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Any pins knocked down through dead wood remaining on the alley cannot be placed to the credit of the player. Ten innings constitute a game. The maximum is 150. THE NEWPORT GAME. THE PINS ARE SET UP THE SAME AS FOR THE GAME OF AMERICAN TEN PINS. Three balls (not exceeding 6 inches in size) are allowed in each inning. Ten frames constitute a game. The object of the game is to bowl down an exact number of pins from 1 to 10, but not necessarily in routine order. The player who, in ten innings, scores the least number of winning innings is the loser. For instance: A bowls down 2, 5, 7, 8 and 10; B bowls down 1, 6, 8 and 9.

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His decision in each case will be governed largely by his position at the table, and by the score. The following suggestions are for four players, two being partners against the other two, and playing without the Joker; that being the most common form of the game. The general principles underlying these suggestions for the four-handed game will be found equally valuable in any form of Euchre. _=ORDERING UP.=_ Although probabilities are of little practical value in Euchre, it may be well to remember that there are nine cards in the trump suit; but as only two-thirds of the pack is dealt out, the average number of trumps among four players will be six. Of these, the dealer always has the advantage of being sure of one more than his share, and it is safe to reckon upon the dealer to hold at least two trumps. He may also be counted for a missing suit, for he will discard any losing card of an odd suit when he takes up the trump. _=The Eldest Hand=_ should not order up the trump unless he has such cards that he is reasonably certain of three tricks without any assistance from his partner, and cannot be sure of two tricks if the trump is turned down. When he holds one or two bowers, especially if he has cards of the next suit; that is, the suit of the same colour as the turn-up, he should always pass; because if the dealer takes it up he will probably be euchred, and if he turns it down, the eldest hand will have the first say, and can make it next. It is seldom right to order up a bower, because the dealer will rarely turn down such a card.

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The elder hand declares first, but instead of announcing one thing at a time, and awaiting the reply of his adversaries, he declares everything, and then plays a card. Suppose the cards are distributed as follows, Z being the dealer:-- [Illustration: ♠ K Q J 10 ♢ J 10 9 8 +-----------+ | Y | ♡ A; ♠ A; ♢ A Q | | ♡ K Q J; ♢ K 7 |A B| ♣ A Q J 10 | | ♣ K 9 8 | Z | +-----------+ ♡ 10 9 8 7 ♠ 9 8 7; ♣ 7 ] A announces 41 for his point, sequence of three to the Queen, four Aces, and says, “I play a club,” which is his lead for the first trick. If the second player admits all these to be good he says nothing, but plays a card. In this case, Y would announce four to the King, and four to the Jack, and would play a spade, having no club. B would then announce three Kings, which are good on account of his partner’s having four Aces; but both the sequences are shut out by Y’s better declarations. The dealer, Z, then declares four to the Ten and three to the Nine, both those sequences being made good by his partner’s holding the best sequence at the table. The first trick played, each person at the table shows what he has claimed, in order that his adversaries may verify the count. A would then gather up the first trick, announcing the total score for his side, which would be 22; 4 for the point, 14 Aces, 3 Kings, and 1 for the card led. He would then play another club, announcing 22. This his partner would win but would not count, as he is on the same side that has already counted for the lead.

A puts up all his 35 counters. B passes out. C raises 50, putting up 85; and D bets everything, 180 more than his blind. A demands a sight for his 35, and C puts up the remainder of his 120, and calls a sight for them. Then D withdraws his superfluous 65, and it is a call. No one has a brelan, so all the hands are shown, and the cards lie thus:-- [Illustration: 🂮 🃉 🃈 +-------+ | B | 🂡 🂭 🂩 |C A| 🃑 🃞 🃙 | D | +-------+ 🂱 🂾 🃝 🂹 ] The point is exactly even for clubs and spades, 40 in each. In case of ties, the dealer, or the player nearest him on the right wins. In this case A wins on account of his position, so clubs is the winning suit, and A has the best card of it. But he can win from C and D only the amount for which he called a sight, _i.e.

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Half-Hammer The game of Hop-step-and-jump, Norfolk. This game is played in the west of Sussex, but not in the east. It is played thus by two or more boys. Each boy in his turn stands first on one leg and makes a hop, then strides or steps, and lastly, putting both feet together, jumps. The boy who covers the most ground is the victor.--Halliwell s _Dictionary_. Han -and-Hail A game common in Dumfries, thus described by Jamieson. Two goals called hails, or dules, are fixed on at about a distance of four hundred yards. The two parties then place themselves in the middle between the goals or dules, and one of the players, taking a soft elastic ball, about the size of a man s fist, tosses it into the air, and, as it falls, strikes it with his palm towards his antagonists. The object of the game is for either party to drive the ball beyond the goal which lies before them, while their opponents do all in their power to prevent this.