick. This need not be the trick immediately before exchanging, and he need not wait to get the lead before making the exchange. For instance: A player holding the Nine, and having to play to his adversary’s lead, may win the trick with the turn-up card, leaving the Nine in its place, provided he has won some previous trick. There is no count for dix, as in Bézique and Binocle, and the player is not obliged to exchange unless he wishes to do so. If the Nine is the last card in the stock, it is, of course, too late to exchange it, and the player drawing it must keep it. _=Marriages.=_ If a player holds both King and Queen of any suit, he may count 20 points towards 66 for the marriage, or 40 for royal marriage, by leading either of the marriage cards.
Any card named by the player holding it. _=25.=_ If an adversary of a person playing alone exposes a card, the lone player may abandon the hand, and score the points. Should the partner of the lone player expose a card, the adversaries may prevent the lone hand by compelling the player in error to play with his partner, leaving the exposed card on the table. _=26.=_ _=CALLING EXPOSED CARDS.=_ The adversary on the right of an exposed card must call it before he plays himself. If it will be the turn of the player holding the exposed card to lead for the next trick, the card, if wanted, must be called before the current trick is turned and quitted. Should a player having an exposed card and the lead, play from his hand before the previous trick is turned and quitted, the card so led may also be claimed as exposed. _=27.
But it has a very distinct relation to Kriegspiel; and since the main portion of it was written and published in a magazine, I have had quite a considerable correspondence with military people who have been interested by it, and who have shown a very friendly spirit towards it--in spite of the pacific outbreak in its concluding section. They tell me--what I already a little suspected--that Kriegspiel, as it is played by the British Army, is a very dull and unsatisfactory exercise, lacking in realism, in stir and the unexpected, obsessed by the umpire at every turn, and of very doubtful value in waking up the imagination, which should be its chief function. I am particularly indebted to Colonel Mark Sykes for advice and information in this matter. He has pointed out to me the possibility of developing Little Wars into a vivid and inspiring Kriegspiel, in which the element of the umpire would be reduced to a minimum; and it would be ungrateful to him, and a waste of an interesting opportunity, if I did not add this Appendix, pointing out how a Kriegspiel of real educational value for junior officers may be developed out of the amusing methods of Little War. If Great War is to be played at all, the better it is played the more humanely it will be done. I see no inconsistency in deploring the practice while perfecting the method. But I am a civilian, and Kriegspiel is not my proper business. I am deeply preoccupied with a novel I am writing, and so I think the best thing I can do is just to set down here all the ideas that have cropped up in my mind, in the footsteps, so to speak, of Colonel Sykes, and leave it to the military expert, if he cares to take the matter up, to reduce my scattered suggestions to a system. Now, first, it is manifest that in Little Wars there is no equivalent for rifle-fire, and that the effect of the gun-fire has no resemblance to the effect of shell. That may be altered very simply.