If this is a tie the eldest hand wins. If no one has exactly 16, the farm stays with its original owner deal after deal, until exactly 16 is held by some player. Whether any one wins the farm or not, when the hands are exposed all those who have overdrawn must pay to the one who owned the farm at the beginning of that deal, as many counters as they have points more than 16. These payments do not go into the farm, but are clear profits. Those who have less than 16 pay nothing to the farmer; but the one who is nearest 16 receives a counter from each of the others. Ties are decided by the possession of the ♡ 6, or the fewest cards, or the eldest hand, as already described. If the farm remains in the same hands, the farmer deals again, and collects his profits until he loses his farm. When the farm is won, it is emptied, and resold as in the beginning. QUINZE. This is a form of Vingt-et-un for two players, but the number to be reached is 15 instead of 21.
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The first suit given in each instance is the trump. NO DEALER PLAYER PROPOSAL. WINS. WINS. 22 [Illustration: 🃗 🃘 🃙 🃇 🂧] 6,034 36,974 22,772 23 [Illustration: 🂷 🂸 🂡 🂨 🂧] 9,826 38,469 17,485 24 [Illustration: 🂧 🂨 🂾 🂷 🃗] 8,736 41,699 15,345 25 [Illustration: 🃇 🃈 🃝 🃗 🂷] 9,256 40,524 16,000 26 [Illustration: 🃗 🃘 🃇 🃈 🂭] 10,336 37,484 17,960 27 [Illustration: 🂷 🂸 🃘 🃙 🃋] 9,776 37,439 18,565 28 [Illustration: 🂧 🂨 🂹 🂺 🃚] 9,776 36,909 19,095 29 [Illustration: 🃇 🃈 🃗 🃁 🃈] 9,776 36,733 19,271 In giving cards, some judgment of human nature is necessary. Some players habitually propose on strong hands, and it is best to give to such pretty freely. _=DISCARDING.=_ The general principle of discarding is to keep trumps and Kings, and let everything else go. If you hold the trump King you may discard freely in order to strengthen your hand for a possible vole. If you have proposed once, and hold the King, and feel pretty sure of the point, you may propose again on the chance of getting strength enough to make the vole.
He is blindfolded, and stands alone, with his legs as far apart as possible. The other boys then throw their caps as far as they are able between the extended legs of the Cock (fig. 1). After the boys have thrown their caps, and each boy has taken his stand beside his cap, the Cock, still blindfolded, stoops down and crawls in search of the caps (fig. 2). The boy whose cap he first finds has to run about twenty yards under the buffeting of the other boys, the blows being directed chiefly to the head. He becomes Cock at the next turn of the game.--Rosehearty, Pitsligo (Rev. W. Gregor).
You can t see her, she s ironing [she s starching, she s brewing, she s baking, _successively_]. I ve come to see how Jenny Jones is to-day. You can t see her, she s ill [then she s worse]. I ve come to see how Jenny Jones is to-day. You can t see her, she s dead! _Chorus._ There s red for the soldiers, Blue for the sailors, White for the angels [for the _baby_, Chirbury], And black for the mourners [of poor Jenny Jones]. --Berrington, Chirbury (_Shropshire Folk-lore_, p. 577). XIII. We ve come to see poor Jenny Jones.
When the balls are so close together that to run the cue through the ball would make a foul shot, the draw may still be made by pointing the cue off to the side, and pushing it past the cue ball, instead of through it. This will secure the retrograde motion, but accompanied by a great deal of twist, which must be calculated for if the cue ball is to strike a cushion. A short draw may also be made by using the pinch. [Illustration] _=The Massé.=_ Most players imagine this to be a very difficult shot, but it is extremely simple if the principle of the direction of the cue and the effect of the pinch are kept in view. If we place the three balls in a straight line, about four inches apart, we have the simplest form of the massé. To find the exact spot at which the cue ball must be struck, join the centres of the cue and object balls by an imaginary line A-B. At right angles to this will be a line A-E, and no matter which side of the ball B you wish to massé upon, your cue must strike the ball A somewhere on the line A-E. Suppose you wish to massé to the left, as shown in the diagram. The pinch must be made on the ball about a quarter from the top, the cue being pointed in the direction in which you want the ball to go, which will be to the extreme edge of B, on the line C-D.
The pair at the lower end parley with the pair at the top, and then run under the extended arms of the others, receiving thumps on the back as they go, till they reach the upper end, and become the top couple in their turn. The Hanbury version is played in a similar way. Two lines stand close together holding handkerchiefs across. The questions are asked and answered by the top and bottom players. Then two children run under the line of handkerchiefs. The Dorset version is played by as many as like standing, two and two, opposite each other, each of them taking with the right hand the right hand of the other; then the two that are the King and Queen say or sing the first question, to which the others reply, and the dialogue ends in this manner. Then all the other pairs hold up their hands as high as they can, and the King and Queen run through the archway and back again, and so on with the next pair, and other pairs in turn. The Isle of Man version is played, Mr. Moore says, the same as other Thread the Needle games. (_c_) The game is evidently dramatic in form, and perhaps is illustrative of some fact of history, such as the toll upon merchandise entering a walled town.
If three Aces have been taken in, play the fourth, if you hold it, at the first opportunity, because it cannot be paired; but if there is another Ace to come, keep yours until you can make a good build with it. As between cards which were on the table and those trailed by an adversary, take in those trailed if you have a choice. Take in the adversary’s build in preference to your own, if you can, and build on his build at every opportunity. If Big Cassino is still to come, avoid trailing cards that will make a Ten with those on the table. Go for “cards” in preference to everything else, and always make combinations that take in as many cards as possible. If you have a Nine, and the cards on the table are 2 2 5 7, take in the 2 2 5, in preference to the 2 7. It is considered bad policy to take in three court cards, as it stops all sweeps when the fourth appears. ROYAL CASSINO. The only difference in this form of the game is that the three court cards, K Q J, have a pip value, and may be used in combining and building, whereas in the ordinary game they can be used only in pairs. The Jack is worth 11, the Queen 12, and the King 13; so that a 9 and 2 can be taken in with a Jack, or a 6 4 and 3 with a King.
Should a player be found during or at the end of a hand to be a card short, all the others having the right number, and all having played to the first trick, he shall be compelled to take in the last trick. 18. If a player leads or plays two cards to a trick, he must indicate the one intended, and leave the other face up on the table. Any card exposed, except in the proper course of play, or any card named by the player holding it, must be left face up on the table. 19. A player must lead or play any exposed card when called upon to do so by any other player, provided he can do so without revoking. He cannot be prevented from playing an exposed card, and if he can so get rid of it, no penalty remains. 20. If a player leads out of turn, a suit may be called from him when it is next his proper turn to lead. This penalty can be enforced only by the player on his right.
When all the children have been taken in, the Old Woman says-- There was an old woman from Sandiland With no children by the hand. Will you give me one? --Ballynascaw School, co. Down (Miss C. N. Patterson). (_b_) The first Dorsetshire game is played as follows:--Two girls are chosen, the one to represent a lady and the other a mother, who is supposed to be taking her children out to service. She has one or more of them in each hand, and leads them up to the lady, saying or singing the first verse. The dialogue then proceeds, and the verse is repeated until all the children are similarly disposed of. A few days are supposed to pass, after which the mother calls to see her children, when the lady tells her she cannot see them. At last she insists upon seeing them, and the children are all sat down behind the lady, and the mother asks one child what the lady has done to her; and she tells her that the lady has cut off her nose, and made a nose-pie, and never give her a bit of it.
They then agree as to which of them should hold the Cat. This must be carried in such a way that it cannot be seen by the batsmen, both boys assuming the same attitude. Both boys then resume their previous places. They kneel down, still keeping the same attitudes. The batsmen, keeping their sticks in the holes, then agree which of the two holds the Cat. One batsman runs across and puts his stick into the hole behind which the boy kneels whom they consider has the Cat, the other then running to his place. If they are right in their guess, the holder of the Cat throws it across the ground for the opposite bowler to put it in the hole before the second batsman reaches it. If they guess wrongly, the holder of the Cat puts it into the hole as soon as the batsman runs, and they then become the batsmen for the next game. If the batsmen leave their holes unguarded with the stick, the catsmen can at any time put them out, by putting the Cat in a hole. If more than two boys on a side play, the others field as in Cricket.
The hands once fixed in the mind, some time should be given to a careful consideration of the best course to pursue; after which the play should proceed pretty rapidly until the last few tricks, when another problem may present itself. There is nothing in the game beyond the skilful use of the tenace position, discarding, and establishing cross-ruffs. Analysis is the mental power chiefly engaged. There are no such things as inferences, false cards, finesse, underplay, speculative trump leads, or judgment of human nature. The practice of the game is totally different from any other form of whist, and much more closely resembles chess. The laws of Dummy will be found at the end of the English Whist Laws. HUMBUG WHIST. This is a variation on double dummy, in which two players sit opposite each other. The deal and seats are cut for in the usual manner; four hands of thirteen cards each are dealt, and the last card is turned for trump. Each player examines the hand dealt to him, without touching those to his right or left.
It is simply English Pyramids, but instead of making the player with the lowest score at the end pay for the table, each player equally shares the expense, and the balls are pocketed for so much apiece. If the amount of the shell-out was a shilling, and there were six players, any person pocketing a ball would receive a shilling from each of the others, and would play again. A losing hazard or a miss would compel the striker to pay a shilling to each of the others, instead of putting a ball back on the table. The last ball pays double. HIGH-LOW-JACK-GAME. This game is played with a set of balls the same as used in Fifteen-Ball Pool. Any number of persons may play, the order of play being determined by the rolling of the small numbered balls. The fifteen-ball is High; the one-ball is Low; the nine-ball is Jack; and the highest aggregate is Game. Seven points generally constitute a game. In cases where players have one and two to go to finish game, the first balls holed count out first, be they High, Low, or Jack.
IRISH LOO. In this variation, no widow is dealt, and there is no distinction between simple and double pools. A trump is always turned up, and the dealer asks each in turn, beginning on his left, whether or not he will play, taking up the cards of those who decline to stand. He then announces his own decision, and proceeds to ask those who have declared to play whether or not they wish to exchange any of the cards originally dealt them. The usual question is simply: “How many?” and the player names the number of cards he wishes to exchange, if any; at the same time discarding others in their places. The number first asked for cannot be amended or recalled. The trump is laid aside, and the cards called for are dealt from the remainder of the pack, without further shuffling. In all other respects, the game is Three-card Loo. FIVE-CARD LOO. This is Irish Loo with some additional variations.
=_ The methods of cutting are the same as those described in connection with Bridge, and ties are decided in the same manner. _=PLAYERS’ POSITIONS.=_ The four players at a whist table are usually distinguished by the letters A, B, Y, Z; the first two letters of the alphabet being partners against the last two, and their positions at the table being indicated as follows:-- [Illustration: Y +-----+ | | A | | B | | +-----+ Z ] Z is always the dealer; A the original leader, or first hand; Y the second hand; B the third hand; and Z the fourth hand. After the first trick, some other player may become the leader; the one on his left being the second hand; his partner the third hand, and the player on his right the fourth hand. B is the pone. _=DEALING.=_ The cards having been properly shuffled, the dealer presents them to the _=pone=_ to be cut. The American laws require that after separating the pack, the pone shall place the cut part, which he lifts off, nearer the dealer. 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.
Long Tag See Long Terrace. Long-Tawl A game at marbles where each takes aim at the other in turn, a marble being paid in forfeit to whichever of the players may make a hit.--Lowsley s _Berkshire Glossary_. Long Terrace Every player chooses a partner. The couples stand immediately in front of each other, forming a long line, one remaining outside of the line on the right-hand side, who is called the Clapper. The object of the game is for the last couple to reach the top of the line, each running on different sides, and keeping to the side on which they are standing. The object of the Clapper is to hit the one running on the right side of the line, which, if he succeeds in doing, makes him the Clapper, and the Clapper takes his place. [The next _last_ couple would then presumably try and reach the top.]--East Kirkby, Lincs. (Miss K.
If a player goes beyond 21, he is out of it. The one getting nearest 21 takes the pool; ties divide it. CENTENNIAL. Two persons or sides play with three dice. The object of the game is to secure pips on the dice, or multiples of pips, which will make the figures from 1 to 12 in numerical order, and afterward the numbers from 12 to 1 again. The first side to accomplish this wins the game. There must be an ace in the first throw or nothing counts; that obtained, any following numbers may be made singly, or by adding two or more together. Suppose the first throw is 4, 2, 1. The 1 and 2 will make 1, 2 and 3. Then the 4, 1, 2 will make 4, 5, 6 and 7.
B. Gomme). A ring is formed by the children joining hands. They walk round singing the first four lines. They then dance round quickly and sit down suddenly, or touch the ground with their clothes. A version of this game from Liphook, Hants, almost identical in words, has been sent by Miss Fowler, and another from Crockham Hill, Kent, by Miss Chase. Here s a Soldier Here s a soldier left his lone [_qy._ alone], Wants a wife and can t get none. Merrily go round and choose your own, Choose a good one or else choose none; Choose the worst or choose the best, Or choose the very one you like best. What s your will, my dilcy dulcy officer? What s your will, my dilcy dulcy dee? My will is to marry, my dilcy dulcy officer; My will is to marry, my dilcy dulcy dee.
In no case can a player be compelled to play a card which would oblige him to revoke. 65. The call of a card may be repeated until such card has been played. 66. If a player called on to lead a suit have none of it, the penalty is paid. CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK. 67. If the third hand play before the second, the fourth hand may play before his partner. 68. Should the third hand not have played, and the fourth play before his partner, the latter may be called on to win, or not to win the trick.
This game is sometimes called _=Sweat=_, and again, but erroneously, _=Hazard=_. It is played with three dice, which are usually thrown down a funnel in which several cross-bars are placed. The player is offered five different forms of betting, all of which appear on the _=Layout=_, and which cover all the combinations possible with three dice. [Illustration: +-----------------------+ | Single Numbers. | HIGH. +---+---+---+---+---+---+ LOW. | 1 | 2 | 3 | 4 | 5 | 6 | +---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ | 18| 17| 16| 15| 14| 13| 12| 11| 10| 9| 8| 7| 6| 5| 4| 3| +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ |180| 60| 29| 18| 12| 8| 6| 6| 6| 6| 8| 12| 18| 29| 60|180| +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ +-----------------------+ | Raffles. | ODD. +---+---+---+---+---+---+ EVEN. | 1 | 2 | 3 | 4 | 5 | 6 | +---+---+---+---+---+---+ ] The Raffles are sometimes indicated by a representation of one face of a die.
---- Roberts). There were several games played with buttons--some on level ground, in a ring or square; but the most approved was with a hole dug in the earth near a wall, or near the trunk of a large tree. The hole should be about the cavity of a small tea-cup, the players toeing a scratched line about four or five feet from the hole, after tossing for first innings. Each of the players (mostly two) contribute an equal number of buttons, say from two to ten, and of equal value or quality. The one having first turn takes the whole of them in his hand, and by an under-throw, or rather a pitch, endeavours to get the whole, or as many as possible, into the hole. If all go clean into the hole, he wins the game, and takes the whole of the buttons started with; but if one or more of the buttons are left outside the hole, the non-player has then the choice of selecting one which he considers difficult to be hit, and requesting the player to hit it with his _nicker_. This is made of solid lead, about the size of a florin, but twice its substance, and each player is provided with one of his own. Much judgment is required in making this selection, the object being to make it most difficult not only to hit it, but to prevent it being hit without being knocked into the hole, or sending the nicker in, or sending another button in, or even not striking one at all. In any one of these cases the player loses the game, and the non-player takes the whole of the stakes. In playing the next game, the previous non-player becomes the player.
Should an active player take one or both the skat cards into his hand by mistake, before the bidding begins, the dealer shall draw from his hand, face down, enough cards to reduce his hand to ten, and the player in fault shall be charged 25 points penalty, and be debarred from bidding for that deal. If, in three-hand, the player in fault is the dealer, Vorhand shall draw. 28. Should the successful bidder take both the skat cards into his hand together, or pick them up together, he shall be obliged to play a Gucki Grand, unless he has announced to play Nullo. Should he put the first card into his hand without showing it, he shall be obliged to turn up the second card and play Passt-mir-nicht. 29. The player may turn up either of the skat cards; but should he expose both he must play the suit of higher value. 30. Should he turn a jack, he may either play in suit or announce a turned Grand. 31.
Nine. That expected money will not come to hand. Eight. Some surprising actions on the part of a young man. Seven. Success in lotteries, gambling or speculation. _=R.=_ The amount will be very small. _=SPADES.=_ Ace.
If she go then I ll go too, I ll go too, I ll go too, If she go then I ll go too, So early in the morning. So round the meadows we must go, We must go, we must go, So round the meadows we must go, So early in the morning. --Sporle, Norfolk (Miss Matthews). (_b_) In the Deptford version two girls join hands, holding them up as an arch for the other players to tramp through. The first two verses are sung first by one and then by the other of the two girls. At the finish of these the girl then going through the arch is stopped, and the third, fourth, and fifth verses are sung by the two girls alternately. Then finally both girls sing the last verse, and the child is sent as prisoner behind one or other of the two girls. The verses are then begun again, and repeated afresh for each of the troop marching through the arch until all of them are placed behind one or other of the two girls. The two sides thus formed then proceed to tug against each other, and the strongest side wins the game. The Belfast version is practically the same, except that the verses are not sung as a dialogue, but by all the players together, and the prisoner, when caught, has the choice of sides, by being asked, Which will you have, a golden apple or golden pear? and according to the answer given is sent behind one of the leaders.
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_=SCORING.=_ Apart from the game score, which is made entirely by tricks won on successful declarations, there are several additional scores that have no influence in winning or losing the game, although they may materially affect the ultimate value of the rubber. These are all entered under the head of “honour scores,” or “above the line.” _=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=_.
D. Sweeting. Maxey Rev. W. D. Sweeting. NORTHUMBERLAND { Brockett s _Provincial Words_, ed. { 1846. Hexham Miss J. Barker.
Face it, he was an oily snake, cleaned up as much as possible, but not enough. No amount of dude ranch duds, gold spurs or Indian jewelry could hide his stiletto mentality. He was just a Tenderloin hoodlum with some of the scum scraped off. Well, I should know. So was I. Simonetti finished licking the seam of his roach. He came forward as he lit it and blew too much smoke in my face. What you doing here? he said in a husky voice. I told Rose no dice. We need another TK like we need a hole in the head.
Any number of persons can play, and the rotation of the players is decided as in ordinary pool. Player No. 1 must play with the white ball from any point within the string at the head of the table, at either the 1 or 2 ball at his option. The player who leads must play at and strike one of the object-balls before he can score a carrom on the pool-bottle. If a player carrom on the bottle from either of the object-balls, in such a way as to seat the bottle on its base, he wins the game, without further play. Should the 1 or 2 ball in any way, during the stroke, touch the bottle and the bottle is in the same play knocked over or stood on its base by the cue-ball, the stroke does not count. If the player forces the bottle off the table or into a pocket, the bottle must be spotted on its proper spot in the centre of the table, the player loses his shot and forfeits one point, and the next player plays. A player who makes more than 31 points is burst, and must start his string anew; all that he makes in excess of 31 points count on his new string, and the next player plays. BILLIARD TEXT BOOKS. _=American Game=_:-- Modern Billiards, Brunswick-Balke-Collender Co.
The ring then sing the ninth, tenth, eleventh, and twelfth verses. When all have chosen, if any lad is left without a partner, the last verse is sung. The version recorded by Chambers is similar in action, but there are some important differences in detail. The centre child acts as mistress of the ceremonies. The ring of children dance round her, singing the verses. At the end of the first line of the second verse they all courtesy to her, and she returns the compliment. At the conclusion of this verse she selects a girl from the ring and asks her her sweetheart s name, which is imparted in a whisper. Upon this the child in the centre sings the third verse, the ring dancing round as before. If the ring approves her choice, they sing the fourth verse as in the Biggar version, and if they disapprove, the fifth. Chambers does not say whether another child is selected, if this is the case; but it is probable, as he says, the marriage is finally concluded upon and effected by the ring singing the verses which follow.