Court cards and Tens count 10 each, the ace and all others for their face value. Having reached or passed 31 for black, the _=red=_ is dealt for in the same manner, and whichever colour most closely approaches 31, wins. Suppose 35 was dealt for black, and 38 for red; black would win. The number dealt must never exceed 40. The colour of the first card dealt in each coup is noted, and if the same colour wins the coup, the banker pays all bets placed on the space marked _=Couleur=_. If the opposite colour wins, he pays all bets in the triangle marked _=Inverse=_. All bets are paid in even money, there being no odds at this game. Although black is the first colour dealt for, both it and inverse are ignored in the announcement of the result, red and colour being the only ones mentioned, win or lose. If the same number is reached for both colours, it is called a _=refait=_, and is announced by the word, “Après,” which means that all bets are a stand-off for that coup. If the refait happens to be exactly 31, however, the bank wins half the money on the table, no matter how it is placed.
Hand in and Hand out A game played by a company of young people who are drawn up in a circle, when one of them, pitched upon by lot, walks round the band, and, if a boy, hits a girl, or, if a girl, she strikes a boy whom she chooses, on which the party striking and the party struck run in pursuit of each other till the latter is caught, whose lot it then becomes to perform the same part. A game so called was forbidden by statute of Edward IV.--Halliwell s _Dictionary_. See Drop Handkerchief. Handy-Croopen A game in which one of the players turns his face to the wall, his hand resting upon his back. He must continue in position until he guesses who struck his hand, when the striker takes his place.--Orkney and Shetland (Jamieson s _Dictionary_). See Hot Cockles. Handy Dandy I. Handy dandy, Sugary candy-- Top or bottom? Handy spandy, Jack a dandy-- Which good hand will you have? --Halliwell s _Dictionary_: _Nursery Rhymes_, p.
Z cannot pursue the hearts, but shows his supporting minor suit, bidding three diamonds. This says to Y, “Go no trumps if you can stop the spades.” When A passes, having bid his hand on the first round, Y goes two no trumps and makes game. B leads the top of his partner’s declared suit, and A leads a fourth round, hoping to get in with the club jack. At tricks 8 and 9, B signals control in hearts. A keeps the protection in clubs to the end and saves a trick by it. Y keeps two clubs in dummy, so that if club is led, he will have one to return after he has made his diamonds. In the second example, they are playing nullos, Y declaring. The points in the play are holding the spade queen, so as to lead a diamond or a spade at trick 6. This B prevents, hoping to force two clubs on Y and Z and set the contract.
The pinch must be made on the ball about a quarter from the top, the cue being pointed in the direction in which you want the ball to go, which will be to the extreme edge of B, on the line C-D. The cue must be held at an angle of about 70 degrees. A firm but light blow with a well chalked cue will pinch your ball toward E; but the direction of the cue will propel it toward D. If the cue has been held at the right angle, and you have not struck too hard, the ball will feel the effect of these two forces equally, which will make it move toward a point half way between D and E, which will be F. The retrograde motion being stronger than the propulsion of the pinch, will gradually overcome it, and the ball will return toward G. Contact with the ball B will cause it to lose all but the forward motion, and it will roll easily toward H, making the carrom. _=The Side Stroke.=_ It is a popular delusion that the only way to change the course of a ball is by giving it “twist,” “English,” or “side.” Side has little or no influence on the cue ball until it touches a cushion. Striking above or below the centre is all that is necessary.
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