Quitted. A trick is quitted when the fingers are removed from it after it is turned down. In Duplicate, a trick is not quitted until all four players have removed their fingers from it. A score is quitted when the fingers are removed from the counters, the peg, or the pencil. Raffles, the same number appearing on all the dice thrown. Ranche, leaving the black pin standing alone at Pin Pool. Re-entry Cards, cards in other suits which bring in long suits at Whist. Reizen, G., to draw a person on; to irritate or provoke him to bidding more than he should. Rejoué, duplicate whist.
The more thoroughly the adversaries are confused, the greater the advantage to the declarer, especially in the end game. _=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.
Bandy-hoshoe. Bandy-wicket. Banger. Bar. Barbarie, King of the. Barley-break. Barnes (Mr.). Base-ball. Basket.
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To find the total probability of improvement, we must make the first fraction proportionate to the last, which we can do by multiplying it by 3. The result will be 3/48 + 1/48 = 4/48; showing that the total chance of improvement is 1 in 12, or 11 to 1 against it. _=Whist.=_ To calculate the probable positions of certain named cards is rather a difficult matter, but the process may be understood from a simple example. Suppose a suit so distributed that you have four to the King, and each of the other players has three cards; what are the probabilities that your partner has both Ace and Queen? The common solution is to put down all the possible positions of the two named cards, and finding only one out of nine to answer, to assume that the odds are 8 to 1 against partner having both cards. This is not correct, because the nine positions are not equally probable. We must first find the number of possible positions for the Ace and Queen separately, afterward multiplying them together, which will give us the denominator; and then the number of positions that are favourable, which will give us the numerator. As there are nine unknown cards, and the Ace may be any one of them, it is obvious that the Queen may be any one of the remaining eight, which gives us 9 × 8 = 72 different ways for the two cards to lie. To find how many of these 72 will give us both cards in partner’s hand we must begin with the ace, which may be any one of his three cards. The Queen may be either of the other two, which gives us the numerator, 3 × 2 = 6; and the fraction of probability, 6/72, = 1/12; or 11 to 1 against both Ace and Queen.
I ve come to see Georgina, Georgina, Georgina, I ve come to see Georgina, how s she to-day? She s upstairs washing, washing, washing, She s upstairs washing, and can t get away. O very well, ladies, ladies, ladies, We ll come another day. We ve come to see Georgina, Georgina, Georgina, We ve come to see Georgina, how s she to-day? She s upstairs ironing, ironing, ironing, She s upstairs ironing, and can t get away. [Then the two verses are repeated-- O very well, ladies. We ve come to see Georgina. Then follows--] She was coming downstairs with a basin of water, and she fell down and broke her toe, and she s dead. And what shall we dress her in, dress her in, dress her in? And what shall we dress her in? Dress her in red. Red for the soldiers, soldiers, soldiers, Red for the soldiers, and that shan t do. [Then follow blue for the sailors, black for the mourners, and finally--] What shall we dress her in, dress her in, dress her in? What shall we dress her in? Dress her in white. White for the dead people, dead people, dead people, White for the dead people, and that will do.
It is usually played thirty points up. The player who knocks down a pin after striking a ball gains _two_ points, if he knocks down two pins he gains _four_ points, and so on, scoring two points for each pin knocked down. If he knock down the middle pin alone he gains _five_ points. The player who pockets the red ball gains _three_ points and two for each pin knocked down by the same stroke. The player who pockets the white ball gains two points, and two for each pin knocked over with the same stroke. Each carrom counts two. The player who knocks down a pin or pins with his own ball before striking another ball loses two for every pin so knocked down. The player who pockets his own ball without hitting another ball forfeits three points; for missing altogether he forfeits one point. The striker who forces his own ball off the table without hitting another ball forfeits _three_ points, and if he does so after making a carrom or pocket he loses as many points as he would otherwise have gained. The rules of the American Carrom Game, except where they conflict with the foregoing rules, govern this game also.
When the stock is exhausted, so that there is no card to be drawn, no announcement can be made. Only one declaration can be scored at a time, so that a trick must be won for every announcement made, or the combination cannot be scored. This does not prevent a player from making two or more announcements at the same time, but he can score only one of them. A player cannot make a lower declaration with cards which form part of a higher one already made in the same class. For instance: Marriages and sequences belong to the same class. If the sequence has been declared, a player cannot take from it the King and Queen and score a marriage; neither can he add a new Queen to the King already in the sequence, and announce a marriage; because the higher combination was scored first. But if the marriage is first announced, the A 10 J may be added and the sequence scored, after winning another trick. Cards once used in combination cannot again be used in combinations of equal value of the same class. For instance: Four Kings have been declared, and one of them afterward used in the course of play. The player cannot add a new King to the three remaining, and announce four Kings again.
The adversaries are subject to the same penalties as in whist for all cards played in error. _=Leading Out of Turn.=_ If Vivant or Mort lead out of turn, the adversaries may let the lead stand, or demand it be taken back. If it was the turn of neither, no penalty can be enforced, and if all have played to the trick, the error cannot be corrected. _=Taking Tricks.=_ The methods of taking tricks, and placing them so that they can be easily counted, have been fully described in connection with whist. _=OBJECT OF THE GAME.=_ As in whist, the object is to take tricks; the highest card played of the suit led wins, and trumps win against all other suits. The first six tricks taken by one side, and forming a _=book=_, do not count; but all above that number count toward game. At the end of each hand, the side that has taken any tricks in excess of the book scores them, their opponents counting nothing.
6, White will play 19 16, forcing you to jump, and will then play 27 23, forcing you to jump again. In No. 7, White will play 30 26, making your man a King. He will then play 32 28, and wait for your newly made King to jump. This will give him three of your men, and he will catch the other before it gets to the king row. Another common form of trap is to get a player into such a position in the end game, when he has only one or two men, that he cannot get to the king row without being caught; sometimes because he is driven to the side of the board by the man following him, and sometimes because the man meeting him can head him off. The adversary can do this only when he has “the move.” _=Theory of the Move.=_ When the position is such that you will be able to force your adversary into a situation from which he cannot escape without sacrificing a piece or losing the game, you are said to have the move; and if he does not change it by capturing one of your men he must lose the game. As the move is often of the greatest importance in the end game, every checker-player should understand its theory, so that he may know when it is necessary to make an exchange of men in order to secure the move, and when he should avoid an exchange which would lose it.
The length of each stroke is measured before the ball is returned, by means of a cord made fast at one end near the trap, the other being stretched into the field by a person stationed there for that purpose, who adjusts it to the ball wherever it may lie. In a work entitled the _Costumes of Yorkshire_ this game is described and represented as Nor and Spell. The little wooden ball used in this game is in Yorkshire called the Nor, and the receptacle in which it is placed the Spell. Peacock (_Manley and Corringham Glossary_) gives knur, (1) a hard wooden ball, (2) the head. Addy (_Sheffield Glossary_) says knur is a small round ball, less than a billiard ball. It is put into a cup fixed on a spring which, being touched, causes the ball to rise into the air, when it is struck by a trip-stick, a slender stick made broad and flat at one end. The knur is struck by the broad part. The game is played on Shrove Tuesday. Brogden (_Provincial Words of Lincolnshire_) gives it under Bandy. It is called Knur, Spell, and Kibble in S.
Chip Along, to bet a single counter and wait for developments. Chouette, à la, taking all the bets. Close Cards, those which are not likely to form sequences with others, especially at Cribbage. Club Stakes, the usual amount bet on any game in the club. Cogging Dice, turning one over with the finger after they have been fairly thrown. Cold Deck, a pack of cards which has been pre-arranged, and is surreptitiously exchanged for the one in play. Colours, a system of playing Faro according to the colour of the first winner or loser in each deal. Command, the best card of a suit, usually applied to suits which the adversary is trying to establish. Couper, F., to cut the cards; also to ruff a suit.
--Lawson s _Upton-on-Severn Words and Phrases_. V. Hobley, hobley, honcor, my first conkor; Hobbley, hobbley ho, my first go; Hobley, hobley ack, my first crack. --Chamberlain s _West Worcestershire Glossary_. (_b_) This game is played with horse chestnuts threaded on a string. Two boys sit face to face astride of a form or a log of timber. If a piece of turf can be procured so much the better. One boy lays his chestnut upon the turf, and the other strikes at it with his chestnut; and they go on striking alternately till one chestnut splits the other. The chestnut which remains unhurt is then conqueror of one. A new chestnut is substituted for the broken one, and the game goes on.
When a partner accepts him, the combination must make four tricks more than the original proposal. Four honours are paid for as four over-tricks; three honours as two over-tricks. Piccolissimo is played, and comes between the bids of seven and eight tricks. GERMAN WHIST. _=CARDS.=_ German Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. _=PLAYERS.=_ Two persons play. They cut for the first deal, and the choice of seats. _=DEALING.
Many English works on cards erroneously spell quinte without the “e,” and give “quart” for a sequence of four. If one is going to use the French language at all, it may as well be used correctly. Sequences outrank one another according to the best card, if they are of equal length; so that a quinte to a King would be better than a quinte to a Queen; but a longer sequence always outranks a shorter one, regardless of the high cards. The player holding the best sequence is entitled to score it, together with any inferior sequences he may hold in other suits. Should his adversary hold intermediate sequences, they are of no value. For instance: One player holds a quinte to the Jack in spades, a tierce to the Ten in hearts, and a tierce to the Nine in clubs; while the other holds a quatrième majeure (A K Q J) in hearts, diamonds, and clubs. None of the latter are of any value; but all those in the other hand are good. If the best sequence is a tie, no sequences can be scored by either player. The value of a sequence is ten more than the number of cards that go to form it, provided that number exceeds four. A tierce counts 3 only, and a quatrième 4 only; but a quinte is worth 15, a sixième 16, and so on.
| |die. | | 31.| -- | -- | -- | | 32.|Ye shall get another. | -- |Ye sall get anither. | | 33.| -- | -- | -- | | 34.| -- | -- | -- | | 35.|Bells will ring and | -- |The bells will ring, | | |birds sing. | |birds will sing.
A sequence of K Q J 10 9 would be worth 1,500. In the trump suit, and in all the suits when there are no trumps, these coronets are worth double, and each additional card is therefore worth 1,000 more. _=Rubbers.=_ As soon as one side wins two games, that ends the first rubber. The partners then change, without cutting, in such a manner that at the end of three rubbers each player shall have had each of the others for a partner. At the end of the third rubber, the losses and gains are ascertained for each individual, and settled for. _=Laws.=_ The laws that govern the game are almost identical with those for Bridge. PREFERENCE. This is a simplified form of Vint, for three players, with a thirty-two-card pack.
She had looked at it, then looked at him scornfully. Meow. That was all she had said. Yet it had cut him like a knife. What did she think he was--a fool, a loafer, a uniformed nonentity? Didn t she know that for every half hour of pinlighting, he got a minimum of two months recuperation in the hospital? By now the set was warm. He felt the squares of space around him, sensed himself at the middle of an immense grid, a cubic grid, full of nothing. Out in that nothingness, he could sense the hollow aching horror of space itself and could feel the terrible anxiety which his mind encountered whenever it met the faintest trace of inert dust. As he relaxed, the comforting solidity of the Sun, the clock-work of the familiar planets and the Moon rang in on him. Our own solar system was as charming and as simple as an ancient cuckoo clock filled with familiar ticking and with reassuring noises. The odd little moons of Mars swung around their planet like frantic mice, yet their regularity was itself an assurance that all was well.
If the striker’s ball is touching another, such ball not being playable, and he disturb the ball touching his own, the stroke is foul. 14. Should the striker’s ball be so placed that he cannot play direct on the object ball, he is said to be “snookered.” FOUL STROKES AND PENALTIES. 15. Foul strokes are made or penalties incurred by (1) “Pushing” instead of striking the ball, or striking the ball more than once; (2) Playing out of turn; (3) Playing with both feet off the floor; (4) Playing before all the balls have become stationary, when off the table, or wrongly spotted; (5) Playing with the wrong ball; (6) Touching or moving any ball, except in the legitimate manner set forth in these rules; (7) Forcing any ball off the table; (8) Wilfully interfering with an opponent, or the run of the balls, and refusing to obey the referee’s decision; (9) Missing, running a coup, striking the wrong ball, or pocketing the white ball; (10) Playing at or pocketing any ball except in the proper rotation; (11) Striking two balls, other than two red balls, simultaneously; (12) Giving an intentional miss; (13) Pocketing more than one ball--other than red balls--by one stroke. 16. If the striker “push” his ball or strike it more than once, he cannot score, but is subject to any other penalty that he may incur by the stroke. 17. If a player play out of turn, he shall forfeit his next turn, otherwise the sequence of turns shall not be altered.
_=Trumps.=_ Small trumps may be used to advantage in winning brisques, but you should keep at least one small trump to get the lead at critical periods of the hand, or to make an important declaration. It is bad policy to trump in to make minor declarations, unless your time is short. It is seldom right to lead the trump Ace, except at the end of the hand, or when you have duplicates, but leading high trumps to prevent an adversary from declaring further is a common stratagem, if you know from the cards in your hand, and those played, that your adversary may get the cards to meld something of importance. _=The Last Tricks.=_ Before you play to the last trick, give yourself time to note the cards your adversary has on the table, and compare them with your own, so that you may play the last tricks to advantage. If you wait until after playing to the last trick, he may gather up his cards so quickly that you will be unable to remember them. At Rubicon it is not always advisable to win the last trick. If your adversary is rubiconed in any case, you may add 100 points to your own score by giving him the 50 for the last trick, which may put him across the line into another hundred. TEXT BOOKS.
In order to over-call such a bid as this, any other player would have to announce a greater number of tricks. For instance; Z deals, and turns a heart. A calls six tricks, intending to name hearts trumps; but not saying so. B passes; Y says “I Keep.” This announces to the table that Y will play with a red trump, and A knows he is bidding on diamonds. Z passes, and A says; “I keep over you.” B then bids seven tricks, and if A will not risk seven tricks in hearts, B will be the successful bidder. If A should bid seven tricks by keeping over B, the latter must know that it is useless for him to bid again unless he can make more tricks in diamonds than A can in hearts; for A’s bid, being in first preference, will always outrank B’s for the same number of tricks. A player once having passed cannot come into the bidding again, except to call one of the misères. In the example just given, either Y or Z, after having twice passed, might have outbid the seven tricks by calling a little misère.
(_c_) A version from Lady C. Gurdon s _Suffolk County Folk-lore_ (p. 62) is the same as previous versions, except that it ends-- Now you re married you must be good Make your husband chop the wood; Chop it fine and bring it in, Give three kisses in the ring. Other versions are much the same as the examples given. (_d_) This game has probably had its origin in a ballad. Miss Burne draws attention to its resemblance to the Disdainful Lady (_Shropshire Folk-lore_, p. 561), and Halliwell mentions a nursery rhyme (No. cccclxxix.) which is very similar. Mr.
394). IV. Darby s son was dressed in black, With silver buttons down his back. Knee by knee, and foot by foot, Turn about lady under the bush. --Hersham, Surrey (_Folk-lore Record_, v. 87). V. Darby and Joan were dressed in black, Sword and buckle behind their back. Foot for foot, and knee for knee, Turn about Darby s company. --Halliwell s _Nursery Rhymes_, p.
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In the five-card game, in which there are only three cards in the hand and four in the crib, it is usual to sacrifice the hand very largely for the possibilities of the crib, because of the much larger scores that can be made with five cards, the starter and four in the crib. _=Baulking.=_ In both games it is the duty of the pone to baulk the dealer’s crib as much as possible, by laying out cards which are very unlikely to be worth anything, either in making fifteens or in filling up sequences. Pairs it is impossible to provide against, and the chance of making a flush is remote, but should be avoided if there is any choice. The best baulk is a King and Nine; tenth cards and Aces are also very good cards to lay out. Cards which are at least two pips apart, called _=wide cards=_, are better than _=close cards=_, as the latter may form sequences. Fives are very bad discards, and so are any cards that form a five or a fifteen. _=The Crib.=_ In laying out for his own crib, the dealer should preserve his own hand as much as possible; but other things being equal, the best cards to lay out are pairs, close cards, and cards that form fives, such as Fours and Aces. If these elements can be combined, so much the better.
Partners sit opposite each other. The highest deals, and has the choice of seats and cards. The Ace is high, both in cutting and in play. A player exposing more than one card must cut again. _=Ties.=_ If the first cut does not decide, the players cutting equal cards cut again; but the new cut decides nothing but the tie. _=Cutting Out.=_ At the end of the game, the players cut to decide which shall give way to those awaiting their turn to play, the lowest cuts going out. After the second game, those who have played the greatest number of consecutive games give way, ties being decided by cutting. _=Dealing.
If one reaches 91 before the other gets round past 60, it is reckoned as a double game. If neither side reaches 91 before the pack runs out, the player that comes nearer to it wins. When two play against two as partners, each takes an adversary and plays against him individually, the scores being balanced at the end by adding those of the partners together. *** END OF THE PROJECT GUTENBERG EBOOK FOSTER S COMPLETE HOYLE: AN ENCYCLOPEDIA OF GAMES *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy.
The players following the one who renounces to the suit led do not play to the trick at all; but wait for him to lead for the next trick. Should any player fail to follow suit on the next trick, or on any subsequent trick, he gathers the cards already played, takes them into his hand and leads for the next trick. The play is continued in this manner until some player gets rid of all his cards, and so wins the game. Enflé is usually played for a pool, to which each player contributes an equal amount before play begins. The game requires considerable skill and memory to play it well, it being very important to remember the cards taken in hand by certain players, and those which are in the tricks turned down. THE LAWS OF HEARTS. 1. Formation of table. Those first in the room have the preference. If more than the necessary number assemble, the choice shall be determined by cutting, those cutting the lowest cards having the right to play.
The discard is left on the table, and the counter is the dealer’s perquisite. If he trades _=for barter=_, he passes his discard to the player on his left, who must give one of his own in exchange before looking at the one he is to receive. If the player will not exchange, he must _=knock=_ on the table, to signify that he will stand by the cards he has. If he exchanges, he takes up the offered card, and then has the privilege of trading for ready money or for barter himself. The trading goes on in this way round and round, until some player knocks, when all trading is immediately stopped, and the hands are shown. The best hand wins the pool, the rank of the various combinations being as follows, beginning with the highest:-- _=Triplets.=_ Three aces being the highest, and three deuces the lowest. Pairs have no value. _=Sequence Flushes=_; the ace being allowed to rank as the top or the bottom; Q K A, or A 2 3. _=The Point=_; the greatest number of pips on two or three cards of the same suit in one hand, counting the ace for eleven, and the other court-cards for ten each.