And he says, in p. 56: Get campers a ball, To camp therewithall. Ray says that the game prevails in Norfolk, Suffolk, and Essex. The Rev. S. Arnot, in _Notes and Queries_, 8th series, vol. ii. p. 138, who was rector of Ilket s Hall, in the county of Suffolk, says the ball was about the size of a cricket-ball, and was driven through a narrow goal; and from the evidence of the parish clerk it seems certain that it was not Football. See also Spurden s _East Anglian Words_, and _County Folk-lore, Suffolk_, pp.
For instance: If first or second hand holds any sequence of high cards, he should play the highest if his partner sits next him on the left, and the adversaries are to play after him; otherwise the partner might think the higher cards of the sequence were against the leader. If a caller should hold K Q x second hand, and play the Q as at Whist, his partner following him, and holding Ace, would have to play it, thinking the King might be beyond. _=SOLO.=_ In speaking of the players in a solo, misère, or abundance, it is usual to distinguish those opposed to the single player by calling them respectively, Left, Right, and Opposite. [Illustration: Opposite +--------+ | | Left| |Right | | +--------+ The Caller ] This arrangement does not affect the use of the letters A Y B Z, and the terms first, second, third, and fourth hand; indicating the position of the deal, and of the lead. _=Calling.=_ Those solos are easiest which are declared by the eldest hand, or by the dealer; the hardest being those called by second hand. The safest solos are those called on trump strength; but average trumps and winning cards in the plain suits are more advantageous if the caller is not eldest hand. To call a solo on plain suits alone, with only one or two trumps, is extremely dangerous; and a solo called on a single suit must have at least five or six good trumps in order to succeed. _=PLAYING.
In the third, when a player wins a trick he may combine his melds with those of his partner to form fresh combinations, and the scores are made as if the melds of the two partners were in one hand; but cards previously played to the tricks cannot be used in these fresh combinations. The cards must still be on the table, unplayed. For this reason, in this style of game the melds are not taken up until one of the partners wins a trick. AUCTION BINOCLE. In this variation, each of three or four players is for himself. The forty-eight cards are dealt out, four at a time, but no trump is turned. Beginning on the dealer’s left, each player in turn bids a certain number of points for the privilege of naming the trump suit and of having the lead for the first trick. There are no second bids. If all pass, the dealer must bid twenty. As soon as the trump is named, every player at the table makes his own melds, which will be good if he wins a trick.
Beginning at his left, the dealer distributes the cards one at a time in rotation, until the pack is exhausted. The last card is turned face up on the table, and the suit to which it belongs is the trump for that hand. When two packs are used, one is shuffled by the dealer’s partner while the other is dealt, and the shuffled pack is placed on the left of the player whose turn it will be to deal next. Each player deals in turn until the conclusion of the game or rubber. _=IRREGULARITIES IN THE DEAL.=_ The following rules regarding the deal should be strictly observed:-- If any card is found faced in the pack, the dealer must deal again. Should the dealer turn over any card but the trump, while dealing, the adversaries may, if they please, demand a new deal. A player dealing out of turn may be stopped before the trump card is turned; but after that, the deal must stand, afterwards passing to the left in regular order. On the completion of the deal, each player should take up and count his cards to see that he has thirteen; if not, it is a misdeal, and unless the pack is found to be imperfect, the deal passes to the player on the misdealer’s left. The dealer loses the deal:--if he neglects to have the pack cut; if he deals a card incorrectly, and fails to remedy the error before dealing another; if he counts the cards on the table, or those remaining in the pack; if he looks at the trump card before the deal is complete; or if he places the trump card face down, on his own or on any other player’s cards.
_=14.=_ In order to restrict deliberate playing for safety, it shall be optional with the non-striker, if his opponent makes a miss in each one of three successive innings, to accept the third miss or to reject it and force his antagonist to hit at least one object-ball; and for this purpose that antagonist’s ball shall be replaced by the referee. Should two balls be hit by this stroke, there shall be no count. FIFTEEN-BALL POOL. The most successful pool player is not the one who can make difficult winning hazards with the greatest accuracy, but he who thoroughly understands playing for position. If he is familiar with the principles of the force, the follow, the draw, and the side stroke, he should invariably be able to leave himself in a good position for each succeeding shot; but unless he plans for position in advance, he can never hope to be more than an average player. To attain to proficiency in this there is no better training than playing so many balls or “no count.” There are some shots peculiar to winning hazards which should be understood by every pool player, and they are illustrated in the accompanying diagrams. [Illustration] _=No. 1=_ is the _=stirabout=_, and is a combination of the pinch and push shots.
gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. Title: Vigorish Author: John Berryman Illustrator: Petrizzo Release date: January 21, 2008 [eBook #24382] Language: English Credits: Produced by Greg Weeks, Bruce Albrecht, Mary Meehan and the Online Distributed Proofreading Team at http://www.pgdp.net *** START OF THE PROJECT GUTENBERG EBOOK VIGORISH *** Produced by Greg Weeks, Bruce Albrecht, Mary Meehan and the Online Distributed Proofreading Team at http://www.pgdp.net VIGORISH By WALTER BUPP Illustrated by Petrizzo [Transcriber s Note: This etext was produced from Astounding Science Fiction June 1960. Extensive research did not uncover any evidence that the U.S.
The common form of folding chess-board provides a field for three of our best known games; Chess, Checkers, and Backgammon, which are generally spoken of as “table games,” although, strictly speaking, Backgammon is the only game of Tables. These three games were probably played long before history noticed them, and they have survived almost all ancient forms of amusement. _=Chess=_ is not only the most important of the three, but the most widely known, and possesses the most extensive literature. According to Chatto, it is probable that all games of cards owe their origin to chess, cards themselves having been derived from an old Indian variation of chess, known as the Four Kings. Chess is also the most fascinating of the table games, its charm being probably due to the fact that, like whist, it is a game that no man ever mastered. Whether or not this is in its favour is an open question. The amount of study and practice required to make a person proficient in chess brings a serious drain upon the time, and the fascinations of the game are such that once a person has become thoroughly interested in it, everything else is laid aside, and it is notorious that no man distinguished as a chess-player has ever been good for anything else. Mr. Blackburne, the English chess champion, regards the game as a dangerous intellectual vice which is spreading to rather an alarming extent. Discussing the matter, after his game with Mr.
She had called the turn before the galloping dominoes had bounced from the backrail. The box cars cost me the dice. The next gambler blew on them, cursed, and rolled. I didn t bet, and spent the next couple rolls looking at her. * * * * * The girl was a mess. Some women have no style because they don t even know what it means. Courturiers have taught them all to be lean and hungry-looking. This chicken was underfed in a way that wasn t stylish. They call it malnutrition. Her strapless gown didn t fit her, nor anybody within twenty pounds of her weight.
(_c_) Halliwell (_Game Rhymes_, p. 219) gives a version of a Swedish ballad or ring dance-song, entitled Fair Gundela, he considers this may be a prototype of the English game, or that they may both be indebted to a more primitive original. The Swedish game rather gives the idea of a maiden who has sought supernatural assistance from a wise woman, or witch, to ask after the fate of those dear to her, and the English versions may also be dramatic renderings of a ballad of this character. Mr. Jacobs _More English Fairy Tales_, p. 221, considers this game to have originated from the Tale of the Golden Ball. Mary mixed a Pudding up Mary mixed a pudding up, She mixed it very sweet, She daren t stick a knife in Till John came home at neet [ = night]. Taste John, taste John, don t say nay, Perhaps to-morrow morning will be our wedding-day. The bells shall ring and we shall sing, And all clap hands together (round the ring). Up the lane and down, It s slippery as a glass, If we go to Mrs.
=_ Whist is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but ranking below the deuce in cutting. Two packs are generally used, the one being shuffled while the other is dealt. _=MARKERS=_ are necessary to keep the score. The most common are red and white circular counters; the white being used for the points in each game, and the red for the games themselves, or for rubber points. It is better to have two sets, of different colours, each set consisting of four circular and three oblong counters, the latter being used for the rubber points, or for games. _=PLAYERS.=_ Whist is played by four persons. When there are more than four candidates for play, five or six may form a “table.” If more than six offer for play, the selection of the table is made by cutting. The table being formed, the four persons who shall play the first rubber are determined by cutting, and they again cut for partners, and the choice of seats and cards.
There are two ways to settle: Each may pay a certain amount to the pool, and the first man out take it all; or, after one is out, the two remaining finish the game, and the loser pays both or settles for the refreshments, as the case may be. If the first man goes out when it will be his turn to deal, he must deal the next hand. FOUR-HANDED SIXTY-SIX This game is sometimes called _=Kreutz-mariage=_, owing to the German fashion of dealing the cards in the form of a cross; but as the cards are not dealt that way, and marriages are not scored in America, the name is not appropriate in this country. The pack is increased to thirty-two cards by the addition of the Sevens and Eights. After the cards are cut by the pone, the dealer gives three to each player on the first round, then two, and then three again, turning up the last card for the trump. In Germany the dealer first gives two cards to his partner, then two to his left hand adversary, then two to his right hand adversary, and finally two to himself. This is continued for four rounds, so that each player receives eight cards, and the last is turned up for the trump. The turned-up trump belongs to the dealer, and cannot be exchanged. In this form of the game the players must not only follow suit, but must win the trick if they can, and must trump and over-trump if possible. A player is even obliged to win his partner’s trick.
They all run off but this one to a little distance, and if he fails in kepping it he bawls out Burly Whush; then the party are arrested in their flight, and must run away no farther. He singles out one of them then, and throws the ball at him, which often is directed so fair as to strike; then this one at which the ball has been thrown is he who gives Burly Whush with the ball to any he chooses. If the corner of a house be at hand, as is mostly the case, and any of the players escape behind it, they must still show one of their hands past its edge to the Burly Whush man, who sometimes hits it such a whack with the ball as leaves it dirling for an hour afterwards.--Mactaggart s _Gallovidian Encyclopædia_. See Ball, Keppy Ball, Monday. Buttons Two or more boys take two buttons in their right hands, and try to throw them both into a small hole in the ground about two yards off. The boy who succeeds in getting both buttons in begins first next game, and takes a button as prize. [This seems merely a mild form of marbles.]--Lincolnshire (Rev. ---- Roberts).
Courturiers have taught them all to be lean and hungry-looking. This chicken was underfed in a way that wasn t stylish. They call it malnutrition. Her strapless gown didn t fit her, nor anybody within twenty pounds of her weight. She was all shoulder blades and collarbones. I suppose that a decent walk would have given her _some_ charm--most of these hustlers have a regular Swiss Movement. But this thing had a gait that tied in with the slack way her skirt hung across her pelvic bones and hollered White Trash! at you. I wasn t much flattered that she had tried to pick me up. People have a pretty accurate way of measuring their social station. And she thought she was what I d go for.
e._, the Queens upon their own colours. A deficiency in number, or a misplacement of the men, at the beginning of the game, when discovered, annuls the game. The field of the Standard Chess-board shall be twenty-two inches square. The Standard Chess-men shall be of the improved Staunton Club size and pattern. _=First Move and Colour.=_ The right of first move must be determined by lot. The player having the first move must always play with the white men. The right of move shall alternate, whether the game be won, lost or drawn. The game is legally begun when each player shall have made his first move.
474), in his description of the West Scotland example, evidently considered the game to be thoroughly representative of Scottish life, and this, indeed, seems to be the most striking feature of the game in all the variants. The domestic economy which they reveal is in no case out of keeping with the known facts of everyday peasant life, and many a mother has denied to her child s friends the companionship they desired because of the work to be done. In most cases the burden of the song rests upon the question of health, but in two cases, namely, Colchester and Deptford, the question is put as to where Jenny Jones is at the time of the visit. It is curious that the refrain of Farewell, ladies, should appear in such widely separated districts as Scotland, Northamptonshire, Norfolk, Middlesex, Hants, Lincoln, and Barnes. With reference to the colours for mourning, there is an obvious addition of crape introduced into the Deptford version which is very suggestive of the decadence going on. The four colours used in most versions are red, blue, white, and black, colours which have been known to the people from ancient times. Black is accepted as the correct colour in all versions except five, where white is declared to be the colour which the dead wear. The method of question and answer is adopted for all the rhyme-movements. The tune of the game, with but slight variation, in all the versions is the same as that given from Platt, near Wrotham, except the two which are printed from Northants and Belfast. Jenny Mac Jenny Mac, Jenny Mac, Jenny Macghie, Turn your back about to me; And if you find an ill baubee, Lift it up and gie t to me.
|You shall have a nice | | |young man. | | 25.| -- | | 26.| -- | | 27.| -- | | 28.|Born for your sake. | | 29.| -- | | 30.| -- | | 31.| -- | | 32.
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. Vigorous efforts are made to escape him, the Brood of course supplementing the Mother s exertions to elude him as far as they are able, but without breaking the link. The game may be continued until all in turn are caught.--_Folk-lore Journal_, vii. 217-18. In Lancashire the children stand in line behind each other, holding each other by the waist. One stands facing them and calls out-- My mother sits on yonder chimney, And she says she _must_ have a chicken. The others answer-- She _can t_ have a chicken.
S. May). XII. Mother, buy the milk-pail, mother, dear mother of mine. Where s the money to come from, children, dear children of mine? Sell father s feather bed, mother, dear mother of mine. Where s your father to sleep in? Father can sleep in the servant s bed. Where s the servant to sleep in? Servant can sleep in the pig-sty. Where s the pig to sleep in? The pig can sleep in the wash-tub. Where shall we wash our clothes? Wash our clothes at the sea-side. If our clothes should swim away? Then take a boat and go after them.
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., &c., till the favoured individual is reached, when it is changed to But you! and his or her shoulder lightly touched at the same time. The first player then runs round the ring as fast as he can, pursued by the other, who, if a capture is effected (as is nearly always the case), is entitled to lead the first player back into the centre of the ring and claim a kiss. The first player then takes the other s place in the ring, and in turn walks round the outside repeating the same formula.--_Folk-lore Journal_, vii. 212; Penzance (Mrs.
A bet placed on any of the corners takes in the number it is placed upon and the next higher also; so that a bet upon the corner 1 would be upon the numbers 1 and 2; upon 2 it would be upon 2 and 3; and upon 4 it would be upon 4 and 1. [Illustration: +---------------+X |3 2| | | |4 1| +---------------+ ] In the illustration the bet would be upon 2 and 3. If the bet is placed upon the edge of the card, it takes in the next higher number only. [Illustration: +---------------+ |3 2| | |X |4 1| +---------------+ ] In the illustration the bet is upon the number 2, and no other. After all the bets have been placed, the banker takes a large handful of the beans or counters from the bowl, and places them on the table, counting them off rapidly into fours. The number of odd counters remaining decides which number wins; if none remain, 4 wins. If there were 2 or 3 counters over, the banker would pay all bets on the corners 1 and 2, even money. If there were 2 over, he would pay all bets on the edge of the card between 1 and 2 at the rate of three for one, and so on. The counters are then returned to the bowl, and bets are placed for another coup. Sometimes the banker will draw a handful of beans from the bowl and place them upon the table, covering them with a saucer or with his cap.
If he plays Ace on a King led, he has the Jack alone, or no more. If the Second Hand plays King first round on a small card led, he has Ace also, or no more. If he plays Ace under the same conditions, he has no more. [See Minneapolis Lead.] If a suit is led, and neither Third nor Fourth Hand has a card in it above a Nine, the original leader must have A Q 10, and the second player K J. When neither Third nor Fourth Hand holds a card above the Ten, the major and minor tenaces are divided between the leader and the Second Hand. If it can be inferred that the leader held five cards in the suit originally, he holds the minor tenace. When a player, not an American leader, begins with a Jack and wins the trick, the adversaries may conclude that his partner had two small cards with the Ace, and had not four trumps and another winning card. When a good player changes his suit, he knows that it will not go round again, or that the command is against him. This is often a valuable hint to the adversaries.
As a matter of fact the whole play was a bluff; for B not only had nothing, but had nothing to draw to originally. Another variety of the bluff, which is the author’s own invention, will often prove successful with strangers, but it can seldom be repeated in the same company. Suppose six play in a jack pot. A passes, and B opens it by quietly putting up his counters. C and D pass, and E, pretending not to know that B has opened it, announces that he will open it for the limit, although he has not a pair in his hand. He is of course immediately informed that it has been opened, upon which he unhesitatingly raises it for the limit. Whatever the others do, E stands pat, and looks cheerful. The author has never known this bluff to be called. Holding a strong hand, a player may often coax another to raise him, by offering to divide the pool. The successful bluffer should never show his hand.
If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook. Title: The Game of Rat and Dragon Author: Paul Myron Anthony Linebarger Release date: August 5, 2009 [eBook #29614] Language: English Credits: Produced by Sankar Viswanathan, Adam Buchbinder, and the Online Distributed Proofreading Team at http://www.pgdp.net *** START OF THE PROJECT GUTENBERG EBOOK THE GAME OF RAT AND DRAGON *** Produced by Sankar Viswanathan, Adam Buchbinder, and the Online Distributed Proofreading Team at http://www.pgdp.net Transcriber s Note: This etext was produced from Galaxy Science Fiction, October 1955. Extensive research did not uncover any evidence that the U.S. copyright on this publication was renewed. The Game of Rat and Dragon By CORDWAINER SMITH _Only partners could fight this deadliest of wars--and the one way to dissolve the partnership was to be personally dissolved!_ Illustrated by HUNTER * * * * * THE TABLE [Illustration] Pinlighting is a hell of a way to earn a living.
I ll venter on their heads my brindled cow, With any boy at dust-point they shall play. --Peacham s _Thalia s Banquet_, 1620. Nares (_Glossary_) suggests that this game and blow-point resembled the game of Push-pin. See also Halliwell s _Dictionary_. Eller Tree A number of young men and women stand in a line, a tall girl at one end of the line representing the tree. They then begin to wrap round her, saying, The old eller tree grows thicker and thicker. When they have all got round her (the tree), they jump all together, calling out, A bunch of rags, a bunch of rags, and try to tread on each other s toes.--Sheffield, Yorks (S. O. Addy).
It being to the advantage of the player with a good suit to exhaust the trumps, it must be desirable to his adversaries to keep theirs, if possible, for the purpose of ruffing this good suit. Trumps are also useful as cards of re-entry, when a player has an established suit, but has not the lead; their most important use, however, is in defending or stopping established suits. _=Rules for Leading Trumps.=_ With five or more trumps, the beginner should always begin by leading them, regardless of the rest of his hand. With three or less he should never lead them, unless he has very strong cards in _=all=_ the plain suits. With four trumps exactly, he should lead them if he has an established suit and a card of re-entry in another suit. A card of re-entry in plain suits is one which is pretty sure to win a trick, such as an Ace, or a guarded King. The following are examples of hands from which trumps should be led originally by a beginner;-- Hearts are trumps in every case. ♡ J 8 6 4 2; ♣ K 3 2; ♢ 10 9 2; ♠ 7 5. ♡ Q 10 2; ♣ A K 5; ♢ K Q 10 9; ♠ A Q 3.