=_ If a piece gives check to the adverse King, and the King moves away, the check may be repeated, and the King must move again, or interpose a piece, or capture the checking piece. If the position is such that no matter how often the King moves or is covered he cannot get out of check, and no matter how much the opposing pieces move they cannot check-mate him, the game is drawn by perpetual check. Diagram No. 11 is an illustration of such a position. [Illustration: _No. 11._ BLACK. +---+---+---+---+---+---+---+---+ | ♚ | ♛ | | | | | | | +---+---+---+---+---+---+---+---+ | ♟ | | | | | | | | +---+---+---+---+---+---+---+---+ | ♜ | ♟ | ♕ | | | | | | +---+---+---+---+---+---+---+---+ | | ♔ | | | | | | | ] The only way out of the check is to interpose the Queen, whereupon the white Queen will move diagonally to the edge of the board and check again, forcing the black Queen back where she came from, and drawing the game by perpetual check. If the black Queen moves away from the King, she will be captured, and White will give check-mate at the same time. _=NOTATION.
This will make each player’s ante an equal amount, twelve counters, and they will then be ready to draw cards. No one can now raise the ante any further, because it is no one’s turn to “say.” It will thus be seen that every player in his turn can do one of three things, which are sometimes called the _=a b c=_ of Poker: He can _=Abdicate=_; by throwing down his hand, and abandoning whatever money he has already placed in the pool. He can _=Better=_; by putting up more money than any player before him, which is sometimes called “going better.” Or, he can _=Call=_, by making his amount in the pool equal to the highest bet already made. Should any player increase the ante to such an extent that none of the others care to call him, they must of course throw down their hands, and as there is no one to play against him, the one who made the last increase in the ante takes down all the counters in the pool. This is called _=taking the pot=_, and the cards are gathered, shuffled, and dealt again, the deal passing to the player who was the age. _=DRAWING CARDS.=_ All those who have made the ante good have the privilege of discarding, face downward, as many cards as they please, in the place of which they may draw others. The age has the first draw, and can take any number of cards from one to five, or he may _=stand pat=_, refusing to draw any.
One will be unable to find a seat, and this player remains out. A chair is then taken away, and the music and dancing round begins again. There should always be one chair less than the number of players.--A. B. Gomme. In Ellesmere, Miss Burne says, Snap-tongs, called in other circles Magic Music or Musical Chairs, is thus played. Five players take part; four chairs are set in the middle, and one of the players, who holds a pair of tongs, desires the others to dance round them till the clock strikes a certain hour, which is done by snapping the tongs together so many times. While they dance, a chair is taken away, and the player who cannot find a seat has to become the snap-tongs next time.--_Shropshire Folk-lore_, p.
If a spade was turned, the payment would be 16 only. Three honours between partners count as three: four as four. Being all in one hand does not increase their value. ------------------------------------+-----+-----+-----+-----+ The Bid. | ♠ | ♣ | ♢ | ♡ | ------------------------------------+-----+-----+-----+-----+ Five tricks alone, or partners’ 8 | 4 | 8 | 12 | 16 | Three honours | 3 | 6 | 9 | 12 | Four honours | 4 | 8 | 12 | 16 | Each extra trick | 1 | 2 | 3 | 4 | ------------------------------------+-----+-----+-----+-----+ Six tricks, or petite independence | 6 | 12 | 18 | 24 | Three honours | 4 | 8 | 12 | 16 | Four honours | 6 | 12 | 18 | 24 | Each extra trick | 2 | 4 | 6 | 8 | ------------------------------------+-----+-----+-----+-----+ Eight tricks, or grand independence | 8 | 16 | 24 | 32 | Three honours | 6 | 12 | 18 | 24 | Four honours | 8 | 16 | 24 | 32 | Each extra trick | 4 | 8 | 12 | 16 | ------------------------------------+-----+-----+-----+-----+ Petite misère | 16 | 32 | 48 | 64 | Grand misère | 32 | 64 | 96 | 128 | Misère de quatre as | 32 | 64 | 96 | 128 | Misère sur table | 64 | 128 | 192 | 256 | Slam à deux (partners) | 50 | 100 | 150 | 200 | Slam seul (alone) | 100 | 200 | 300 | 400 | Slam sur table | 200 | 400 | 600 | 800 | ------------------------------------+-----+-----+-----+-----+ RUSSIAN BOSTON. This is a variation of Boston de Fontainbleau. A player holding carte blanche declares it before playing, and receives ten counters from each of the other players. Carte blanche is the same thing as chicane in Bridge, no trump in the hand. But in Bridge the player is penalized for announcing it until after the hand is played. The order of the suits is the same as in American Boston de Fontainbleau: diamonds, hearts, clubs, and spades.
_=17. Straddling.=_ During the deal, or at any time before he looks at any card in his hand, the player to the left of the age may straddle the blind by putting up double the amount put up by the age. Should he straddle, the player on his left may double the amount again, provided he has not seen any of his cards; and so on, until the limit of the straddling is reached. This limit must not exceed one-fourth of the betting limit. Should any player in his turn refuse to straddle, no other player on his left can straddle. _=18. The Ante.=_ 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.
Any player refusing to double must pass over to the dealer the stake already put up, and stand out of the game for that hand. Another variation is to allow any player whose second card is of the same denomination as the first to separate them, and to place upon the second card a bet equal in amount to that upon his first card, afterward drawing to each separately, as if they were two different hands. _=Dealing.=_ The bets made, the cards are shuffled and presented to the pone to be cut; four must be left in each packet. Two cards are given to each player, including the dealer, one at a time in two rounds. If the dealer gives too many cards to any player, either in the first deal or in the draw, he must correct the error at once. If the player has seen the superfluous card he may keep any two he chooses of those dealt him. If the dealer gives himself too many he must keep them all. The last card in the pack must not be dealt. If there are not enough cards to supply the players, the discards must be gathered up, shuffled together, and cut.
There is no second bid, and the suit named by the highest bidder must be the trump for that deal. The successful bidder takes the widow, selecting from it what cards he pleases, and discarding others in their stead, so as to restore the number of his cards to seven. He then places a red counter in front of him, and chooses his partners, passing a red counter to each of them. These counters must be placed in front of the players to distinguish them as belonging to the bidder’s side; but the players make no changes in their respective positions at the table. Each player should bid on the possibilities of his hand, however small, so as to guide the others in their selection of partners. _=Partners.=_ If the bidder has proposed to take not more than _=five=_ tricks out of the seven possible, he chooses two partners, and these three play against the remaining four. If he has bid to make _=six=_ or _=seven=_ tricks he chooses three partners, and these four play against the remaining three. Partners cannot refuse to play. _=Playing Alone.
=_ 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=_.” If he considers his hand good enough to draw to, let us say a pair of Kings, he must place in the pool, or toward the centre of the table, double the amount of the blind, or of the last straddle, if any. This is called the ante, because it is made before playing the hand, whereas the blind is made before seeing it. The player is not restricted to double the amount of the blind or straddle; he may bet as much more as he pleases within the limit fixed at the beginning of the game. For instance: If there has been only one straddle he must put up four white counters or pass out of the game for that deal. But if he puts up the four, he may put up as many more as he pleases within the limit, which is two blues, or fifty whites. This is called _=raising the ante=_. If he does not care to pay twice the amount of the blind or straddle for the privilege of drawing cards to improve his hand, he must throw his cards face downward on the table in front of the player whose turn it will be to deal next. Reasonable time must be allowed for a player to make his decision; but having made it, he must abide by it; a hand once thrown down cannot be taken up again, and counters once placed in the pool, and the hand removed from them, cannot be taken out again, even though placed in the pool by mistake. The player who has the first say having made his decision, the player next him on the left must then decide.
|Green meadows. | -- | -- | | 4.| -- |Green grover. | -- | | 5.| -- | -- | -- | | 6.|Your grass is so |Your grass is so |The grass is so green.| | |green. |green. | | | 7.|Fairest damsel ever | -- | -- | | |seen.
The rank of the suits is permanent, as in Boston de Fontainbleau, but the order is, hearts, diamonds, clubs, and spades; hearts being highest. In France, the suits rank in this order in Boston de Fontainbleau, but in America diamonds outrank hearts. _=OBJECTS OF THE GAME.=_ Each player in turn has an opportunity to announce that he is willing to undertake to win a certain number of tricks, if allowed the privilege of naming the trump suit; or to lose a certain number, there being no trump suit. If he proposes to play alone, he may select any suit for trumps; but if he takes a partner the trump suit must be belle or petite. The announcements outrank each other in certain order, and the player making the highest must be allowed to play. If he succeeds in his undertaking, he wins the pool, and is also paid a certain number of counters by each of his adversaries. If he fails, he must double the pool, and pay each of his adversaries. The table of payments will be given later. _=ANNOUNCEMENTS.
Any of the party come behind him and give him a slap on his hand, he in the meantime trying to discover whose hand it is that strikes.--Miss Keane. Hot Cockles is an old game, practised especially at Christmas. One boy sits down, and another, who is blindfolded, kneels and lays his head on his knee, placing at the same time his open hand on his own back. He then cries, Hot cockles, hot! Another then strikes his open hand, and the sitting boy asks who strikes. If the boy guessed wrongly, he made a forfeit; but if rightly, he was released.--_Notes and Queries_, 4th series, ix. 262. The sport is noticed by Gay-- As at hot-cockles once I laid me down, I felt the weighty hand of many a clown; Buxoma gave a gentle tap, and I Quick rose and read soft mischief in her eye. Halliwell describes it rather differently.
In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, at the end of a game a new table must be formed, those already in having no preference over fresh candidates. 6. To entitle one to enter a table, he must declare his intention to do so before any one of the players has cut for the purpose of commencing a new game or of cutting out. In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, this rule does not apply. CUTTING. 7. In cutting, the ace is the lowest card. All must cut from the same pack. If a player exposes more than one card, he must cut again. Drawing cards from the outspread pack may be resorted to in place of cutting.
Toss it up and catch. Again with stone on your back. Straighten up, let it slide into your hand. In Stead s _Holderness Glossary_, this is described as a boys or girls game, in which the pavement is chalked with numbered crossed lines, and a pebble or piece of crockery is propelled onward by the foot, the performer hopping on one leg, the number reached on the chalk-line being scored to him or her. At Whitby it is called Pally-ully, and played with rounded pieces of pot the size of a penny. Divisions are chalked on the pavement, and the pally-ullies are impelled within the lines by a hop on one leg, and a side shuffle with the same foot (_Whitby Glossary_). It is sometimes called Tray-Trip. Atkinson describes the figure as oblong, with many angular compartments (_Cleveland Glossary_). Jamieson defines Beds as Hop-scotch, a game denominated from the form, sometimes by strangers called squares. In Aberdeen the spaces marked out are sometimes circular.
A game in which three cards are dexterously thrown on the table by a gambler, and the victim is induced to bet that he can pick out one which has been previously named and shown. Three-echo, an echo on a trump lead when holding three only. Three-on-a-side, a system of playing Faro, in which cards are bet to win or lose an odd number of times. Tournée, F., see Round. Trailing, playing a card which accomplishes nothing. Trash, to discard. Tric, F., the odd trick at Whist or Mort. Tricon, F.
_=With a Trump.=_ When the winning declaration is a suit for trumps, the declarer’s first consideration upon getting into the lead must be whether or not to lead trumps. As a rule, the trumps should be led at once, so as to exhaust the adversaries; but there are exceptional cases, the principal ones being:-- Do not lead trumps from the strong trump hand if it would be to your advantage to put the other hand in the lead with a plain suit, so as to let the trump lead come from the weaker hand to the stronger, as when a finesse in trumps is desirable. Do not lead trumps if you have no good plain suit, and can make more tricks by playing for a cross-ruff. Do not lead trumps if the weaker hand can trump some of your losing cards first. It often happens that a _=losing trump=_ can be used to win a trick before trumps are led. _=At No-trump.=_ The declarer’s first care in a no-trumper must be to select the suit that he will play for. Four simple rules cover this choice:-- 1. Always lead from the weak hand to the strong if the suit is not already established.
7. Fish in dish. 8. Cradle as at first. The different orders or arrangements must be taken from the hands of one player by another without disturbing the arrangement.--A. B. Gomme. (_b_) Nares suggests that the proper name is Cratch Cradle, and is derived from the archaic word _cratch_, meaning a manger. He gives several authorities for its use.
If you go beyond 20, and turn a diamond, you must either find the fourth Matadore in the Skat, or make your adversaries schneider, in order to secure another multiplier. If you fail, you lose 24, or 28, according to your bid. The great difficulty in Skat is to judge the value of a hand, so as neither to under nor overbid it, and also to get all out of it that it is worth. A person who plays a Frage in hearts when he could easily have made it a Solo, reduces the value of his game just eighty per cent. A player with the four Wenzels, A K Q 9 8 of diamonds, and a losing card, would be foolish to play a diamond Solo with five, schneider announced, worth 72; while he had in his hand a sure Grand, with four, schneider announced, worth 140. Of course the schneider is not a certainty. The risk is that the Ten of diamonds will be guarded, and that an Ace and a Ten will make, both of them on your losing card, or one of them on the diamond Ten. 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, “Yes,” thinking the bidder will go on to 36, instead of which he passes.
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.
” _=Honours=_ are the five highest cards in the trump suit, A K Q J 10; when there is no trump, they are the four Aces. The partners holding three, four or five honours between them, or four honours in one hand, or four in one hand and the fifth in the partner’s, or all five in one hand, are entitled to claim and score them, according to the following table. It will be seen that their value varies according to the trump suit; and it must be remembered that this value cannot be increased by doubling. TABLE OF HONOUR VALUES. Royal spades are indicated by “R.” -------------------------------+---+---+---+---+---+------- Declaration | ♠ | ♣ | ♢ | ♡ | R | No | | | | | | trump -------------------------------+---+---+---+---+---+------- Each Trick Above 6 | 2 | 6 | 7 | 8 | 9 | 10 -------------------------------+---+---+---+---+---+------- H { 3 Honours | 4 |12 |14 |16 |18 | 30 O { 4 Honours | 8 |24 |28 |32 |36 | 40 N { 4 Honours (All in 1 hand) |16 |48 |56 |64 |72 |100 O { 5 Honours |10 |30 |35 |40 |45 | U { 5 Honours (4 in 1 hand) |18 |54 |63 |72 |81 | R { 5 Honours (All in 1 hand) |20 |60 |70 |80 |90 | S { Rubber 250, Grand Slam 40, Little Slam 20. When one side has nothing but the odd honour, three out of the five, it is called _=simple honours=_. The value of simple honours is always the same as two tricks. _=Slams.=_ Little Slam is made by taking twelve of the thirteen tricks; it counts 20 points.
Any person who plays correctly can always be sure of avoiding defeat; that is, no one can beat him if he makes no slips, and the worst he can get is a draw. It is a common error to suppose that the first move is an advantage. [See Illustrative Game No. 7.] The strategy of the game consists in so deploying your men that alluring openings are left for your adversary. These openings are always pitfalls of the most dangerous character, and whenever you think a good player has made a mistake and left you a chance, you should examine the position with great care, or you will probably walk into a trap. The first of the example games given in this work is a case in point. White’s move, 27 24, is apparently the best possible, yet it immediately and hopelessly loses the game. Sometimes these traps are set very early in the opening, and sometimes after the pieces have been pretty well developed. There are many cases in which a good player may take advantage of the weakness of an adversary by making moves which are really losing moves, and which would lead to immediate defeat if he were opposed by an expert.
IV. Rise daughter, rise daughter, Rise from off your knees, To see your poor father lie Down at yonder trees. I won t rise, I won t rise, From off my knees, To see my poor father lie Down at yonder trees. [The verses are then repeated for mother, sister, brother, and sweetheart. When this is said the girl sings--] I will rise, I will rise, From off my knees, To see my sweetheart lie Down at yonder trees. --Hurstmonceux, Sussex (Miss Chase). V. Here we all stand round the ring, And now we shut poor Mary in; Rise up, rise up, poor Mary Brown, And see your poor mother go through the town. [Then follow verses the same as in the Barnes version, No. 1, and then--] Rise up, rise up, poor Mary Brown, To see the poor beggars go through the town.
May we come in white? White is for weddings, you can t come in white. May we come in black? Black is for funerals, so you can come in that. --Bocking, Essex (_Folk-lore Record_, iii. 471). X. I come to see poor Jenny Joe, Jenny Joe, Jenny Joe, I come to see poor Jenny Joe, And how is she now? She s washing, she s washing, And you can t see her now. Very well, ladies, ladies, ladies, Very well, ladies, and gentlemen too. I come to see poor Jenny Joe, Jenny Joe, Jenny Joe, I come to see poor Jenny Joe, And how is she now? She s folding, she s folding, And you can t see her now. Very well, ladies, ladies, ladies, Very well, ladies, and gentlemen too. I come to see poor Jenny Joe, Jenny Joe, Jenny Joe, I come to see poor Jenny Joe, And how is she now? She s ironing, she s ironing, And you can t see her now.
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--Surrey (_Folk-lore Record_, v. 88). (_b_) There are two methods of playing this game, one in which a King and Queen are represented, and the other in which gates of a city are represented. Of the first Chambers and Mactaggart practically give the same account. The latter says, Two of the swiftest boys are placed between two doons or places of safety; these, perhaps, are two hundred yards distant. All the other boys stand in one of these places or doons, when the two fleet youths come forward and address them with the rhyme. When out, they run in hopes to get to Babylon or the other doon, but many get not near that place before they are caught by the runners, who taens them, that is, lay their hands upon their heads, when they are not allowed to run any more in that game, that is, until they all be taened or taken. The Norfolk game seems to resemble the Scotch, though in a much less complete form. Miss Matthews describes it as follows:-- A line of children is formed, and the two standing opposite it sing the questions, to which the line reply; then the two start off running in any direction they please, and the others try to catch them. [Illustration: Fig.
The last counter of all cannot be put in the pot by throwing an ace; but it must be passed along to the left when a six is thrown. The player with the last counter in front of him must throw both dice three times in succession, and if he succeeds in avoiding a six, he keeps the counter and wins the pool. If he throws a six, the player who gets the counter must throw three times, and so on, until some one throws three times without getting a six. Instead of a pool, it is sometimes agreed that the final holder of the last counter shall pay for the refreshments. MULTIPLICATION. Any number can play, and three dice are used. Each player throws in turn, and the highest die is left on the table; if two are equally high, only one remains. The two other dice are thrown again, and the higher left. The sum of these two is then added together, and the third die is thrown as a multiplier, the result of the multiplication being the player’s score. ROUND THE SPOT.
Every time you get the cue ball between the two others you will find yourself in difficulties; but whenever both the balls are in front of the cue ball, there will be some chance to score. When there is a choice of several ways of making a shot, the balls being wide apart, it will usually be found that one of them will bring the balls into better position than the others, and for that reason it is called a _=gathering shot=_. The expert tries to get the balls on the rail by a series of these gathering shots, and if any of the three positions shown in the diagram can be arrived at, a large run may be made by the _=rail nurse=_. When the balls are not left in one of these positions they are said to _=break=_, but there are several positions in which they may be recovered by a kiss or a massé shot. In No. 4, the player must be careful to come back on the proper side of the carrom ball, so as to get back to position 2, if possible. [Illustration] [Illustration] [Illustration] When the player reaches the corner, there are three principal positions for accomplishing the turn. In the first shown, the spot white must be touched very lightly on the left side, the cue ball going to the cushion with a strong English on the right side. In the second position, the red ball is barely touched. The third position is a light force shot but would be a half follow if the spot white were further out.
II. Handy dandy riddledy ro-- Which will you have, high or low? --Halliwell s _Nursery Rhymes_, p. 216. III. Handy pandy, Sugary candy, Which will you have-- Top or bottom? --London (A. B. Gomme). IV. Handy pandy, Jack a dandy, Which hand will you have? --Burne s _Shropshire Folk-lore_, p. 530.
This is called a _=Grand Solo=_. A player may announce a Grand and lay his cards face up on the table; exposed, but not liable to be called. This is called a _=Grand Ouvert=_. A Frage cannot be played as a Grand under any circumstances. A player may announce _=Gucki Grand=_, which means that he will take both the skat cards into his hand at once, in order to get the privilege of laying out any two cards he pleases, but that Jacks will be the only trumps. If a Gucki Grand is lost, it costs double. A player may announce a _=Gucki Nullo=_, in which he takes both the skat cards into his hand and lays out any two cards he pleases. This loses double if it is not successful. _=Revolution=_ is seldom played. It is a Nullo in which the adversaries put their twenty cards together as one hand to see if they can make the player take a trick.
Walking up the green grass, A dust, a dust, a dust! We want a pretty maiden To walk along with us. We ll take this pretty maiden, We ll take her by the hand, She shall go to Derby, And Derby is the land! She shall have a duck, my dear, She shall have a drake, She shall have a nice young man A-fighting for her sake! Suppose this young man was to die, And leave the poor girl a widow; The bells would ring and we should sing, And all clap hands together! --Berrington (_Shropshire Folk-lore_, p. 511). VII. Tripping up the green grass, Dusty, dusty, day, Come all ye pretty fair maids, Come and with me play. You shall have a duck, my dear, And you shall have a swan, And you shall have a nice young man A waiting for to come. Suppose he were to die And leave his wife a widow, Come all ye pretty fair maids, Come clap your hands together! Will you come? No! Naughty man, he won t come out, He won t come out, he won t come out, Naughty man, he won t come out, To help us in our dancing. Will you come? Yes! Now we ve got our bonny lad, Our bonny lad, our bonny lad, Now we ve got our bonny lad, To help us in our dancing. --Middlesex (Miss Collyer). VIII.
33. After the pack has been properly cut, it should not be reshuffled or recut except as provided in Law 32. 34. 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.