=_ The cards cut, the banker takes a convenient number of them in his hand, or better, spreads them face downward on the table, and slips off the top card, giving it to the player next him on the right, face down. The next card he gives to the player on his left, and the next to himself. He gives another card to the right, to the left, and to himself, and then the players take them up and examine them. Ten cards must remain in the stock for the last deal. _=Irregularities.=_ After the first card is dealt no bets can be made or changed. The cards must be so held that they shall be at all times in full view of the players. Any card found faced in the pack is thrown in the waste basket. Any card once separated from the pack must be taken. If neither of the players want it, the dealer must take it himself.
This is to force players to bet on their hands. If a bet is made, the calling and raising proceeds as in Draw Poker. When there are not enough cards to supply the players, the discards must be gathered, shuffled, and cut. Any player with too many or too few cards must abandon his hand as foul. Any player showing his cards must abandon his hand, and forfeit four counters to the pool. The general laws of Poker governing all irregularities may be applied to Ambigu; but it must be remembered that the French are very much averse to penalties of all kinds, and if an error can be rectified without doing an injustice to any player, it is usual to set things right in the simplest manner possible. _=Value of the Hands.=_ There are seven combinations of value in Ambigu, which rank in the following order, beginning with the lowest:-- _=The Point.=_ The total number of pips on two or more cards of the same suit. A single card does not count for the point.
If a player calls his partner’s attention to the fact that they are at the bridge, both lose their right to order up. _=ASSISTING.=_ The dealer’s partner usually assists on plain-suit cards, such as two aces, rather than on trumps. The score and the turn-up trump will often be a guide as to whether or not to assist. For instance: If the score is 1 all, or to 2 to 1, and a bower is turned, it is rarely right to assist, because it prevents the dealer from playing alone. If the partner has good suit cards, they may be useful to make a march; if he has strong trumps, especially if sure of three tricks, he should play alone, instead of assisting. If the score is 3 in the dealer’s favour, he does not need a lone hand to win the game, and with two reasonably certain tricks in his own hand the dealer’s partner should assist, as they may win the game by a march. If the dealer’s side is at the bridge, the score being 4 to 1 or 4 to 0 in their favour, and the eldest hand passes, the dealer’s partner must be on the alert to prevent the pone from placing a lone hand. He should assist unless a bower is turned, or he has it himself, or holds such cards that, combined with the turn-up, he is sure of a trick. For instance: The dealer’s partner has the King and two other trumps, and the ace is turned.
She was half dead with fatigue, but he could feel the beat of her heart, could listen to her panting, and he grasped the grateful edge of a thanks reaching from her mind to his. THE SCORE They put him in the hospital at Caledonia. The doctor was friendly but firm. You actually got touched by that Dragon. That s as close a shave as I ve ever seen. It s all so quick that it ll be a long time before we know what happened scientifically, but I suppose you d be ready for the insane asylum now if the contact had lasted several tenths of a millisecond longer. What kind of cat did you have out in front of you? Underhill felt the words coming out of him slowly. Words were such a lot of trouble compared with the speed and the joy of thinking, fast and sharp and clear, mind to mind! But words were all that could reach ordinary people like this doctor. His mouth moved heavily as he articulated words, Don t call our Partners cats. The right thing to call them is Partners.
Always lead from the weak hand to the strong if the suit is not already established. 2. Play for the suit in which you have the greatest number of cards between the two hands, because it will probably yield the greatest number of tricks. 3. If two suits are equal in number, play for the one in which you have the greatest number of cards massed in one hand. That is, if you have two suits of eight cards each, select the one that has six of those cards in one hand, in preference to the suit with four in each hand. 4. Everything else being equal, play for the suit which is shown in the Dummy, so as to conceal from the adversaries as long as possible the strength in your own hand. A suit is said to be _=established=_ when you can win every remaining trick in it, no matter who leads it. As it is very important that the hand which is longer in the suit should be able to lead it without interruption when it is established, good players make it a rule always to _=play the high cards from the shorter hand=_ first, so as to get out of the way.
B and C pass, and D antes two counters. The dealer, E, says: “I pass for a jack.” A then puts up three counters, one of which is added to his blind, the other two paying D’s ante in the ensuing jack. D takes down his two counters, and the cards are redealt. This cannot be done if more than one player has anted, nor if the ante has been raised or the blind straddled. In the example just given, had D raised the ante to five counters and E passed, the age would have had to put up four more white counters and draw cards, or allow D to win his blind. _=Progressive Jacks.=_ In some localities it is the custom to make the pair necessary to open a jack pot progress in value; Jacks or better to open the first round; Queens the next; then Kings; then Aces; and then back to Kings, Queens, and Jacks again. This is very confusing, and is not popular. _=Fattening Jacks.
--Robinson s _Mid Yorkshire Glossary_. Namers and Guessers Any number of players can play this game. Two are chosen, the one to be Namer, and the other Guesser or Witch. The rest of the players range themselves in a row. The Guesser retires out of sight or to a distance. The Namer then gives each player a secret name. When names have been given to all the players, the Namer calls on the Guesser to come, by saying-- Witchie, witchie, yer bannocks are burnin , An ready for turnin . Whereupon he approaches, and the Namer says-- Come, chois me out, come, chois me in, to ---- (naming one by the assumed name). The players all shout, Tack me, tack me, repeatedly. The Witch points to one.
The lady replies, and retires further away. The lover then falls on the ground and says the next line. As this is said the good fairy appears, touches the fallen lover with her hand, and he is immediately well again. (_c_) This is a curious game, and is perhaps derived from a ballad which had been popular from some more or less local circumstance, or more probably it may be a portion of an old play acted in booths at fair times by strolling players. It is not, as far as I can find out, played in any other counties. The lines-- Over the water at the hour of ten, I ll meet you with five thousand men; Over the water at the hour of five, I ll meet you there if I m alive, are portions of a dialogue familiar to Mr. Emslie, and also occur in some mumming plays. It may also be noted that the curing of illness or death from a stab is an incident in these plays, as is also the method of playing. The first lines are similar to those of Lady on the Mountain, which see. Lag A number of boys put marbles in a ring, and then they all bowl at the ring.
What are the odds against one of these dice being an ace? A person unfamiliar with the science of probabilities would say that as two numbers must come up, and there are only six numbers altogether, the probability is 2/6, or exactly 2 to 1 against an ace being thrown. But this is not correct, as will be immediately apparent if we write out all the 36 possible throws with two dice; for we shall find that only 11 of the 36 contain an ace, and 25 do not. The proper way to calculate this is to take the chances against the ace on each die separately, and then to multiply them together. There are five other numbers that might come up, and the fraction of their probability is ⅚ × ⅚ = 25/36, or 25 to 11 in their favour. Take the case of three dice: As three numbers out of six must come up, it might be supposed that it was an even thing that one would be an ace. But the possible throws with three dice are 6 × 6 × 6 = 216; and those that do not contain an ace are 5 × 5 × 5 = 125; so that the odds against getting an ace in one throw with three dice, or three throws with one die, are 125/216, or 125 to 91 against it. To find the probability of getting a given total on the faces of two or three dice we must find the number of ways that the desired number can come. In the 36 possible throws with two dice there are 6 which will show a total of seven pips. The probability of throwing seven is therefore 6/36, or 5 to 1 against it. A complete list of the combinations with two dice were given in connection with Craps.
If B has one, it must fall to this trick. He cannot have both, for A drew only two cards. If A has both, Y must catch his Pedro, no matter how A plays; and as long as Y does not get into the lead himself, he cannot lose his own Pedro. At trick 5, A naturally places the Pedro with Z, as Y did not save it on the King, and it is perfectly natural for A to trump with his Pedro, intending to lead the Ten to catch Z’s. A-B score nothing, not having made good their bid. Y-Z score Right and Left Pedro, and Low, 11 points; adding the 8 points bid but not made by A-B, 19 altogether. CINCH LAWS. _=Formation of Table.=_ A cinch table is complete with six players. If more than four assemble, they cut for preference, the four highest playing the first game.
I have occasionally seen them made upon a framework of hoop iron something in the form of a crown, with a socket at the bottom to hold a lighted candle. Brand (ii. 15) also describes how in Ireland men and women dance round about a bush in a large ring on the Patron Day. Newell (_Games_, p. 86), gives this game, and also mentions one in which barberry bush is named. The tune in all versions is the same. See Merry ma-tansa, Nettles. Munshets or Munshits Is played by two boys as follows:--One of the boys remains at home, and the other goes out to a prescribed distance. The boy who remains at home makes a small hole in the ground, and holds in his hand a stick about three feet long to strike with. The boy who is out at field throws a stick in the direction of this hole, at which the other strikes.