_=10.=_ If the dealer reshuffles the pack after it has been properly cut, he forfeits five counters to the current pool. _=11. Dealing Before the Draw.=_ After the age, [the player on the dealer’s left,] has put up the amount of the blind, the dealer distributes the cards face down, one at a time, in rotation, until each player has received five cards. _=12.=_ The deal passes to the left, except in jack pots, when it may be agreed that the same dealer shall deal until the pot is opened. _=13. Misdealing.=_ A misdeal does not lose the deal; the same dealer must deal again.
_=Changing Partners.=_ At all but the head table the partners that progress to the next table divide, the lady who has just lost at each table retains her seat, and takes for her partner the gentleman who has just arrived from the table below. At the head table the newly arrived pair remain as partners; but at the booby table the players who have just arrived from the head table divide. All being seated, they cut for the deal, and play is resumed until the next bell tap. _=Ties.=_ In case of ties in points at any table when the bell taps, those having won the most tricks on the next hand are declared the winners. If that is also a tie, the ladies cut to decide it, the lowest cut going up. In cutting, the ace is low, and the jack ranks below the Queen. _=Prizes.=_ Six prizes are usually provided for large companies.
Miss Thoyts says the young man raises his hat when he embraces the young woman of his choice. To throw (or fling) the handkerchief is a common expression for an expected proposal of marriage which is more of a condescension than a complimentary or flattering one to the girl. Kiss in the Ring is probably a relic of the earliest form of marriage by choice or selection. The custom of dropping or sending a glove as the signal of a challenge may have been succeeded by the handkerchief in this game. Halliwell, p. 227, gives the game of Drop Glove, in which a glove is used. For the use of handkerchiefs as love-tokens see Brand, ii. 92. See Drop Handkerchief, French Jackie. Kit-Cat A game played by boys.
In play, every card led, whatever its value, counts one, and winning the trick counts one also. The last trick counts two, and the capot forty. Pic and repic are reckoned as in the ordinary game. _=Scoring.=_ Instead of playing 100 points up, six deals is a game, each player dealing three times. The lower score is then deducted from the higher, and 100 points added to the difference to determine the value of the game, which is usually played for so much a point. If the result of the six deals is a tie, two more deals must be played. If they also result in a tie, the game is void. _=Rubicons.=_ If either or both players fail to reach 100 points in the six deals, the one having the most is the winner, and adds to his own score all the points made by the loser, with 100 in addition for game.
Can you dance looby, looby, Can you dance looby, looby, Can you dance looby, looby, All on a Friday night? You put your right foot in, And then you take it out, And wag it, and wag it, and wag it, Then turn and turn about. --Addy s _Sheffield Glossary_. VII. Here we dance luby, luby, Here we dance luby light, Here we dance luby, luby, All on a Wednesday night. --Ordsall, Nottinghamshire (Miss Matthews). VIII. Here we go lubin loo, Here we go lubin li, Here we go lubin loo, Upon a Christmas night. --Epworth, Doncaster (C. C. Bell).
The same game is called _Harry Hurcheon_ in the North of Scotland, either from the resemblance of one in this position to a _hurcheon_, or hedge-hog, squatting under a bush; or from the Belg. _hurk-en_ to squat, to _hurkle_.--Jamieson. See Cobbler s Hornpipe, Cutch-a-Cutchoo. Curly Locks [Music] I. Curly locks, curly locks, Wilt thou be mine? Thou shalt not wash dishes Nor yet feed the swine; But sit on a fine cushion And sew a fine seam, And feed upon strawberries, Sugar and cream. --Earls Heaton (Herbert Hardy). II. Bonny lass, canny lass, Wilta be mine? Thou s nowder wesh dishes Nor sarra the swine: But sit on thy crippy, &c. --Dickinson s _Cumberland Glossary_.
| -- | -- | -- | | 7.| -- | -- | -- | | 8.| -- | -- | -- | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|One go rush and the | -- | -- | | |other go hush. | | | |13.| -- |Give a gold ring and a|A guinea gold ring and| | | |silver watch. |a silver pin.
_ +---+---+---+---+---+---+---+---+ | | | | | 8 | | 1 | | +---+---+---+---+---+---+---+---+ | | | | 7 | | | | 2 | +---+---+---+---+---+---+---+---+ | | | | | | ♞ | | | +---+---+---+---+---+---+---+---+ | | | | 6 | | | | 3 | +---+---+---+---+---+---+---+---+ | | | | | 5 | | 4 | | +---+---+---+---+---+---+---+---+ | | 1 | | | | | | | +---+---+---+---+---+---+---+---+ | | | 2 | | | | | | +---+---+---+---+---+---+---+---+ | ♞ | | | | | | | | +---+---+---+---+---+---+---+---+ ] The peculiarity of the Knight’s move is that it is not retarded by other pieces, because the Knight can jump over them, a privilege which is not given to any other piece on the board. In Diagram No. 5, for instance, the Knights have been legitimately moved, but no other piece could be moved until the Pawns had made way for it. [Illustration: _No. 5._ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | ♘ | | | ♘ | | | +---+---+---+---+---+---+---+---+ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | +---+---+---+---+---+---+---+---+ | ♖ | | ♗ | ♕ | ♔ | ♗ | | ♖ | +---+---+---+---+---+---+---+---+ ] There are one or two peculiar movements which are allowed only under certain conditions. One of these is _=Castling=_. If there are no pieces between the King and the Rook, and neither piece has been moved, the King may be moved two squares toward the Rook, and at the same time the Rook may be brought round to the other side of the King. The movement must be made with both hands, each manipulating a piece. In the position shown in Diagram No.
The pulling of the hands backwards and forwards may be taken to indicate the raising of water from a well. If this is conceded, the incidents might be grouped as follows:-- (1.) Drawing of water from a well. (2.) For a devotee at the well. (3.) Collecting flowers for dressing the well. (4.) Making of a cake for presentation. (5.
In games where one player gives the odds of a piece, or “the exchange,” or allows his opponent to count drawn games as won, or agrees to check-mate with a particular man, or on a particular square, he has the right to choose the men, and to move first, unless an arrangement to the contrary is agreed to between the combatants. II. When the odds of Pawn and one move, or Pawn and more than one move are given, the Pawn given must be the King’s Bishop’s Pawn when not otherwise previously agreed on. III. When a player gives the odds of his King’s or Queen’s Rook, he must not Castle (or more properly speaking leap his King) on the side from which the Rook is removed, unless before commencing the game or match he stipulates to have the privilege of so doing. IV. When a player undertakes to give check-mate with one of his Pawns, or with a particular Pawn, the said Pawn must not be converted into a piece. V. When a player accepts the odds of two or more moves, he must not play any man beyond the fourth square, _i.e.