Wednesday, September 28, 2011

Rules of Glic

By THL Colyne Stewart

Glic was a game in 15th and 16th C. France with English and German variants. This is the variant that has sprung up in Ealdormere.

Set– Up

For three to six players works best. The board is laid out as on the previous two pages. On the top row is an Ace, a King, a Queen and a Jack or Valet. On the bottom row is a Ten, a King/Queen combination, a Nine/Eight/Seven combination and the Poker, Poch or Glic space. Each player starts with a number of counters. We usually play with 20—25 pennies, and 10 groats (worth four pennies each).

Phase One: Ante and Deal

Each player puts one penny on any of the compartments on the board, except for the Poker space. The dealer then deals each player four cards.

Phase Two: Sweepstakes

The deck is then cut and whatever suit is revealed is Trump. If anyone has a card in Trump that matches one of the compartments on the board, they win any coins/counters on that compartment. For instance, if a six of hearts is turned up, and I have the Queen of Hearts, I show that card and take all coins on the Queen compartment. If you have the King and Queen, you get the King, Queen, and the King-Queen combination (or marriage). Because the chances of getting a Nine-Eight-Seven combination is unlikely, Ardchreag also allows a flush to take the coins on this compartment.

Phase Three: Poker

Starting with the player to the left of the Dealer, players place bets on the Poker compartment. Winning hands are in the following order: Four of a Kind, Three of a Kind, Two Pairs, One Pair, high Card. In case of a tie, the hand with the highest card in the Trump suit wins. The winner takes all the coins from the Poker compartment.

Phase Four: Countdown

The player who wins the Poker round begins the Countdown by placing a card on the table. Each subsequent player, if they are able, place a card on top trying not to exceed 31. Face/Court cards count as 10 and an Ace is 1. If a player cannot play without going over 31 play proceeds to the next player. The last player to be able to play is given a penny by all the other players, and then begins a new Countdown. When a player runs out of cards all other players must pay them a penny for every card still in their hand. If they player goes out on a 31, every other player pays him an extra penny.

Rules of Glic, by Colyne Stewart
Set– Up
For three to six players works best. The board is laid out as on the previous two pages. On the top row is an Ace, a King, a Queen and a Jack or Valet. On the bottom row is a Ten, a King/Queen combination, a Nine/Eight/Seven combination and the Poker, Poch or Glic space. Each player starts with a number of counters. We usually play with 20—25 pennies, and 10 groats (worth four pennies each).

Phase One: Ante and Deal
Each player puts one penny on any of the compartments on the board, except for the Poker space. The dealer then deals each player four cards.

Phase Two: Sweepstakes
The deck is then cut and whatever suit is revealed is Trump. If anyone has a card in Trump that matches one of the compartments on the board, they win any coins/counters on that compartment. For instance, if a six of hearts is turned up, and I have the Queen of Hearts, I show that card and take all coins on the Queen compartment. If you have the King and Queen, you get the King, Queen, and the King-Queen combination (or marriage). Because the chances of getting a Nine-Eight-Seven combination is unlikely, Ardchreag also allows a flush to take the coins on this compartment.

Phase Three: Poker
Starting with the player to the left of the Dealer, players place bets on the Poker compartment. Winning hands are in the following order: Four of a Kind, Three of a Kind, Two Pairs, One Pair, high Card. In case of a tie, the hand with the highest card in the Trump suit wins. The winner takes all the coins from the Poker compartment.

Phase Four: Countdown
The player who wins the Poker round begins the Countdown by placing a card on the table. Each subsequent player, if they are able, place a card on top trying not to exceed 31. Face/Court cards count as 10 and an Ace is 1. If a player cannot play without going over 31 play proceeds to the next player. The last player to be able to play is given a penny by all the other players, and then begins a new Countdown. When a player runs out of cards all other players must pay them a penny for every card still in their hand. If they player goes out on a 31, every other player pays him an extra penny.

Glic was a game in 15th and 16th C. France with English and German variants. This is the variant that has sprung up in Ealdormere.

Ten Thousand

By THLaird Colyne Stewart

[Since writing this article I have discovered that Ten Thousand is not a period game. It has a fake history, much like Kube and Tablero de Jesus.]

To date this has been the most popular game when I’ve held dicing classes. I know personally it has helped me pass the time on many occasions, and I carry dice in my pouch at all times should the need arise.

The oldest references to this game seem to be to a French version, Dix Mille. Called Auf die 5000 in Germany.

This game has dozens of names and variations (including Sixes, named for the number of dice used to play), including several commercial versions. Farkle is the best known modern version.

The game is played to 10000 points. A player must roll 1000 points on one turn before they can start counting points. Each turn after they have scored 1000 points they need to score at least 400 to count points for that turn. You want to roll as many 1's or 5's as possible, or at least three of a kind. A 1 is worth 100 points, a 5 is worth fifty, three of a kind is worth 100 x the number (so three sixes is 600), getting three or more 1's is worth 1000.

So player one rolls the dice. S/he then sets aside any triples or better. If they don't have any they can set aside as many 1's or 5's as they want. Any dice left over are re-rolled. If you manage to set aside all your dice you can re-roll all six and keep adding the points. If you ever make a roll where you cannot set aside a 1, 5 or triple or better, your turn is over and you score no points that turn. Play then proceeds to the next player. You can stop rolling at any time, but must have either 1,000 or 400 (depending) to score your points for that turn.

Sources

hist-games, various posts

Rules for Playing Garwolf*

By THL Colyne Stewart (MKA Todd Fischer)

(*Garwolf is a medieval term for a werewolf.)

To play Garwolf you must first insert the optional Court cards, the Garwolf. You should use three Garwolves for three-handed play, four for four-handed play. The two of Wilds should be removed for three-handed play.

The object of the game is for the Wolves of Ealdormere to hunt down the royalty (other Court/Face cards). The cards are all dealt out, then each player hands two cards to the player on his left. On the second deal, they pass to the right. On the third, each player must keep what he has. (In four-handed play, the third deal would pass across, and the fourth would be keep what’s dealt.)

The player with the three of Wilds plays first. Each player must then play a card, following suit if possible. The person who played the highest card following suit wins the trick and now has the lead.

The Garwolf is the highest card, and the Ace is low. The only instance where an Ace is high, is when it is played on a Garwolf. (This represents a hunter killing the wolf.)

You can lead with a Garwolf, but since they have no suit/are all suits any Ace could be played on them to win the trick. This said, they can be played on any trick, no matter what suit was dealt, and be the highest card. (If you want to use them as a suit, use the one in the top left corner.)

All Court cards are worth 1 point, while the Garwolf is worth 3. The first player to reach 100 points wins.

Alternate Rules

Instead of passing cards as normal, in the first hand pass no cards. In the second, the person(s) who won the most points in the preceding hand is the King, and the person(s) with the lowest points won is the Knave. The King gives two cards of choice to the Knave, while the Knave gives the King his two highest cards (in this instance, Ace is low). This repeats at the beginning of each hand, with the Knave(s) and King(s) changing depending on who gets the least and most points each hand.

Mitigati (a 3-player card game)

By Master Rufus

Mitigati is one of a series of card games which developed in Europe based on the Tarot deck (the fortune telling aspects of the deck came later).  It combines the best parts of bridge and poker, and is a lot of fun once you remember the scoring system.

The Deck

The tarot deck consists of four suits (hearts, diamonds, clubs, spades  or sometimes cups, coins, wands, and swords) of 14 cards each (1,2,3,4,5,6,7,8,9,10, page, knight, queen, king), plus a fifth trump suit of 21 cards and the fool.  The trump suit is commonly illustrated, with some decks also giving a name to each card (eg the lovers).

Scoring

Mitigati is a trick taking game.  At the end of play, each player will add up the value of the cards taken. However, knowing the value of the hand you were dealt is essential in the bidding process.

Kings, 1 of trump, 21 of trump - 5
Queens , Fool - 4
Knights - 3
Pages - 2
Every other card - 1

This provides a total of 129 points available in the deck.

There are also some additional honours points which are displayed and scored with the first card played by each player.

All four kings - 20 points from each player 
1 of trump, 21 of trump and Fool - 15 points from each player
Any four of the above 7 cards - 10 points from each player
(Any extra honours card scores an extra five points from each player)
10 or more trump (the Fool counts as a trump only if it is the 10th card) - 1 point each

For exmaple:  If a player holds 4 kings, the 1 and 21 of trump, they would score a total of 30 points from each player (20+5+5 for the two extra honours). This means they would go up 60 and each of the other players would go down 30.

The Bidding

The dealer deals out 10 cards to each player and the person to the left of the dealer will start the bidding with the bidding going clockwise. As mentioned above there are a total of 129 points available.  This means an average of 43 points per person.  As such, the bidding is done relative to 43.  For example, if I were to bid +20, that means that I believe I will capture cards worth 63 points.

Each player can bid positive, negative, zero or ask for more cards.  The bidding continues around the circle until someone asks for more cards or the total of the bids equals zero.  You may not bid higher if the bidding comes full circle, but you may lower your bid. If the total of the bids equals zero, it means that you have agreed on the value of your hands.  At this point, the score would be written down and a brand new hand would be dealt - the hand is not played out. If someone asks for more cards, five more cards are dealt and the bidding is repeated. Again, you may ask for more cards.  Another five cards are dealt and there is a final round of bidding. If there is no agreement on the score, the remaining cards are dealt out - five to each player with the dealer getting the extra three cards, and the hand is then played out. The bidding has no influence on the actual play, so feel free to bid "creatively" - bluffing is a big part of this game.


The Play

The play starts to the left of the dealer, after the dealer has picked three cards to discard (remember they had extra cards at the end of the deal). Those three cards are scored by the dealer at the end of the game.  You may not discard any kings or trump. Remember that any honours need to be declared with the first card played. Each player must follow the suit led.  The highest card takes the trick, and that player would then lead the next card. You may not play trump unless you are void in the suit led. If you do not have the suit led, you must play trump.  If you do not have any trump either, then you may play any card remaining. The exception to this is the fool, it may be played at any time, but is always scored by the person who played it, even though it can never take a trick.  If the Fool is led at the beginning of a round, the next person to the left is considered to have the "lead card".

When all the cards are played, each player scores the cards in their tricks, and the deal proceeds to the next player.

Give it a Hurl: The Sport of Hurling

By THL Colyne Stewart (May AS XXXVII)

Legends

Hurling is an ancient Irish-Gaelic game whose history is lost to myth. Some legends relate how the Celtic peoples who settled Ireland brought the game with them from Egypt. (The argument for this theory is in the article by Lady Elisabetta Maldestro, see sources.) Others assert that the game was played by the fey (faerie) folk of Ireland at least as far back as 1272 BCE. Legends tell of the Battle of Moytura, where the Tuatha de Danaan played the Fir Bolg. The Fir Bolg won, slaying the Tuatha in the process. (Indeed, fights and battles often broke out during or after hurling matches.

The great Irish hero Cuchulainn was a renowned hurler. As a boy, then called Setanta, he was a prodigy on the field, scoring many goals and allowing none. At the age of five he traveled to his uncle’s, King Conor Mac Neasa of Ulster, to join the Boy’s Corp. To pass the time he would through his ball and stick ahead of him, running and catching them before they hit the ground. Once at his uncle’s court he astounded all with his prowess and skill at the game.

During one game his uncle invited him to dine with him at the home of Culainn. Setanta agreed to come, but not until the game was done.

King Conor went on without him and as night drew near, forgot about him. When Culainn asked if all the guests had arrived, Conor said they had. Culainn then released his great hound to guard his house.

When Setanta arrived at Culainn’s he was attacked by the dog. Quickly, he shot his ball down the dog’s throat. As it choked he grabbed it by the legs and cracked its head open on the ground.

Culainn and his guests ran outside to find Setanta standing over the corpse of the dog. Culainn was grieved to have lost his dog, and to make amends Setanta said he would guard the house until a new dog could be found. He then received the name of Cuchulainn—Hound of Culainn.

(Cuchulainn is sometimes said to be the son of the Irish god, Lugh. This is interesting as Lugh is also associated with games. Amongst other things, he is credited with creating the game Fitchneal.)

History

The first written account of hurling is in the Brehon Laws of either the 5th, 7th or 8th Centuries (sources differ). The Laws set out hurling as a manner of warfare by which to settle disputes. These games could have hundreds of players and were often violent. The Laws actually set out the compensation owed to the family of a man killed at hurling.

Eventually the game became a bit more civil (a bit) and became a sport instead of ‘warfare’. Proper matches were known as fianchluiche, while casual games were ruidilse cluche.

Many, many times events and circumstances have attempted to kill hurling, but it has proven to be a very tenacious sport.

In 1366 the Statutes of Kilkenny were passed to prevent the Anglo-Normans from picking up Irish habits and culture. That meant no hurling (or ‘hokie’ as it was there called). The Irish instead turned to Gaelic Football.

Hurling was revived in the 18th Century where it was popular up to the time of the Great Famine.

Standing on the brink of oblivion, hurling was finally rescued for good in 1884 with the forming of the Gaelic Athletics Association (GAA). The GAA established leagues and tournaments and is still in operation today.

Over the years, hurling is credited as being the parent-sport of shinty (Scotland), gold (Scotland), ice bandy (Scandinavia and some former Russian states), field and ice hockey (Canada) and bandy (Wales).

Equipment

You do not need a lot of equipment to play hurling. Each player must have a hurley (or camn), which is a curved stick not unlike a field hockey stick. The blade is usually bigger than a hockey stick, and the handle length is up to the individual player.

You also need a ball, or sliothar. Medieval sliothars were either bronze, leather wrapped wood or hair covered with rope or wood. (Setanta’s sliothar was bronze, and his hurley was silver.) Sliothar were about the size of a ball for street hockey.

Playing Field

Since in Period games could have hundreds of players, there was no standard size of playing field. In modern hurling pitches are 137 m by 82 m. In the 1887 rules they were 200 yards by 150 yards.

Players

In modern hurling there are fifteen players per team on the field at a time. They are positioned thusly:

Goalkeeper
Right Cornerback                Full-back                               Left Cornerback
Right Half-back                    Center Half-back                  Left Half-back
Midfielder                              Midfielder
Right Half-forward               Center Half-forward            Left Half-Forward
Right Corner-Forward         Full-forward                          Left Corner-Forward

Since it is often hard to get thirty SCAdians to stop and play a game, you can easily play with less, as long as both teams are equal in size.

Rules of Play

These rules are not the modern GAA rules, but are based on what we know of the Medieval rules, and on the rules of Clan na Bheithir (an SCA clan who know a great deal about hurling).

Equal sized teams of up to 15 players per side. Each side should be easily recognizable from each other (shirts vs. no-shirts, woaded vs. unwoaded, etc.).

At least one referee is a good idea. Modern games have a referee, two linemen and four umpires.

I’d recommend having a chirurgeon or other first aid provider on hand in case of injury. Hurling is a physical game and players can get hurt. Bumps and bruises are unavoidable.

Clan na Bheithir plays a 60 minute game with a 10 minute break between halves.
A goal is scored by hitting the sliothar through the goal. The goals seem to vary in size from the width of a standard hockey net to 10 feet wide.

The ball can be hit with the hurley and any part of your body except your hands.

The goalie can pick up the sliothar if within 10 feet of his goal. Play then stops and the goalie has 15 seconds to put the ball back into play with his hurley.

A sliothar hit out of bounds is hit back into play by a member of the team that didn’t knock it out. It is played from the point where it went out of bounds. If the sliothar goes out over the end-line (on either side of a goal) it is hit back in from the closest corner.

Protective gear is left up to the individual player, but can be nothing that might harm another player.

Physical contact is permitted, but only on a player in possession of the sliothar. You can never hit a player with your hurley, nor trip, grab onto or push a player from behind.

Players can bounce the ball off their hurley or foot and into their hand. They can then carry the ball for four steps but must then drop it or hit it into play. You can carry the sliothar on your hurley for as long as you are able.

Fouls

Picking up or throwing the sliothar with hands. Most rules say that you can hit the sliothar with your hand if it is in the air, but you can never throw it.
Intentional tripping; grabbing players or their hurleys.
Wrestling, jostling and body checking is allowed, as long as the target player has possession of the sliothar, and the attacker keeps one foot on the ground.

Resolution of a Foul

The referee halts play, then declares the foul. If the foul was on the ball (like carrying it incorrectly or throwing it), the sliothar is put back into play by a member of the grieved team where the foul occurred.

If it was a personal foul (grabbing a hurley, hitting someone not in possession, etc.) a member of the grieved team gets a penalty shot on goal from 14 yards (40 feet) away. The offending team may place two defenders before their goalie but all other players from both teams must stay at least 14 yards away until the sliothar is played.

Once the sliothar is in play (in either type of foul) play resumes as normal.

Sources


Lady Elisabetta Maldestro, “A Brief History of Hurling”, The Mudpuppy, 1998.


A Brief Timeline of the Medieval Playing Card

By THL Colyne Stewart (MKA Todd Fischer)

1000 C. E. A type of thin playing card, much like dominoes, appear in China. Suits are variations of coins.

1200 C. E. Playing cards now established in the Middle West. The Islamic suits were Coins, Swords, Cups and Polosticks. There were also three court cards, called the Commander, Lt. Commander and Second Lt.

1350 C. E. Islamic cards introduced to southern Europe. The suit of Polosticks was changed to Scepters, Batons or Cudgels, and Europeans experimented with the court cards, sometimes having as many as six (King, Queen, Knight, Lady, Valet and Maid). Germans changed the suits to Leaves, Hearts, Acorns and Hawk Bells; they also disposed of the Queen card.

1420 C. E. The Italian game Tarocco appears, using four court cards (King, Queen, Knight and Valet) and introducing a wild card (the Fool). The deck expanded from 52 to 97 cards, and the name changed to Tarot. (It was not until the 1780s that these playing cards began being used for divination.)

1470 C. E. The French create our current suits of Hearts, Spades, Clubs and Diamonds (though the French called them Hearts, Spearheads, Trefoils and Squares). These cards were originally handmade and hand painted, and were owned by the wealthy only. Soon, woodblocks were used to mass-produce them on cardboard.