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Here B loses, as A has one more inning to his credit than B. Note.--As the larger number of pins are easy to obtain, the superior skill lies in picking out the small numbers. For this reason the pony ball is used, and the small numbers are the points of attack from the start. When the player has bowled down a certain number of pins corresponding with any score he has made, and his remaining ball or balls will be of no avail, an (X) is placed under that number, indicating that the inning goes for naught, as he has already made that score. Only one score is allowed to each inning. Players alternate in the use of alleys. Balls bounding from the cushions go for naught. DUCK PIN GAME. THE PINS ARE SPOTTED THE SAME AS THE AMERICAN GAME OF TEN PINS.

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A player may, however, ask what the trump suit is. This law does not apply to Boston, or Cayenne. In _=Boston=_ and in _=Cayenne=_, no trump is turned, but a card is cut from the still pack to determine the rank of the suits. See Law 13. In _=Cayenne=_, the trump suit must be named by the dealer or his partner after they have examined their cards. The dealer has the first say, and he may select any of the four suits, or he may announce โ€œgrand,โ€ playing for the tricks without any trump suit. In Cayenne, he may announce โ€œnullo,โ€ playing to take as few tricks as possible, there being no trump suit. If the dealer makes his choice, his partner must abide by it; but if the dealer has not a hand to justify him in deciding, he may leave the choice to his partner, who must decide. A declaration once made cannot be changed. IRREGULARITIES IN THE HANDS.

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Whenever a player holds two or more of the best cards of a suit he should play one of them. If he holds both second and third best, playing one of them will force the best out of his way, leaving him with the commanding card. The cards which are recognised by whist players as high, are the A K Q J 10, and if we separate the various combinations from which a player should lead each of them, a study of the groups so formed will greatly facilitate our recollection of them. In the first group are those containing two or more of the best cards. In this and all following notation, the exact size of any card below a Ten is immaterial. [Illustration: ๐Ÿ‚ก ๐Ÿ‚ฎ ๐Ÿ‚ญ ๐Ÿ‚ซ | ๐Ÿ‚ฑ ๐Ÿ‚พ ๐Ÿ‚ป ๐Ÿ‚ท ๐Ÿƒ ๐ŸƒŽ ๐Ÿƒ ๐Ÿƒ† | ๐Ÿƒ‘ ๐Ÿƒž ๐Ÿƒ” ๐Ÿƒ“ ] So far as trick-taking is concerned, it is of no importance which of the winning cards is first led; but for the past hundred years it has been the custom for good whist players to lead the _=King=_ from all these combinations, in order that the partner may be informed, by its winning, that the leader holds the Ace also. In the second group are those containing both the second and third best, but not the best. [Illustration: ๐Ÿ‚ฎ ๐Ÿ‚ญ ๐Ÿ‚ซ ๐Ÿ‚ช | ๐Ÿ‚พ ๐Ÿ‚ฝ ๐Ÿ‚บ ๐Ÿ‚ธ ๐ŸƒŽ ๐Ÿƒ ๐Ÿƒ‹ ๐Ÿƒ„ | ๐Ÿƒž ๐Ÿƒ ๐Ÿƒ— ๐Ÿƒ– ] The _=King=_ is the proper lead from these combinations. If it wins, the partner should have the Ace; if it loses, partner should know the leader holds at least the Queen. Both these groups, which contain all the King leads, may be easily remembered by observing that the King is always led if accompanied by the Ace or Queen, or both.

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=_ The game is begun by stringing for the lead; the player who brings his ball nearest to the cushion at the head of the table winning the choice of balls and the right to play first or to compel his opponent to play. Should the striker fail to count, his opponent makes the next play, aiming at will at either ball on the table. _=2.=_ A carrom consists in hitting both object-balls with the cue-ball in a fair and unobjectionable way; each carrom will count _one_ for the player. A penalty of _one_ shall also be counted against the player for every miss occurring during the game. _=3.=_ A ball forced off the table is put back on its proper spot. Should the playerโ€™s ball jump off the table after counting, the count is good, the ball is spotted, and the player plays from the spot. _=4.=_ If in playing a shot the cue is not withdrawn from the cue-ball before the cue-ball comes in contact with the object-ball, the shot is foul, the player loses his count, and his hand is out.

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The adversaries of the revoking player then have the option of adding two points to their own score, or deducting two points from his score. If both sides revoke, the deal is void. If one person is playing alone, the penalty for a revoke is as many points as would have been scored if the lone hand had succeeded. _=31.=_ A revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted, unless the revoking player or his partner, whether in his right turn or otherwise, has led or played to the following trick. _=32.=_ If a player corrects his mistake in time to save a revoke, the card played in error is exposed; but any cards subsequently played by others may be taken back without penalty. _=33.=_ _=PLAYING ALONE.=_ No one but the individual maker of the trump can play alone.

Show me, I said, turning on her. Heal me! I m to have a sign! she wailed. Well, she got one. I took her to my room, pointed at the dresser. One of the glasses on the tray beside a pitcher rose, floated into the bath and, after we had both heard the water run, came back through the air and tilted to trickle a few drops of water onto her head. Her words gave her away--she was no mystic. She swung her eyes back to me: TK! she gasped. She recoiled from me. She d had a viper to her bosom. Heal me! I snapped at her.

=_ The object of the game is to secure the privilege of naming the trump suit, and of playing, either alone or with a partner, to make five tricks, _=solo=_, or eight tricks, _=tout=_. If a partner is required, he is selected by the player asking for a certain ace, but the holder of the ace remains unknown until the ace falls, although from the first he must assist the player who has asked for it. If a player asks for an ace while holding it himself, he of course plays without a partner, unknown to the others however, until he plays the ace asked for. _=Bidding.=_ The players bid against one another for the privilege of naming the trump suit, eldest hand having the first say. When no one will bid any higher, the player who has made the best offer names the game he wishes to play, with or without a partner. _=Games.=_ The rank of the various games, the amounts bid on them, and the payments made for them, are as follows:-- Simple in suit, 2; in colour, 4. Forcรฉe or Solo in suit, 4; in colour, 8. Tout in Suit, 16; in colour, 32.

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The players were seated in a half-circle, and the possessor of the ball faced the others. There was no string attached to the ball, but it was necessary that it should hit the child it was thrown to. When Fire was called, Salamander and Ph[oe]nix were allowed to be said. The third time Fire was called, silence was observed, and every player bowed the head. We called it Earth, Air, Fire, and Water. A forfeit had to be paid for every mistake.--London (A. B. Gomme). It seems probable that a survival of fire-worship is shown by this game.

He plays the drum; all the other children play on any other instrument they like. If the other players do not at once change their instrument, or neglect to sing the lines, a forfeit is demanded. (_c_) Mr. Hardy says some sing this game, Follow my game an holy man. Mr. Hardy once thought it was the remnant of a goblin story of a hoary man of the gable or house-roof, who presided over the destinies of poor cottagers, and he had begun to make out the folk tale. The fairy would sometimes come down, and, playing his antics, compel whomsoever observed him to follow him in a mimicking procession. Miss Hope writes of Holy Gabriel that the game is played at Mead Vale, a small village in Surrey, but is unknown at larger villages and towns a few miles off. Some of the women who played it in their youth say that it began in the Primitive Methodist school at Mead Vale. It is played at Outword, also a remote village, and was introduced there by a stonemason, who stated that he had learned it from a cousin who had been in America.

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At the start the men are placed in an enclosure at the corner of the board, called a โ€œyard.โ€ The object of the player is to get his men out of his own yard and into his adversaryโ€™s. The men move one square at a time, like a king at chess, unless a man gets to the square adjoining that occupied by another man with a space beyond it. Whether the adjoining man is his own or his adversaryโ€™s, the player can hop over it into the vacant space beyond, and he can make as many hops as there are men and spaces. This being so, a player will try to make โ€œladdersโ€ with his own men, placing them in a line diagonally, with a space between each, and will then hop his men over them all. As soon as he gets all his men into his adversaryโ€™s yard the game is ended. Special directions always come with the apparatus. GO-BANG. This is played on a board of 361 squares. Each player has his own coloured counters, and they draw for the first move.

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Put all the [Marys] in, Take all the [Marys] out, Shake all the [Marys] together, And turn yourselves about. Here we dance lubin, lubin, lubin, Here we dance lubin light, Here we dance lubin, lubin, lubin, On a Saturday night. Put all yourselves in, Take all yourselves out, Shake all yourselves together, And turn yourselves about. --Oxford and Wakefield (Miss Fowler). II. Now we dance looby, looby, looby, Now we dance looby, looby, light; Shake your right hand a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, Shake your left foot a little, And turn you round about. Now we dance looby, looby, looby; Shake your right hand a little, Shake your left hand a little, Shake your right foot a little, Shake your left foot a little, Shake your head a little, And turn you round about.

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So am I. From five feet apart we exchanged the grip, the tactile password impossible for the Psiless to duplicate--just a light tug at each other s ear lobes, but perfect identification as TK s. I m Fowler Smythe, he said. Twenty-fifth degree, he added, flexing his TK muscles. What is it, buster? You on Crap Patrol? I paused before I answered. Twenty-fifth degree? Since when could a gambling casino afford a full-time Twenty-fifth? TK s in the upper degrees come high. I had already figured my fee at a hundred thousand a day, if I straightened out the casino s losses to the cross-roader. Wally Bupp, I said at last, deciding there was no point to trying some cover identity. My gimpy right wing was a dead giveaway. Thirty-_third_ degree, I added.