, are the same as those employed at whist. _=POSITION OF THE PLAYERS.=_ It is not usually considered necessary to distinguish the players further than to indicate which hand had the original lead. For this purpose the whist notation is used, A being the leader, and Z the dealer. [Illustration: Y +---+ ORIGINAL LEADER, A| |B +---+ Z ] _=DEALING.=_ When two packs are used, the still pack should be shuffled by the non-dealer, and placed on the left of the player or dummy whose turn it will be to deal next. The general rules with regard to irregularities in the deal are the same as in whist. The cards being dealt, it is usual to sort the dummy hands first, running the suits down in rows, with the turn-up trump across, and to the right of the others. _=STAKES.=_ The remarks already made on this subject in connection with whist and dummy, apply equally to double dummy, except that there is no double payment; but each player wins from or loses to his living adversary the unit agreed upon.
e., blind goat, and in German _blinde kuhe_, or blind cow. In Scotland, one of the names for the game, according to A. Scott s poems, was Blind Buk : Blind buk! but at the bound thou schutes, And them forbeirs that the rebutes. It may therefore be conjectured that the person who was hoodwinked assumed the appearance of a goat, stag, or cow by putting on the skin of one of those animals. He who is twice crowned or touched on the head by the taker or him who is hoodwinked, instead of once only, according to the law of the game, is said to be _brunt_ (burned), and regains his liberty.--Jamieson. Blind Man s Stan A boys game, played with the eggs of small birds. The eggs are placed on the ground, and the player who is blindfolded takes a certain number of steps in the direction of the eggs; he then slaps the ground with a stick thrice in the hope of breaking the eggs; then the next player, and so on.--Patterson s _Antrim and Down Glossary_.
=_ The game of Fifteen-Ball Pool is played with fifteen balls numbered from one to fifteen, respectively, and one white ball not numbered. The latter is the cue-ball, and at the opening of the game, the player plays with it from within the string at the head of the table, at any of the numbered balls, and afterward as he finds it on the table, his object being to pocket as many of the numbered balls as he can, the number on each ball he pockets being scored to his credit; so that not he who pockets the largest number of balls, but he whose score, when added up, yields the largest total, wins the game. Before commencing the game these fifteen balls are placed in the form of a triangle upon the table--a triangular frame being employed for this purpose to insure correctness. The ball numbered fifteen is so placed upon the table as to form the apex of the triangle, pointing upward toward the head of the table, and in forming the triangle the fifteen-ball should rest as nearly as possible upon the spot known as the deep-red spot in the Three-Ball Game. The other balls should have their places in the triangle so that the highest numbers shall be nearest the apex, the lowest numbers forming the base. _=2.=_ The player who makes the opening stroke must play from within the string from the head of the table and must strike the pyramid of object-balls with such force as to make at least two of the object-balls strike a cushion, or at least one object-ball go into a pocket. Should he fail to do either he forfeits three points and the next player plays. All balls pocketed on the opening stroke count for the player, and it is not necessary for him to call the numbers of the balls he intends pocketing before making the opening stroke. _=3.
_=8th Trick.=_ B cannot risk playing the high clubs while there is any chance for him to win the pool. He can count A to be safe in diamonds, with two hearts and two spades. _=10th Trick.=_ A clears his hand of the very dangerous spade before leading his tenace in diamonds. _=12th Trick.=_ A will not give up the heart until he is sure that B has not the ♣7. * * * * * _=Text Books.=_ There are at present only two text-books on the game; _Foster on Hearts_, and _Hearts and Heartsette_. SLOBBERHANNES.
Pole. Winning Whist, by Emory Boardman. Chance and Luck, by R.A. Proctor. Complete Poker Player, by John Blackbridge. Bohn’s Handbook of Games. Betting and Gambling, by Major Churchill. TEN PINS. The standard American game of Ten Pins is played upon an _=alley=_ 41 or 42 inches wide, and 60 feet long from the head pin to the foul or scratch line, from behind which the player must deliver his ball.
Suppose the boat should overthrow? Serve you right for going after them! --Berrington, Oswestry, Chirbury (Burne s _Shropshire Folk-lore_, p. 515). IV. Mother, will you buy me a milking-can, A milking-can, a milking-can? Mother, will you buy me a milking-can, To me, I, O, OM? Where s the money to buy it with, To buy it with, to buy it with, Where s the money to buy it with, To me, I, O, OM? [Then the following verses--] Sell my father s feather bed. Where will your father sleep? My father can sleep in the boys bed. Where will the boys sleep? The boys can sleep in the pig-sty. Where will the pigs sleep? The pigs can sleep in the wash-tub. Where shall I wash my clothes? You can wash them in a thimble. A thimble is not large enough. You can wash them in an egg-shell.
The deal passes to the right; but should the player whose turn it is to deal have lost everything on the previous deal, and have just purchased another stake, the deal passes to the player beyond him. If a player withdraws from the table when it is his turn to deal, the deal passes any newcomer who may take his place. _=Betting.=_ The cards dealt, each player in turn, beginning with the one to the right of the dealer, or to the right of the last straddler, if any, can do one of three things: Equal the amount of the ante; increase it as much as he pleases within the limits of his cave; or pass, retaining his cards but betting nothing. If any player _=opens=_ the game by making a bet, the player on his right may equal or raise it; but he cannot pass after the game is opened, unless he withdraws from the pool. Any player may call for a sight for the amount in front of him, but that does not prevent the others from continuing the betting. If no one will open, the deal is void, and each player puts five counters in the pool for the next deal. If a player opens, and no one will equal or raise him, he wins the antes and straddles, if any. If any player makes a raise which no one will meet, he takes whatever is in the pool, unless a player has called for a sight for a small part of it. _=Calling and Showing.