Any player with a pair, or three of a kind, wishing to bet on them, puts as many counters as he pleases into the centre pool, and any player willing to bet against him must put in a like amount. There is no raising these bets, and the players in order to the left of the dealer have the first say as to betting, or passing. The higher pair wins. Threes beat pairs, and four of a kind is the best hand possible. This pool settled, the play of the cards follows. Eldest hand leads any card he pleases and each in turn to the left must follow in sequence and suit, playing the 10 on the 9, the J on the 10, etc., until the K is reached. The player who has the King, or the highest card, if the King is in the stock, starts again with any card he pleases. Any player who cannot continue the sequence in his turn must pass that round. As soon as one player gets rid of his last card the game is at an end and every player at the table must pay him a counter for each card held.
10. The checks are first arranged three in a line, touching each other, and the fourth placed at the top of that at one end of the row. This is called the Cradle. It has to be taken down check by check, and if, in taking one, another is moved, the player is out. 11. Like the last, but the checks are put one above another to make a Chimney. 12. Called the Dish-clout--I know not why, unless it be that it wipes up the game. The movement used in taking up the checks is thus described:-- Take hold of the sleeve of the right hand with the left; throw up the ball, and twist your right hand underneath and over your left, and catch the ball. With the hand still twisted throw up the ball and untwist and catch it.
_=Neuf=_. Nine tricks in petite. _=Neuf en petite=_. Nine tricks in belle. _=Neuf en belle=_. Little spread. _=Petite misère sur table=_. Grand spread. _=Grand misère sur table=_. _=METHOD OF BIDDING.
A wins 240 from B and 256 from C; while B wins 16 from C. _=BRIDGE FOR TWO.=_ Sometimes called “_=Chinese Bridge=_.” The dealer gives his adversary four cards face down, and then deals four to himself, also face down. He then distributes the remainder of the pack by dealing to his adversary and himself alternately, one card at a time, keeping them separate from the first four. Without lifting or looking at any of these twenty-two cards, each player places eleven of them in two rows, face down, and then the other eleven on the top of the first, but face up. This gives each player eleven cards face up on the table, covering eleven face down under them, and a separate hand of four cards. The dealer looks at his four cards, without showing them to his adversary, and after due consideration of what he sees on the table, declares. His adversary can double if he likes, or he can simply play a card. Tricks and honours count as in the ordinary rubber.
A | A | A | A | A | A | W X | Y Z | W Y | X Z | X Y | W Z | B | B | C | C | D | D | | | | | | | 1st. | 2nd. | 3rd. | 4th. | 5th. | 6th. | | | | | | | Y | W | X | W | W | X | C D | C D | B D | B D | B C | B C | Z | X | Z | Y | Z | Y | If more than four players are engaged on each side, this arrangement must be repeated with every additional four; the tables being always in sets of two each, but in such cases, and in fact in anything but League matches, it is usual to play only the 1st, 3rd and 5th sets. _=CLUB AGAINST CLUB.=_ The smaller club should put into the field as many multiples of four as it can; the larger club presenting an equal number to play against them. The opposing sides are then so arranged that half the members of each club sit North and South, the other half East and West.
=_ The successful bidder has the first lead, and whatever card he plays, whether by mistake or not, is the trump suit for that deal. After that, the winner of the trick may lead any suit he pleases. A player must follow suit in trumps if he is able to do so; but in a plain suit he may trump if he chooses, although holding a card of the suit led. If he does not trump, he must follow suit if he can. If he has none of the suit led, he may trump or discard as he pleases. The highest card played of the suit led wins the trick, and trumps win all other suits. _=Scoring.=_ At the end of the hand the various players claim the points made, and score them by placing white counters in the pool. If the bidder makes any points in excess of the number bid, he scores them. The first player to get rid of his seven white counters wins the pool, and takes down all the red counters it contains.
The game begins anew with another boy as Tod.--Keith (Rev. W. Gregor). See Bull in the Park, Frog in the Middle. Fox in the Hole All the players are armed with handkerchiefs. One of the players is chosen for Fox, who has his den marked out. The Fox hops out on one leg, with his handkerchief ready to strike. The players gather round him and attack him. If he can strike one of his assailants without putting his foot to the ground from his hopping position, the player so struck is chased by the others into the den, and he then becomes the Fox for another round of the game.
2, he puts down two pins; if No. 3, he says Lave all, and neither takes nor gives; if No. 4, he picks up one. The sides are considered to bear the names, Flush, Put doan two, Lave all, Sam up one. It has been suggested that the name Lawrence may have arisen from the marks scored on the instrument, not unlike the bars of a gridiron, on which the saint perished.--_Easthers s Almondbury Glossary._ See Teetotum. Leap Candle The young girls in and about Oxford have a sport called Leap Candle, for which they set a candle in the middle of a room in a candlestick, and then draw up their coats into the form of breeches, and dance over the candle back and forth, saying the words-- The taylor of Bicester he has but one eye, He cannot cut a pair of green galagaskins If he were to die. This sport, in other parts, is called Dancing the Candlerush (Aubrey s _Remaines of Gentilisme and Judaisme_, p. 45).
You re a TK bruiser, he said, impressed. If you hit Barney s eyes like that, he s a Blind Tom for fair. Hardly, I sniffed. You ought to know that no respectable TK would lay a lift on a retina. I just squeezed off a couple of small arteries. He s back in business already, I d say. Had I mentioned the rustic _decor_ of the Sky Hi Club? When Las Vegas had deteriorated to the point where it would turn most stomachs, the better clubs migrated up among the tall pines, along the shores of Lake Tahoe. And in place of the dated chromium glitter of Vegas, they had reached way back to the Good old days for styling. The Sky Hi Club was typical. The outside was all hand-hewn logs.
All must cut from the same pack. If a player exposes more than one card, he must cut again. Drawing cards from the outspread pack may be resorted to in place of cutting. SHUFFLING. 8. Before every deal, the cards must be shuffled. When two packs are used, the dealer’s partner must collect and shuffle the cards for the ensuing deal and place them at his right hand. In all cases the dealer may shuffle last. In _=Boston=_ and in _=Cayenne=_, two packs must be used; and in Boston there must be no shuffling of either pack after the first deal. 9.
If B’s hand is better than C’s, B takes the sight pool. _=FREEZE OUT.=_ This might be called a variety of table stakes. At the start, each player is supplied with an equal number of counters; but no one is allowed to replenish his stock, or to withdraw or loan any part of it. As soon as any player has lost his capital he is decavé, or _=frozen out=_, and must permanently retire from the game. The other players continue until only one remains, who must of course win everything on the table. This is not a popular form of Poker, because it is sometimes a long time before a player who is frozen out can get into a game again. _=SHOW-DOWN POKER.=_ This is a variety of draw poker, in which each player takes the five cards dealt to him and turns them face up so that all the other players can see them. Each player discards and draws in turn, eldest hand first.
Minor irregularities will be found provided for in the laws. The cards being dealt, each player sorts his hand to see that he has the correct number, thirteen; and the player or players keeping the score should announce it at the beginning of each hand. _=STAKES.=_ In auction, the stake is a unit, so much a point. The number of points won or lost on the rubber may be only two or three, or they may run into the hundreds. The average value of a rubber at auction is about 400 points. Any much larger figure shows bad bidding. In straight bridge the average is about 180. In settling at the end of the rubber, it is usual for each losing player to pay his right-hand adversary. _=MAKING THE TRUMP.
They will give the intelligent reader a far better idea of the encounter than any so-called fine writing can do. The original advance of the enemy was through the open country behind Firely Church and Hook s Farm; I sighted him between the points marked A A and B B, and his force was divided into two columns, with very little cover or possibility of communication between them if once the intervening ground was under fire. I reckoned about 22 to his left and 50 or 60 to his right. [Footnote: Here again the gallant gentleman errs; this time he magnifies.] Evidently he meant to seize both Firely Church and Hook s Farm, get his guns into action, and pound my little force to pieces while it was still practically in the open. He could reach both these admirable positions before I could hope to get a man there. There was no effective cover whatever upon my right that would have permitted an advance up to the church, and so I decided to concentrate my whole force in a rush upon Hook s Farm, while I staved off his left with gun fire. I do not believe any strategist whatever could have bettered that scheme. My guns were at the points marked D C E, each with five horsemen, and I deployed my infantry in a line between D and E. The rest of my cavalry I ordered to advance on Hook s Farm from C.
| -- | -- | |22.|Last to stoop down |We ll all cow down | | |shall be married. |together. | |23.| -- | -- | |24.| -- | -- | |25.|He came to inquire, |They shall be married | | |down she came, so off |with gold ring. | | |with glove and on with| | | |ring, to-morrow the | | | |wedding begins. | | |26.| -- | -- | |27.
If any player lead out of turn, and the three others have followed him, the trick is complete, and the error cannot be rectified; but if only the second, or the second and third, have played to the false lead, their cards, on discovery of the mistake, are taken back; there is no penalty against any one, excepting the original offender, whose card may be called, or he, or his partner, when either of them has next the lead, may be compelled to play any suit demanded by the adversaries. 64. 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.
The Congleton version is evidently incomplete. +----+----------------------+----------------------+----------------------+ | No.| Scotland (Chambers). | Lanarkshire. | Biggar. | +----+----------------------+----------------------+----------------------+ | 1.|A-dis, a-dis, a green |A-dis, a-dis, a green |A dish, a dish, a | | |grass. |grass. |green grass. | | 2.
| -- | -- | | 17.|..... anything. | -- | -- | | 18.| -- | -- | -- | | 19.|For a pretty lass.
Y passes and B says, “Two no trumps.” As will be explained presently, doubling does not affect the value of the declaration in bidding, so two no trumps, worth 20, over-calls three clubs. Z, A and Y all pass, so two no trumps becomes the winning declaration and B is the declarer, A being the dummy, with Z to lead for the first trick. In this example, had the bid been left at three clubs, doubled or not, that would have been the winning declaration, and the partner who first named that suit, Y, would be the declarer, Z being the dummy, although Z actually made the highest bid. It is only when the two players that have both named the winning suit are not partners that the higher bidder becomes the declarer. _=DOUBLING.=_ No player may double his partner, but he may redouble an opponent who has doubled. All doubling must be strictly in turn, like any other bid. Doubling does not affect the value of the bids, but simply doubles the value of the tricks or penalties when they are scored at the end of the hand. Suppose A bids two royals and Y doubles.
It is then worth 30 if won; 60 if lost. _=Passt-mir-nicht tournées all lose double if they fail=_, but win the usual number of points if they succeed. _=Multipliers.=_ The foregoing are simply the standard counting values of these various games. In calculating the actual value of a player’s game, in order to see how much he may safely offer in the bidding, and how much he would win if successful in his undertaking, these standard values are multiplied as follows:-- Five classes of games are recognized, beginning with the lowest, in which the player gets the necessary 61 points, but does not make his adversaries schneider. This is simply called “game,” and as it must always be either won or lost, it is a constant factor. The value of the game is 1, and each better game is numbered in regular order, the five varieties being as follows: The Game, 1. Schneider, 2. Schwarz announced or Schwarz, 3. Schwarz after announcing Schneider, 4.
Spares--A spare is credited whenever a player clears the alley with the first and second ball. Breaks--A break is charged to a player at all times when neither a strike nor spare is made. The Ball--The ball shall not exceed 5½ inches in diameter in any direction, but smaller balls may be used. A FEW DON’TS. Don’t try to learn in a day. Don’t use too much speed at first. Don’t grip the ball too tight. Don’t loft the ball. Don’t play the side ball until you have mastered the centre delivery. Don’t swing the ball more than once before delivering it.
=_ Among the very large number of works on Chess there is abundant room for choice, but the following works are considered standard authorities on the game:-- Freeborough’s Chess Openings, 1896. Cook’s Synopsis. Minor Tactics of Chess, by Young and Howell. Modern Chess Instructor, by W. Steinitz. Common Sense in Chess, by E. Lasker. Walker’s Treatise on Chess, 1841. Handbuch des Schachspiels. Lehrbuch des Schachspiels, by J.
The swabbers were the heart ace, club jack, and the ace and deuce of trumps. The players to whom these cards were dealt were entitled to a certain share of the stakes or payments, independent of the play for tricks and honours. This variety of the game did not long remain in favor, but gave way to make room for one of the most important changes, the restoration of the deuces to the pack, which introduced the feature of the odd trick. This took place early in the last century, and seems to have so much improved the game that attention was soon drawn to its possibilities for scientific treatment. About this time whist was taken up by a set of gentlemen who met at the Crown Coffee House in Bedford Row, London; chief among whom was Sir Jacob de Bouverie, Viscount Folkestone. After considerable experiment and practice this little whist school laid down the principles of the game as being: “to play from the strong suit; to study the partner’s hand; never to force partner unnecessarily, and to attend to the score.” It is generally believed that Edmond Hoyle was familiar with the proceedings of this set, and on their experiences based his celebrated “Short Treatise on the Game of Whist,” which was entered at Stationers’ Hall in London Nov. 17, 1742. The only works previous to Hoyle touching upon whist were the “Compleat Gamester” of Cotton, which first appeared in 1674, and the “Court Gamester,” of Richard Seymour, 1719. One of Hoyle’s great points was his calculation of the probabilities at various stages of the rubber.
Again; A has 180, B has 142. A wins the difference in the scores, 38 + 100 = 138 altogether. TEXT BOOKS. Jeux de Cartes, by Jean Boussac. Académie des Jeux, by Van Tenac. Académie des Jeux, by Richard. Règles de tous les Jeux, by Dreyfous. Bohn’s Handbook of Games. Piquet, and Rubicon Piquet, by Berkeley. Laws of Piquet, by “Cavendish.
How many pounds will set him free? Three hundred pounds will set him free. The half of that I have not got. Then off to prison he must go. --Crockham Hill, Kent (Miss E. Chase). (_b_) This game is now generally played like Oranges and Lemons, only there is no tug-of-war at the end. Two children hold up their clasped hands to form an arch. The other children form a long line by holding to each other s dresses or waists, and run under. Those who are running under sing the first verse; the two who form the arch sing the second and alternate verses. At the words, What has this poor prisoner done? the girls who form the arch catch one of the line (generally the last one).
, 1895; May, 1895; July, 1895; Oct., 1895. THE LAWS OF DUPLICATE WHIST. _The Laws of Duplicate Whist as Amended and Adopted at the Whist Congress, Niagara Falls, New York, July, 1900; as amended at the Twelfth Congress, June, 1902; as amended at the Thirteenth Congress, July, 1903; Fourteenth A.W.L. Congress, July, 1904; Fifteenth Congress, July, 1905; Sixteenth Congress, July, 1906; Twentieth Congress, July 1910._ DEFINITIONS. The words and phrases used in these laws shall be construed in accordance with the following definitions unless such construction is inconsistent with the context: (a) The thirteen cards received by any one player are termed a “hand.” (b) The four hands into which a pack is distributed for play are termed a “deal;” the same term is also used to designate the act of distributing the cards to the players.