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The Liberties of London (Red Ned Tudor Mysteries)

Page 14

by Gregory House


  This grudgingly revealed information though, caused its own concerns. Earless Nick’s luring of Walter was some months old. The self proclaimed Master of Masterless men had spent a considerable amount of time first courting, then tempting and training Walter. Ned was forced to question, why so much effort? Was the return really worth the investment, or did Nick Throckmore move at another’s behest as he may have hinted? Ned put that from his present thoughts. This was the Christmas season. For at least a week he’d like a break from the rigours of treachery, betrayal and the conspiring of the Court.

  There was also one minor but urgent detail to arrange on the morrow. He had to give Joseph, the tavern pot boy, three shillings. The lad had played his part well, though until Walter’s vessel actually sailed, it would be prudent to line up several more ‘agents’ for his reluctant charge to bribe. Ned had some dozen rasps and files at hand, and the coin made useful wagering in his card games with Walter. Now if only Lady Fortuna would grant him similar luck with Mistress Black. Ned gave another sigh and settled into the warm bed and smiled. There was still all winter to pursue that quarry. After all, she had to give up on revenge sometime…didn’t she?

  ***

  Tudor Pastimes

  A number of games that the people of the Tudor period played would be very familiar to us. Hazard was a very common dicing game and some historians believe it is the origin of the phrase ‘To Chance a Hazard’ which comes down to us as meaning to undertake a risky venture. The following section on dicing and the card game Ruff and Honour was sent to me by my old friend, and historical consultant, the Very Reverend Robinson, Witch finder General and Corporal of Pike for The Green Regiment of the London Trayned Bandes www.theroutiers.org

  Have played this for years, at the Routier’s taverns and events, it can be a lot of fun, though as hardened tosspots and tavern measles, they recommend you keep the stakes modest or else you’ll loose your purse to more skilful (or sober) players.

  Rules for Hazard (Dicing)

  The players of Hazard placed side bets amongst themselves, "laying" and "taking" the odds as to whether the "caster's" or "fader's" point would be thrown first. Since the odds against a 6 being thrown first before a 5 are different from those of a 5 being thrown before a 7 or a 9 before a 10, etc. Therefore the expert Hazard player had to have a remarkable memory and a very clear head. This fact, along with the action of the game, shows that it was a fast paced game.

  All bets, whether with the "caster" (thrower), are to be placed upon the playing area within a circle designated for that purpose. After this is done, if the "caster" agrees to it, he knocks the box that contains the dice upon the table at the person's money with whom he intends to bet (or if no box is used he simply mentions at whose money he is going to throw.) Modern craps players will note that this is just the opposite of what is now done in craps.

  The player who takes the box and dice must throw either:

  a) 5, 6, 7, 8, or 9

  b) If he failed to do so on the first "cast", he had to continue "casting" until it did appear.

  c) Once one of those numbers came up, it became the "fader's" point.

  If, when trying to throw a point for himself, the "caster" threw either:

  a) 2 or 3, no matter what the "fader's" point was

  b) 11 when the "fader's" point was 5, 6, 7, or 9

  c) 12 when the "fader's" point was 5, 7, or 9

  These were called "outs" (called craps today), and the "caster" lost his stakes.

  If, when trying to throw for their own point, the "caster" threw either:

  a) The "fader's" point

  b) 12 when the "fader's" point was 6 or 8

  c) 11 when the "fader's" point was 7

  It was called a "nick" (called a natural today), and the "caster" won.

  If, when trying to make his point, the "caster" did not throw either a "nick" or an "out" (natural or crap), the number thrown became the "caster's" point. The "caster" then continued to throw until he either threw his own point, which won for him, or until he threw the "fader's" point, which lost for the shooter.

  ‘Honours’ or Ruff and Honours

  This game was first mentioned in 1522 in a sermon as a game of the devil leading to sin and debauchery, which considering its complexity and popularity amongst the denizens of gaming houses, stews and gatherings of ‘gentlemen’ is probably a fair assessment. However like Hazard it is not a game for simpletons, drunkards and the numerically challenged, any player who wanted to win or at least leave with his shirt had to keep track of cards and odds.

  Objective

  Four players play the game. Scoring is one point for every trick taken over six tricks. At least two hands must be played to win the game since the most points that may be scored in a single hand is eight. Play proceeds until nine points are scored by a team.

  Starting

  The two games are played in a similar fashion: for Ruff & Honours, 52 cards are used, with 12 cards being dealt to each player. The top card of the remaining four is turned over to determine the trump suit. In Honours, 48 cards are used; all twos are discarded. The final card dealt to the dealer is turned over to determine trump.

  Play

  The player with the ace of trump declares "I have the honour" and then asks her/his partner "Have ye?" If the team has three of the four honour cards (ace, king, queen, jack) they score one point. If they have all four they score 2 points.

  Play begins with the person to the dealers left. The player leads a card and all other players follow suit if possible. A player who cannot follow suit may play any card. The trick is won by the highest played card (trump or highest played in suit lead).

  The winner of each trick leads the next.

 

 

 


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